Date: 2017-04-30 02:34 pm (UTC)
the_rck: (Default)
From: [personal profile] the_rck
I played RuneQuest in college. We had a good group and a good GM, well matched in terms of us picking up GM cues and the GM being willing to run with things we tried that were unexpected. I think we started as sixteen year old orphans with a dagger and a few copper pieces to our names. None of our skills were over 25%. We had to do a lot of talking our way out of trouble.

I've used the basic percentile engine for games I've run myself. It has the advantage of being extremely easy to learn, making it ideal for a pick up game, especially one when no one has any rulebooks handy and nobody has more than a couple of hours for the game to finish.

I think I will have to pick this up. I may not play it or run it, but... The memories!

Date: 2017-04-30 03:16 pm (UTC)
From: (Anonymous)
Loved this--was my 3rd RPG, after D&D and Traveller.

I could go on and on with stories--about the adventure where it looked like the 'win' condition was going to be 'Yay, our souls got away!'.

About standing beside a priestess of Voria, in the ruins of her temple, as she swore vengeance--and converted to Babeester Gor on the spot.

About playing a variant with GURPS disadvantages as a character who was impulsive--and a best friend who was overconfident, gullible, and unlucky; being told to 'wait here' with him by the others, and knowing exactly how we were doomed--because we had a map.

But you get the idea.

Runequest was the first game that got religion and mythology right. And Glorantha was a living, breathing, complicated world. I still miss it sometimes.

Riderius

Date: 2017-04-30 03:39 pm (UTC)
graydon: (Default)
From: [personal profile] graydon
I retain fond memories of the facial expression of a new player in my long-ago RQ campaign discovering that no, no, those aren't your first-level hit points; those are all the hit points this character is ever likely to have.

Date: 2017-04-30 04:31 pm (UTC)
nelc: (Default)
From: [personal profile] nelc
I have a fond memory of my first ever RQ character having a critical miss in his first fight and accidentally chopping his own arm off. "Fond", I think that's the word.

Date: 2017-05-01 12:27 pm (UTC)
graydon: (Default)
From: [personal profile] graydon
It was one of the main challenges of running an RQ game; the line between "complete party victory" and "TPK" is fine, and wiggles. Sometimes one unlikely roll is more than enough.

The Glorantha "chaos feature" table is not safely used randomly on short notice.

Date: 2017-05-02 03:15 am (UTC)
dagibbs: (Default)
From: [personal profile] dagibbs
Runequest was NOT a kinder-gentler RPG.

Date: 2017-04-30 07:43 pm (UTC)
dagibbs: (Default)
From: [personal profile] dagibbs
After coming from the "Deities & Demi-gods" supplement to AD&D where gods were, basically, a list of stats as if they were monsters to be fought, the "Cults of Prax" approach in Runequest, where the gods were described from the point of view of how you joined the worship of the god, how you progressed in the worship, and how the worship of this god affected your interaction with the worshippers of other gods, was just awesome. So much more, both useful, and dare I say, realistic.

Edited Date: 2017-04-30 07:43 pm (UTC)

Date: 2017-05-02 02:02 am (UTC)
chrysostom: (Default)
From: [personal profile] chrysostom
(A)D&D has always struggled with the integration of gods and religion. TSR semi-seriously looked at killing off clerics for AD&D 2E, and that might have been a good idea.

Date: 2017-05-01 01:34 am (UTC)
filkerdave: Made by LJ user fasterpussycat (Default)
From: [personal profile] filkerdave
Wow, I remember that cover!

Date: 2017-05-01 03:42 am (UTC)
nfpr2boziis: (Default)
From: [personal profile] nfpr2boziis
I also spent way too much money on RQ supplements.

Date: 2017-05-02 03:14 am (UTC)
dagibbs: (Default)
From: [personal profile] dagibbs
Not possible!

Date: 2017-05-06 11:49 pm (UTC)
jbwoodford: (Default)
From: [personal profile] jbwoodford
I only played a little bit of RQ Back In The Day. One thing I've realized, though, looking back on it and systems like DragonQuest (something I played rather more of), is how much they're geared towards players with a lot of spare time. These days, I prefer systems that follow the guideline that the amount of time it takes to create a character should be inversely proportional to character fragility.

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