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RuneQuest

RuneQuest is a of heroic fantasy, first published in 1978 by , Inc., and set in the richly detailed Bronze Age-inspired world of , where players create adventurers who engage in magic, combat, and cultural exploration using a skill-based (d100) system without character classes or levels. Developed by Steve Perrin, Ray Turney, and others as Chaosium's inaugural , RuneQuest pioneered the Basic Role-Playing (BRP) system, emphasizing realistic mechanics for skills, combat, and magic that reward player choices and in-game experiences over abstract progression. The game's core rules allow all characters to wield magic through Rune affinities tied to gods and cults, integrating mythology deeply into gameplay and daily life in , a setting where divine myths influence history, society, and personal destinies. Over its history, RuneQuest has seen multiple editions, with the current seventh edition (released in ) refining the rules for greater accessibility while preserving the focus on lethal, tactical combat—featuring hit locations, weapon breakage, and impaling attacks—and immersive elements like family, community, and cultural rituals. As of November 2025, has announced a revised core rulebook expected soon and a planned for 2027 at the earliest. Influential in the , it has inspired numerous supplements, scenarios, and adaptations, including such as the upcoming RuneQuest: Warlords (releasing December 2025) and , and remains celebrated for its depth in portraying a world where heroes navigate the tensions between mortals, gods, and chaos.

History and Development

Origins and Early Editions

RuneQuest was developed by Steve Perrin, Ray Turney, Steve Henderson, and Warren James, and first published by in 1978 as the company's inaugural role-playing game. Drawing inspiration from Greg Stafford's world-building in —initially explored through the 1975 board game White Bear and Red Moon, which reissued in 1978 alongside RuneQuest—the game emphasized a skill-based system without character classes or levels, allowing flexible progression through experience and training. The initial print run of 5,000 copies sold out by May 1979, reflecting early enthusiasm for its innovative approach. The first edition rulebook introduced key mechanics such as percentile dice (d100) for resolving skills and hit locations in combat, providing a realistic and tactical simulation of actions and injuries. It included a light background on , portraying a Bronze Age-inspired world of myths, gods, and cultures, though the setting was not fully detailed until supplements. This edition laid the foundation for the Basic Role-Playing (BRP) system, which distilled from RuneQuest rules in 1980 as a generic framework. The second edition, released in October 1979, refined the core rules with expansions to magic and cult systems, integrating deeper elements of Glorantha such as rune affiliations and religious initiation that tied characters to divine powers and societal roles. Accompanied by the influential supplement Cults of Prax, which detailed tribal religions and sold over 1,200 copies in its debut month, this version solidified RuneQuest's reputation for immersive world-building. In 1984, under a licensing agreement with , the third edition appeared in a boxed set format containing multiple books for players, gamemasters, magic, creatures, and Glorantha-specific content. It expanded combat rules for greater tactical depth, introduced a more structured system, and further wove in Gloranthan mythology, including godly conflicts akin to those in Stafford's earlier board games like Nomad Gods (). This edition marked a shift toward broader accessibility while preserving the game's emphasis on realistic simulation and cultural immersion.

Licensing and Later Editions

In 1984, acquired the rights to publish RuneQuest and stewarded the third edition until 1994, producing boxed sets that included core rules divided into player's and gamemaster's packs, along with supplements focused on the setting. During this period, released the Genertela: Crucible of the Hero Wars boxed set in 1988, which provided detailed regional sourcebooks covering the continent's lands, cultures, and history to support campaigns in the early era. This stewardship emphasized modular boxed products but faced criticism for shifting away from 's depth toward more generic fantasy elements, though retained creative control over setting-specific content. Following Avalon Hill's acquisition by in 1998 and the lapse of the RuneQuest trademark, legal disputes in the 2000s complicated ownership, with unable to use the name for new publications while relying on its Basic Role-Playing system. Issaries Inc., founded by creator , acquired the RuneQuest trademark around 2006 and licensed it to Mongoose Publishing, which released a new edition from 2006 to 2008 under an (OGL), adapting the Basic Role-Playing core to generic fantasy settings while allowing third-party content creation via the RuneQuest SRD. reprinted the second edition rules in 2016 as RuneQuest Classics, following a successful campaign that made them available in print and PDF formats. Meanwhile, Issaries licensed the trademark to Mongoose Publishing, which released a new edition from 2006 to 2008 under an (OGL), adapting the Basic Role-Playing core to generic fantasy settings while allowing third-party content creation via the RuneQuest SRD. Chaosium regained the RuneQuest trademark in 2016 and launched (RQ:RiG) in 2018 as the current core edition, commonly referred to as the seventh, featuring full-color hardcovers, integrated rune magic tied to character runes, and for roleplaying depth. Unlike earlier editions' and cult-based advancement through training and experience checks, RQ:RiG simplifies as central traits that augment skills and spells, emphasizing personal motivations over structured . In 2023, released a deluxe set compiling the core rulebook, , and gamemaster screen pack, providing a premium collection for the edition's focus.

