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RuneQuest Game Guide

Home > RuneQuest Game Guide

This guide has been created for the benefit of newbies just starting out. We will discuss how to get started playing RuneQuest.

Find or Buy a copy of RuneQuest

RuneQuest Deluxe Edition

The first thing that you need to do is to find or buy a copy of RuneQuest.
We would suggest using eBay to find a copy. When searching for a copy of RuneQuest, we would recommend that you get the deluxe edition. This edition of RuneQuest includes a players book, magic book, gamemaster book, creatures book, glorantha book, player notes, game aids, and a full color map of fantasy Europe.

In addition, Mongoose Publishing has released a new version of RuneQuest. You can order it now at Amazon.com.

Buy some Dice

To play RuneQuest you will also need to purchase your own set of dice and a bag. Dice are used to roll for characteristics and skills. RuneQuest requires several different types. We would suggest using RPQ Shop to find some.

There are 30-sided dice, 20-sided dice, 10-sided dice, 8-sided dice, 6-sided dice, and 4-sided dice. Certain combinations of these dice will create varied results. All dice have abbreviations. The letter "D" represents the word "die" or "dice." For example, a 6-sided die would be referred to as D6. Dice are also preceded by the number of dice to be rolled. For example: 3D6, 5D6, or 10D6. Sometimes, additions to these rolls can be made such as: 3D6+2 or 4D6-1. Finally, dice designations may be combined such as: 1D6 + 4D8.

For a further illustration, each type of die has been illustrated below:

D4
D6
D8
D10
D12
D20
D30
D100

Find or Create a Gaming Group

In order to play RuneQuest you will need to have at least 2 people. One to be the Gamemaster and one to be the player. Ideally, you should have more than just 1 player. We would recommend having at least 2 players or more.

You may decide to find a few friends and create your own gaming group. Or you may decide to find some players already in your area.


Determine your Gamemaster

Once you have your gaming group, you should then decide who will be the Gamemaster for your group. The person you choose to be the Gamemaster does not necessarily have to be the best organized or most outgoing but it does help. In addition, you shouldn't have just one person gamemaster all of the time. Spread it around. Let everyone have their shot at it. It's a lot of fun!

The Gamemaster

Adventure Planning

Once you've determined who will be the gamemaster, that person should spend some quality time preparing an adventure for the group. We would suggest creating a map of the area and a few non-player characters (also called NPC's) that your group can meet. Be sure to plan enough background to make your world believable and exciting but don't over do it at first. Make some notes about the adventure but also have some extra ideas in mind to keep play interesting - but make it believable. Don't just have a dragon appear out of thin air and chase the group.

Allow Your Players Freedom

When you play, be sure to allow your players the freedom to explore. Don't restrict their movements just because you haven't planned on it. Improvise. Create something on the fly! It's quite fun. That's why its good to have some extra ideas before you play to draw from. Try not to force your players to do one certain thing by some "mysterious force." Let them play, interact, and explore the world.

Don't Get Attached to your NPC's

Another important point is to make sure you don't get attached to your NPC's. Don't save your npc's from death or injury if your players truly and fairly hurt them. Again, make it believable. However, you can always introduce some intrigue every once in a while. Sometimes an npc is much more powerful than the players think, and may be able to come back. But in most cases this won't happen. If every npc the players kill or maim comes back to haunt them, it won't be believable and they will think you're trying to kill them off.

Don't Give Your Players Everthing - Set Limits

It is very important to not give your players everything they want. Do not let them manipulate you. You are the gamemaster. You are in charge. Whatever you say goes. It's that simple. There is no voting or democracy here. Make sure that you always set limits to what they can do, but always allow a way for those limits to be surpassed if they meet certain requirements. But make it difficult. Don't make it a cake walk.

Roleplay

When you're the gamemaster it can feel like you have multiple personalities. Why? Because you are roleplaying everybody in your world except for your players. It can be a little overwhelming. However, when your players meet your npc's make sure you actually roleplay with them. Talk to them. But don't always say the same things or do the same things. Remember that every npc in your world is different. Show those differences. Roleplay those differences. Use different voices and inflections. Each npc has their own personality. Their own strengths and weaknesses. Make the come alive!

