New Treasures: RuneQuest 6 by Pete Nash and Lawrence Whitaker
It takes a lot to get me to try a new role playing system. I’m fairly happy with the ones I already play — first edition Advanced Dungeons and Dragons, Call of Cthulhu, and Steve Jackson’s Melee and Wizards games — and I barely have time to devote to those at it is.
I’m not sure what it was that originally drew me to try RuneQuest. I think it might have been the promise of a wholly different flavor of fantasy. AD&D was medieval villages, magic users, and Gygax’s Against the Giants. RuneQuest was talking animals, bronze age warriors from strange ancient cultures, and Paul Jacquey’s enigmatic Duck Tower (“What? A tower of ducks? That’s so weird. What’s with all the ducks in armor? Seriously? Mike, come check this out.”)
So I dragged my brother Mike to a RuneQuest game on the campus at Carleton University in Ottawa, where we soon found ourselves in the thick of a fast-action melee. In our first exposure to critical hit tables, Mike’s grizzled dwarf fighter fumbled an epic axe hit at the height of the battle, and managed to slice off his own leg. To this day, I can’t mention the word “RuneQuest” without Mike growling, “Yeah. Best system in the world.”
Needless to say, Mike didn’t play much after that. But I kept up with the various incarnations. A big part of my fascination was the result of Chaosium’s support efforts, especially the amazing Pavis and Big Rubble boxed sets. I still consider them some of the finest gaming products ever created, and have been much impressed with the recent reprint editions from Moon Design Publications.