Recent Developments

In 2015, Moon Design Publications joined 's ownership group, bringing the rights to and positioning as the licensed publisher for RuneQuest; by 2016, following the expiration of prior licenses such as that held by The Design Mechanism for RuneQuest 6, gained full control over the RuneQuest trademark and began a revival of the line. This culminated in the 2015 for RuneQuest: Classic Edition, a reprint of the second edition rules, which raised over $206,000 from more than 2,000 backers, demonstrating strong community interest in the game's legacy. The revival continued with the release of RuneQuest: Roleplaying in Glorantha (RQ:RiG) in 2018 as the seventh edition and current core ruleset, emphasizing integrated Gloranthan lore and skill-based play. The 2020s saw expanded publications supporting RQ:RiG, including the RuneQuest Starter Set in November 2021, which provides beginner-friendly rules, pregenerated characters, and introductory adventures in an accessible box set format. Complementary supplements followed, such as The Red Book of Magic in December 2020, compiling over 500 Rune and spirit magic spells with new rituals and creatures for deeper magical exploration. The Cults of RuneQuest series further enriched deity worship mechanics, with volumes like The Prosopaedia (July 2023), Mythology (October 2023), The Lightbringers (August 2023), and The Earth Goddesses (August 2023) detailing cults, myths, and societal roles; additional volumes continued into 2024. In early 2025, Cults of RuneQuest: The Gods of Fire and Sky was released, introducing 13 new cults including Shargash and Yelm, alongside rules for associated magic and heroquesting. Community and digital initiatives have bolstered accessibility, with free Quick-Start rules available since 2017 to introduce core mechanics without purchase. The Jonstown Compendium, launched on DriveThruRPG, enables fan-created content for RQ:RiG and , reaching a milestone of 50,000 sales by October 2023, fostering an "all-new RuneQuest Renaissance" through indie supplements and scenarios. RQ:RiG integrates with Chaosium's QuestWorlds system for narrative-focused play in , allowing groups to blend tactical combat with heroic storytelling across editions. Events like Con UK in May 2025 previewed upcoming content, including previews of revised rules and new adventures. In September 2025, Chaosium announced a Revised RuneQuest core rulebook, expected in the near future and featuring a shorter format with streamlined combat and clearer presentations while retaining core systems; this revision incorporates extensive playtesting to refine elements like rune affinities and heroquesting. The development of a new edition of RuneQuest has been delayed to 2027 or later to fully integrate these refinements, prioritizing quality over speed. Additionally, RuneQuest: Warlords, a turn-based strategy video game set in Glorantha developed by Slitherine Software, is slated for release in 2025, expanding the franchise into digital strategy gameplay, with a release date of December 9, 2025.

Core Gameplay Mechanics

The following describes core mechanics from the seventh edition (2018); as of September 2025, a revised edition is in development.

Character Creation and Attributes

Character creation in RuneQuest emphasizes a detailed, narrative-driven process that integrates a character's physical attributes, cultural background, and personal history within the world of Glorantha, without relying on traditional character classes. Players begin by generating core characteristics, selecting a homeland, outlining family history, choosing an occupation and cult, and assigning initial skills and rune affinities. This system, refined in the current edition RuneQuest: Roleplaying in Glorantha (RQ:RiG), evolves from the purely random attribute generation of early editions to incorporate storytelling elements that tie characters to Glorantha's mythology and societies. The seven core characteristics define a character's physical and mental capabilities: Strength (STR), Constitution (CON), Size (SIZ), Intelligence (INT), Power (POW), Dexterity (DEX), and Charisma (CHA). In RQ:RiG, these are typically generated by rolling 3d6 for STR, CON, POW, DEX, and CHA, and 2d6+6 for INT and SIZ, assigning the results in order or as preferred by the group. These values influence derived traits such as hit points (calculated from CON and SIZ), strike rank (from DEX and SIZ), and damage bonus (from STR + SIZ total). For example, a combined STR + SIZ of 25-32 grants a +1D4 damage bonus, representing enhanced melee impact from physical prowess. Players then select a homeland from Glorantha's diverse regions, such as the storm-worshipping Orlanthi of Sartar or the imperial Lunar Empire, which provides cultural bonuses to skills, starting languages, and rune affinities. For instance, Orlanthi characters often gain affinity with the Air rune, reflecting their cultural ties to storm gods, while Lunar characters may align with the Moon rune. This choice also introduces —intense emotional bonds like (to ) or Hate (toward rivals)—rated at percentages that can augment actions in play. The family history phase further personalizes the character by tracing generational events from 1570 ST onward, adding specific passions, skills, or even curses based on interactions with Glorantha's turbulent history, such as conflicts during the Lunar occupation of Sartar. Unlike class-based systems, RuneQuest characters are defined by their skills, which start at a base of 5% for most abilities across categories like , , or Knowledge. These bases are modified by cultural background (e.g., +10% to for Heortlings), occupation (such as a adding +15% to Brawl), and family history events in RQ:RiG, allowing for highly customized proficiency without predefined roles. Rune affinities, derived from culture and cult, provide percentage ratings (e.g., 60% Air for an Orlanthi initiate) that influence magic and personality, emphasizing the game's integration of personal traits with Glorantha's mythic framework.