Break Rule Barriers

As a gamemaster you have the power to create. RuneQuest has certain rules and restrictions. You may feel free to create your own rules or to stretch, or even break the existing ones. However, if you do, you must always be consistent. You cannot break the rules for your npcs and not for your players. That's just not fair. We strongly encourage you to create your own rule variations. If you would like a sample of our rule variations click here.

Meeting to Play

You can all meet to "game" whenever you have enough time. We suggest setting aside an entire night to play RuneQuest. This will give you enough time to really enjoy the game session. Make sure that you have plenty of room to set up a table if you want or you can just lounge around on chairs or bean bags.

One of the most important aspects of meeting to game is to make sure you have plenty of goodies to munch on. Eating is as much a ritual as gaming itself. It just helps to enrich the gaming experience!

On a final note, you must always remember that when you play RuneQuest, it is just a game. Don't take it too seriously. Just have fun. But remember to roleplay, not just throw dice!


Your Adventurer Sheet

The first thing that you will need is a blank character sheet. You may print a copy of one our character sheets to use or you may photocopy one from an original RuneQuest book.

Your character sheet will be your primary tool in the game. You should always keep it up to date but never change anything unless your gamemaster gives you permission. We will explain each section of the character sheet.

Adventurer's Personal Information

At the top of the character sheet is an area for your character's personal information. This is where you will record your character's name, species, age, gender, culture, religion, homeland, and occupation.

Character Name: You may choose any name you desire for your character. If you are having trouble thinking of a name you may use our character name generators in general resources.

Species: This is what type of creature your character will be. You could be a human, an elf, a halfling, or whatever. This would be subject to your gamemaster's discretion.

Age: Your character should at least be 15 years or older. Most people put their character's age between 18 and 30. Usually the older the character the better skills you will have. Feel free to experiment with different ages with your gamemaster's discretion.

Gender: Obviously you can be either male or female. Take your pick.

Culture: There are four different cultures that your character can belong to. They are primitive, nomad, barbarian, and civilized. Your gamemaster may indicate which one you should be or you may choose.

Religion: This refers to the type of magic system that your character primarily believes in. In the standard RuneQuest system there are three choices: Spirit, Sorcery, and Divine. However, you may experiement with combining different religions or creating your own.

Homeland: This is the village, town, city, or land that your character was born.

Occupation: This is the job or career that your character will be. You will receive various bonuses or restrictions depending upon the occupation you choose or are allowed to be. However, your character does not necessarily have to follow this course. You should be free to do whatever you desire.

Characteristics

Your character will have seven different characteristics which will determine what you can do and how good you are. The characteristics are as follows: Strength, Constitution, Size, Intelligence, Power, Dexterity, and Appearance.

Strength: This is a measure of your muscular force. This will affect the amount of damage that you do, the kind of armor you can wear, and what weapons you can use. It also will determine what you can lift and how much. Strength can be increased by training normally or may be increase through an experience-level system.

Constitution: This measures your character's health and is a major factor when determining how much damage you can take before you die. This is also used to resist poison or other maladies.

Size: This is your character's physical mass. This will affect your character's ability to inflict and absorb damage.

Intelligence: This will determine your character's ability to reason, make judgements, memorize, organize, and coordinate various things. This is a major factor when figuring most modifiers for your character and affects your ability to increase your skill percentages through experience.

Power: This is a measure of your character's life force. Power represents your character's integration to the universe around them. High power shows great harmony while low power shows less harmony.

Dexterity: This is a measure of your character's coordination and speed. This influences how well you fight, jump, or move.

Appearance: This is a measure of how attractive your character is to other members of your same species.

Determining Characteristics

To determine your character's stats, you will need to roll dice. To familiarize yoursef with what types of dice to use, you may need to refer to our dice question in RuneQuest faq for an illustration. There are 3 main ways to roll your character's stats:

Method One

This is the random method. Simply roll 3D6 for all characteristics except for Intelligence and Size. For those two you must roll 2D6+6. You should accept the first number you roll for each characteristic.

