A few tips for GMing RuneQuest:
- Remember the rules are a toolkit. Not every RQ campaign has the same focus, themes, or sweet spots – and the rules reflect that. Some groups like to lean into one facet of the setting, others ignore that facet in favor of another. That’s totally fine. So if there are rules that are getting in the way of hitting that sweet spot, drop them and don’t worry. This isn’t tournament play or a competition, but a tabletop RPG!
- People rarely fight to the death. If things are going tougher than expected for the adversaries, have them run away. You don’t need to randomize this and roll for morale – just do it. The pc’s killed the leader of the broo gang, so let the rest try to flee.
- People surrender and accept surrenders. When things go bad and fleeing seems impossible – surrender and offer a ransom! Remember that the pc’s ransom usually gets paid by their kin or their temple – which means they now are in their debt (and you can give them a new adventure).
- Don’t let failure equal the pc’s demise! Something bad happening to the pc’s shouldn’t usually mean it is time to create a new character! Be willing to create a new storyline as a result of a failure rather than just punishing the players for lousy dice rolls!
- Be willing to throw them bones for good roleplaying. The players come up with a really creative or entertaining way around an obstacle? Then let it happen or at least be willing to throw them a bonus. Again, this isn’t 1st Ed AD&D – the gamemaster is not the adversary of the players!
Addendum
- Remember, Humakti duels are normally to the first blood.
- If there is nothing interesting that results from a failure, then DON’T ROLL THE DICE. Just let it happen.
- In my experience ALL RPG systems should be considered to be intended as toolboxes.