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Book of Quests Now Available for Pre-Order

posted Mar 20, 2013 17:51:35 by lawrence.whitaker
Book of Quests - the first Design Mechanism supplement for RuneQuest 6th Edition - is now available for pre-order: click on the Products link above to be taken to our online store. We estimate that print copies will be shipped from our warehouse at the end of March, although the PDF version of the book is available for immediate download. If you buy Book of Quests directly from us, you will be offered the PDF free of charge.

Book of Quests Print (+ free PDF) = $19.00 (+$9 shipping): 224 pages
Book of Quests PDF only = $8.00 (immediate download): 224 page (fully indexed and bookmarked)

This adventure supplement contains seven very different scenarios that can be played as a complete campaign, or as one-off adventures that should fit with most fantasy settings. Each scenario is complete with maps, diagrams, handouts and full RQ6 statistics for all the NPCs and creatures encountered.

Book of Quests offers months of play. Can the characters thwart Jedakiah's schemes? Can King Myur be saved from himself? What evil lurks in the heart of Aylesford? What secret does the mournful Contessa keep?

Find all these answers - and more, in the pages of Book of Quests.
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38 replies
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ben.turner said Mar 20, 2013 23:02:22
Fantastic - I tried (and clearly failed) to post only two days ago to ask this very question. Really looking forward to using this to jumpstart my Runequest game.

One comment might be the store (and forum) render very strangely in Google Chrome - my eagerness to own this book outweighed that, but not sure if there is a simple fix to the appearance there to help with sales.
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lawrence.whitaker said Mar 20, 2013 23:25:00
Hi Ben,

Yes, it does render strangely. Our store software is... quirky. There is a simple fix (manual formatting) but I've had so much to do today that I just clean forgot. I shall rectify it tomorrow.

That notwithstanding, I hope you enjoy BoQ. Its a great campaign.
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barry said Mar 21, 2013 05:41:56
oooooohhhhhh eehhhhhhh

That's me having a nerdgasm....

I foresee lots of good gaming i don't need to spend hours writing...

now if my wife gives me permission to buy ....
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Antalon said Mar 21, 2013 08:24:13
Ahhahahaha! Mwhahahaha! I have it!

Product order, pdf downloaded.

1 comment on the DM online store: two option for shipping are given, same price, it does not explain what these are for / why they differ?

I can only hope BoQ is to as high a standard as a recent Spider God related product (;-}

Antalon
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PeteNash said Mar 21, 2013 08:57:21
I think we can guarantee a somewhat higher level than that! ;)
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ben.turner said Mar 21, 2013 09:46:10
Quick read through - love it ! Just the right amount of campaign details (esp. magic) to get me going. Was a bit surprised that Founders are just Silver pieces; my starting players have between 200 - 3000 SP worth of goods / money (a couple of nobles rolled up) as rolled up for the RQ6 book, so the offer of 6 SP / day for the Caravan mission was kind of laughed at by some (who were kind enough to "ride the rails" and sign up anyway).

I did get one player insist on playing a primitive shaman - glad to see now we can easily make him a Sorrowing Forest Folk role. I understand these aren't promoted as a primary role for players, but I was a little unsure of how to restrict Folk Magic to him (if at all) ? RQ6 suggests Shaman's have access to all Folk Magic - was worried this might be a bit more magic than the Realm was designed for though ? I presume the rule for MP recovery would apply to primitive shaman's too (1/day, and must pray at holy places to receive these)

Final thing - Errata:
pages 25,31,33 and 163: image seems low-resolution (blurry)
page 82: General M. has +1d6 damage modifier, but his weapon stats are only marked up with +1d4
page 115: The W. has +1d4 damage modifier, but his attacks are only marked up with +1d2
page 217: Slaves have damage modifier 1D2 - should be lower-case 1d2 (Ok, now I'm just nit-picking)
page 218: The R. of D. has damage modifier 1d12, but his attack is only marked up with +1d10

Turns out I REALLY like reading damage modifiers... or once I'd spotted one, my eyes kept being drawn to them, maybe. These are all minor things, and I only offer them here in case there is a chance they might make it in before final printing (or a future PDF version). Overall, under $30 for a 224-page campaign inc. shipping is an incredible deal, and I'm looking forward to getting much deeper into these adventures and the RQ6 system.