Method Two

This method does not use dice. Only use this method when creating a human character. You will allocate a total of 80 points among all seven characteristics. This will allow you to customize your character to your tastes. However, you must have a minimum of 8 for Intelligence and Size, and a minimum of 6 for all other characteristics.

Method Three

This method combines the methods above. You will roll 3D6 for all characteristics except for Intelligence and Size (2D6+6). Afterward, you can allocate a total of 6 more points to your characteristics. If your character is human, no characteristic may be higher than 18 unless your gamemaster directs otherwise.

Attributes

Your character's attributes are determined directly from your characteristics. There are eight different attributes. They are magic points, fatigue points, hit points, damage modifier, movement rate, DEX srm, SIZ srm, and MELEE srm.

Magic Points: Your magic points are equal to your character's power. Magic points are used by your character to cast or resist spells.

Formula: MP = POW

Fatigue Points: Your fatigue points are equal to your character's strength plus constitution. Fatigue points are expended through strenuous activity.

Formula: FP = STR + CON

Hit Points: Your hit points are equal to your character's constitution plus size divided by 2. Hit points represent the amount of damage your character can take before they die.

Formula: HP = CON + SIZ / 2

These are also referred to as your total hit points. Your character will also have hit points for each location on their body. The hit points per location are determined from the total hit points. Please consult the chart below:

Location
Total Hit Points
 
01-03
04-06
07-09
10-12
13-15
16-18
19-21
Each Leg
1
2
3
4
5
6
7
Abdomen
1
2
3
4
5
6
7
Chest
2
3
4
5
6
8
9
Each Arm
1
2
3
3
4
5
6
Head
1
2
3
4
5
6
7

Damage Modifer: Whenever your character makes a successful attack with a melee weapon you add your damage modifier to the total damage done. If your character makes a successful attack with a thrown weapon, you add half of your damage modifier instead. Your damage modifier is determined based upon your character's strength plus size. Please consult the chart below to determine your damage modifier.

Total
Damage Modifier
01-12
- 1D4
13-24
0
25-32
+ 1D4
33-40
+ 1D6
41-56
+ 2D6
57-72
+ 3D6
73-88
+ 4D6
89-104
+ 5D6
105-120
+ 6D6
121-136
+ 7D6
137-152
+ 8D6

Movement Rate: This determines how quickly your character can run or move.
The standard movement rate for a human is 3 meters per strike rank. We have devised a system that will allow you to increase the movement rate of a human character depending upon their dexterity. To determine the movement rate, simply follow these steps:

1. Take the dexterity of the character and minus 18.
2. Take the resulting number and divide by 18.
3. Finally, take the resulting number and add 3. This is the character's movement rate.

Note: Never disregard decimal numbers. These are important.

Example: One character may be able to move at 3.4 and another at 3.5. This is realistic estimates of capable speeds.

For a further illustration please consult the chart below:

Character's DEX
Movement Rate
3-18
3.0
27
3.5
36
4.0
45
4.5
53
5.0
62
5.5
71
6.0
80
6.5
89
7.0

Strike Ranks & Modifiers

To realistically simulate combat, RuneQuest uses the dexterity and size of your character combined with the size of weapons and the number of magic points used to cast your spells. A melee round consists of 10 strike ranks counted from 1 to 10. The lower the number of the strike rank, the sooner your character may attack.

DEX srm:
To determine your characters dexterity strike rank modifier please use the chart below:

Adventurer DEX
DEX Strike Rank
01-09
4
10-15
3
16-19
2
20-30
1
30 +
0

SIZ srm: To determine your characters size strike rank modifier please use the chart below:

Adventurer SIZ
SIZ Strike Rank
01-09
3
10-15
2
16-19
1
20 +
0

MELEE srm: Your character's melee strike rank modifier is equal to your SIZ srm plus your DEX srm.

Formula: DEX srm + SIZ srm = MELEE srm

Skills

Normal activities in RuneQuest like walking or jumping are just automatically successful, no roll of the dice is needed. However, there are several skills which must be developed and these are assigned percentages from 0 to 100, or sometimes higher. Skill percentages may be increase by experience.

