Your favorite iteration of d100(Runequest)


Other RPGs


I ve recently discovered Legend.It seems like a great system so It got me thinking :which version of the rules is considered the best?

BasicRolePlaying,HeroQuest,OpenQuest,Runequest 6 or Legend?*

*=I may be missing more versions


MRQ2 vs OQ I'd say this is enlightening...

Liberty's Edge

I liked the Mayfair Deluxe edition - for a one book play until you drop game. I like making my own settings so the lack of setting details never bothered me.


I always loved the vibe of Glorantha and the early games of Runequest. Oj dear, gone all misty eyed now...


Stefan Hill wrote:

I liked the Mayfair Deluxe edition - for a one book play until you drop game. I like making my own settings so the lack of setting details never bothered me.

Which version would that be?

Liberty's Edge

@stroVal wrote:
Stefan Hill wrote:

I liked the Mayfair Deluxe edition - for a one book play until you drop game. I like making my own settings so the lack of setting details never bothered me.

Which version would that be?

Sorry don't know where my brain was - I think I was thinking Chill.

Anyway this version was the one I meant.

RuneQuest Deluxe Edition
as published by Avalon Hill in 1993.
Softcover book, llustration by Jody Lee, 1983.

Shadow Lodge

Call of Cthulhu

Liberty's Edge

Kthulhu wrote:
Call of Cthulhu

Although Great Cthulhu has a Quest to Ruin things I not sure he is on a RuneQuest ;)


Original Runequest was fun and Glorantha was a very interesting setting. Red Moon White Bear (the board game) provided so much extra background, it helped the world come alive. The drawback was the length of time combat took (which is funny compared to now, but it was much slower than D&D back in the day). I liked the Stormbringer / Elric rules based on Runequest, but then I was a big Moorcock fan (and still am).

I also liked the Avalon Hill Deluxe Runequest version. Nicely packaged with a magical Earth quasi-historical setting iirc. But Glorantha was far more interesting, to me, as a setting.

I haven't tried the latest iterations from Mongoose. Not enough time to play a variety of RPGs these days :(

On the upside I plan on making time for my 3.x / PF game and Traveller 5 which should land in my hands in the next month...

Dark Archive

Stormbringer 3rd Edition, the one with the mostly green cover.


So many happy days playing RuneQuest in it's various versions, as well as some of the other D100 games. I'll always have a soft spot for RQ2, my first version, but nowadays I'd play RQ6 by preference. It's not as if I can't use almost any RuneQuest material from any edition with it.

Other iterations of the D100 syste, interest me less than Runequest, mostly because the subject matter is more specialised and less generic, and I'm not really interested in the subjects they do. I've had fun with CoC, but it's not something for which I'd ever look for a game.


Bluenose wrote:

So many happy days playing RuneQuest in it's various versions, as well as some of the other D100 games. I'll always have a soft spot for RQ2, my first version, but nowadays I'd play RQ6 by preference. It's not as if I can't use almost any RuneQuest material from any edition with it.

Other iterations of the D100 syste, interest me less than Runequest, mostly because the subject matter is more specialised and less generic, and I'm not really interested in the subjects they do. I've had fun with CoC, but it's not something for which I'd ever look for a game.

I see...What about Legend? Its generic enough withough being tied to Glorantha


Kthulhu wrote:
Call of Cthulhu

What would make you prefer that iteration of the system over others?


golem101 wrote:
Stormbringer 3rd Edition, the one with the mostly green cover.

Interesting.Is that vastly different to 'Elric!' ?

or MRQ2 and BRP for that matter?

Dark Archive

@stroVal wrote:
golem101 wrote:
Stormbringer 3rd Edition, the one with the mostly green cover.

Interesting.Is that vastly different to 'Elric!' ?

or MRQ2 and BRP for that matter?

Biggest differences are the HPs locations (non-existent in Stormbringer 3) and the magic system which doesn't feature different schools/disciplines/approaches.