Skill-Based Resolution and Combat

RuneQuest utilizes a percentile-based resolution system where tasks are resolved by rolling a d100 and comparing the result to a character's skill percentage; a roll equal to or under the skill succeeds. Degrees of success provide varying outcomes: a critical success occurs on a roll of 01 or equal to or under one-twentieth of the skill (rounded up), granting maximum benefits like ignoring armor in combat; a special success is equal to or under one-fifth of the skill, offering enhanced effects such as doubled damage with impaling weapons; a standard success is equal to or under the full skill; a failure exceeds the skill; and a fumble (typically 96-00) results in severe penalties or mishaps. In opposed contests, such as chases or debates, both participants roll against their relevant skills, with the higher degree of success prevailing; ties are unresolved unless one fumbles, or both fail, leading to a stalemate. This d100 mechanic, foundational since the game's debut, eschews random initiative or restrictions, prioritizing mastery and tactical decisions over luck in sequencing actions. In RuneQuest: Roleplaying in (), the system evolves to include augments from or , where a successful roll adds +20% to a (up to +50% for critical augments), integrating motivations and mythic elements into without altering core mechanics. Combat emphasizes detailed simulation through strike ranks, which dictate action order without dice rolls, calculated as the sum of a character's DEX strike rank modifier (e.g., 2 for DEX 13-15), SIZ modifier (e.g., 1 for SIZ 15-21), and the weapon's inherent strike rank—resulting in faster weapons like daggers (SR 1) acting before slower ones like greatswords (SR 4). Each 12-second round divides into phases for attacks, fire, and , with actions resolving in ascending strike rank order to reward positioning and timing over chance. Attacks follow the d100 skill resolution against the attack skill, opposed by the defender's or ; successful hits target specific locations via a d20 roll, as shown in the hit location table below:
d20 RollHit Location
01–03Right Leg
04–06Left Leg
07–09Abdomen
10–12Chest
13–15Right Arm
16–18Left Arm
19–20Head
Damage is computed as the weapon's base dice plus any damage bonus from STR and SIZ (e.g., 1D8+1 for a broadsword with +1D4 bonus), reduced by the location's armor points (AP) before subtracting from hit points (HP); for example, plate armor provides 6 AP per protected location. A special success with an impaling weapon (e.g., spear or dagger) doubles the rolled damage after armor reduction, while a critical success doubles the maximum possible damage and bypasses armor entirely. If damage reduces a location's HP to 0 or below, it becomes incapacitated; exceeding HP by more than the maximum triggers bleeding (1 HP per round from torso locations, leading to death in 10 minutes if untreated) or shock (incapacitation if total damage exceeds twice total HP). The degree of success is determined by fixed thresholds (one-fifth for , one-twentieth for critical) rather than raw roll margins, though the difference between roll and can inform intensity in non-combat tasks. Natural healing restores HP per location at a weekly rate tied to (CON): 1 HP for CON 6 or less, 2 HP for CON 7-12, 3 HP for CON 13-18, and an additional 1 HP for every +6 CON beyond that, requiring rest to avoid setbacks. Magic, such as or rune spells, can briefly augment rolls or heal wounds directly, enhancing tactical depth without dominating mundane resolution.

