Showing posts with label mongoose. Show all posts
Showing posts with label mongoose. Show all posts

Monday, April 7, 2025

Mongoose Acquires Dark Conspiracy

Serendipity is a real thing. When I decided last week to write a Retrospective post about GDW's 1991 horror RPG, Dark Conspiracy, I had no advanced knowledge of today's announcement that Mongoose Publishing has acquired all the rights to it. This isn't exactly surprising. Once it was announced last summer that the company now owned the rights to Traveller (along with Twilight: 2000), I thought it inevitable that they'd also grab the rights to other former GDW properties. Still, it's nevertheless an odd little coincidence that I started thinking again about DarkCon after all these years.

According to the limited information available, Mongoose's re-release of the game won't be until next year. There's no official word on its rules, but I'd be amazed if it didn't use some version of the Mongoose Traveller rules, which are rapidly becoming the house system of the company. I'm fine with that, honestly. For all my complaints about the most recent iteration of the Mongoose rules, it's still a solid system and much better than Dark Conspiracy's original rules, which I never much liked. 

When I hear more, I'll be sure to share that information here. 

Monday, January 6, 2025

The Wiseman's Gap Subsector

As I've been delving into Traveller, I've also been working on a little bit of whimsy: a Riphaeus sector booklet on the model of GDW's The Spinward Marches and The Solomani Rim supplements. I say whimsy both because I'm not sure how useful this project will be and because I'm making an effort to reproduce, to the best of my limited abilities, the formatting and layout of the originals. For example, here's the draft page accompanying the map to the Wiseman's Gap subsector.

I'm not very skilled at most technical skills, so it's not been easy to copy the GDW house style as I had hoped. I'm still plugging away at it, in between other projects. My hope is get the thing done sometime this month and release it through Mongoose's Classic Travellers' Aid Society third party license. As I said, this is mostly for my own enjoyment (and perhaps the enjoyment of the players in my old Riphaeus sector campaign), but I also find it helpful to complete a simple, straightforward project as a way to jumpstart other, bigger projects (of which I have many).

Monday, November 25, 2024

Traveller Starter Pack

In the coming weeks, I plan to write a lot more about Traveller, both because it's a roleplaying game I know, love, and play – and because it's a roleplaying game that doesn't get enough attention in my opinion. To that end, I'd like to direct your attention to the Traveller Starter Pack, available for free through the Mongoose Publishing website. 

The Pack consists of PDF versions of the 72-page Traveller's Explorer Edition and two complete adventures, Stranded and Death Station. The Explorer's Edition is a pared down version of the Traveller Core Rulebook, providing everything you need to play the two adventures. The adventures themselves are updated versions of two Classic Traveller scenarios, Marooned/Marooned Alone and (of course) Death Station, the latter of which is among my favorite Traveller adventures of all time

The idea behind the Starter Pack is to give people interested in Traveller an opportunity to read and make use of the current edition of the rules without the need to spend any money. It's a great idea in my opinion, which is why I'm sharing this information here. I'd love to see Traveller more widely played, so anything that helps in that endeavor is good in my book. If you're curious about Traveller, the Starter Pack is a terrific, no-cost way to investigate it further.

Tuesday, October 1, 2024

More "GDW" News

Over at the Mongoose Publishing forums, Matthew Sprange made the following announcement about two other roleplaying games originally published by the late, great Game Designers' Workshop:

We are both very happy and proud to announce that Twilight: 2000 and 2300AD have been acquired in their entirety by Mongoose Publishing, joining our library of games alongside Traveller.

All three are games I read and played as a teenager, and so it is both awesome and humbling to become their stewards.

So, what does this mean?

Twilight: 2000

Twilight: 2000 is currently published by the frankly stellar people at Free League. We have had conversations with them and not only will Twilight: 2000 continue to be published by Free League for the current licence period, as things stand we have every expectation it will stay in their capable hands beyond that.