There are a lot of many other smaller elements (ability and skill generation, some combat stuff), but it's mostly minor variation rather than glaring divergence.

Overall it has a simpler, sleeker and tighter feeling. You have more limitations, but it's because they have meaning, not because it lacks options.


@stroVal wrote:
I see...What about Legend? Its generic enough withough being tied to Glorantha

The main reasons for my preference are aesthetic. I prefer the larger book size and the layout of RQ6 over Legend. There's more content, of course, but I'd actually be perfectly happy to use older versions of it with Legend if I needed it.

Shadow Lodge

@stroVal wrote:
Bluenose wrote:
Other iterations of the D100 syste, interest me less than Runequest, mostly because the subject matter is more specialised and less generic, and I'm not really interested in the subjects they do. I've had fun with CoC, but it's not something for which I'd ever look for a game.
I see...What about Legend? Its generic enough withough being tied to Glorantha

Chaosium's Basic RolePlaying is much more generic than any version of RQ or Legend, given that it's not tied down to a single genre.

@stroVal wrote:
Kthulhu wrote:
Call of Cthulhu
What would make you prefer that iteration of the system over others?

Overall, it's the simplicity of it. It's a pretty bare-bones version of BRP, almost the simplest that that system can be outside of the addition of the sanity system.


I am currently trying to make new magical professions(or magical traditions altogether if need be) for Legend.

Bards,Necromancers,Ship-mages and Spellswords more precisely...

It occured to me to ask here:
Is there anything similar in any of the d100 systems you are familiar with?


@stroVal wrote:

I am currently trying to make new magical professions(or magical traditions altogether if need be) for Legend.

Bards,Necromancers,Ship-mages and Spellswords more precisely...

It occured to me to ask here:
Is there anything similar in any of the d100 systems you are familiar with?

Necromancy was the subject of one of Mongoose's supplements for MRQ2, and I suspect will have an update for Legend in their series of arcana books.

The closest thing I've seen to a Bard would be some Runequest divine cults, such as Donander.

I don't think there's anything special needed for a Spellsword. Take one of the more martial sorcery grimoires, pick up decent weapon skills, and there's no problem with wearing armour.

I'm not sure what a Ship-mage would need?


Bluenose wrote:
@stroVal wrote:

I am currently trying to make new magical professions(or magical traditions altogether if need be) for Legend.

Bards,Necromancers,Ship-mages and Spellswords more precisely...

It occured to me to ask here:
Is there anything similar in any of the d100 systems you are familiar with?

Necromancy was the subject of one of Mongoose's supplements for MRQ2, and I suspect will have an update for Legend in their series of arcana books.

The closest thing I've seen to a Bard would be some Runequest divine cults, such as Donander.

I don't think there's anything special needed for a Spellsword. Take one of the more martial sorcery grimoires, pick up decent weapon skills, and there's no problem with wearing armour.

I'm not sure what a Ship-mage would need?

Thank you.

I will bring up the details for ship mage shortly(I was thinking something really close to the Ship-mage kit from Adnd)

Yes what I have so far for Spellsword is this:

Basic Skills: Athletics +5%, Influence +5%, Resistance +5%, Lore (Regional) +5% One weapon skill(preferable a blade) +10%
Advanced Skills: Survival
Magic Skills: sorcery

But I was thinking of adding something like: delivering touch spells through martial attacks and maybe storing spells within the weapon...

Though I am unsure of how to go about it.


@stroVal wrote:

Thank you.

I will bring up the details for ship mage shortly(I was thinking something really close to the Ship-mage kit from Adnd)

Yes what I have so far for Spellsword is this:

Basic Skills: Athletics +5%, Influence +5%, Resistance +5%, Lore (Regional) +5% One weapon skill(preferable a blade) +10%
Advanced Skills: Survival
Magic Skills: sorcery

But I was thinking of adding something like: delivering touch spells through martial attacks and maybe storing spells within the weapon...

Though I am unsure of how to go about it.

