Runequest 6th edition pdf
As always suggestions are welcome. For some reason these files were deleted from the site somewhere along the way. Many thanks to the reader who caught that mistake! They're fixed now. Recently I dug them out from my email pile you would not believe how much back email I have, and I remove spam religiously, I can assure you , and looked them over.
They're certainly the longest character sheets I've seen in a long time, if ever, and are nicely designed. But they didn't break right on my system. The topic of A4 vs.
US letter was already on my mind, since in recent correspondence with a RQ website publisher from the UK we had been discussing problems with print-ready documents. Since I spent seven or eight years in hell supervising a copy center at a large law firm so actually yes, in hell , I'm pretty knowledgeble about paper.
In fact, I was one of the few people in Boston at the time to order A4 by the case, and for at least a while it had to be specially cut down from larger I presume US legal-size sheets. It seems only fair to provide them in that format, since the authors created them that way.
However, the RQ audience seems to be split in what proportions, I couldn't say between Europe, the rest of the world, and the US.
Rather than eliminate any large section of the potential user base, I converted a copy of the Word document to US letter size. Some tweaking was required; I had to expand the upper and lower margins considerably.
But once it was in good order I output it to PDF in letter size, with the result you see here. Isn't it amazing how I can just go on and on about such picayune details? Incidentally, I also received Ogre character sheets along the same design. If there's any interest, I can convert and put them up as well; it's a bit of work, but it won't kill me.
Drop me a line if you're interested. RQIII character sheets, for standard characters, sorcerers, and animals. Toby uses a clean and classic design which I find quite pleasing. This is more difficult then the other sheets, since these were designed using text boxes.
Yeah just to clarify, because there are so many version of RQ rolling around these days, the latest edition of the game is, technically, RuneQuest Glorantha RQG which came out two months ago.
No; but given that the OP said " Check out this podcast that talks through the latest edition. One of the writers MOB gives a good insight too. We could probably benefit from a Sticky Thread that lists the various incarnations of RQ, which ones are still in print, under what names, the companies behind them, what support exists for those games, and where to find it.
To someone whose hasn't looked into RQ for a long time, or who is new to the game it could be rather confusing. And maybe someone could pick up that nice flowchart apologies to whoever created it, for forgetting who you are! That was nice work!
I'd love to see it kept up-to-date! I disagree. In order for someone to become up to date with the versions of RQ, they would first have to become aware of the wiki, and already be aware that RQG has something to do with whatever version of RQ they are looking up. With this site being the official Chaosium forum, it is far more likely for an old RQ fan or someone who was bought RQG to be aware of Chasoium and wind up here.
Although, even a sticky thread with a link to the wiki would do the trick. While I'm at it, some sort of FYI on RQ, and differences between editions and a little info on the major supplements such as which one is for which RQ would probably help. Often people look for a supplement to cover a particular genre or area, and wind up looking at or even purchasing a supplement for a different version of RQ that might not be compatible or applicable to the version of RQ that they are playing.
Someone who came into the game with Mongoose's RQII could easily find an old Chaosium RQ2 product, expect it to be written for the same exact game system, and wind up horribly confused.
Some sort of FYI would help, and I think a wiki, linked in a sticky thread might be the ideal solution. You can post now and register later. Great material to search details for game in. Amazing mechanic and overall ideal for both those who plan to make their own world and look only for mechanics or those who want to have world base as well.
Runequest Vikings was one of my all time favourites growing up, I still have,my original set! Rq6 nails it. The rules are excellent. It was first published in by The Chaosium. Beginning in , its publication passed between a number of companies; Avalon Hill , Mongoose Publishing , The Design Mechanism , finally returning to Chaosium in There have been several editions of the game.
In , game designer Greg Stafford released the fantasy board game White Bear and Red Moon later renamed Dragon Pass , produced and marketed by The Chaosium , a game publishing company set up by Stafford specifically for the release of the game.
A second edition, with various minor revisions, was released in This edition and its supplements were republished as part of the RuneQuest Classic Kickstarter. RuneQuest 6th Edition core rules so that you can take advantage of the complete system in all its glory.
See page for a list of the many extras to be found in. The Runes, what the represent and how they work, is clearly presented. Cults have been an important and traditional part of RuneQuest, and they are covered in significant detail along with templates for many different kinds of cult, order, school and so on for Games Masters and Players to build upon for their own campaigns. This chapter also offers complete guidance on how to use creatures effectively in RuneQuest games, and notes on how to design your own.
Areas for consideration are summarised, options explored, and different ways of using the rules offered. An invaluable chapter for new and old RuneQuest Games Masters alike…. Ef plest master, this mighty fine grub!
High Priest. I just wanted to mention I had a chance to read Steve Perrin's copy of this a couple weeks ago, and wanted to mention that it sold me on it enough that when my finances recover a bit I'm going to buy the PDF of it I don't buy physical books any more unless and until I actually get around to running the game, and that isn't liable to be for quite a while.
I like the new sorcery rules and pretty much didn't care for the rest, I don't like the new combat rules at all. Perhaps neither could be recommended over the other, but rather, instead of the other. The two rule sets would play a little differently. I do like some of the RQ6 melee mechanics and they have certainly done a better job with magic than in Chaosium's RQ3. It I had a new group to play with I might consider RQ6 however, just to see how it all plays out.
Either way I think they both have pretty good system mechanics as I read them, enough to share between the systems which I suspect many GMs are doing. I'm certainly interested in checking out some upcoming RQ6 titles, I think I could easily use them with BRP mechanics if I keep gaming with my current group of friends.
I agree. I would give it two thumbs up any day. Lord Dunsany. While I've got some time off work I'm really starting to sink my teeth into a few titles in my collection that I've only perused up until now, with RQ6 amongst them. I kinda like most of the rules in it so far, esp combat manoeuvres, I think they could play out quite well.
I know during actual game play it is less book keeping, but sometimes HP is a quick way to size up a critter when reading creature descriptions. No big issue really, more just personal taste after playing AHRQ3 for many, many years. I think one of the strengths that really strikes me with RQ6 is the char gen, its quite simple but yet has alot of that old school crunch in regards to life-path etc, including family history, connections, contacts, background events etc.
Also the book has a decent ammount of equipment lists, something which is also old school and quite useful. All in all it is a great product for fantasy, a great buy in my opinion. RQ6 is a quandary for me. Call-backs to my memories of RQ2, back in the early 80's, cheek against jowl with modern concepts of combat resolution like special effects and combat styles.
Fantastic adaptations of the magic systems that go back to RQ3, plus the addition of mysticism, but skill sets that are less finely grained than even RQ2. I don't know if it'll happen or not, but the next fantasy game I run will likely be in RQ6. It depends what you want in a game system. For me, the magic and combat systems of BRP are functional rather than evocative, while the RQ6 ones are more deliberately flavoursome.
I prefer character generation in RQ6 too. Finished my first read-through a couple of days ago so no actual play experience yet and my general impression is that RuneQuest 6 is a very good system for what it sets out to be. The general vibe is that RQ6 is a fantasy roleplaying toolkit, since it doesn't contain a default setting, but is otherwise a complete game as advertised. I come from a RQ3 backrground with a little Stormbringer thrown in and when I started reading the 6th edition at first I was not impressed.
But when I got further and started to see the big picture it began to grow on me. When I got to the chapters about magic I was very much sold. The reason I didn't like it at first was that I felt it was a bit dry read and the examples were not very interesting and evocative. Also there was—and I still think this is true—not enough of them.
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