Eisenmann wrote:
In short, the combat system. It's a gritty combat system that's fun. The addition of combat maneuvers really makes the game tick. Options like impale, bleed, bypass armor, and so on really make the game tactical without bogging down. MRQ is really tuned to do most any kind of rough and tumble fantasy. I think it would be great for "historical fiction".
Cool. I've heard about the combat maneuvers, but no one seemed to really describe what they did. I like anything that adds more than a basic roll-to-hit-and-add-your-bonus to combat.
Actually, Cubicle 7 have a campaign setting coming out for RQII in June which is a pseudo Late Renaissance/Steampunk-kinda thing called Clockwork & Chivalry. Well, the publishers are Cakebread & Walton and Cubicle 7 are handling the printing, distribution and marketing for it. Now THOSE guys have taken the hell off! I've come to trust anything that they've had even the slightest involvement in so this looks pretty good.
I was interested in RQII before (I mean, the leather hardbacks alone make my RPG wee-wee salute), but this new setting and the descriptions which I've heard might make me pick up at least the core book.
Thanks for the elaboration.