Mythras Core Rules
G**8
A hard copy of some gritty rules
The latest iteration of the RuneQuest 4-6 rule set, with the branding filed off as the licence had not been extended by the licence's current owners.With a pedigree virtually as long the 'worlds most popular rpg' this is the more grittier fantasy RPG which attempts to simulate combat before firearms as it was actually fought. It still delivers that, but it has learned from the last half century of the hobby and includes ideas that have become standard in the hobby since the first wave of RPGs arrived. There are discussions of the system and how it works elsewhere so I wont expand on that here, but I will say it is a very workable, versatile set of rules which tries to use repeated mechanics to cover a diverse set of circumstances and does so very effectively.What is worth discussing in this review is the product as a physical book. Having only had access to these rules in previous editions as pdfs, it is striking how much differences a physical copy of the book makes. It is much easier to locate and reference information and I would recommend buying these rules solely on that basis if you have only previously has access to pdfs. The edition imediatly previous to Mythras was clearly produced as a labour of love and is beatiful example of typography and layout, and to make this more economical edition there have been some changes. The type size is smaller and more compact, graphics are not so dominant, there is a clear intention to get more information on each page and reduce the page count. This is still a well crafted book but some readability has been sacrificed.Do you need this book?If you own a hard copy of RQ6 you are only really missing out on the Animism chapter, so buy this if you really need the satisfaction of knowing that you are up to date.If you don't own a hard copy of rules and are using pdfs of older edition then this is worth getting.If you do not own the rules already in some form but want to know if they rules are any good - absolutly get this, it is a fine set of rules for an expierenced player, that once learnt and internalised are well worth playing. There is pretty much all you need to play here, especially if you want to walk off the beaten track of high fantasy onto more lower tech settings.If you are very new to the RPG hobby these are probably not the rules for you, but if you have played some games and a disattified with the rule set you are used to then this is one is certainly worth the effort.The rules have had some slight redrafting and a chapter on Animism has been re-ordered and had a few significant changes made
L**L
One of the finest RPG's out there.
It amazed me to see even a single below 5 score for this game. Mythras is one of the best RPG's I've had the privilege of reading/playing/running.To read the text is clear and engaging, no core book can fail to suffer from the 'wall of text/manual' issue but the plain spoken and easy to comprehend writing makes Mythras one of the few I can sit and read without ADD kicking in five lines later.Playing Mythras is an absolute dream, focusing only on the core book (as is fair) you can, unlike many other games, create the character you visualise in your minds eye. Gone are the constraints of class and level and instead you have an organically grown character that evolves in the direction you play him.Running Mythras you have the tools to craft an epic story in the fashion of classic S&S and fantasy literature. The tools available to you as GM and storyteller in just the core book are considerable and well thought out.I will mention that when thinking about investing in Mythras some consideration should be given to its amazing line of Mythic books, Classic Fantasy, Luthor Arkwright, Thennla and more. This really is the only game you'll ever need for a lifetime of great roleplaying.
G**T
The only RPG book you need
Clear and precise . well supported by the publishers with other products (and games worlds ). But if you don't mind some world building the entire game is in one book , and so much cheaper then some publishers I could mention
M**E
Best edition so far
Shipping ok, good quality book, really good system. 10/10 no regrets! If you liked runequest or if you are bored of d&d buy it!
D**O
The good and the Meh
As a Runeqest fan from the days of yore I was very interested in trying this out. The rules are pretty clear and inclusive this is the only book you will need to get started. The improvements over classic Runequest is the addition of background templates that gives everyone and opportunity to make a unique character. Classic Runequest had limited options and successful characters fit into similar builds which made for characters with similar abilities and stats because others would lack success. That I like. The additional detail to the combat system is a bit of a two edged sword there trying to get new players interested in a game when you have extra layers of complexity can be a hassle. Ok now for magic battle magic was pretty much nerfed from the classic Runequest. That in turn changes the feel of the game. Other magics are introduced and I really liked Mysticism which can be of great use for those of us who want to do eastern mystic swordsman adventures. But the magic system is a bit overly complicated by the way power points are applied and every time you cast a spell you have to pretty much make a formula for how many points you spend and why which will bog down the game and make the gamemasters task that much more difficult. No leveling makes it a bit odd too particualarly with spellcasters the GM will have to decide when and if they can get a spell. I would reccomend a perk system like Skyrim you can buy perks when you have the right skill and then you can cast spells of that difficulty. Artwork is decent and the quality of the book is very good.
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