The Spellsword skills look reasonable, though I'd suggest Persistence should be in there in place of Influence. As for touch spells, the default range for Sorcery spells is touch and the only thing I'd change would be to permit the spell to be transferred through a weapon rather than unarmed. For storing spells, there aren't rules in Legend but in previous editions thare have been a variety of ways to add enchantments to items, sometimes to store magic points and sometimes to add a spell matrix that could cast a spell.


Bluenose wrote:
the only thing I'd change would be to permit the spell to be transferred through a weapon rather than unarmed.

So all that is needed mechanics wise: just make a regular attack and the effects of the spell take place at the same time as damage?


An edit:

Basic Skills: Athletics +5%, Percistence +5%, Resilience +5%, Lore (Regional) +5% One weapon skill(preferable a blade) +10%
Advanced Skills: Survival
Magic Skills: sorcery

Because Resistance doesn't exist in Legend and like Bluenose mentioned Percistence is better than influence.

With both those skills a Spellsword can resist mentaly and physically, which makes sense as he bridges those two worlds as a Profession


So I mentioned OpenQuest. From what I 've seen I don't think the changes from MQ SRD/Stormbringer -and whatever else they used to make OQ- are my cup of tea.
But..I would like to know how different the Magic System is compared to Legend.
Its the only part of Opequest that I haven't found info about online.
Do we have any players here?


Looking into the whole Legend vs RQ6 thing and still, the only people fully convinced they are fairly different and that RQ6 is the better product, seem to be ones that have worked on it.

Don't get me wrong some of the minor changes I've read about on the net seem interesting but with such a high price on the pdf and me having already invested in the Legend line...I don't know...

Any people who have tried both here, willing to discuss?


@stroVal wrote:

So I mentioned OpenQuest. From what I 've seen I don't think the changes from MQ SRD/Stormbringer -and whatever else they used to make OQ- are my cup of tea.

But..I would like to know how different the Magic System is compared to Legend.
Its the only part of Opequest that I haven't found info about online.
Do we have any players here?

I've got a copy of the OpenQuest Developer's Kit (which doesn't appear to be available from their website any longer) which is basically an SRD in .doc format for the whole system. PM me if you'd like it, it's 100% OGL so I can email you a copy without any issues.


Matt Thomason wrote:
@stroVal wrote:

So I mentioned OpenQuest. From what I 've seen I don't think the changes from MQ SRD/Stormbringer -and whatever else they used to make OQ- are my cup of tea.

But..I would like to know how different the Magic System is compared to Legend.
Its the only part of Opequest that I haven't found info about online.
Do we have any players here?
I've got a copy of the OpenQuest Developer's Kit (which doesn't appear to be available from their website any longer) which is basically an SRD in .doc format for the whole system. PM me if you'd like it, it's 100% OGL so I can email you a copy without any issues.

Thank you, I appreciate it. But since that post I found an OQ Developer's Kit on the net, I'm in the process of going through it.

Just to be sure: your version has 12 chapters?


@stroVal wrote:


Just to be sure: your version has 12 chapters?

Yep, it's the "10thJuly2010" version.


:)


@stroVal wrote:

Looking into the whole Legend vs RQ6 thing and still, the only people fully convinced they are fairly different and that RQ6 is the better product, seem to be ones that have worked on it.

Don't get me wrong some of the minor changes I've read about on the net seem interesting but with such a high price on the pdf and me having already invested in the Legend line...I don't know...

Any people who have tried both here, willing to discuss?

I prefer Runequest 6, but I'm perfectly willing to admit that this is in large part because I prefer the presentation. Legend is a bit "cramped", and I'm fairly old with eyesight that could be better. There is extra content in RQ6 compared to Legend, some of which is important to the settings I play in. I also think RQ6 has better play examples. None of that makes me think the games are particularly different, in fact I think they're both closer to MRQ2 (and each other) than D&D 3.5 was to D&D 3.0. I wouldn't hesitate to use material from the two together, or expect to find problems doing that.


