jueves, 26 de julio de 2012

3

RuneQuest 6th Ed

Bueno, pues ya lo comparto... la ultima de las ediciones de este juego ya con categoria mitica y epica, la ultima encarnacion del RuneQuest, que nos ofrecen desde The Design Mechanism. La verdad es que es casi calcado al Legend de Mongoose, quitando y añadiendo cosas, como el Misticismo como sistema de magia. Tengo que leerlo con calma -estoy en ello- y comparando con el Legend, haciendo alguna partidilla, a ver con cual juego a partir de ahora... aunque por ahora me decanto mas por el Legend.

Y ya cuando pueda, intentare subir las anteriores ediciones, por eso de poder disfrutar de todas ;)
RuneQuest 6th Ed
Core Book


Created in 1978 by Steve Perrin, Ray Turney and friends, RuneQuest is the classic roleplaying game of fantastic adventure with heroes and magic.

Now in a brand new edition, RuneQuest is updated and expanded by Pete Nash and Lawrence Whitaker. Everything you need for fabulous roleplaying adventure is contained in a single volume that has been designed to support any genre of fantasy. The game retains all the key concepts and hallmarks of its earlier versions, but requires no familiarity with the previous editions.

In RuneQuest your characters are defined by their culture, career, community, background, comrades, skills, magic and cults. Progression is through skill advancement – not levels or similarly abstract concepts. As your characters adventure and quest, their capabilities improve and their relationships deepen and strengthen. Players and Games Masters have complete flexibility over what can be achieved, and the way characters develop is entirely dependent on choices players make, depending on their characters’ aspirations and motivations.

Games Masters receive a huge amount of support through the RuneQuest rules. All the concepts and game mechanics are explained clearly with options and considerations explored and presented for ease of use. You need only this rulebook for many years of exciting and imaginative play.

What’s in this book?

RuneQuest contains everything needed for play:
  • Character Creation – building your character through the familiar characteristics, through developing culture and community relationships, choosing a career, and gaining basic equipment according to social class.
  • Skills – What they do, how they work, and how to handle many different circumstances (degrees of difficulty, critical and fumbled rolls, opposed skills, group skills, and so on).
  • Economics and Equipment – Arms and armour, tools, clothing, accommodation... everything your character needs as he or she begins on their life of adventure.
  • Combat – RuneQuest’s combat system is unique, dynamic and geared towards adventurous realism. Gaining success over an opponent generates Special Effects that can rapidly turn the course of a fight. Copious advice is presented on balancing combat skills and styles, through to handling rabble and underlings.
  • Magic – No less than five very different forms of magic are presented and explored, with complete lists of spells and effects. How magic is defined and used in different fantasy settings and campaign worlds is examined in detail. The Runes, what the represent and how they work, is clearly presented.
  • Cults and Brotherhoods – Religious, magical and secular organisations, as well as other kinds of societies are detailed the Cults and Brotherhoods rules. 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.
  • Creatures - Over 50 creatures are fully detailed, including several non-human player character races. This chapter also offers complete guidance on how to use creatures effectively in RuneQuest games, and notes on how to design your own.
  • Games Mastery – Copious notes, thoughts and guidance on how to Games Master RuneQuest games. 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…
  • Anathaym’s Saga – Numerous examples of play and how the rules are used are provided through Anathaym’s Saga. Follow Anathaym, her sister Kara, Mju the Mystic and Kratos the Sorcerer as the RuneQuest rules are illustrated and explained.

RuneQuest 6th Ed
Games Master's Pack


This pack contains two scenarios for RuneQuest: Meeros Falling - an introductory scenario that follows-on from the events described in Anathaym's Saga in the RuneQuest rules; and The Exodus Matrix, a Sword and Sorcery adventure that formed part of the playtest for the sixth edition rules.

The remainder of the pack is a compilation of the major charts and tables used in the rules. Also included are a set of Combat Condition markers, a summary of Combat Special Effects for use by players, the RuneQuest Character Sheet and Combat Tracker sheet.

The Design Mechanism wishes to thank Shawn Tomkin for his work on the Condition Markers and Special Effects summaries.

RuneQuest 6th Ed
Monster Island


A Complete Setting Supplement for RuneQuest

Imagine a land of dark, sweltering jungles filled with nameless monstrosities and savage reptilian head-hunters... hacking through thick undergrowth to uncover forgotten overgrown ruins filled with glittering treasures... discovering mysterious cities of gold hidden high up between the sheer mountain peaks, filled with foul sorceries... uncovering ancient temples still used by secretive cults to practice their abhorrent sacrifices... and worse still, if those gods arose as titanic beasts beyond mortal comprehension, to destroy those that dare despoil their worshippers...

Then imagine you’ve arrived, shipwrecked or magically transported, to this tropical hell and that there is no escape. Welcome to the horror of Monster Island!


Monster Island is a fully detailed sandbox setting which can be used in almost any existing campaign, from Swords & Sorcery through to 1930’s Two Fisted Pulp. It contains enough material to run a game for years, including:
  • A full colour, pull out map of the island with all important locations and borders marked
  • An examination of the native cultures, their strange habits and unsettling magical practices
  • Almost a hundred new creatures, plants and spirits to use in any RuneQuest campaign
  • Comprehensive tables for encounters, random events, poisons, diseases, treasures and the like
  • New spells, miracles and fully defined cults for those that wish to dabble in the dark arts
  • Several dozen places of interest, half of which have been fully detailed for immediate play
  • Countless plot hooks and scenario ideas, as well as guidance on how to incorporate Monster Island into an existing campaign
With its foetid secrets and gritty adventure, the comprehensive content of Monster Island is guaranteed to inspire any Game Master. Delve back to a time of classic Sword & Sorcery with priceless jewels, fierce dinosaurs and dark horror! Comes complete with a separate full colour, map of the Island


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3 comentarios:

Deka Black dijo...

Gracias :D Cuantos recuerdos me tare esto, tu... esos descuartizamientos. Esos magos que acababan suplicando... esos giuerreros convertidos en kiwi...

Y los patos. los patos molan

doclusifer dijo...

Me quedo con legend, pero prefecto muchas gracias

Christian Kell dijo...

Vuelven los patos!!!!!