[Runequest] RQ III to MRQ1 to RQVI conversions
dave at difference.com.au
Sun Jul 14 21:04:53 EST 2013
Those books are interesting. They don't really disagree with or get superceded by anything written later, and they add a whole new dimension to play. I've not used either, but I plan to quite soon (I'm running through Dara Happa Stirs, will be an interesting way to give the players a feel for the broader scale politics they are becoming a part of).
Legendary Abilities certainly would make quite reasonable heroquest abilities.
On 14/07/2013, at 12:54 PM, Tony Den <postmaster at runequest.za.org> wrote:
> David Cake wrote:
>> A difficult question. If it was me, I'd break open the piggy bank and grab
>> the RQ6/MRQ2 material and not bother with MRQ1 material at all.
>> The most important conversion issue if you are planning to use MRQ1
>> material but later convert to MRQ2 is ignore the entire 'Runes' concept.
>> Oh, and Legendary Abilities, which I actually think are a pretty cool
>> concept, but didn't make the transition to RQ6.
>> Also, just be aware that while most of the rest of the main rulesbook is
>> convertible with minimum changes, a lot of the supplementary books are
>> not. Particularly things like the very high powered spells in the RQ
> Thanks David. Ja I was a bit concerned with the wole Runes concept, as its
> same campaign world and we didnt use such before so to suddenly introduce
> would be a spot inconsistent. That said if one were to go onto a hero
> quest into the utgard or such one could possibly try that kind of stuff
> What i am finding interesting is the book of guilds and factionsa and the
> empires books, but these are more general assistants which can inspire
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