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RUNEQUEST  -  RULEBOOK (ENGLISH)

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Description

The classic that founded an industry - An entire fantasy role-playing game in one book

Freshly reprinted from the successful Kickstarter!

In July of 1978, the Origins Game Fair was held in Ann Arbor, Michigan. Over 3500 people attended what was the largest gaming convention in the US at that time. In the main hall gamers could pick up the latest games from all the major publishers: Cross of Iron by Avalon Hill, Atlantic Wall by SPI, and The Hall of the Fire Giant King module by TSR. In one small booth near a corner you could also purchase RuneQuest, the first Roleplaying game published by The Chaosium, a quirky 3 person company from the Bay Area. It sold out over the weekend, and every print run continued to do so for the next several years. 

This is the second edition of the RuneQuest rules in its final form, with all errata incorporated into the text. Additional material has been added to the appendices at the end.

RuneQuest took the young world of roleplaying games by storm; it cast aside many of the approaches most other games took. It had no character classes, no experience points, no levels, and far fewer restrictions on how weapons, armor, and spells could be used. Instead of a D20 it uses a percentile 01-100 system. It also has the built-in fantasy world of Glorantha. 

During what many consider to be the golden age of roleplaying, RuneQuest enjoyed its greatest popularity, second only to AD&D in sales. It won numerous awards, starting in 1978 with the Strategist’s Club Award for “Outstanding Miniatures Rules”, which may sound quirky, but that was because the industry had yet to create award categories specifically for roleplaying games.
The Book

With RuneQuest you enter a world of high adventure and death-defying excitement, where good and evil meet face to face and weapon to claw. Every step of the way you’ll be aided by rules that are carefully explained and sequentially structured – you’ll find what you need when you need it. The game system’s realism parallels its logic of presentation: characters develop freely and fully, just as they do in life, and no rule prevents the use of weapon or magic in any tight spot.

Combatants melee by using the strike rank system (as developed by the author’s long acquaintance with edged weapons), which is based on actual weapon size and design.
Characters have skill with particular weapons, and they can learn from experience; as they battle and scheme their way across continents, they’ll become toughened veterans of dozens of fights and escapades. Based on your decisions and your motivations, your characters will take on astonishing life and reality as they learn magic, improve their weapons use, develop ties with the gods, and explore the amazing universe around them.

EASY TO LEARN - all decision rolls are determined by a single roll of percentile dice. You need only read the rules and supply the dice.

ORGANIZED - the book is clearly arranged, with a logical teaching progression. The table of contents is complemented by a cross-referencing index.

COMPLETE - this one book contains all you need to play (except dice). Rules, monsters, treasures, maps, encounter tables, character sheets are all provided.

EXAMPLES - follow the entertaining examples of play illustrated by the adventures of Rurik the Restless as he makes his way from dice-rolls to Rune Lord. The examples show how as well as what.

TIME-TESTED - this edition has been updated to provide corrections, refinements, and additions to previous publications.

FLEXIBLE - develop your character or world as you wish, without artificial restraints or character classes.

RUNEQUEST - RULEBOOK (ENGLISH) is categorised ROLE-PLAYING GAMES / BOOKS and sold by l'Imaginaire, a store and specialised website.

Editor : CHAOSIUM INC.

Complexity : 0.00

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Guillaume C.Report this review
11/11/2019
Un voyage dans le temps
Cette édition de RuneQuest est une réimpression de la 2e itération du jeu qui est sortie il y a de nombreuses années. Le système de jeu est intéressant et complexe, mais il évoque une vieille école de pensée pour les jeux de rôle. Très intéressant pour ceux qui veulent voir la progression que ce type de jeux ont pris depuis les années 80-90.

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