Character Advancement

Character advancement in RuneQuest occurs through practical use, dedicated training, and integration with the world's mystical elements, without a class or level system that dictates uniform progression. Instead, characters improve individual skills, , , and attributes based on their actions and commitments, with all abilities capped at 100%. This approach emphasizes personal growth tied to the setting, where advancement often intersects with membership and heroic deeds. The core experience system, introduced in the 1978 first edition and refined across versions, marks skills successfully used during play for potential improvement at session's end. In early editions like RuneQuest 2nd edition (reprinted as RuneQuest Classic), players roll 1d100 after the adventure; success occurs if the result exceeds the skill's current percentage, granting a +1d6% increase to reflect . RuneQuest: Roleplaying in Glorantha (RQ:RiG, 2018) modifies this with category bonuses added to the roll: roll 1d100 and add the relevant skill category modifier to the result; if the total exceeds the current skill percentage, choose +1d6% or a reliable +3% gain. This system extends to and , though without category modifiers for the latter, promoting balanced development through repeated application. RQ:RiG introduces passion improvement tied to inspiring acts, where successfully invoking a passion (e.g., or ) to augment an ability during play earns a , allowing the same improvement roll process post-adventure. and provide alternative paths, requiring time and resources for targeted gains of 1-3% per effort; for example, two weeks of professional might cost 50L for a +1d3% boost in a under 75%, limited by availability and ties. (POW) increases via rolls after mystical events like spirit combat victories or rituals, with initiates receiving free opportunities at their deity's to roll 1d100 equal to or under (21 minus their current POW) for a potential +1d3–1 gain (or choose +1 POW). Cult progression forms a key pillar, advancing from lay member to initiate through vows and tithes (typically 10% of income), then to rune-level roles like god-talker, rune priest, or rune lord via quests, skill mastery (e.g., 90% in cult lore), and service. God-talkers handle local shrines with partial priestly duties, while rune lords lead martial efforts; full rune priests or lords require divine approval and often heroquests. Heroquesting offers transcendent rewards, such as with new , earned as quest outcomes or boons from mythic reenactments that deepen ties to Glorantha's gods.

Magic and Runes

In RuneQuest: Roleplaying in (RQG), magic is deeply integrated with the world's mythology, drawing power from the fundamental that underpin reality. Unlike Vancian systems with fixed spell slots, RQG employs a unified framework where all magic—rune, spirit, and —stems from as elemental and power sources, allowing flexible expenditure of personal resources like magic points or rune points without daily preparation limits. This approach emphasizes cultural and personal ties to 's gods, spirits, and logics, making magic a core aspect of character identity rather than a separate subsystem. RQG streamlines earlier editions' disparate categories by centering as the common thread, enabling characters to access multiple traditions while tying potency to Rune . Rune magic, the theistic tradition dominant among Gloranthan cultures, channels divine power through cult to a , granting access to deity-specific . Upon , characters permanent (POW) to establish a rune point pool, typically starting with three points, which fuels spellcasting; each costs one or more rune points based on its intensity. Spells are regained through ceremonies at holy sites, reflecting the god's favor and communal rituals. Common rune , available to most cults, include versatile effects like or Extension, while cult-specific ones embody the deity's myths—for instance, Orlanth's Flight allows temporary flight by invoking the Air Rune, costing one rune point for basic duration and intensity scalable by additional points spent. intensity equals the rune points expended, enhancing , duration, or magnitude; for example, a one-point might cover a touch , but adding points extends it to 30 meters per extra point. serve as the magical foundation: the Fire/ Rune powers offensive in cults, amplifying damage or ignition effects, while the Rune enables destructive or severing magic in warrior deities' rites. To cast against a resisting target, the caster rolls their POW against the target's POW on the resistance table, succeeding on 50% +5% per point of caster superiority. Spirit , the animist tradition, provides accessible, utilitarian spells learned directly from discorporate spirits or teachers, stored as knowledge rather than objects. These low-level spells, often called battle in earlier editions, cost points () equal to their strength to cast and are drawn from the character's personal pool, which regenerates daily. Shamans bind spirits into fetches ( companions) for advanced storage and access, while non-shamans inscribe spells into matrices for reuse, though RQG emphasizes learning them as innate abilities tied to Rune affinities. A representative spell is Disruption, a one-point offensive that inflicts 1D3 damage directly to hit points, bypassing armor and physical protections by targeting the body's essence. Like rune , it requires overcoming resistance via POW vs. POW rolls, and protective spells such as Countermagic absorb incoming effects by pitting the caster's augmented POW against the attack's strength. Elemental Runes influence spirit spells; for example, those aligned with the Fire Rune might enhance offensive capabilities, adding intensity for greater harm. Sorcery, the logic-based system of the Malkioni and other Western cultures, manipulates through intellectual techniques rather than divine or spiritual pacts, requiring inscribed grimoires and free points to maintain active . Sorcerers combine (e.g., for offense) with techniques like , which boosts harm; a basic might enhance a 's strike by +1D6 per intensity point, inscribed on a using free . Casting demands equal to the 's magnitude, with free limiting simultaneous effects—typically starting at three for adepts. Inscriptions are permanent enchantments storing the 's form, allowing reuse without relearning, but altering parameters (range, duration) costs additional at cast time. follows the same POW vs. POW mechanic, with countermagic like Logical Clarity shielding against sorcery by bolstering mental defenses. RQG integrates sorcery under the umbrella, where elemental like provide the raw power for techniques, unifying it with other systems while preserving its rational, manipulative flavor.

