Yep, there is a point to be made that when the Mythras developers were charged with the task of adapting their, as was then, RuneQuest 6 system to the RuneQuest: Glorantha project, they were told they had to condense their rules down to be able to fit into a 300-350 page book or so. The current version of Mythras does precisely that.Most of the reviews I've read have been over-the-top in praise, some to the point of hyperbole. The system itself is as good as RQ2/3 with some refinements and additions. I don't know about balance (or what that really means) but as it stands it surprised me in what it didn't cover. It doesn't have a creature chapter so the bestiary, including the non-humans, is a separate book. Sorcery looks as unusable in play as it was in RQ3, spirits and Animism haven't been developed much so although the picture of Shamans, the spirit world and how it works in Glorantha is clearer, sprits aren't any more interesting than they were in RQ2.
For me these are the biggest issues that don't compare well to Mythras, but it seems that a big part of the appeal of RQ2 is nostalgia for the older players and the lavish presentation of Glorantha which is the best it has ever been, and the local detail is good if that's what you're after, but the system itself just has me shrugging shoulders, it's more-or-less the same as RQ2 except the PCs are now low-level butt-kickin' demi-heroes, ready for the hero plane or bust!
I've yet to read the new RQ but I prefer RQ 2 relative to Mythras as to me Mythras adds just one too many extra systems onto an already complex combat system.
I never really read it that way - the various combat effects are really just an expansion on the idea of 'impales' from RQ2 - made a bit more freeform and individualistic. In fact, RQ:G has expanded on this too - for different types of weapons.I've yet to read the new RQ but I prefer RQ 2 relative to Mythras as to me Mythras adds just one too many extra systems onto an already complex combat system.
I’m fairly new to Mythras and it doesn’t appear to have too many subsystems. The book itself is not intimidating. It’s not able to stop bullets like Pathfinder or HERO.
I never really read it that way - the various combat effects are really just an expansion on the idea of 'impales' from RQ2 - made a bit more freeform and individualistic. In fact, RQ:G has expanded on this too - for different types of weapons.
I never really read it that way - the various combat effects are really just an expansion on the idea of 'impales' from RQ2 - made a bit more freeform and individualistic. In fact, RQ:G has expanded on this too - for different types of weapons.
Maybe Magic World?To be fair to me even RQ 2, which is a concisely stated rule set, is crunchier than I prefer, I would like something closer to CoC or Pendragon in terms of crunch. There's Openquest but I find it lacking in flavour personally.
Thanks all for the info
I read a review that said whilst it's a great game, it has a few balancing issues (not sure where). Anyone know if this is the case and if so, to what extent?
Such a travesty that Chaosium has this on the back burner. An old school BRP game with simpler rules than RQ and an fantasy sandbox setting.Maybe Magic World?
What's the degree of compatibility between Magic World and Mythras?Such a travesty that Chaosium has this on the back burner. An old school BRP game with simpler rules than RQ and an fantasy sandbox setting.
Ideal for new players to BRP, and those who do not want Glorantha. Perfect for playing old Stormbringer scenarios, and easy enough to convert old TSR D&D modules to provide lots of dungeon crawling and such.
I really think Chaosium should take another look at this one
What's the degree of compatibility between Magic World and Mythras?
Mythras does not use the MRQ SRD, Mythras is the renamed RuneQuest 6 which was a complete re-write of Mongoose RQ2 which was a re-write of MRQ1.Mythras stems from when Mongoose was involved, it uses the MRQ SRD. The two main Mongoose authors for that line went independent and formed their own company, so they have spent a significant amount of time tinkering with the system. The stat block is similar to Chaosium BRP, but different. No Total Hit Points in Mythras, it has only limb HP instead.
Skills are consolidated, which is a good thing. Despite such, the Mythras character sheet remains reasonably detailed.
Magic World is almost entirely based on Elric! with the Moorcock specific details stripped and replaced with a more generic fantasy setting.MagicWorld is a fantasy build of the Chaosium BRP Core Book ( which is a loose compilation of various Classic BRP rules, designed as a generic GM toolkit).