2300AD

You will be seeing more 2300AD material coming in the near future, and we have manuscripts due for both Invasion and a brand new book of adventures. In addition, we will be bringing 2300AD to the TAS programme on Drivethru, likely within the next few months – so get writing! Classic Traveller will be appearing on TAS within the next month or so, and once that is up and running we will get cracking on 2300AD.

At the moment, past editions of both Twilight: 2000 and 2300AD are available on Drivethru (https://legacy.drivethrurpg.com/browse/pub/45/) and will soon be appearing on our website. Of course, Free League have the current edition of Twilight: 2000 (seriously, check them out, they have done excellent work)!

In addition, both 2300AD and Twilight: 2000 have been added to the Fair Use Policy.

That covers our immediate plans for both games, but both properties clearly have immense potential and we hope to be able to bring you more news in the near future.

Very interesting stuff! I suspect this is connected to the other recent news regarding the future of Traveller. Seeing as I've been refereeing a Twilight: 2000 campaign for just shy of three years now, I'll definitely be keeping an eye for further news on that front, since there's potential, albeit small, that this might impact the subsequent development of that game. As for 2300 AD, I haven't played any version of that game in close to thirty years(!) now, let alone the Mongoose version, that this doesn't much impact me. In any case, it's fascinating to see the way that Mongoose Publishing has become the inheritor of a significant portion of GDW's gaming legacy, something I'd never have expected.

Tuesday, August 27, 2024

Upon the Occasion of the Emperor's Birthday, 2024

Ahead of his 77th birthday in a couple of days, Marc Miller, creator of Traveller, released the following statement through the Citizens of the Imperium mailing list:

Some years ago, fellow game designer Greg Stafford died, and I was impressed that his company announced almost immediately that he had a succession plan in place, and that his legacy and his designs would live on.

His example was an inspiration to me, and I resolved to emulate him. It would be a terrible loss if Traveller were encumbered, or somehow restricted in its outreach to present and future fans.

With that in mind, I have worked to make Traveller an asset to science-fiction role-players... with our user-friendly Fair Use policies, with the Travellers’ Aid Society programs, with the Cepheus editions of Traveller, and with Mongoose as a primary publisher of their edition of Traveller.

Over the past several years, I have turned over more and more responsibilities to Mongoose, and I have collaborated actively with them as they work to realize the Traveller dream. Earlier this year I passed full ownership of Traveller to Mongoose in order to secure its future.

With that in mind, I point out that, following the example of Greg Stafford, I have a succession plan in place: day-to-day decisions about the Traveller game system are already being made by Mongoose Publishing (with my co-operation and approval), and if anything should happen to me, they would carry on with my full knowledge and blessing.

That doesn’t stop me from speaking my mind: expressing opinions about Traveller, writing stories and lore, and even revealing secrets about the universe.

But Traveller is in good hands, now, and far into the far future.

And I thank you for your (continuing) support for Traveller.

Marc

I'd suspected something like this might be in the offing for some time, but this is the first confirmation of it that I've seen – and an official one at that. Since I know there are a lot of Traveller fans who read this blog, I thought they might find this news to be of interest. I may have further thoughts on the matter. If so, I'll save those for a future post.

Friday, February 24, 2023

REVIEW: The Spinward Extents

When it comes to Traveller, my preference these days is for what has come to be called "classic" Traveller – GDW's game of science fiction adventure in the far future as published between the years 1977 and 1986. This is the period during which I first became acquainted with the game, so my preference is at least partly born out of nostalgia for those heady days of my youth. At the same time, I also have a genuine philosophical preference for the earliest iteration of Traveller, as I think it's the most elegant and easy-to-use of all editions of the game. Like OD&D, which preceded it by only three years, I find classic Traveller a great foundation on which to build freewheeling and enjoyable SF RPG campaigns.

Because classic Traveller is no longer in print – though you can purchase PDFs (and some POD books) of its entire run through DriveThruRPG – it's not necessarily the best choice for enticing newcomers to take a look at the game. Fortunately, Mongoose Publishing has been producing a new, very playable edition of Traveller since 2008. Though it's not my preferred version, I nevertheless enjoy it and am, in fact, currently playing in a campaign that uses its rules. Currently in its second, revised edition, Mongoose Traveller (as it is sometimes known) is probably the best edition and most accessible version of the game since classic, thanks in no small part to its continued support in the form of supplements and adventures.