Setting: Glorantha

World Overview and Geography

Glorantha's cosmology stems from a creation born of conflict among elemental forces and deities emerging from the Primal Void of , establishing a mythic framework where the is shaped by divine interactions. The God Time represents an eternal, non-linear mythic era preceding mortal history, during which gods and cosmic beings engaged in the Gods War—a cataclysmic conflict initiated by the air god Umath's birth, escalating through Orlanth's slaying of the sun god Yelm, and culminating in 's invasion via the Unholy Trio, nearly destroying the . This war's aftermath brought the Great Darkness, marked by devastation and the temporary death of the sun, until the Seven Lightbringers' quest rescued Yelm and banished the shadows, leading to the Great Compromise that birthed Time and confined the gods to the . Time thus divides the static God Time from the dynamic mortal era, where history unfolds linearly from the Dawn onward, while the encompasses layered realms including the Hero Plane—a mythic overlay accessible via heroquests reflecting God Time events—and the , a deep domain of death and rebirth tied to the 's foundational myths. Geographically, Glorantha features two primary continents separated by the Homeward Ocean, with Genertela as the northern landmass characterized by a , west-to-east , and northern extremes uninhabited save by demons and similar entities. Genertela spans diverse regions, including the imperial heartland of Kralorela in the east, a centralized bureaucracy influenced by draconic mysticism, and the expansive Lunar Empire in central Peloria, which dominates vast plains and river valleys through a syncretic . At Genertela's heart lies Dragon Pass, a strategic crossroads and the sole viable passage for large armies through the towering Rockwood Mountains, encompassing a 225-kilometer-wide gap of rugged terrain, fertile valleys, wooded hills, and the arid Praxian plains to the south. This region, marked by the 12-kilometer-high sacred peak of Kero Fin—the highest in Glorantha and mythological birthplace of the earth goddess Ernalda—serves as a central zone of conflict between Orlanthi barbarians and Lunar imperial forces. Key locations within and around Dragon Pass highlight its cultural and strategic mosaic. Boldhome, the cliffside capital of the Orlanthi kingdom of , perches amid the mountains, functioning as a hub for trade and resistance against Lunar occupation. To the southwest, the Holy Country encompasses , a matriarchal realm centered on earth worship and prosperous riverine agriculture, governed by a confederation of city-states under divine queens. Farther south along the River of Cradles lies , a frontier city at Prax's edge, blending human settlers with ancient ruins known as the Big Rubble, where trolls and other hazards lurk amid crumbling structures. Travel through these areas is perilous due to warlike inhabitants, dense forests, steep passes, and magical phenomena, such as the 1625 ST Dragonrise event, where a true dragon's awakening shattered Lunar control in the region, altering local power dynamics through a surge of mythic energies. Glorantha maintains a Bronze Age technological level, with bronze as the dominant metal for tools, weapons, and armor—iron being rare and often taboo—alongside ox-drawn plows, city-state polities, and chieftain-led kinship groups, all infused with pervasive magic that blurs the line between the mundane and the supernatural. This magical geography manifests in sites like hero-forged landmarks and ley lines of power, as depicted in core RuneQuest rulebooks' maps, which illustrate trade routes connecting Dragon Pass to distant ports via rivers like the Chorms and overland paths through Prax, facilitating commerce in goods from bronze ingots to enchanted artifacts.

