Rune Quest 2nd Edition Pdf

Is back and I'm loving it. I was a backer of the RuneQuest: Classic Edition Kickstarter and I've just gotten around to looking at the PDF. My God, if I had this in PDF when I came across Chaosium's RuneQuest back in 86 or 87 I might never have stayed with AD&D. RuneQuest has flavor that D&D in it's various incarnations lacked at the time. It's default world, Glorantha, had depth.

RuneQuest - 1st Edition Rulebook (130 pages). In July of 1978, the Origins Game Fair was held in Ann Arbor, Michigan. Over 3500 people attended what was the. Magazines that featured RuneQuest 2nd edition material Sign in to follow this. Pdf likely rare or non-existent for anything RQ2 (unless like the RQ2.

Rune Quest 2nd Edition Pdf

Ah shit, I'm sounding like a fanboy. The thing is, RuneQuest lacked something that D&D was built upon - levels. Hit points didn't progress, combat ability went up slowly. Armor prevented damage by hit location. If you wanted your party to stay in the same general area, they didn't suddenly out power all of their adversaries. It was, and is, a damn good system.

You've seen it elsewhere, most likely in Call of Cthulhu. RQ uses a percentile system and using skills is what increases them. Want to be an excellent pick pocket? You need to use the skill every session (and probably get thrown in the stocks in return, but that's another story) As for races, you had some of your standard fantasy races but you also had Ducks (i'm sure someone on staff had Howard the Duck on their mind when writing this up) For the time, had a rather complete presentation of the game rules. Datj pechatnuyu platu unch tda 7294.

You could learn how to run RQ from just reading the core book. Certainly better organized and much more complete than Tunnels & Trolls, another game I enjoy from the early era of RPGs. I ran Pavis and Big Rubble with my group for over a year using these rules and we had a blast. Of course, the group always went back to AD&D but that's another story;) The PDF is a beauty with hyperlinks in it's table of contents. This is going right on my tablet.

It's a well presented piece of gaming history that is just as relevant today as it was in the late 70's. Believe me when I say I have them all in dead tree format. I have OSRIC in full size, trade paperback and the Player's Guide. I have LL and the AEC (and somewhere OEC, but I can't find it at the moment). Obviously I have Basic Fantasy RPG. Actually, I have the whole available line in print.

Way too much Castles & Crusades. We all know my love for the DCC RPG. I even have Dark Dungeons in print, the Delving Deeper boxed set, Astonishing Swordsmen & Sorcerers of Hyperborea (thank you Kickstarter) (edit) BOTH editions of LotFP's Weird Fantasy and will soon have some dead tree copies of the Greyhawk Grognards Adventures Dark & Deep shipping shortly in my grubby hands awaiting a review. I am so deep in the OSR when I come up for breath it's for the OSR's cousin, Tunnels & Trolls (and still waiting on dT&T to ship). So, out of all that, why?

Why, when I have been running a AD&D 1e / OSRIC campaign in Rappan Athuk am I using Swords & Wizardry and it's variant, Crypts & Things, for the second campaign? (Actually, now running a S&W Complete campaign, soon to be with multiple groups) Because the shit works. It's easy for lapsed gamers to pick up and feel like they haven't lost a step. I can house rule it and it doesn't break. It plays so close to the AD&D of my youth and college years (S&W Complete especially) that it continually surprises me. Just much less rules hopping than I remember.

(my God but I can run it nearly without the book) I grab and pick and steal from just about all OSR and Original resources. They seem to fit into S&W with little fuss. It may be the same with LL and the rest, but for me the ease of use fit's my expectations with S&W. Even the single saving throw. That took me longer to adjust to, but even that seems like a natural to me now. Don't ask me why, it just does.