Jump to section

Wazza

Wazza

Jul 24, 2025  ·  15 min read

RuneQuest Starter Set: A Review

RuneQuest

review

chaosium

article

RuneQuest Starter Set: A Review
The strength of RuneQuest is undoubtedly its setting with attention to background detail, set in the mythical Bronze Age world of Glorantha, characters hail from heroic cultural backgrounds and belong to religious cults, all richly and evocatively detailed.

In this review, I explore the physical copy of the RuneQuest Starter Set and give you an insight into what's included. Additionally, I break down how well the digital version on Quest Portal manages to keep up.

RuneQuest: A game with a rich history

RuneQuest was the first fantasy TTRPG to follow D&D. Released by Chaosium Inc. in 1978, it incorporated an elegant percentage-based system now used throughout its product line in games such as Age of Vikings, Basic Roleplaying, and Call of Cthulhu.

The strength of RuneQuest is undoubtedly its setting with attention to background detail, set in the mythical Bronze Age world of Glorantha, characters hail from heroic cultural backgrounds and belong to religious cults, all richly and evocatively detailed.

The Starter Set is one of the best around and available on Chaosium's website for only $29.99. You can also get the digital version instantly on Quest Portal's marketplace for $19.99.

Comparing RuneQuest to D&D

Unlike D&D, there are no classes or levels, and every character can use magic. The game has great humour, allowing you to play intelligent Ducks and fight chaos-spawned monsters such as the Pumpkin-headed Jack O’Bears and the Octopus-headed Waktapus. Combat is swift and deadly, where lethal critical hits can instantly kill, and fumbles punish the unlucky. Armour reduces damage while a realistic combat system lets you dodge and parry attacks. Mystical building blocks known as Runes shape your destiny and personality as much as your background and religion. The system has similar characteristics to D&D with the inclusion of Size (SIZ) and Power (POW). Hit points are fixed with Power, which is used for spellcasting.

Inside the RuneQuest Starter Set

So what do you get for your money? Let’s start with the box itself, which is sturdy and well put together. Inside, a “Read Me First!” sheet describes a brief overview of role-playing, the box's contents, and an advertisement for the RuneQuest Core Rule Book, Glorantha guide, Bestiary, and GM’s pack, should you wish to further explore the game.

Inside are four softcover saddle-stitched books totalling 264 pages, each with beautiful covers, interior art, and a crisp, clean layout which makes them easy to read. There are 14 pre-generated Character Sheets with a couple of blanks, two large full colour double-sided maps for the setting and adventures, two rules reference sheets, and a combat tracker. Oh, and don’t forget the lovely set of 7 gold coloured polyhedral dice. All in all, this box is crammed with goodies and fantastic value. I’ll be reviewing the components in order, so let’s start with:

Book 1: Rules

Book 1: Rules

Not many TTRPGs can claim to be groundbreaking; however, RuneQuest is certainly one of them. Its percentage game system is logical, slick, and playable, and when combined with its realistic combat system, is nothing short of revolutionary. No doubt then that it would go on to power many of Chaosium’s best-selling games, such as their seminal Basic Role-playing System and the great Call of Cthulhu. It really is that good.

We begin with an outline of role-playing itself, players' and Game Masters' roles within the game, and how to read the dice. Next up are characteristics, and RuneQuest uses 7: Strength (STR), Constitution (CON), Size (SIZ), Dexterity (DEX), Intelligence (INT), Power (POW), and Charisma (CHA). Each is rated from 3-18 and is multiplied by 5 when determining your percentage change of using them, so a DEX of 15 gives 75%. The system allows for critical and special successes and fumbles, while opposed rolls reference a resistance table. Simple and elegant.

Time and movement are explained, while skills are categorized by agility, communication, knowledge, magic, manipulation, and perception. These are modified by your characteristics, such as DEX for agility, and improved through success in the game.

With more than 50 skills on offer, your adventurer is covered for every eventuality from combat to stealth and intrigue to magic, and each one is augmented through your chosen passions, such as devotion and honor.

Runes are an integral part of the game, manifested by the Gods; they suffuse everything in the world categorized by name, associations, and one or more Gods. For example, the Harmony Rune is linked to compromise, generosity, and compassion and to three Gods: Ernalda, Issaries, and Chalana Arroy. Some Runes act in opposition, so for Harmony, it’s the Disorder Rune. They allow you to cast Rune Magic (covered later), augment skills, and help define your personality.