Mythology, Cults, and Society

Glorantha's mythology is rooted in cyclical myths that explain the world's creation and ongoing struggles. The world emerged from the through the actions of deities, forming a structured during the God Time, a mythical era before linear time. , representing formless , intruded during the Gods War, nearly unmaking creation until the forces of order, led by gods like Orlanth, repelled it through heroic deeds that restored balance. These myths are not mere stories but living narratives; participants in heroquests reenact divine paths, such as Orlanth's quests to retrieve the Lightbringers' artifacts, to draw real power and alter reality by aligning with mythic events. The default timeline for RuneQuest campaigns begins in 1626 ST, following the Dragonrise and Sartar's liberation, amid the escalating ; recent supplements as of 2025, such as Cults of RuneQuest: The Gods of Fire and Sky, provide detailed expansions on and pantheons. Cults form the core of religious life in , serving as organized worship of specific deities that provide initiates with divine magic, social roles, and moral codes known as geases—strict oaths or taboos. Player characters typically join a primary upon adulthood , which grants access to rune magic tied to the deity's or power ; for instance, the cult of Humakt, god of death and war, attracts professional warriors and mercenaries, emphasizing honor, severance from kin ties, and combat prowess. Pantheons like the Lightbringers unite complementary cults, including Orlanth (storm and kingship), Issaries (communication and trade), Lhankor Mhy (knowledge and law), Chalana Arroy (healing and peace), and Eurmal (trickery and change), who collectively journeyed to rescue the sun god Yelm from the , symbolizing renewal and cooperation. define cult identities profoundly; the Rune, associated with Orlanth, marks adherents as agents of change and , embodying against oppressive . Society in is deeply intertwined with these myths and , organized into tribal and structures among the Orlanthi peoples of regions like Sartar. , typically consisting of 20–60 households each, form the basic social unit, governed by chiefs who mediate through ring councils and uphold communal moots for decision-making, while tribes unite multiple clans under a ( or ) who leads as head of the Orlanth and war commander. Gender roles reflect divine archetypes, with Ernalda's earth dominating female spheres of fertility, hearth, and governance—women initiate into Ernalda's mysteries to embody life's nurturing cycles, often holding priestly authority in —while men align with Orlanth's warrior and leadership domains, though exceptions like Nandan allow males to adopt female roles within Ernalda's . Conflicts arise from these structures, as seen in the Lunar Empire's occupation of Sartar from 1602 to 1625 ST, where imperial forces suppressed Orlanth worship and imposed taxes, sparking resistance. A pivotal event was Starbrow's Rebellion in 1613 ST, led by Kallyr Starbrow, which briefly ousted Lunar control before being crushed, highlighting the Orlanthi's defiant spirit. Illuminated sects, particularly among Lunars, represent a mystical path to that transcends conventional divine laws. Through illumination, adherents perceive the gods' flaws and the illusory nature of taboos, allowing them to violate geases or associate with without cosmic backlash, though this risks madness or in orthodox eyes. Such sects challenge societal norms by integrating as a creative force, contrasting with rune-bound cults that reinforce order.

Publications

Core Rulebooks

The first edition of RuneQuest, published by in 1978, was released as a single 128-page softcover book that encompassed the complete core rules for character creation, skill-based task resolution, , magic systems including Rune and Spirit magic, and an introductory set in the village of Apple Lane. This edition introduced innovative mechanics without character classes or levels, emphasizing skill improvement through use and a percentile-based system tied to the setting. The second edition, released by in 1979, expanded the core rules to 152 pages in a softcover format, refining combat hit locations, adding more detailed Rune magic guidelines, and incorporating errata from the first edition while maintaining the skill-centric approach. It was accompanied by the Rune Masters companion book, a 96-page volume designed for gamemasters, providing advanced scenario design tools, encounter tables, and expanded monster statistics to support campaign management. Following the end of the license in the early 1990s, licensed the RuneQuest name to other publishers. Publishing released the fourth edition core rulebook in 2006, a 128-page hardcover presenting a generic version of the system decoupled from . This was followed by RuneQuest II (fifth edition) in 2009, also by , with updated rules in a similar format. In 2012, The Design Mechanism published RuneQuest 6 (sixth edition), a 372-page hardcover further refining the mechanics for broad fantasy use, later rebranded as in 2016. In 1984, published the third edition as a boxed set containing three core books: the 80-page Players Book covering character generation and basic rules, the 64-page Gamemaster Book with adventure guidelines and world-building aids, and the 80-page Creatures Book detailing monsters and foes, along with included maps and counters for tactical play. This edition integrated optional fantasy Europe rules while supporting , with a focus on modular components for easier reference during sessions. Chaosium's RuneQuest: Roleplaying in , released in 2018 as the current core rulebook, spans 452 pages in hardcover and serves as the foundational text for the seventh edition, detailing character creation via cultural templates and a unique family history system that ties players to 's timeline of events. Essential companions include the 206-page Bestiary (updated in 2020), which profiles over 180 creatures from mundane animals to mythic entities with full statistics for integration into adventures. The Screen Pack (2018) provides a four-panel reference screen, two ready-to-play scenarios, and 64 pages of setting lore including maps of Dragon Pass to streamline session preparation. For quick reference, the 2018 RuneQuest Starter Set includes a 64-page Players Book excerpting core rules for beginners, alongside pre-generated characters and an introductory to facilitate entry into the system. Weapons & Equipment (2023 hardcover edition, 128 pages) expands foundational gear rules with detailed pricing, crafting options, and over 100 items ranging from everyday tools to enchanted artifacts, emphasizing Glorantha's economy. RuneQuest Classics, a 2016 reprint of the second edition by (initially available as PDF in prior years), reproduces the 152-page core with updated layout, errata corrections, and pull-out reference sheets, preserving the original mechanics while making it accessible as a digital and print-on-demand option for historical play. In September 2025, announced a revised edition of the RuneQuest: Roleplaying in core rulebook, aiming for a more concise presentation of the rules while maintaining compatibility.

