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==Reception== In the September–October 1978 edition of ''[[The Space Gamer]]'' (Issue No. 19), Dana Holm commented that "Since this game contains a logical system, almost anything can be added to the matrix it presents. A gem of a game. You won't be disappointed."<ref name="SG19">{{cite journal|last=Holm|first=Dana |date=September–October 1978 |title=RuneQuest: A Review|journal=[[The Space Gamer]]|publisher=[[Metagaming Concepts|Metagaming]]|issue=19|pages=22–23}}</ref> In the February–March 1979 edition of ''[[White Dwarf (magazine)|White Dwarf]]'' (Issue 11), Jim Donohoe thought the rulebook was "116 pages of well thought-out and comprehensive rules," but he found the character generation system "quite complex." He advised new referees to use the monster loot tables with caution, since the treasure was randomly generated, which meant "the amount of treasure a monster can have can vary wildly using these tables, and a weak monster can have a fortune while a tough one is impoverished. This is one area of the rules which could use some revision." He concluded by giving the game an excellent rating of 9 out of 10, saying, "These are a set of rules which I can recommend as a good alternative to ''[[Dungeons & Dragons]]''. Using the ''Runequest'' rules, a campaign can be set up simply and quickly with little effort to the referee."<ref name="wd11">{{cite journal|last=Donohoe|first=Jim |date=February–March 1979 |title=Open Box|journal=[[White Dwarf (magazine)|White Dwarf]]|publisher=[[Games Workshop]]|issue=11|pages=18–19}}</ref> In the March 1980 edition of ''[[Ares (magazine)|Ares]]'' (Issue #1), [[Greg Costikyan]] commented that "''RuneQuest'' is the most playable and elegant fantasy role-playing designed to date. Its only drawback is that it does not cover enough ground for a full-scale role-playing campaign, and is, perhaps, a bit simpler than experienced frp'ers would desire." He concluded by giving it a slightly better than average rating of 7 out of 9.<ref name="Ares1">{{cite journal | last=Costikyan | first=Greg | author-link=Greg Costikyan | title=A Galaxy of Games | journal=[[Ares (magazine)|Ares Magazine]] | publisher=Simulations Publications, Inc. | date=March 1980 | issue=1 | page=34}}</ref> In the July 1980 issue of ''Ares'', [[Eric Goldberg (game designer)|Eric Goldberg]] reviewed the second edition and commented "When ''RQ'' came out, it was well-organized by the FRP standards of that time. The rules are not painful to read, and a second edition, in which the charts are easier to find, has helped matters considerably. The drawbacks of the game are that the foundation of the game (combat) has play problems and that the individual systems do not mesh together as nicely as one would hope. Among the strengths are its freshness of design concepts, the elimination of the odious 'level' progressions for characters, and the detailed background."<ref name="Ares3">{{cite journal | last=Goldberg | first=Eric | author-link=Eric Goldberg (game designer) | title=Games | journal=[[Ares (magazine)|Ares Magazine]] | publisher=[[Simulations Publications, Inc.]] | date=July 1980 | issue=3 | pages=30, 33}}</ref> In the 1980 book ''[[The Complete Book of Wargames]]'', game designer [[Jon Freeman (game designer)|Jon Freeman]] liked the rulebook, calling it "coherent, understandable, and full of examples to illustrate." However, Freeman major issue with "the cumbersome combat system, which is more realistic than most but rather tedious." He also noted that the world of Glorantha was quite dense and hard to comprehend for new players. And if enterprising [[gamemasters]] wished to borrow the best parts of the setting for use in other role-playing systems, Freeman thought this would be very difficult: "the systems are too well integrated ... To a great extent this means the game must be adopted entirely or not at all." Freeman concluded by giving this game an Overall Evaluation of "Good to Very Good"<ref name=cbw>{{cite book| last = Freeman| first = Jon| author-link = Jon Freeman (game designer)| title = The Complete Book of Wargames| publisher = Simon & Schuster| date = 1980| location = New York| pages = 250}}</ref> In the July 1981 edition of ''[[The Space Gamer]]'' (Issue No. 35), Forrest Johnson reviewed the 1980 boxed edition of ''RuneQuest'', and commented "An experienced gamer, who probably bought the rules separately [...] has no need of this edition. However, it might be of use to a newcomer."<ref name="SG35">{{cite journal|last=Johnson |first=Forrest |date=January 1981 |title=Capsule Reviews|journal=[[The Space Gamer]]|publisher=[[Steve Jackson Games]]|issue=35|pages=24}}</ref> In the April 1985 edition of ''White Dwarf'' (Issue 64), Oliver Dickinson reviewed the third edition produced by Avalon Hill, and found "Everything is well laid out and clearly expressed." The major difference he found with previous editions of rules was that most items "cost a great deal more [...] Acquiring good armour, magic items, etc is going to be more of a struggle and so, I feel, more satisfying. I hope this will bring the days of the overmighty PC/NPC to an end; but the difficulties may be precisely what put some players off." Dickinson concluded by giving the new edition an excellent rating of 9 out of 10, saying, "the revised rules deserve a proper trial; they are well thought out and explained, though quite complex, and I suspect will in many cases be welcomed with the words, 'That makes better sense!'"