Thanks guys !
Ben

[Last edited Mar 21, 2013 09:50:30]
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lawrence.whitaker said Mar 21, 2013 11:27:52
Quick read through - love it ! Just the right amount of campaign details (esp. magic) to get me going. Was a bit surprised that Founders are just Silver pieces; my starting players have between 200 - 3000 SP worth of goods / money (a couple of nobles rolled up) as rolled up for the RQ6 book, so the offer of 6 SP / day for the Caravan mission was kind of laughed at by some (who were kind enough to "ride the rails" and sign up anyway).

Thanks for the feedback Ben,

I did get one player insist on playing a primitive shaman - glad to see now we can easily make him a Sorrowing Forest Folk role. I understand these aren't promoted as a primary role for players, but I was a little unsure of how to restrict Folk Magic to him (if at all) ? RQ6 suggests Shaman's have access to all Folk Magic - was worried this might be a bit more magic than the Realm was designed for though ? I presume the rule for MP recovery would apply to primitive shaman's too (1/day, and must pray at holy places to receive these)


Its great that you've already got a group together to play!

Yes, nobles aren't going to be attracted by Jhonen's pay-rates, but if they have goods to sell, that's a good enough reason to get them to join the caravan...

On the shaman - yes. Folk Magic access will be too much for them. Limit them only to shamanism.

Final thing - Errata:
pages 25,31,33 and 163: image seems low-resolution (blurry)
page 82: General M. has +1d6 damage modifier, but his weapon stats are only marked up with +1d4
page 115: The W. has +1d4 damage modifier, but his attacks are only marked up with +1d2
page 217: Slaves have damage modifier 1D2 - should be lower-case 1d2 (Ok, now I'm just nit-picking)
page 218: The R. of D. has damage modifier 1d12, but his attack is only marked up with +1d10


All fixable.

Turns out I REALLY like reading damage modifiers... or once I'd spotted one, my eyes kept being drawn to them, maybe. These are all minor things, and I only offer them here in case there is a chance they might make it in before final printing (or a future PDF version). Overall, under $30 for a 224-page campaign inc. shipping is an incredible deal, and I'm looking forward to getting much deeper into these adventures and the RQ6 system.


I'm glad you like it!
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lawrence.whitaker said Mar 21, 2013 11:46:33
1 comment on the DM online store: two option for shipping are given, same price, it does not explain what these are for / why they differ?


Hi John,

You've actually just helped solve a problem for me.

The 'quirkiness' of our store software wouldn't let me set a variable shipping charge and apply it to international/North American products anywhere in the product set-up functions, so I applied a flat-rate instead. I won't change this now its set, as its fair across the board. However, when you check-out a product I can now see that allows you to choose the shipping rate based on location - which makes sense (but will be confusing to some people). I need to do a little adjustment in the store software, but the flat-rate of $9 will be held for Book of Quests.

I'll also raise this with our ISP. I spent the best part of an hour struggling with the bloody shipping rates, so they need to introduce something for store admins to make it easier and clearer to set this stuff up.
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ben.turner said Mar 21, 2013 11:49:25
Thanks for the feedback - hadn't thought to totally cut Folk Magic off for my primative Animist, but looking at the book again, I see that's the idea. Will talk nicely to my player about (ahem) suddenly switching some of the Folk Magic out :)

One more question (perhaps an RQ6 one, but applied to BoQ) - when characters DO wish to go with a magic wielding character, the professions listed with the chance to get the appropriate professional skills are Shaman and Priest. From what I understand, to play a "non-priest/shaman" profession, your only opportunity in character creation to get a magical professional skill is in the final 150 point, where you can add up to 15 to a "hobby" professional skill of choice. So non-priests who opt to be initiates of a cult could still opt for Exhort or Devotion (although I think both are really needed for any Theism magic) or Folk Magic, so at least they have some ability in the cult Folk Magic.

