Legend Core Rulebook
By Lawrence Whitaker and Pete Nash
Mongoose Publishing
I've got a coat.
I like my coat. It's big and warm and it's got deep pockets.
Which is great, because at a size of around about A5 this book fits into my
pocket quite nicely. I can get a rolled-up file into another pocket with all my
notes and sheets in, too. That's all great, because it means I can go to my
gaming night without lugging a huge bag over my shoulder.
Legend is a new roleplaying game from Mongoose Publishing that
takes the Runequest II rules and makes them non-setting specific. You can use
this book for any fantasy setting you wish and adjust the rules to suit. The
core of the Runequest rules are here and any fan of that game will instantly
recognise it.
THE BOOK
This is a small 8.5 x 5.5 inch 240-page with colour covers (
I have the ‘alternative cover’ version with an illustrated cover) and black and
white interior. The cover has a worn leather effect with an image of three
adventurers. It’s robust and quite sturdy and is perfect for my coat pocket.
The font is small but readable, and the layout easy to follow.
As with all roleplaying games one of the first things I look
at is the character sheet and this one is clear, concise and easy to use. It’s
small due to the size of the book, but you can download character sheets from
the Mongoose website – to be honest, I’d recommend doing that.
The second thing I looked at is the art and, while it is
very good, it lacks a lot of imagery. Whole pages can go by with walls of text
and no images and this is something I like in a game, a jumping off point that
helps to illustrate what kind of game you’re playing. That’s a personal
preference, and with a generic fantasy game like this with no set gameworld it
makes little difference to the book but I do like my artwork. The art that is
in this book is very good, regardless.
Another thing this book lacks is a full introduction to what
roleplaying is, and it is assumed that the reader is already aware of the
basics of how a roleplaying game works. Even so, while this is aimed at
established gamers it’s still accessible by new blood to the hobby – they’ll
just have to do some research about the hobby elsewhere.
THE RULES
If you know Runequest, especially Runequest II, then you’ll
know this book.
Beginning with Adventurer Creation, the book presents the
standard 3D6 rolls for characteristics. This also includes different ways of
character creation, from adjusting rolled scores to a points system.
Skills are derived from a combination of characteristics to
create basic beginning scores, which can be increased later with skill points
derived from the next section.
Cultural Background – Characters can be from a Barbarian,
Civilised, Nomad or Primitive background. From each of these you get Skill
Bonuses to add to your current skills, Combat Styles to aid you in encounters,
a choice of Advanced Skills that don’t appear on the skill list, and Starting
Money to spend in the equipment section.
After this you choose a profession, anything from Acrobat to
Herdsman, from Sailor to Sorcerer, and through these you attain more skill
bonuses, Advanced Skills and possibly Magic. There are thirty professions to
choose from across all four Cultural Backgrounds, so you have plenty of options.
You also get free skill points to spend as you wish, so there is still a
personal touch.
Not only this but players also get the option to create more
advanced characters so that they start at a higher level than the standard,
enabling a new game to start at a much more epic level of play. They can also
have a couple of Hero Points, which act like fate points and help characters
out of sticky situations by allowing re-rolls and the like. They can also be
spent on Heroic Abilities, explained later.
Next is Community, a set of tables that create a background
for your character. This includes tables for Family Ties, Family Reputation and
Family Connections. Then you get a Backgrounds section that allows you to roll
1D100 on a table and see what kind of history you have. A brother or sister
could have died, or you may have been bullied as a youth. You could be part of
an ongoing feud, you might have been press ganged into a military service or
you might be the local coward or hero. There’s many options here and it helps
to flesh out the character and can encourage roleplaying. As with all the rules
in this book, the Background roll is completely optional.
All in all, character creation is quick and easy and we
managed to have our characters created in around ten minutes, even using the
options. There was a lot of book passing going on so I’d advise using bookmarks
to save the places of the different players – it made my life a lot easier,
that’s for sure.
The rules are what you’d expect – roll less than the percentile
score to succeed. Here you also have degrees of success, such as a Critical
Success (rolling less than 10 percent of your skill level), a Normal Success
(rolling your skill level or less), a Failure (rolling over your skill level)
and a Fumble (rolling 99 or 00). Skills
are modified up or down by difficulty or how quickly they are being performed.
Normal skills can be performed by everyone, Advanced Skills only by those who
have been trained (although it does allow very slim percentage chance of someone
pulling off an Advanced Skill).
It’s what you’d expect – the system is easy to use and
intuitive, and pretty robust. You have a great selection of basic skills that
makes every adventurer competent, and the Advanced Skills adds a bit of
individuality to the character. A solid dependable system. There’s a nice
little ‘group test’ idea that means instead of everyone rolling for something,
say a Swim skill check, just the character with the highest level in the skill
rolls. It makes things quick and easy and helps those with less than stellar
scores through difficult situations. There are variations to this, but the
basic idea is sound.