Bluenose wrote:
@stroVal wrote:

Looking into the whole Legend vs RQ6 thing and still, the only people fully convinced they are fairly different and that RQ6 is the better product, seem to be ones that have worked on it.

Don't get me wrong some of the minor changes I've read about on the net seem interesting but with such a high price on the pdf and me having already invested in the Legend line...I don't know...

Any people who have tried both here, willing to discuss?

I prefer Runequest 6, but I'm perfectly willing to admit that this is in large part because I prefer the presentation. Legend is a bit "cramped", and I'm fairly old with eyesight that could be better. There is extra content in RQ6 compared to Legend, some of which is important to the settings I play in. I also think RQ6 has better play examples. None of that makes me think the games are particularly different, in fact I think they're both closer to MRQ2 (and each other) than D&D 3.5 was to D&D 3.0. I wouldn't hesitate to use material from the two together, or expect to find problems doing that.

The presentation is indeed better from what I ve seen so far.

I have a feeling though that Legend Combat is better?

The rest of the stuff seem as similar as the first versions of Pathfinder was to 3.5 or maybe more..

And as I ve said before the default Greek setting intrigues me.

The Exchange

Pathfinder Starfinder Roleplaying Game Subscriber

Elric.


@stroVal wrote:

The presentation is indeed better from what I ve seen so far.

I have a feeling though that Legend Combat is better?

The rest of the stuff seem as similar as the first versions of Pathfinder was to 3.5 or maybe more..

And as I ve said before the default Greek setting intrigues me.

It looks like the board ate my original reply.

RQ6 and Legend are indeed very similar (imo more similar than PF/D&D 3.5), and both also very similar to Mongoose RQ2. I haven't gone through combat word by word, but I think RQ6 is slightly more generous in terms of Special Combat Effects and that tends to mean that combat is a bit more deadly.

I wouldn't expect to see much more of the setting, at least for a while. Though TDM do seem interested in pseudo-historical settings, the first two they're workign on are Mythic Britain (a celtic Britain with magic version) and mythic Constantinople (magical Byzantine empire, I assume). Some of the scenarios in Book of Quests seem to give hints about things elsewhere in the rulebook setting, but nothing certain.


Bluenose wrote:
@stroVal wrote:

The presentation is indeed better from what I ve seen so far.

I have a feeling though that Legend Combat is better?

The rest of the stuff seem as similar as the first versions of Pathfinder was to 3.5 or maybe more..

And as I ve said before the default Greek setting intrigues me.

It looks like the board ate my original reply.

RQ6 and Legend are indeed very similar (imo more similar than PF/D&D 3.5), and both also very similar to Mongoose RQ2. I haven't gone through combat word by word, but I think RQ6 is slightly more generous in terms of Special Combat Effects and that tends to mean that combat is a bit more deadly.

I wouldn't expect to see much more of the setting, at least for a while. Though TDM do seem interested in pseudo-historical settings, the first two they're workign on are Mythic Britain (a celtic Britain with magic version) and mythic Constantinople (magical Byzantine empire, I assume). Some of the scenarios in Book of Quests seem to give hints about things elsewhere in the rulebook setting, but nothing certain.

Thanks Bluenose :)

So long as they don't produce yet another Sword and Sorcery setting.How many of those do we need for the d100 family? I think its time to take it towards another direction. I believe the system can do more


Byzantium is such a great and underrated part of history. It spanned a thousand years and underwent many changes bridging West and East. Their mythical lore was very rich too(by the end basically Greek myths evolving for Medieval times etc) As far as I know Dark Elves and Gnomes came from that culture.

