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Designing the New RuneQuest - Part 6

Posted by Michael O'Brien on 30th Apr 2016

By Jeff RichardI figured in this set of RuneQuest Design Notes I'd answer a key question that we get quite often -"are you using the [pick a rule] from RQ [pick an edition]?"One of the mantras we have in writing the new edition is "if it ain't broke, don't fix it." In RQ2 the main things that wer … read more

Designing the New RuneQuest - Part 5

Posted by Michael O'Brien on 27th Apr 2016

By Jeff RichardA few thoughts on RuneQuest combat...RuneQuest combat is a fundamentally different experience than in most other roleplaying games. First, and I think most commonly talked about, the actions in a RuneQuest combat correspond with what we imagine might actually happen in a melee - someo … read more

New Chaosium delivers on RuneQuest Kickstarter

Posted by Michael O'Brien on 13th Apr 2016

Chaosium President Rick Meints announced today that shipping was about to commence for the RuneQuest Classic Kickstarter, the reprint of the iconic RPG. The Kickstarter, which successfully concluded in late December 2015, commemorated both Chaosium's 40th anniversary in 2015 and kicked-off the … read more

Designing the New RuneQuest - Part 4

Posted by Michael O'Brien on 28th Feb 2016

Rune Magic!By Jeff RichardAs we've said before, a key goal of the new RuneQuest is to tie the mechanics into the setting of Glorantha and incentivize immersion and role-playing. At the top of the list was fixing Rune Magic, which had quite a few problems. The biggest was that an initiate had to sacr … read more

Designing the New RuneQuest - Part 3

Posted by Michael O'Brien on 13th Feb 2016

By Jeff RichardSo let's wade into some controversial waters, and talk about the decision to base the new RuneQuest on RQ2 and not RQ6. Initially, we had imagined that the new RQ would be a streamlined RQ6. But now, the final product is being built up from RQ2. So what happened?Three main things: Run … read more

Designing the New RuneQuest - Part 2

Posted by Michael O'Brien on 10th Feb 2016

By Jeff RichardAs we started to develop the design goals of the new RuneQuest, Ken Rolston, Chris Klug, and I had a discussion about "what are the key features of RQ"? Here are some of the conclusions (in no particular order):Percentage Skills Character SheetRuneQuest is Awesome and Elegant bec … read more

​Designing the New RuneQuest - Part 1

Posted by Michael O'Brien on 8th Feb 2016

We'll be launching the new Chaosium edition of RuneQuest at Gen Con this year. As that eagerly anticipated date approaches, Jeff Richard, creative director at Chaosium and lead designer of the RuneQuest project, is penning a series of designer notes to discuss the creative process - over to you Jeff … read more
Steve Perrin joins design team for new Chaosium edition of RuneQuest

Steve Perrin joins design team for new Chaosium edition of RuneQuest

Posted by Michael O'Brien on 4th Feb 2016

In the spirit of bringing the band back together, Chaosium is delighted to announce that Steve Perrin is joining the design team for Chaosium’s new edition of RuneQuest. "We knew that Steve Perrin’s place at the table, as both the creator and lead author of the original groundbreaking ‘78 and ‘79 ed … read more