Supplements and Expansions

RuneQuest's supplements and expansions have significantly broadened the game's scope, introducing detailed adventures, regional lore, campaign frameworks, and deeper integrations with the Glorantha setting since its 1978 debut. These publications build on the core mechanics by providing optional rules enhancements, scenario packs, and sourcebooks that emphasize heroic fantasy narratives, cultural depth, and mythological exploration. Early supplements laid foundational expansions for the game's world-building. The 1978 board game Nomad Gods, published by Chaosium, served as a tie-in to RuneQuest by simulating tribal conflicts among the nomadic peoples of Prax, allowing players to engage with the region's harsh environment and beast-riding cultures outside traditional RPG sessions. In 1981, Griffin Island offered a freeform sandbox experience on a remote island, featuring interconnected communities of humans, dragonewts, and other races, with extensive maps, NPC details, and non-linear quests that encouraged emergent storytelling. The 1983 duo Pavis: Threshold to Danger and Big Rubble focused on urban campaigns in the frontier city of New Pavis and the surrounding ruins of the Big Rubble, providing gamemaster guides, episode outlines, detailed city layouts, and hooks for intrigue, exploration, and combat in a multicultural melting pot influenced by giants, trolls, and imperial forces. With the release of RuneQuest: Roleplaying in (RQ:RiG) in 2018, revitalized the line through targeted expansions that integrate seamlessly with the updated core rules. The Smoking Ruin & Other Stories (2018) delivers three ready-to-play adventures set in the untamed South Wilds, emphasizing survival, ancient ruins, and encounters with diverse factions, complete with full-color maps and handouts for immediate play. The Coming Storm (2016), originally designed for : (now Questworlds), launches the Sandheart campaign series, centering on the Red Cow clan's struggles against Lunar occupation and rival tribes in Sartar, with tools for clan generation, heroquests, and political maneuvering adaptable for RuneQuest to foster long-term player investment in community dynamics. More recently, Cults of RuneQuest: The Lightbringers (2023) serves as a comprehensive for the Orlanthi , detailing 19 playable cults such as Orlanth and Ernalda, including their myths, rituals, spells, and social structures, while introducing new character creation options tied to divine associations. Regional sourcebooks have further enriched specific areas of . Sartar: Kingdom of Heroes (2009, with updates adapted for RQ:RiG) presents an epic campaign framework for the kingdom of Sartar, including clan creation systems, historical timelines, and scenarios spanning the era, enabling players to shape the fate of a beleaguered realm through heroism and rebellion. The two-volume Guide to Glorantha (2018) acts as an exhaustive lore compendium, spanning 800 pages across Genertela and beyond, with illustrations, timelines, and encyclopedic entries on geography, history, gods, and societies to support custom campaigns. By 2025, RuneQuest boasts over 100 official supplements across its editions, reflecting decades of iterative development and community-driven content. Complementing this, the fan-supported Jonstown Compendium platform, hosted on DriveThruRPG under 's licensing, has yielded more than 50 titles, such as the award-winning Six Seasons in Sartar (2021), a character-focused exploring initiation rites and clan life in Sartar through intimate, seasonal adventures. The Gods of Glorantha series—manifesting as the ongoing Cults of RuneQuest line—continues with releases including Cults of RuneQuest: The Gods of Fire and Sky (released April 2025), offering a comprehensive treatment of the world's pantheons, with further volumes such as Earth Goddesses planned for 2026.

