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I am a massive runequest fan. The system was so simple, yet had a good depth. Here Mongoose have done a good job in the main. Most of the original game is here, and they have simplified a lot of things. Instead of attack & parry it is one skill now. And if you have dagger, all elements of dagger use are covered, no need for seperate throw skill. Magic is better, and the heroic advantages available to advanced characters is really good. There are a few areas where more clarity would really help but overall it is a good upgrade. The only reason I have not give it higher is because I do not think it is VFM. It is only 120 pages, and though it is nicely presented, it seems a bit much. Perhaps they could include a beer token next time.
Rating: 7.6
Reviewed by:
FatPob
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Okay, I'll start with an admission: This new edition of Runequest is the first experience I've had with the game. So, for this review, I'm considering the game with no prior knowledge of the system or its setting.
Ok, thats that out of the way. So, here goes.
The Runequest Core rulebook is a single, stand-alone product that has no inherant setting tied to it. Although it is set up to use the Glorantha setting, it is intended as a game that can be used with any setting, and as such it works very well. The rules are deliberately streamlined, though not to the point of simplicity. Indeed, theres plenty of rules to pick up here- its not the quick'n'dirty style of the D20 system, but nor is it the mammoth complexity of Rolemaster- Runequest strikes a balance somewhere inbetween, of a fast and gritty system with enough detail to make it feel 'real'.
And theres emphasis on the 'real' and 'gritty'. Combat is a game of extremes- the smallest goblin can kill the mightiest creature with a lucky hit, but two skilled swordsmen might spend several long minutes locked in a duel of strikes and parries. But the way combat works in Runequest, if you get hit, you're going to be hurt. And thats great- it gives you a serious fear for the life of your character, which forces you to make more considered choices in game, but at the same time its not impossible to fight an enemy, like it might be in sister system Cthulhu.
Then theres magic- the Runic system offered allows any chaarcter to integrate 'runes' into themselves and use powers and spells based off those runes, in a welcome departure from the fantasy norm.
However, although this is a Core Rulebook, theres little for Gamesmasters here. Sure, there are a few creatures thrown in for good measure, and some rules for experience and abnormal weather conditions, etc, but theres very little in terms of ideas for campaigns, storylines or whatever. And that's intentional. For those, you'll need a setting book, or a setting of your own devising.
There are a few omissions here and there, and one or two minor typos, but the book is nicely presented with some excellent artwork, and the whole system comes together nicely in one reasonbly priced package. Just remember that you'll probably need some of the other Runequest books to really get the most of this.
Rating: 8.4
Reviewed by:
splinter
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