One of its most recent supplements is The Spinward Extents, a massive, 368-page hardcover book devoted to describing the disputed border region between the Third Imperium, the Zhodani Consulate, the Aslan Hierate and the Vargr. Given my avowed love of frontiers, this is like catnip to me. The fact that the tome also updates and expands upon the old Paranoia Press sectors, the Beyond and the Vanguard Reaches, only added to its appeal. The Paranoia Press sectors long had a reputation among Traveller fans for being a bit wilder and woollier than the more sober and even staid tone of GDW's own pre-generated sectors. I was thus intensely curious to see what Mongoose had decided to do with them, hoping that they might find a way to keep the reckless inventiveness of the original material while squaring it better with the overall tenor of the Third Imperium setting.

I am very pleased to say that my hopes were largely fulfilled. Though not without flaws, The Spinward Extents is a fine supplement, providing the referee everything he needs in order to run many adventures and indeed entire campaigns in the Beyond and Vanguard Reaches sectors. Before discussing the meat of the book itself, I'd like to write briefly about its physical qualities. As I already noted, the book is big, perhaps a little too big in my opinion. The book's size makes it a little unwieldy as a reference book, particularly given that its index cursory and its table of contents non-existent. This makes finding specific information within its nearly-400 pages difficult at times, though not impossibly so.

The Spinward Extents is full-color throughout, in very stark contrast to the restrained, mostly black and white interiors of classic Traveller materials. That said, the layout is clean and legible. Illustrations of varying quality abound, most of them depicting sophonts, planetscapes, and new starships. Each of these starships also gets deckplans, which are generally serviceable, though rarely as attractive as those of GDW's heyday. The same is true of the sector and subsector maps, which are much "busier" than I'd prefer. Speaking of which, the book also includes two poster-sized maps of the Beyond and the Vanguard Reaches. Despite my qualms about the esthetics of their presentation, they do a very good job of providing a macro-view of the region's sectors.

As one might expect, the book is divided roughly into two parts, with each half devoted to one sector. Each half uses a similar format, starting with a brief introduction, followed by a historical timeline of important events, and then descriptions of the major interstellar states within the sector. One of the main attractions of a region of space like this is its political diversity (and instability) compared to the sclerotic Imperium. Many government descriptions also include starship designs unique to their forces, along with game stats and the aforementioned illustrations and deckplans. Non-governmental organizations (and their starships and special equipment) also receive descriptions, as do non-human sophonts. 

Each of the sectors' sixteen subsectors gets several pages devoted to it, starting with an overview and a listing of its Universal World Profiles, the string of letters and numbers that describe a star system's primary inhabited body (planet or asteroid belt). Between three and six worlds are singled out for additional detail, in order to give some sense of the flavor of each subsector. In some cases, a world description might include additional game-related material, like a mapped location, an animal native to it, or yet more unique starships – there are a lot of new starships in this book. The material in the subsector write-ups forms the bulk of The Spinward Extents and is quite varied, giving players and referees alike plenty of ideas for characters and scenarios. All in all, it's reasonably well done.

As I said earlier in this review, my hopes for The Spinward Extents were largely fulfilled and that's no mean feat. I am a diehard Traveller fan of long standing, who knows the Third Imperium setting like the back of my hand. I am thus the proverbial tough audience for products like this and my complaints are mostly quibbles about esthetic choices. Reading this book left me wanting to start a campaign in this region of space, since it offered me plenty of little seeds that I could easily imagine flowering into exciting science fiction adventures. Even more, I found myself interested in Mongoose's other supplements, something I never expected to happen. In the end, I suppose that's the highest recommendation of all.

