Runequest is back. It's about time.
Writing: The rules are clear, divided logically, and contain enough background explanation for a player to understand the logic behind the rules.
Technical Presentation: The book is not overloaded with artwork, useless fonts, or 4 cm wide decorative borders, keeping the page count down and the rules readable. There is enough art to break up the monotony.
Rules Notes:
The skill list is the same simplified skill list as RGM. This helps keep the game flowing, although it can be frustrating (using the same skill to swim or jump a pit is slightly humerous).
Combat is fast and deadly. Fights can still devolve into a "hack until you hit the same location twice" contest, but the special effects available on successful hits mitigate this. GM's are advised to print out the options on pages 88 and 89 and hand copies to their players.
The magic systems are superbly done. In particular, the completely revised spirit magic system feels 'real' and makes the spirit-working shaman a viable and unique character. Divine magic has recieved another overhaul, and is both appropriate to the nature of the game, and highly playable. Divine magic may be too powerful, but I have not played enough to reach that point. The best thing about the magic system is the recommendations for different worlds. Running a Conan-esq Swords and Sorcery world? Dump Common and Divine magic and restrict your magicians to Shamans and Sorcerers. Running Mythological Hawaii? Stick to common magic... Magic very flexible and very good. The "myth" system is very promising, although I have not used it, yet.
I don't like the "improvement points" system for character advancement. One of the virtues of Chaosium RQ was that a character tended to automatically advance in the skills most often used (i.e. rolled on) in a game. On the other hand, this often left the GM scrambling for ways to give the players a chance to make certain die rolls. I use a combination of experience checks and improvement points.
On the downside, there are only a handful of monsters in the book, and no guidelines for build-your-own. If I did not have years of experience playing and GM'ing RQ, I'd be hurting for monsters. The promised "Monster Colessium" supplament will help this, but it's still pricey. I would have liked some guidelines (a la D&D 3.x) on assigning stats and abilities to build your own monsters, or to modify existing monsters.
All in all, this is a far superior game to Mongoose's first edition RQ. While not as flexible as BRP (Chaosium's current publication) it is simpler to play, and it's strengths greatly outway it's weaknesses.
I'd recommend this game system to anyone looking for a moderately fast to play, simple game system, that focuses on characters which are at a human-like level of power. With minimal adaption it could be used in any fantasy world.
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