RQ: Glorantha

From: Peter Maranci (rune@trystero.com)
Date: Fri 21 Jan 1994 - 07:25:14 EET


        Regarding Oliver's comments:

        I'm very glad to hear that the limitation of the distribution
of RQ:AiG is based on limited resources rather than eliteism. My fears
of an RQ elite were mostly dispelled by the friendly folk at RQ Con,
but a little confirmation never hurts. 8^>}

        At this point I'm less prone to carp over details that I consider
small. RQ:AiG is so much better than both RQ3 and the previous edition of
RQ4 that many sins could easily be forgiven -- and there don't seem to
be too many sins. If RQ:AiG were to be published as is I wouldn't worry
about RQ's future -- depending on the art of the finished product, of
course.

        Of course I still have opinions.

        One thing that I still would like to know is whether or not
reality testing is a basis for RQ. Of course there's no need to go to
extremes, but it would be helpful to know if I should judge the hit
location table (for example) based on how often I get hit in the arms
or legs in LARP combat.

        The flat-rate damage bonuses bothered me because of the
similarity to AD&D (tm). On reflection, though, I can live with them.
But someone (I think it was George Harris) remarked that this would
screw up Crush. Referring to the book I see that the new rules cover
this option rather well.

        About optional rules: I always liked the way that the optional
rules were given in the back of RQ2. When such rules are scattered
through the text the purpose of making them optional -- i.e. streamlining
the main body of rules -- is defeated. On the other hand, the inclusion of

optional Crush/Impale/Slash in the Combat section seems to work well.

        The more I read this version, the more I like it.

-->Pete
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Peter Maranci Malden, Massachusetts
pete@slough.mit.edu or rune@trystero.com or rune@ace.com
Captain, Bozztown Bashers -- Champion Trollball team of RuneQuest Con 1994!
 


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