Wednesday, January 18, 2023

Traveller Open Content

Though I'm a committed classic Traveller fan, I've lately been taking a much greater interest in Mongoose Publishing's Traveller line, which I've (largely) found to be a solid updating of both the rules and the Third Imperium (Charted Space) setting. Earlier today, Matthew Sprange posted the following:

In light of recent events, Mongoose Publishing is going to be introducing a brand new Traveller Open Content programme, allowing gamers and publishers to build their own projects using the most recent edition of Traveller rules.

We will be working with existing Traveller OGL publishers to build a new SRD based upon the Traveller Core Rulebook Update 2022, using their feedback to ensure best utility, and a logo licence will be made available to clearly mark compatible products.

At this time, we are looking to the ORC licence to maintain openness, now and in the future.

The current TAS programme on Drivethru, which allows the publishing of material set in the official Charted Space universe, will continue to run separately, but alongside, Traveller Open Content.

More news as it develops!

Thursday, August 25, 2011

Stars Without Number, the Mongoose Edition

As some of you are no doubt aware, Kevin Crawford's terrific old school SF RPG, Stars Without Number (which I reviewed early this year), is about to be released in a new edition through Mongoose Publishing. Thanks to the kindness of reader Brian Blakely, who snagged me a copy at GenCon, I was able to get a look at it before it started turning up in most game shops on this side of the Atlantic.

The new edition is a hardcover, just like the one currently available through RPGNow and Drivethrurpg, using the exact same layout. The main differences appear to be a new cover (that I frankly don't like as much as the original), some typo fixes, and the inclusion of two new chapters comprising about 40 pages of material. These chapters cover rules for robots, including robot PCs, mechs, and the creation of planetary societies. None of this information is essential, but, as with nearly everything Crawford has produced to date, it's excellent and, if you're a player -- or even just an admirer -- of Stars Without Number, you'll want to get a copy of the new edition, especially since this new material is not available anywhere else (though Crawford has hinted it might appear in future products for the game).

Friday, August 5, 2011

Speaking of GenCon ...

Does anyone know if Mongoose had any advance copies of their edition of Stars Without Number on hand at GenCon? I know I'm going to regret asking, because the answer will be "Yes" and I'm many miles away from the con, but I figured I'd do so anyway, since I'm rather keen to get hold of the new version with its 40 pages of exclusive content.

Thursday, June 16, 2011

MRQII Becomes Legend

Several readers pointed me toward some news concerning the fate of Mongoose Publishing's RuneQuest II, the bulk of which I reproduce below:

First up, we have been chatting to those nice chaps at Ye Olde Gaming Companye and found out that they were not only prepping a new version for their Wayfarers RPG but that they were in need of distribution. Being familiar with their game and seeing they were obviously such nice chaps, we immediatly offered to print and distribute their game!
The Wayfarers RPG will be released by Mongoose in December this year, likely in the second week. We will be following it up with the first supplement in January, World of Twylos. Look for them in all good game stores.
Legend
Naturally, having a game called Wayfarers and another called Wayfarer released within a couple of months of each other does not make a great deal of sense! We discussed this with the chaps at Ye Olde Gaming Companye and, having no axe to grind, agreed we would change the name of our game.
Henceforth, the core RuneQuest II rules will be known as Legend.
 ...
First off, we have to stress that Legend will be 100% compatible with your current RQII books. If you have an RQII book now, you will be able to use it with Legend. If you buy a Legend book, you will be able to use it with your RQII books. So it is written, so it shall be.
We have had a few requests about tweaking the core RQII rules or adding some bits and pieces to them, and we are considering this. However, _if_ we add or change anything to RQII (and _if_ we do, it will be minor) then we will post any such changes, in their entirety, on our weeb site for free download. We are not looking at doing this lightly but where a tweak will make for a better game, we will have to consider it.
Second, All Legend books will be in 'digest' format, literally half the footprint of the current RQII line. The maximum price for these books will be $19.99, and a few will be less than that.
Finally, we have decided to proceed with an 'open' licence for Legend. This will allow anyone to publish pretty much anything they like using the RQII/Legend mechanics.
However, we are going to make it easier to operate and be a part of. There will be no registration required and no complicated contracts or agreements. You will simply abide by a few very easy rules (such as not copying the front cover designs of our books), put a Legend Compatible logo on the front, and you will be good to go! There will be no SRD - instead, you may freely use anything that appears in the core book range - from the schedule above, this will include the main rulebook, Monsters of Legend, Arms of Legend and Vikings of Legend. And yes, when they appear (likely in summer 2012), Samurai and Pirates of Legend too!
So, if you want to construct your own Viking saga, for example, you can do so using Vikings of Legend as the foundation, and then publish it alongside our core book. We recommend sticking to the digest format, but there is absolutely no requirement to do so.