I am more interested in something like that, instead of seing yet another fantasy version of Britain(which has now come to mean Fantasy in general for some reason)

The Byzantine Empire design was done well in Studio Ghibli's 'Tales from Earthsea' (even though the film had nothing to do with Leguin's actual books)


@stroVal wrote:

Thanks Bluenose :)

So long as they don't produce yet another Sword and Sorcery setting.How many of those do we need for the d100 family? I think its time to take it towards another direction. I believe the system can do more

There's several D100 games either in existence or in the past that weren't Sword and Sorcery - not even fantasy in some cases. I do think that D100 systems work in a way that suits a Sword & Sorcery setting, which probably explains why there are several. At the same time, Pendragon could be converted to D100 quite trivially (multiply all numbers on the character sheet by 5, roll D100 instead of D20), and it certainly isn't a S&S game.

@stroVal wrote:

Byzantium is such a great and underrated part of history. It spanned a thousand years and underwent many changes bridging West and East. Their mythical lore was very rich too(by the end basically Greek myths evolving for Medieval times etc) As far as I know Dark Elves and Gnomes came from that culture. I should note that there are several settings under development from a variety of companies that I'm aware of, including some that to my knowledge aren't really S&S.

I am more interested in something like that, instead of seing yet another fantasy version of Britain(which has now come to mean Fantasy in general for some reason)

The Byzantine Empire design was done well in Studio Ghibli's 'Tales from Earthsea' (even though the film had nothing to do with Leguin's actual books)

I've never quite understood the emphasis on "medieval European" settings in RPGs. It sometimes seems like an odd choice to me, when the periods immediately before and after could well be considered either more interesting or potentially more suitable for PC groups. As far as I'm aware, Mythic Byzantium will only be the second RPG book on the subject (do not ask me to recall the first, please).

And incidentally, I was wrong about MYthic Britain beign Celtic. It's actually a Dark Age setting, presumably King Arthur and a little later.


Bluenose wrote:
@stroVal wrote:

Thanks Bluenose :)

So long as they don't produce yet another Sword and Sorcery setting.How many of those do we need for the d100 family? I think its time to take it towards another direction. I believe the system can do more

There's several D100 games either in existence or in the past that weren't Sword and Sorcery - not even fantasy in some cases. I do think that D100 systems work in a way that suits a Sword & Sorcery setting, which probably explains why there are several. At the same time, Pendragon could be converted to D100 quite trivially (multiply all numbers on the character sheet by 5, roll D100 instead of D20), and it certainly isn't a S&S game.

@stroVal wrote:

Byzantium is such a great and underrated part of history. It spanned a thousand years and underwent many changes bridging West and East. Their mythical lore was very rich too(by the end basically Greek myths evolving for Medieval times etc) As far as I know Dark Elves and Gnomes came from that culture. I should note that there are several settings under development from a variety of companies that I'm aware of, including some that to my knowledge aren't really S&S.

I am more interested in something like that, instead of seing yet another fantasy version of Britain(which has now come to mean Fantasy in general for some reason)

The Byzantine Empire design was done well in Studio Ghibli's 'Tales from Earthsea' (even though the film had nothing to do with Leguin's actual books)

I've never quite understood the emphasis on "medieval European" settings in RPGs. It sometimes seems like an odd choice to me, when the periods immediately before and after could well be considered either more interesting or potentially more suitable for PC groups. As far as I'm aware, Mythic Byzantium will only be the second RPG book on the subject (do not ask me to recall the first, please).

And incidentally, I was wrong about MYthic Britain beign Celtic. It's actually a Dark Age setting, presumably King...

I vaguely remember a few but there are less than a handful, compared to the many S&S settings still being produced...*Sigh* oh well.

Oh maybe you are referring to
this
d20 supplement?

Its the only Byzantine setting I'm aware of.

Hmm the blurb sites Vlad the impaler as one of the Sultan's allies, even though he fought the Ottomans. Its either very fantastical/alternate history or very badly done ;p


Bluenose wrote:
I've never quite understood the emphasis on "medieval European" settings in RPGs. It sometimes seems like an odd choice to me, when the periods immediately before and after could well be considered either more interesting or potentially more suitable for PC groups.

Agreed.There are many beautiful cultures and historical periods to use as inspiration and countless new and alien things to experiment with.