Reception and Influence

Critical Reception

Upon its release, RuneQuest garnered significant early praise for its innovative combat mechanics and skill-based system, which emphasized realism and tactical depth over abstract class levels. In a February–March 1979 review in White Dwarf magazine (Issue 11), Jim Donohoe described the rulebook as "116 pages of well thought-out and comprehensive rules" that effectively simulated a Bronze Age world, particularly highlighting the hit location system as a refreshing alternative to contemporary RPGs. Subsequent editions elicited mixed responses, often centered on production and adaptation choices. The third edition, licensed to in 1984, faced criticism for its subpar physical quality and uninspired presentation; reviewers noted the "dry, drab" layout and unreliable binding that undermined the material's potential, despite the core rules remaining largely intact from prior versions. In contrast, the 2006 Mongoose Publishing edition was commended for enhancing accessibility through streamlined rules and a more generic fantasy framework, making it easier for newcomers to engage without deep prior knowledge, but it drew fault for diluting Glorantha's distinctive mythological and cultural elements in favor of broader compatibility. The 2018 edition, RuneQuest: Roleplaying in Glorantha (RQG), marked a strong resurgence in critical acclaim, praised for recapturing the game's original depth while refining mechanics for modern play. An EN World review awarded it 5 out of 5 stars, lauding its immersive integration of 's lore and the balance of tactical combat with narrative flexibility. It earned multiple nominations at the 2019 , including for Best Interior Art (Gold winner for the slipcase set) and Best Production Values, underscoring its high-quality design and visual appeal. Player surveys and reviews on platforms like RPGnet frequently rate RQG at 4.5/5 or higher for immersion, citing the detailed character creation and world-building as key strengths that foster deep role-playing experiences. Critics and players alike have noted ongoing challenges with the game's , particularly in RQG's 448-page rulebook, which packs extensive subsystems for , , and social structures, potentially overwhelming beginners despite optional simplifications. However, its strengths in cultural depth—evident in Glorantha's richly layered societies, cults, and mythologies—have been widely celebrated, with reviewers emphasizing how these elements create authentic, simulationist gameplay that rewards exploration of Age-inspired dynamics. This acclaim contributed to a sales resurgence after 2018, with Chaosium's community-driven Jonstown platform surpassing 50,000 units sold by 2023 and continuing to expand with new releases as of 2025. In 2024, the RuneQuest Starter Set won for Best at the Dragonmeet Awards.

Legacy in Role-Playing Games

RuneQuest's Basic Role-Playing (BRP) system, introduced in its 1978 edition, became a foundational framework for numerous tabletop role-playing games, emphasizing percentile-based skill resolution over class-and-level progression. This d100 mechanic allowed for granular character abilities that improved through use, marking a significant departure from the dominant Dungeons & Dragons model and influencing the design of skill-oriented systems in the genre. The BRP system directly served as the basis for 's own titles, including (1981) and (1981), both of which adapted RuneQuest's core resolution mechanics while tailoring them to horror and sword-and-sorcery settings, respectively. In 2008, Chaosium released the BRP rules as a free PDF download of a universal system book, enabling further adaptations by independent creators and solidifying its role as a versatile engine for RPG design. RuneQuest's mechanics extended broader influence on skill-based progression and detailed combat simulation in other games. Its percentile skills, which predated widespread adoption in fantasy RPGs, inspired elements in systems like (1980), with its expansive skill lists, and (1986), which prioritized modular, point-buy character creation over rigid levels. Similarly, the hit location rules—dividing the body into targeted areas for damage resolution—contributed to gritty combat designs, notably in (1986), where d100 rolls determine precise injury sites to heighten tactical realism and lethality. The setting, integral to RuneQuest, has shaped mythological world-building in RPGs, inspiring epic, culturally immersive fantasies that blend aesthetics with . Its influence is evident in settings like (2001), where designers drew on Glorantha's mythic depth and heroquesting narratives to craft a high-powered, god-touched cosmology. RuneQuest's legacy extends to adaptations across media, demonstrating its enduring appeal. The 1999 King of Dragon Pass, developed by and licensed by , immerses players in Glorantha's Dragon Pass region through narrative choices and clan management, blending strategy with mythic storytelling and introducing the setting to digital audiences. More recently, Glorantha (2016) adapts the setting to the d20-based system, incorporating RuneQuest-inspired elements like rune affinities and passions into a streamlined, heroic fantasy framework with new classes, races, and over 80 monsters tailored to Glorantha's lore. As of 2025, RuneQuest maintains ongoing relevance through Chaosium's ecosystem, including the seventh edition (2018) and community-driven content via the Jonstown Compendium, ensuring its mechanics and continue to evolve and attract new players in the landscape.

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