For anyone new to Ragnarok and the Runic-Game-System (RGS), the Core Rulebook has everything you need to play and have a great experience. But like any RPG that's been around for many years, players master what's there and crave more. Designers see opportunities for streamline and refinement. Either it all goes into notes for the next version, or each new book adds a little more to the game system. The 3 main books are the latter approach.
To clarify what I mean about the "next iteration of the rules", it's not really a v.3 of RGS, it's a cleanup and re-organization of v.2.
v.1 of RGS was released in 2006 and had no void rune, and conditions were open ended for intensity, among many other fundamental differences.
v.2 was our 2012 rule set that is the game you see today (all the way up to
Lords of the Ash).
I'm not looking at a v.3 yet, but rather a re-write of the rules found in the
Core Rulebook, Denizens of the North and Lords of the Ash. RGS has evolved throughout all 3 books and I think it's time to unify the evolution with a re-write. With each book, the evolution took into account player experiences and table dynamics, as Raleel says, from the comments and feedback on these forums. That's why I always enjoy play reports from players- they help me refine the system based on a wide range of experiences.
My goal will be a new printing of each book with the streamlined rules contained in each book. I'm looking at how I can make each book a possible starting point for anyone getting into the game. That means breaking the interdependence between the books. It's ambitious and that's why it's going to take some time. The upcoming Celtic handbook called the
Children of Eriu that's in the works will be the first one to do this. I do have Sveta working on new covers for each existing book, so it'll be crystal clear that the re-printed books will contain the new self-contained content. These are still a ways off though.
raleel wrote:
andrew wrote:
Raleel, in your opinion, is there anything "essential" in Lords of the Ash? Curious because as you know I do have that v.2 rules doc in the works.
sorry for the slow to reply, been sick, etc.
- bonus boards - truth, I think the Disir and anything that might involve a bonus board is not "base rules". There is a lot of material there that sort of logically goes together (what happens after death). i feel like it a different book

- knockback - should be in v2
- interrupts - should be in v2
- attributes/base powers - should be in v2, but probably not all of them.
- composite boards - another advanced concept. same place as bonus boards
- actions - v2 for sure. all this section
- effects - i think this whole section should be in v2 as well, as appropriate (divine potence probably doesn't need to be here). the aura rule should probably become standard and not necessarily optional.
- active powers - largely this whole section is rule tightening. v2 for sure.
- new types of active powers - my view is that new rules get introduced with the things that use them as a whole. these tend to be advanced classes, so they stay with them, where ever that is.
- reverberation meta - i like this, you should keep it around and maybe expand the use a bit
- passive powers - v2
- bloodline/primal - leave out unless someone uses it in the core book
- skills - v2
- meta - any that are used get included
- swarm rules - v2
- size - v2
- new combat rules - all of them
did I ever tell you about the skill system I concocted instead of the boards as they laid out?
Thanks for the detailed response Raleel, that's very helpful. Please elaborate on your home-brew skill system, if it works well, that would be something I'd consider as an evolution. I know that you've got a great handle on RGS, so that hack will be illuminating.
creativehum wrote:
Hey folks, more questions!
1. Andrew, when you speak of "V.2" -- is that a new version of the Fate of Norns core rules, or Lords of Ash.
2. Raleel, when you write:
• skills - v2
• new combat rules - all of them
... are you saying that the rules for skills and combat should replace the rules in the core book?
I ask because I just got the core book, am busy making runes to play the game with my group at some point... and am wondering what I have gotten myself into?
How many books do I need to play the game? How much rules cobbling do I need to do to get a solid version of the rules?
I have been very impressed with the rules I found in the core book. But I also have not yet put them into play. There might be plenty of bumps I haven't spotted yet.
Not freaking out or angry or anything. But I am trying to use my RPG time more wisely these days... I'd rather play games I can just play rather than having to sort through lots of rules and try to figure out how to make them work smoothly.
To reassure you, the
Core Rulebook rules are a great place to start. When I run game demos at conventions we attend, I use either the
Fafnir's Treasure light RGS rules, or the rules from the
Core Rulebook. For the first experience, you don't need anything from the evolved rules set- they're just bells and whistles for experienced players. You should forget any evolutions exist until you guys have mastered the Core Rulebook rules.
