RuneQuest 2nd edition, later (1980, Chaosium) printing, softback roleplaying game


RuneQuest 2nd edition, later (1980, Chaosium) printing, softback roleplaying game, by Steve Perrin & Ray Turney

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RuneQuest 2nd edition, later (1980, Chaosium) printing, softback roleplaying game, by Steve Perrin & Ray Turney

“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 weapons or magic in any tight spot.

Combatants melee by using the strike rank system (as developed from 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 their amazing universe around them.

• Character Creation — how to turn numbers into characters, with explanations of the why’s as well as the whats.
• Basic Mechanics — tells what dice to roll when, and what it means. These early chapters show the secret workings of the ‘world machine.’
• Combat Skills – contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.
• Battle Magic – everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits
• Other Skills – available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.
• Rune Magic – provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.
• Monsters — from Aldryami to zombies, this extensive chapter gives stat’ guidelines for a menagerie of beast (dumb and smart) which can menace players and make life difficult.
• Treasure – there are complete guidelines for compiling treasure which is commensurate with the comparative ‘toughness’ of the monsters to be dealt with.
• Referee Notes – useful guidelines for the novice or professional referee, including optional rules.
• Charts and Tables – included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.
• Convenient Pull-outs – the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.”



Later printing of the 2nd edition RuneQuest rulebook, from 1980. (Note the red Chaosium Inc. logo.) (We also have a first printing available.)

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