Is this right ? I'm obviously more familiar with Glorantha in respect to everyone with Spirit Magic, and maybe a little Divine - and loving the idea of a lower magic setting, but it feels like people wanting to "dabble" are going to have to choose between Theism "eventually" (after you learn the "other" skill) or a little Folk Magic now. Perhaps there is part of joining cults that allows you to pick from more of these skills at creation, but I didn't see anything in the book (yes, I know this is RQ, and we're all going to house rule it to how we want it, but I quite like to play it the way it's designed first before being so bold !) Plus I don't want to give my players more access to magic than the campaign expects, to keep a nice sense of consistency across the other folk of the Realm they meet.

Sorry - long post - probably a bit too excited it seems. Maybe some rest now...
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Dreameister said Mar 21, 2013 12:22:46
Hi Ben,

While the rules allow dabblers in Folk magic, whether it is allowed is setting specific. I'd rule that the only characters who can start with magic are professionals. Those who wish to dabble cannot start with it but can learn magic from teachers in game.

For BoQ it was assumed that only professionals wield magic and I'd not let dabblers exist unless there is a very, very good story behind it - one that would allow me to turn it back on the player at the most opportune moment, mwahahaha ;)

Cheers,
Marko
[Last edited Mar 21, 2013 12:36:32]
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BruceMason said Mar 21, 2013 14:21:13
Following on from Dreameister, the default assumption during writing and playtesting was that only professionals had access to any magic. As you say, being RQ it is easy to adjust it for more plentiful magic if you wish but I find it a nice change of pace to play and run RQ in rare magic settings.

One of the characters in playtesting Curse of the Contessa was a primitive from the Sorrowing Forest. Though he didn't have any magic - he was a hunter - he had a goal of learning the shaman's path eventually via mixing with unusual foreigners. (Mind you it got derailed by the development of an unfortunate passion.) You could easily do something similar with your player's character. Perhaps he has experienced a vision of great doom coming to his home unless he can fulfill a journey to the west. He may find his trance skill works away from his home but he's no longer able to easily communicate with the spirits he sees while his companions suspect of him being a charlatan (after all, non-Animists won't be able to see the spirits he sees nor possibly even see the effects). And who knows what effect Hareesh might have on him?

It was certainly plenty of fun GMing a primitive hunter in the civilised surroundings of Westport (he became known as "the hairy man") and there'll be plenty of chances for a primitive to shine in the other scenarios. I won't go into the whys and wherefores for obvious reasons.
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Dreameister said Mar 21, 2013 14:32:35
Hah, the hairy man sounds like a hilarious character!

In my playtest I had a young clansman from Gartharis who ran to The Vale because of the blood feud and to whom Jedekiah was a boogeyman from bedtime tales, who upon finding out that Jedekiah was real and that he had agents all over the place assumed almost as superstitious a fear from the very mention of his name as that of the actors from Black Adder the Third regarding a certain play :D He scared the shit out of the rest of the party telling the most gruesome tales about the sorcerer :)

Cheers,
Marko
[Last edited Mar 21, 2013 14:52:57]
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Atlatl_Jones said Mar 21, 2013 15:48:10
What will be the MSRP for ordering the physical book at my FLGS? I feel bad about buying so many of my books through Kickstarter recently, and would rather buy the hardcopy through them, since they really are quite friendly and provide a place to play.
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Atlatl_Jones said Mar 21, 2013 15:49:01
What will be the MSRP for ordering the physical book at my FLGS? I feel bad about buying so many of my books through Kickstarter recently, and would rather buy the hardcopy through them, since they really are quite friendly and provide a place to play.
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lawrence.whitaker said Mar 21, 2013 17:40:36
The recommended price is $19. Your FLGS may charge more or less than this, depending on the discount they negotiate from their distributor.
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