As a long time RQ2 and 3 player, I've been interested in the Mongoose re-release for a while, but I've been too busy with d20-based stuff before to take the plunge.
Pretty solid re-working without too much upheaval from previous editions, and I was tickled that many things I've been playing as house rules for years (severity of injury affecting how much First Aid fixes it by, for example) cropping up here.
It seems MGP have followed the same format as Games Workshop's printing of RQ3. This book really gives the core rules, basic character creation, one type of magic system plus a selection of basic spells, some monsters (including Ducks) and standard equipment. If you want more gamesmaster stuff, divine, sorcery and ritual magic, expanded equipment, more spells and more monsters you will at least need the Advanced and Monsters books. How very D&D.
Four stars - solid, didn't leave me fully wowed and I need to play more to really get to the meat of the system.<br><br>
<b>LIKED</b>: Most of the rule updates work and help to streamline the system. IN fact, the prior experience is almost like a step back to RQ2, with easier to calculate straight bonuses to skills, rather than age-base multipliers. Although this book makes no assumption about using Glorantha, finally Runes actually have a game-based function, whether or not all will agree with the mechanics. Previous editions have talked about characters 'Questing' to 'gain a Rune' (hence the name), but there's never been any formal arrangement of what that means.
It's still the same RQ at heart, but cuts down a little on the annoying tendency of characters to be hit in the leg straight away. The new 'combat actions' system is very nice. A little gamey, perhaps, but it works well. And being clever and dextrous is still better than being big and strong.
It's Open Content. A nice touch.<br><br><b>DISLIKED</b>: I've heard criticism about the 'opposed checks' system and the method of dealing with skills over 100%. At the moment, I'm content. No edition of RQ has managed to address these satisfactorily - it's more a factor of a percentage-based skill system rather than a dice-roll plus bonus against target number style system. I'm sure this will get resolved in a third party product.
Not so much a criticism of this product but of the line in general - MGP have a habit of splitting stuff across many different products. Fine for splatbooks. If you aren't interested in an expanded sourcebook for a place or a race, you don't need to buy it. But there's still an element of necessity to get a large number of books in order to run, say, a Gloranthan game fully. Sneaky marketing.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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