Just for information, this is what The Design Mechanism intend this year, for Runequest 6th.

"Over the course of the next 12 months we will be releasing...

Hessaret's Treasure - a further standalone scenario
Shores of Korantia - a complete setting book
Mythic Britain - a sourcebook of Dark Ages Arthurian roleplaying
Mythic Constantinople - a sourcebook and campaign for the Fall of Constantinople in 1453
Adventures in Glorantha - the sourcebook for RQ Gloranthan roleplaying
Luther Arkwright - Multiverse-hopping Science Fantasy based on Bryan Talbot's award winning graphic novels"

Now it's possible some of that will slip (that's a Runequest tradition dating back to when Chaosium were the publishers), but the first is out in PDF already.

Meanwhile from Mongoose for Legend, here's what is currently in the schedule.

Sheoloth Setting Guide Complete Out Now!
Arcania of Legend: Elementalism Writing
Cities of Legend: Stormhaven Writing
Deus Vult - Sanctuaries Complete Out Now!
Deus Vult - Shadow Societies Complete Out Now!
Deus Vult - The Heresiarch of Troyes Complete Out Now!
Deus Vult - Witch-Hunter's Training Guide Writing

I suspect there'll be more, but there isn't any information yet.


I guess I am Resurrecting this thread using some sort of the same, yet different, set of necromancy rules from the various editions..

Recently Runequest 6 was retired and replaced by Mythras (in much the same way Mo.Runequest II became Legend)

So with more d100 games out there and a few recent additions that attempt a more d20 / high fantasy approach, I think the original question
is relevant again:

What is your favorite iteration of D100? ( Runequest, Openquest, Magic World, BRP, Legend etc )


My favorite is Mongoose Legend (also available on OBS.


137ben wrote:
My favorite is Mongoose Legend (also available on OBS.

Nice. I am very fond of the system, but at the same time it was the first(and only so far) d100 system that I tried.

I would be interested to try Classic Fantasy by design mechanism

So what makes Legend your favorite if I may ask?


I also found this:

Nicholas Bergquist wrote:

So...my chart on the BRP family of games so far:

If you want a quick to pick up and play game that is still robust then get Magic World.

If you want a customized MRQ/Legend/BRP variant that aims for simpler combat get OQ2.

If you want a gorgeous, extensive treatment on simulationist gaming with a strong classic vibe mixed with explorations into new angles on pulp adventure, all with the best art of the lot then get Runequest 6.

If you want a great and smooth system with a cool combat system and a very portable design with lots of different plug-in modules for historical and fantasy gaming then get Legend.

If you love Glorantha and want to use it as a setting then grab RQ6 or OQ2 as your best bets.

If you don't want to play fantasy then get the gold cover BRP book.

If you want the prettiest game get Runequest 6. if you want the ugliest game then get OQ2. if you want the one with the most nostalgic art then get Magic World. If you don't mind cheescake now and then, Legend is a good bet.

From/Source:

Realms of Chirak.


I'm not perfectly versed in d100, but I am a huge fan of Mythras. Between Classic Fantasy, the excellent Firearms supplement (as well as others like Ships and Shield Walls), etc. I can't name a product I regretted buying from them.

I also love the free rules. Instead of being just a pared down of Mythras, the Mythras Imperative rules are more like its own lighter version of BRP that is covered in 34 pages.


hiiamtom wrote:

I'm not perfectly versed in d100, but I am a huge fan of Mythras. Between Classic Fantasy, the excellent Firearms supplement (as well as others like Ships and Shield Walls), etc. I can't name a product I regretted buying from them.

I also love the free rules. Instead of being just a pared down of Mythras, the Mythras Imperative rules are more like its own lighter version of BRP that is covered in 34 pages.

Thats the one I got in physical form and am currently planning to run with my group :)

[ I don't know if its enough for forming a decision as complex as, chosing between Mythras and Legend, so I'll probably get the Mythras core eventually]

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