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RuneQuest: Roleplaying in GloranthaRuneQuest: Roleplaying in Glorantha by Greg Stafford

My rating: 5 of 5 stars


I first played Runequest back in the 2nd edition "red book" days, and I don't think I was quite ready to handle the concepts and setting, grounded as I was in the medieval inspired world of Dungeons & Dragons.

Runequest is solidly set in the Late Bronze Age, an era of city-states, numerous gods, and epic heroes. The entire feel of the game and setting push this feeling. Glorantha, the default setting, is solidly welded to the rules. To play Runequest is to play in Glorantha.

But what a wonderful world it is! One of the best-detailed worlds in gaming, Glorantha is a living place, from the dusty plains of Prax, home to bison-riding nomads and beasts that herd men, to the proud Kindom of Sartar, a bastion against the encroaching Lunar Empire, to the crowded cities and bustling ports of Estrolia, everything breaths.

This history is tied into character generation. Sartar has only recently thrown off the yoke of Lumar occupation, an epic war that in the end required the summoning of a True Dragon. Making a character begins with tracking the deeds of one of your grandparents and one of your parents, before showing what you've been doing up to the current day.

This not only gives you background, but it also helps define your Passions, the strong loyalties or hatreds that drive you. If your father was eaten by the Crimson Bat, odds are you're going have a strong hatred for the Lunar Empire.

You also decide what Runes you are strongly associated with. Runes are not just symbols, they are potent magical forms. A strong association with a Rune can help define your character, as well as boost magic and skills associated with that Rune.

It sounds complex, but it really flows well. You end up with a well-rounded character with strong feelings and goals.

Mechanically, Runequest uses a d100 skill system. Skills are expressed as a percentage, and your target number is that number or below, after modifiers. There are a wide variety of skills that allow for all sorts of fun character builds. Combat is deadly, as it should be. One thing I liked was a rule section of fighting in a phalanx. This section is complete without being overwhelming.

Magic and religion are central to Runequest. Everyone can at least do a little magic, summoning healing spirits or singing a song to make your blade sharper and faster. Rune magic is more powerful, requiring an investment of power but bringing greater results. A third type of magic, Sorcery, is touched on briefly and will be expanded on in a future product.

The book itself is beautiful. Full-color plates and maps with a great layout. The book feels solid, with no spine cracking. My edition has a silver ribbon place holder. Really, a lovely product.

All in all, this latest edition of Runequest is well worth checking out if you are looking for a different RPG experience.



View all my reviews

Date: 7 May 2019 12:58 (UTC)
claidheamhmor: (Default)
From: [personal profile] claidheamhmor
I used to read the Runequest articles in White Dwarf back in the 80s, and it always seemed such an interesting, exotic system.

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Douglas Berry

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