Thursday, June 2, 2011

Latest MRQII News

Over The Rune Under Water, there's a link to a post by Matt Sprange of Mongoose Publishing, where he talks about their latest thinking regarding The Game Formerly Known as Runquest II. From the sounds of it, Mongoose seems well inclined toward releasing the next iteration of the game under the OGL, along all its non-setting-based supplements. If so, that's good news both for MRQII fans and for publishers looking to support the game.

Monday, May 23, 2011

The End of MRQ II

A couple of people sent me emails directing me to this announcement that Mongoose Publishing and Issaries "have mutually decided to part ways," which means an end to RuneQuest II and further supplements detailing Glorantha's Second Age. The announcement is quick to point out, though, that the end of RuneQuest II does not mean the end of the rules system behind it, which will be rebranded as Wayfarer and continue to be used for all the games that currently rely on RuneQuest II. Furthermore, the Wayfarer rulebook, when released, will be 100% compatible with the RuneQuest II rules, so there's no need to "upgrade" if you don't want to do so.

I can't say I'm particularly broken up about this news, since I was never particularly invested in MRQII, let alone the Second Age of Glorantha, the latter of which I frankly found dull. No explanation is given for just why Mongoose and Issaries parted ways, so we can only speculate. One possibility are that Mongoose discovered that the MRQII rules were successful while Second Age Glorantha was not and therefore it was no longer worth paying licensing fees to Issaries for the rights to the RuneQuest name and the Gloranthan content. Another plausible explanation (though a less likely one in my opinion) is that Greg Stafford felt that MRQII distracted gamers from HeroQuest, his preferred -- and controversial -- presentation of Glorantha.

As I stated in my review, MRQII is a solid updating of Perrin and Turney's original rules, albeit a bit on the "crunchy" side for my tastes these days, especially when compared to OpenQuest. I doubt Mongoose will suffer much from this change and indeed may reap greater benefits from it, since Wayfarer will be fully generic, which may attract the interest of gamers put off by the perceived connection between MRQ II and Glorantha. What we don't yet know is whether Wayfarer is going to use the OGL, though my gut tells me it won't, since MRQ II did not. If I'm correct, that'd be a pity, since I genuinely think Wayfarer might gain greater traction by being open.

As an aside, it's worth noting that there already is a fantasy RPG in print called Wayfarers, which I reviewed way back in 2009. Granted, Wayfarers has a terminal "s" in its title and isn't very well known, but it's still in print in several formats and has a small but devoted community of players. I imagine Mongoose is simply unaware of the existence of Wayfarers or, if they are, don't think there could be any confusion. Still, given that Wayfarer doesn't exactly screen "Fantasy RPG!" to me, I wonder if it's such a good idea to go with that moniker.

Thursday, March 10, 2011

REVIEW: RuneQuest II

Let me begin this review by stating, for the record, how much I dislike the name "RuneQuest II" being applied to a rulebook other than the second edition of Chaosium's version of the game. It's a small point, to be sure, but I mention it to be honest about my frame of mind as I undertook the reading of Mongoose Publishing's updated version of this classic game, written by Lawrence Whitaker and Pete Nash. There was something subtly annoying about this book with the Rune of Luck on its cover, but I just couldn't place my finger on it. Whatever it was, it egged me on in looking for anything that could I could seize upon to dislike in this 200-page hardcover rulebook. Sure enough, I did find a few things I disliked, but I also found even more that I liked, which is why my initial annoyance eventually turned to pleasure.

