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447 pages, ebook
First published June 1, 2018
A new official version of RuneQuest after all this time? Co-written by Greg and based firmly in Glorantha? Surely now my head must explode.
This version essentially erases the RQ3 (Avalon Hill) period and picks up after RQ2, adding rules to codify the influences that major Gloranthan elements such as the all-powerful Runes have on actual gameplay.
It's a beautifully presented tome, too, with great layout and artwork and some lovely fonts :-) There are some flow and forward reference issues but really it's not possible to produce such a volume perfectly. All in all it's great.
Characters start with a pretty comprehensive history going back to the role their most important grandparent (!) played in the key events occurring in Dragon Pass at that time. After dealing with them, the most important parent is given similar treatment, and then finally the character gets some history too. This feels a bit more like Traveller than traditional RQ, and not just because all concerned can die in the process! Skills and Passions and the like are accumulated due to these events along the way, so you don't get the feeling that you're just a lump of protoplasm spat out of a formula, as history was before. This part is very welcome and is implemented very intelligently.
Characters also choose paths and accumulate Runic associations (and complementing them, some converse associations too - eg Harmony and Disorder have to be in balance, etc) and some Passions which generally come from family history again - clan and tribe loyalties, allies, and enemies, that kind of thing. Again all solid ideas and implemented well.
Overall I love the new system and the hard Glorantha / Dragon Pass setting. I understand the additions and approve of them being there in concept. However, I do have a couple of reservations about playing for real. Some of the system developments that came in with RQ3, although not necessarily part of Canon du Greg, made perfect sense and I would be adding them back in -- the single percent characteristic bonuses, the missile hit location table, etc. My main reservations are whether the added mechanics will slow play considerably. Now, every skill, spell, and weapon have a Runic association, and therefore potentially can be influenced by any appropriate Rune skills a character would have. This would add discussion and more rolling to just about everything a character did, not to mention even that the character sheet doesn't list the associations so the GM is left looking them up all the time. Ditto with Passions -- does a Passion apply in this situation? I foresee lots of character/GM interaction about it, lengthening things.
IMHO, RQ2 and RQ3 had a good balance of realism and book-keeping. The new mechanisms might push things over the edge into being unworkable in play. But then, I've not tried it for real yet. And as always the beauty of the RQ system is that the GM can suit themselves over which mechanisms to include. Hey we never played RQ by the book!
So, to sum up, I am blown away that there is new RQ & Glorantha material being produced, and even if I end up only using some of the new concepts and mechanics in my game, then the release of RQG is still a hugely influential event in the gaming world.
Have to sadly add here that Greg passed on October 11. It's always the heroes. Respect and RIP.
(edit, Goodreads formatting is impossible!)