The Equipment section I found to be a bit of a strain, not
because it’s a bad list but because the size of the book means the equipment
tables and descriptions are spread out across about 27 pages. You have
everything you need here, but it can be a bit of a chore trawling through the
pages, and if the book is being passed around between players it can take
longer. It’s not a serious flaw.
Combat is straight forward - each character as a number of
Combat Actions that decides how many things they can do in a 5 second round,
from striking, parrying, shooting and everything in between. There are a
selection of Combat Maneouvres that characters can be trained in which gives
plenty of options during battle and allows your character to specialise. This
might make it a little complicated at first, what with the options and skills a
player has access to, but once you get into the swing of the fight then it’s
actually quite easy to manage. If you want to spend a session getting used to
it then I suggest using the handy Underlings rules, where you can spend time
hacking down faceless unimportant mooks to try out your weapons and skills.
The Magic section covers three disciplines; Common Magic
(stuff pretty much anyone can do and are fairly common across the world),
Divine Magic (spells imparted to the character by Gods or other powerful
beings) and Sorcery (power derived by bending and twisting reality). It’s a
generally simple case of spend your magic points and cast your spell, with some
rules discerning between each of the three disciplines of magic. It’s quick and
easy and the number of spells you get for each one makes choices varied and
interesting. The Common Magic is definitely the easiest one to use and takes up
no time at all. The amount of magic you have in your game world is up to you,
and the three types here cover pretty much everything.
Rounding off with Guilds, Factions and Cults, which give the
characters options as far as joining groups is concerned, as well as the
benefits of doing so. Then there’s Heroic Abilities that gives you a list of
special talents a Hero can pull off by using Hero Points to buy them and spending
Magic Points to use them. These abilities range from Dead Eye, which improves
your chosen ranged weapon skill for a single shot, to Severing Slash, which
maximises the damage your do with your chosen weapon. All good stuff and all
earned at later stages in the game so you don’t have to worry about
implementing the special rules in your first few sessions.
Then there’s the Gamesmastering Legend chapter, with your
usual hints and tips about running games and campaigns, and some extra rules
for encounters, travel and weather. Finally, we get the all-important Character
Sheet which is useable but, like I mentioned earlier, I recommend you download
the character sheet from the Mongoose website or at least blow up the image
when you copy it. You’ll need the space.
CONCLUSIONS
Legend is a great game in a nice book. It gives you all the
rules you’ll need to create, use and advance a well-rounded character, and
there are plenty of options to make each character unique. And that’s what they
are – options. There are plenty of extra rules covering special abilities and
backgrounds and the like but you do not need to use them; the game doesn’t
suffer because you opted to drop Heroic Abilities, or Divine Magic, or the
Background table. You can run an effective, fun game with a combination of any
and all these rules.
And if you create something that you like, and want to do
something with it, the core rulebook is covered by the Open Gaming License
rules. Yes, Mongoose have released the rules under the OGL so that everyone can
have a stab at spreading and selling their own creations. That is a massive
plus for this book.
On the downside, there is no monster or NPC list in this
book. There is another book ‘Monsters of Legend’ available that lists plenty of
beasties for players to pit their swords against but you’ll not find any in the
core rulebook. On the one hand this may seem bad as you’ll have to obtain this
other book to have something for the newly-created adventurers to fight
against, on the other hand you can quite gladly hand this book to a player to
take away with them to read and create a PC and not worry about them going
through the details of what they’ll be coming up against.
Also, there’s no real option to create a non-human character
although this will no doubt be addressed in future publications. If you’re
looking for your standard man-elf-dwarf-short dude options then you’ll be
disappointed. There’s nothing stopping you from creating a character and saying
it’s an elf or a dwarf, but there’s no solid rules covering race creation.
Finally, there’s no index. I’m a stickler for indexes,
especially if I’m in the middle of something in the game and I want to get to a
section extra fast. This book could benefit from one.
Legend is a solid, dependable game with plenty of options –
you can make it as simple or as complicated as you like. It’s a well-produced
book that somewhat lacks in presentation but more than makes up for in content.
You may miss the bestiary, but the Monsters of Legend book will make up for that
and, anyway, as it’s Runequest at it’s core it’s compatible with most editions,
especially Runequest II, so you can lift monsters from those books if you have
them.
A good game built on a solid background, with easy rules,
options and an OGL license to boot. I can recommend this book.
It's worth mentioning that the remaining magic type from Mongoose's Runequest 2, Spirit Magic, is available as a free download from Mongoose or Rpgmp3. Playable non-humans are to be found in the Monsters of Legend supplement and the combat manouvres do not need the character to train in them, any and all that make sense based on the circumstances and the weapon being used are available.
ReplyDeleteTheism and Sorcery are usually provided by the Guilds and organisations as a restricted sublist of the full spell list in each chapter but there is not much advice on how many powers to grant access to. 5 or 6 total is the traditional amount, spread over membership levels of the organisation.
Thanks for the additionals, Psychman, that's appreciated.
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