MagicWorld is a distilled version, so its a compilation of rules mechanics mainly from Stormbringer, but also some RQ3, as well as some new stuff. It has quick char gen, a simpler character sheet and plays quicker at the game table.
Yes I did phrase that incorrectly, my mistake. I actually meant that Mythras had its origins with the MRQ SRD line of BRP, but went down its own path after that. Yep its basically RQ6 under a new name.Mythras does not use the MRQ SRD, Mythras is the renamed RuneQuest 6 which was a complete re-write of Mongoose RQ2 which was a re-write of MRQ1.
Magic World is almost entirely based on Elric! with the Moorcock specific details stripped and replaced with a more generic fantasy setting.
Chaosium has pretty much everything other than CoC and Glorantha on the back burner, and given that they fired the author the moment they took over I doubt MW is near the top of that back burner.Such a travesty that Chaosium has this on the back burner. An old school BRP game with simpler rules than RQ and an fantasy sandbox setting.
You can infer as much in statements made - Magic World ain't their bag, baby.Chaosium has pretty much everything other than CoC and Glorantha on the back burner, and given that they fired the author the moment they took over I doubt MW is near the top of that back burner.
Have you taken a look at the stripped down version of Mythras, Mythras Imperative?To be fair to me even RQ 2, which is a concisely stated rule set, is crunchier than I prefer, I would like something closer to CoC or Pendragon in terms of crunch.
I read a review that said whilst it's a great game, it has a few balancing issues (not sure where). Anyone know if this is the case and if so, to what extent?
You'd likely be better served by going in the direction of Stormbringer, Elric!, or Magic World if you want to match the "crunch" of CoC. Simpler chargen, simpler combat, but still very gritty and entertaining.To be fair to me even RQ 2, which is a concisely stated rule set, is crunchier than I prefer, I would like something closer to CoC or Pendragon in terms of crunch. There's Openquest but I find it lacking in flavour personally.
These two are well known among the BRP comunity and have some common house rule fixes. I'm not sure why they weren't looked at by the authors, but I know that they wanted to stick to the RQ2 main mechanics as much as possible, after the success of the RQ Classic edition.I just went through the (quite brilliant) review and picked out the parts that raised a few red flags:
> Crushing weapons have a big disadvantage when compared to other weapons and should have been better balanced
> The mechanic for opposed rolls can produce many ties - which lead to the skill equivalent of combat "whiffing" (admittedly easily house ruled)
So, what's Glorantha like?![]()
Really though, out of the thousands of settings out there, why do you think Glorantha has such appeal in the community? I'm coming to this like a fish out of water. I want to experience Glorantha because it is different to "Tolkienland."
What I have heard is that most creatures are not just there to be hit, they have their own cultures and place in the world. A character's home is important to them and not just a name on a character sheet, and everyone can use magic. The actual structure of the world is very cool too.
Other than the immense history and background material, that's about all I know. I literally have next to no more detail beyond what I wrote above.
Amusingly enough, that's exactly how I got into Glorantha. I joined a historical RQ game, then the guys I played with invited me when they wanted to add another PC, though I hadn't heard about the setting. I played a follower of the thieving aspect of Orlanth, FWIW.It is a very deep and satisfying setting, full of twists and surprises.
There is an awful lot of information around, either in old supplements, new supplements or on the web.
If you want to get into Glorantha, do it in little bits. Start off with somewhere cool, for example Pavis/Big Rubble and work outwards. Don't read the Guide to Glorantha from start to finish, as it is far too much for someone new to Glorantha, even though it is an excellent source of information.
Get into Glorantha by playing in Glorantha, that's by far the best way.
Definately. Probably always will, as there is so much to focus on there, several cultures, lots of conflict. It is the default address for the new RQ, it will take alot to do it in the detail that they have described. However I hope they eventually get to branch out much further into other regions as well.Thanks all.
I assume Dragon Pass gets more info than other locations?