So let's start at the beginning. Mongoose's RuneQuest II (hereafter MRQII) is presented as "a fully revised and updated edition of the classic game system originally released in 1978 and republished by Mongoose Publishing in 2006." The Roman numeral in the title is a reference to the 2006 Mongoose book, which, by all accounts, was a mess very much in need of this revision. I wouldn't be surprised, though, if it's also intended as a sly reminder of its Chaosium-published predecessor, which was probably the most successful version of RuneQuest ever published (particularly in the UK, where, during the 1980s, it rivaled and may have even surpassed D&D in popularity).

Like OpenQuest, MRQII is intended as a generic iteration of the RuneQuest rules, although, because Mongoose Publishing has the license to produce materials set in Glorantha (albeit in the Second Age), there are occasional references to and examples derived from it. In addition, the rulebook embeds the concept of runes into its presentation of magic, which, while not necessarily tying the game to a specific setting or cosmology, does at least imply one. I don't think it'd be difficult to ignore this or to re-imagine it, but it's worth noting that, much like D&D (and unlike OpenQuest), MRQII brings with it a number of assumptions about the world its rules describe.

MRQII lays claim to the heritage of the original RuneQuest in other ways as well, including those "fiddly" bits that I have kept me from fully embracing the original rules. For example, characters (as well as creatures) have hit points divided by hit location. Likewise, combat contains a great deal of detail, which probably makes it far more satisfying for players who enjoy tactical challenges but more off-putting to people like me who prefer their combat rules quick and abstract. On the other hand, MRQII's character creation is quite flavorful, giving important roles to a character's culture and previous profession to determine starting skill values. There are also some terrific random tables for determining details of the character's family, allies, enemies, contacts, rivals, and other background information.

Skills are nicely delineated, being neither as narrow and limited as those in the original RuneQuest nor as extensive as in some games. I personally think the list could have been pared down a bit more, but I imagine that we got as many skills as we did in order to ensure the rules were useful to a wide variety of fantasy settings. MRQII's advancement system is similar to that presented in OpenQuest, but with additional options for in-game training, which I prefer. As noted, combat is fairly complex, especially with the introduction of combat maneuvers -- opportunistic actions characters can take if they achieve a particularly noteworthy success on an attack or defense skill roll. With time and experience, I am sure combat can be run smoothly and enjoyably, but, as someone used to OD&D's more abstract approach, I found MRQII's combat rules somewhat intimidating.

Magic in the game is divided into Common Magic, Divine Magic, Spirit Magic, and Sorcery, all of which have antecedents in earlier versions of RuneQuest. The rules governing magic are quite straightforward and nicely differentiate the various types from one another, which is a strong point in their favor. There are also guidelines for the creation of cults, which is, to my mind, one of the key elements of what made old school RuneQuest such a unique game. I am glad to see they were included in MRQII. I was a little less enthusiastic about the introduction of feat-like powers called "heroic abilities." However, heroic abilities are explicitly presented as rewards for advancement within a cult and from undertaking HeroQuests, the latter of which was never adequately integrated into the Chaosium RQ rules, despite much talk of it. So, while I can't deny a certain degree of personal uncomfortability with abilities like these, there's a strong case to be made that their presence is fulfilling a decades-long promise Chaosium never made good on and thus needed to be included.

MRQII has a very weak bestiary, consisting of less than two dozen monsters, quite a few of which are intelligent species. There are no rules for magic items or indeed treasure of any kind beyond ordinary equipment. Neither are there any sample adventures or campaign outlines, though there are some potentially useful random encounter tables at the back of the book. For this reason, MRQII feels less complete than OpenQuest does.

I imagine that this is by design, since Mongoose uses MRQII as the "core rulebook" for several different RPGs, each of which no doubt includes its own bestiary, treasures, and other game/setting-specific rules additions/modifications. That's probably fine from a publishing point of view, but it does, I think, limit the utility of MRQII as a single-volume generic rulebook for fantasy roleplaying. On the other hand, if you're intending to purchase and use the supplementary material that Mongoose is putting out, the RuneQuest II rulebook is an excellent compendium. Its revision of the classic RQ rules is clearly and logically presented and is true to its origins, making it a worthy official successor to Steve Perrin and Ray Turney's groundbreaking 1970s game design.