<ref name="wd64">{{cite journal|last=Dickinson|first=Oliver |date=April 1985 |title=Open Box|journal=[[White Dwarf (magazine)|White Dwarf]]|publisher=[[Games Workshop]]|issue=64|pages=12–13}}</ref> Oliver Dickinson reviewed ''RuneQuest 3'' for ''[[White Dwarf (magazine)|White Dwarf]]'' #75, and stated that "Personally, I take very seriously Greg Stafford's comment that ''RQ3'' reflects his conception of Glorantha ''better'', and I welcome most of the changes and innovations, particularly Fatigue Points."<ref name="WD75">{{cite journal | last =Dickinson | first =Oliver | title =RuneQuest Ruminations | journal =[[White Dwarf (magazine)|White Dwarf]] | issue = 75 | pages =11 | publisher =[[Games Workshop]] | date = March 1986 }}</ref> In the March 1987 edition of ''White Dwarf'' (Issue 87), Peter Green reviewed a new hardcover version of the third edition, and generally liked it, although he did find "a few irritations", notably that reference was made to sections of the 1st- or 2nd-edition rules that no longer existed. He concluded by warning that "beginners should perhaps leave it until they are familiar with a more introductory system [...] Experienced players of other games will find much in ''Runequest'' to recommend it [...] it is superb value and well worth getting even if you never intend to play it."<ref name="wd87">{{cite journal|last=Green|first=Peter|date=March 1987 |title=Open Box|journal=[[White Dwarf (magazine)|White Dwarf]]|publisher=[[Games Workshop]]|issue=87|pages=2}}</ref> In the August 1987 edition of ''White Dwarf'' (Issue 92), Paul Cockburn reviewed ''Advanced Runequest'', a streamlined version of the 3rd edition rules, and liked what he saw. He concluded, "It's a very good package [...] a very powerful roleplaying game, in a very accessible form."<ref name="wd92">{{cite journal|last=Cockburn|first=Paul|date=August 1987 |title=Open Box|journal=[[White Dwarf (magazine)|White Dwarf]]|publisher=[[Games Workshop]]|issue=92|pages=3}}</ref> ''[[The Games Machine]]'' reviewed ''RuneQuest Fantasy Roleplaying Game'' and stated that "this is an ideal purchase for any GM who is looking for a realistic, sophisticated and playable system of rules for a fantasy campaign."<ref name="TGM21">{{cite journal | title =Dreading the Day | journal = [[The Games Machine]] | issue = 21 | pages =69–70 |date=August 1989}}</ref> In a 1996 reader poll conducted by ''Arcane'' magazine to determine the 50 most popular roleplaying games of all time, ''RuneQuest'' was ranked 5th. Editor Paul Pettengale commented: "''RuneQuest'' manages to establish itself as a cut above the rest because of its intricate and highly original campaign setting. [...] This is a world that combines high-fantasy heroism with the gritty realities of cross-humanoid racism and the problems of day-to-day living. The cults of the world, which play an intrinsic part of every adventurer's life, add to the mysticism of the game, and give it a level of depth which other fantasy systems can be but envious of."<ref name="Arcane14">{{cite journal|last= Pettengale|first=Paul|date= Christmas 1996 |title=Arcane Presents the Top 50 Roleplaying Games 1996|journal=Arcane|publisher=[[Future plc|Future Publishing]]|issue=14|pages=25–35}}</ref> ''RuneQuest'' was chosen for inclusion in the 2007 book ''Hobby Games: The 100 Best''. [[Jennell Jaquays]] commented, "After ''RuneQuest'' and Glorantha, detailed fantasy worlds would become the norm, not the exception. Dragon Pass paved the way for TSR's Faerûn, better known as the Forgotten Realms, and Krynn, setting for the ''Dragonlance'' saga. But few would ever achieve the elegant but approachable rules complexity of the original ''RuneQuest'' or instill a fervent loyalty in fans that would span decades."<ref name="HG">{{Cite book | contribution=RuneQuest | title=[[Hobby Games: The 100 Best]] | last=Jaquays | first=Paul | author-link=Jennell Jaquays | editor-last=Lowder | editor-first=James | editor-link=James Lowder | publisher=[[Green Ronin Publishing]] | year=2007 | pages=261–264 | isbn=978-1-932442-96-0}}</ref> In a review of the 6th edition of ''RuneQuest'' in ''[[Black Gate (magazine)|Black Gate]]'', John ONeill said "The interior art is terrific throughout, and the writing is crisp and clear. Like all the best role playing books, ''RuneQuest Sixth Edition'' is fascinating to flip through even if you're not a fantasy gamer."<ref>{{cite web | url=https://www.blackgate.com/2014/01/18/new-treasures-runequest-6-by-pete-nash-and-lawrence-whitaker/ | title=New Treasures: RuneQuest 6 by Pete Nash and Lawrence Whitaker – Black Gate | date=January 18, 2014 }}</ref> In his 2023 book ''Monsters, Aliens, and Holes in the Ground'', RPG historian Stu Horvath noted that unlike other major RPGs of the time, characters did not gain more hit points as they progressed, fueling a need to avoid often deadly combat. "Players uninterested in losing limbs learn to solve problems without swinging swords. In turn, this desire to find non-violent solutions places increasing importance on the details of the setting, so as to give players the material they need to overcome adversity through conversation or clever scheming."<ref name=mahg/>
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