Reading RuneQuest: Chapter 3 (Mechanics and Melee)
I got busy during the fall. What can I say? RuneQuest originally came out almost forty years ago so the extra few months won’t have hurt much. The Mechanics and Melee chapter starts out pretty normally. You have time, including the concept of turns and melee rounds. There’s a note about how a real day should equal one game week, which is a bit of old school detail I always liked. You also have three scales of movement: daily movement, scenario movement, and of course melee movement. Then, like all good systems, it goes into encumbrance. Here we get all narrative: encumbrance (which has an abbreviation, as do all important elements of old school RPGs), is measured in “things.” Way simpler than pounds and ounces. The motivation for this is explained up front: “Ideally, an ENC rule for a role-playing game should read, ‘Characters may not carry more than they should be reasonably be expected to carry under normal conditions.’” That’s the plaint of a man who was tired of too many rules. I think I liked this a great deal at the time. ...