By simply rolling equal to that skills' percentage or lower your character will successfully use that particular skill. If your character rolls above their percentage, they simply fail to perform the skill successfully. In some cases, if you roll a 99 then your character "fumbles" and something catastrophic may happen.

Skill Category Modifiers

Each skill has been organized into one of seven different catagories. Each skill category will also have a modifier that you may add to any skill's percentage under that category.

There are 7 skill categories in RuneQuest. They are Agility, Communication, Knowledge, Magic, Manipulation, Perception, and Stealth.

Agility: These are physical skills that require general bodily effort.

Communication: These skills transfer information from your character to another person or creature.

Knowledge: These are mental skills which require your character's own knowledge and personal judgement.

Magic: These skills allow your character to manipulate and control the magical forces in the world.

Manipulation: These skills require great hand-to-eye coordination from your character, especially for fighting.

Perception: These skills allow your character to receive and understand information about the world around them.

Stealth: These skills are used to protect yourself from being detected.

Determining Category Modifiers

Characteristics influence a skill modifier in 3 ways: Primary, Secondary, and Negatively.

Primary Influence: Add 1 percentile to the modifier for each point of the characteristic over 10. Subtract 1 percentile for each characteristic point below 10.

Agility Category Example: DEX = 13. Primary influence equals 3.

Secondary Influence: Add 1 percentile to the modifier per two characteristic points over 10. Subtract 1 percentile per two characteristic points below 10.

Note: The maximum percentile that may be added is 10. Characteristic points above 30 are ignored.

Agility Category Example: STR = 18. Secondary influence equals 4.

Negative Influence: This is opposite of the primary influence. Subtract 1 percentile to the modifier for each point of the characteristic over 10. Add 1 percentile for each characteristic point below 10.

Agility Category Example: SIZ = 15. Negative influence equals -5.

Now you must add all three numbers together to determine your final category modifier.

Formula: 3 (Primary) + 4 (Secondary) + -5 (Negative) = 2

Your Agility Category Modifier in this case would be + 2%.

To determine your character's category modifiers please use the chart below:

Primary
Seconardy
Negative
Agility
DEX
STR
SIZ
Communication
INT
POW, APP
Nothing
Knowledge
INT
Nothing
Nothing
Magical
INT, POW
DEX
Nothing
Manipulation
INT, DEX
STR
Nothing
Perception
INT
POW, CON
Nothing
Stealth
DEX
Nothing
SIZ, POW


RuneQuest Declaration


The time has come to launch the roleplaying game RuneQuest into the spotlight. This great game has been around for decades and unfortunately has been out of print for years.
We know that there are many of us that have been greatly disappointed with this development and have already created our own resources to replace what might have been printed. It is the purpose of this declaration to officially ask the loyal RuneQuest community to continue on. We must always fight for the game to be re-published as it was originally and to continue creating resources for all of us to enjoy. As a community of roleplayers, we must come together to immortalize RuneQuest and ensure that it never dies.

To this end we will continue expanding our own website and encourage all others to continue as well. We also call upon all Runequesters that do not have a website, to create one when possible, so that they can share their ideas with all of us if desired. We invite any who visit our pages to consider learning about and playing RuneQuest. We have created an area where newbies may come to find Runequesters in their local area to game with. We should help and encourage these new players and show them how much fun and enjoyment roleplaying gives us.

Finally, we would like to thank all of those who continue to support and immortalize RuneQuest. It pleases us that so many players are now online and that resources abound for all of us. May the game to continue to grow. Remember to always enjoy the roleplaying experience and keep it alive within your imagination.

Update: Mongoose Publishing has announced that the legendary RuneQuest roleplaying game will be added to their licensed publications in June 2006.


URR Team


Tribute to Dragons


Dragons have always captured our imaginations with their incredible destructive power and their magnificence. We would like to provide you with a tribute to the wonder of dragons.

Click here
to read the tribute.


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Please feel free to send us some feedback. Thank you.

RuneQuest and Issaries are the registered trademarks of Issaries, Inc., and are used under license. All Proprietary Material used is copyright © by Issaries, Inc. and is used as it originally appeared with permission.

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