Presentation: 8 out of 10
Creativity: 7 out of 10
Utility: 6 out of 10

Buy This If: You're looking for a clear and well presented, if slightly complex, rules system for skill-based fantasy roleplaying.
Don't Buy This If: You've already got a version of BRP with which you're satisfied or don't care for even a moderate level of rules complexity in your fantasy gaming.

Thursday, July 8, 2010

Classic Moorcock RPGs Available Again

It's only available in PDF form, admittedly, but it's better than nothing. Mongoose Publishing, the current license holder for RPGs based on Michael Moorcock's "Eternal Champion" novels, has apparently made an arrangement with Chaosium, the previous license holder, to sell electronic versions of the older rules and supplements.

From the looks of it, all the good stuff is here, including Stormbringer and Hawkmoon, two positively awesome old school games. This makes me very happy indeed, as these are games that aren't as well known or lauded as they ought to be. If I didn't already own the stuff I wanted in hardcopy form, I'd likely be plunking down some money to pick up some of these products. I recommend others do the same.

Kudos to Mongoose and Chaosium for making this stuff available again. Here's hoping more publishers follow suit.

Monday, April 26, 2010

Tell Me More of MRQ

I broke down last week and, on the advice of many who kindly posted their thoughts here, bought a copy of Mongoose's RuneQuest II core rulebook (how I loathe that term). I'm overall favorably impressed with it -- I'll write up a formal review sometime this week, I imagine -- and I'm now turning my eyes toward some of the supplementary books produced for it.

In particular, I'm curious about the Second Age book, since, for the most part, my interest right now is very Glorantha-centric. Is it any good, both in terms of content and in terms of its playability as an alternate setting for the game? Deeply immersed in Third Age Glorantha as I am these days, I find it hard to imagine a better setting for a RuneQuest campaign, but I am nevertheless intrigued by the notion of playing during a time when the God Learners and Wyrms Friends were kicking around.

So, what say you?

Tuesday, April 13, 2010

Speak to Me of MRQ

I am extremely unlikely to purchase any of Mongoose's RuneQuest products these days, owing to their expense and the fact that I won't have the chance to play them anytime soon. Nevertheless, I keep hearing guardedly good reports about the line, in particular the latest version of the rulebook.

So, please offer up your opinions on the matter. Assuming I actually had the funds to buy these books, would it be worth doing so? Do they offer anything over the original RQ books that make them of interest, especially to someone with my idiosyncratic tastes?

Thanks.

Sunday, June 21, 2009

Information Requested

Anyone out there know much about the latest version of the Elric RPG? I was a big fan of Stormbringer back in the day -- a game I still consider one of the best fantasy games ever written -- but I no longer have my copy and I have a strange hankering to re-acquire it. I suppose I could just hunt down a used copy on eBay or elsewhere, but, being the punctilious sort that I am, I prefer to buy only mint or near-mint copies of old games, which can get very expensive. If the new version of the game were any good, I'd be happy to pick it up (not to mention the Hawkmoon companion game, which is even more up my alley), but I'm reluctant to do so without some good word of mouth about it. I can't seem to find any reviews online and I know there were some complaints about the Mongoose RuneQuest game, which makes me wary.

So any inisghts or comments on the matter would be appreciated.

Wednesday, October 8, 2008

The Plot Thickens

In the wake of the announcement that Jeff Talanian was no longer associated with the Castle Zagyg project, today Mongoose Publishing announced that they were re-launching the Lejendary Adventure game line under license from Gygax Games. I'd not be the slightest bit surprised to hear that Mongoose had also acquired the license to continue Castle Zagyg, but such has not been announced as yet.

I'll refrain from making any commentary about this move for the moment. Needless to say, I have some thoughts on the subject. I want to take some time to hunt down some details before saying anything further.