The RuneQuest Magazine
Battle Manual by David Hall
Staying Alive by Mark Morrison
Duck Soup by Matthew Tudor
Heroquesting by Simon Phipp
Five Foes by David Hall
White Crescent Rising by Brian Duguid
Fighting Fat by William Nock
Skill by Lewis Jardine
Baboons by Lewis Jardine
Elves by John Quaife
Hop Wars David Hall
Wolfhead's Story by Oliver Dickinson
Edict and Contents
Now calling themselves a magazine, rather than a fanzine, the editors call for more submissions. This issue: Hero
Light of Action
Excerpts from the Battle manual of the Imperial Military College, by David Hall.
Battle tactics for beginning players in RuneQuest 3 by David Hall.
A story of the sad end of a Duck, by Matthew Tudor.
Heroes - Teaching the Superman
Simon Phipp discusses four types of hero Quests and some thoughts about them.
The five foes faced by Humakt in his quest to free Arroin from Chaos.
Monks of Alkoth - White Crescent Rising
The White Crescent monastery near Alkoth is detailed by Brian Duguid.
A system for creating \"fat\" characters (for roleplaying only), by Bill Nock.
An alternative system for learning from your mistakes, by Lewis Jardine.
The culture and civilisation of the Giant Praxian Baboon, by Lewis Jardine.
Red Elves and Lopnorifings
Two new races of little people, by Jon Quaife.
The PCs get involved in a battle between gin and beer set in Sartar, by David Hall.
Barabus - Dog Fight at picnic Rock
The players are left holding a fighting dog, and find themselves in an epic prize fight.
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Action Table (table determines action outcomes)
Attribute/Stat Based (STR, CON, PER, etc)
Cards (cards drive the action)
Class Based (Pilot, Wizard, Scientist, etc)
Competitive (players compete against each other to win)
Description Based (Narrative more so than Dice)
Dice (Primarily d10)
Dice (Primarily d12)
Dice (Primarily d2/coin)
Dice (Primarily d20)
Dice (Primarily d4)
Dice (Primarily d6)
Dice (Primarily d8)
Dice (Primarily Fudge/dF)
Dice Pool (Roll multiple dice vs target)
Dice Step (variable dice vs. static target)
'Diceless' (does not use dice or other randomizer)
Exploding Dice (Die may 'explode' into a second roll)
Free-form (minimal or no rules - think improv theatre)
GM-less (No gamemaster needed to play)
Grid-based (uses square terrain for move/combat)
Hex-based (uses hex terrain for move/combat)
Level Based (Earn XP and level up)
Lifepath Character Generation (Character starts at birth)
Point Based (allocate points to get skills, powers, etc)
Progression Tree (Skills, professions, magic abilities, etc.)
Race Based (Player Race/Species affects gameplay)
Random Attribute Generation (during Character Creation)
Reading (for Periodicals, Adventure Books, etc)
Roll and keep (4k2 means roll 4 and keep 2)
Skill Based (buy or gain skills)
Trait / Aspect Based (personality affects gameplay)
Unusual Randomizer (not using dice or cards)
Wagering / Betting (wagering during play)
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