Combat in RuneQuest is deadly, with each round broken down into 12 Strike Ranks modified by size, Dexterity, and weapon length. Lower ranks act first. The rules cover melee, missile, and magic with parrying, dodging, and disengaging options. Attacks target hit locations with armour, reducing damage. Exceed locations' hit points, and you’re in big trouble with severed limbs commonplace.

Death occurs at zero hit points, with your soul departing for the Underworld to be judged in the court of silence, with resurrection only possible through powerful magic. A couple of useful two-page spreads cover your Character Sheet and an example of combat.

Everyone can use magic in RuneQuest, whether it's through Spirits, Runes, or Sorcery. Spirit Magic is the most commonly used, primarily in combat, requiring a focus and the expenditure of magic points determined by your Power (POW) characteristic. Three dozen spells, such as Bladesharp, are listed to enhance your swords and repair them when they break. A wide selection is presented, covering all your combat requirements. Rune Magic requires you to be an initiate of a cult with the power to cast them supplied by your God. Rune Magic requires the permanent expenditure of Power (POW), which is replenished through worship.

Rune Magic spells are powerful, allowing you to regrow severed limbs, resurrect the dead, and summon elementals. The last magical tradition is sorcery, more complex than spirit or Rune magic, with similar spells. You’ll start with a lower % chance to cast them; however, their intensity can be increased through the expenditure of additional magic points, allowing for increased range and duration. The magic system is integral to RuneQuest, allowing the richness of the setting to flourish. It’s Sublime. We finish by describing the spirit world, where you can fight and bind them to do your bidding, and spot rules on combat and environmental dangers.

Book 2: The World of Glorantha

Book 2: The World of Glorantha

Glorantha is RuneQuest’s best-selling point, showcasing a rich and highly detailed world perfect for adventuring. Set in the Bronze Age Glorantha and replete with chaos monsters, mysterious elder races, and talking ducks! It intertwines the personal, spiritual, and mythical into a believable and cohesive whole guaranteed to enhance your role-playing experience. We start with Runes and how they are broken down into the cosmic archetypes of: Elements, Powers, Conditions, and Forms, with each one detailed. The Glorthana Pantheon is discussed next, describing all the major Deities and their association with certain Runes. The Elder races are mentioned briefly, powerful beings who predate humans.

Glorantha is a world replete with Heroes and tales of their quests. It is a world of kinship where the community and family are just as important as fame, ensuring adventurers have a rich culture to draw upon. Glorthanan money is based on silver and comprises the poetically termed Lunars and Wheels with copper coins called Clacks and Holgs. No simple Gold Pieces here!

The world of Glorantha is not a globe; rather, it’s in the shape of the Earth Rune floating on the Primeval Ocean. The Air Gods rule above, while the Underworld lurks below. Between them lies the Middle World, home to the mortal races.

Beyond these realms, the immensely powerful Elder races rule. Of the Middle World's two continents, Gerertela to the north is a frozen, inhospitable region populated by ice demons and snow trolls. Most people live on islands in the southern continent, beyond which lies the unlivable Burning Wastes.

Dragon Pass is a mountainous region in Gerertela and of significant military importance. It has long been fought over by the kingdoms of Tarsh and Sartar, and it forms the centerpiece for your adventures. A two-page map details Northern Sartar with enough locations to sustain a prolonged campaign.

Heroes from across Sartar gather in the city of Jonstown, where adventure and opportunity await them. They are described in detail in the final section of the book. A timeline is covered from its humble beginnings as a refugee settlement to the cosmopolitan city it is today. It makes for a great hub for your adventures with vivid descriptions of its population, religions, militia, and government, with stat blocks for the ruling elite composed of Lords, Priests, and Administrators.

A host of NPCs provides the players with endless adventuring opportunities.

The City’s quarters are detailed with maps to provide an excellent sandbox for when the players invariably wander off. You could easily run an entire campaign within the city itself. The book finishes off with stats blocks for ordinary city-folk, and short descriptions of areas beyond the city walls. An inspired GM’s resource.

Book 3: Soloquest

Book 3: Soloquest

At 58 pages with 200 paragraphs, it presents a solo adventure similar to the Choose-Your-Own-Adventure and Fighting Fantasy style game books. You play Vasana, daughter of Farnan, a fierce warrior and champion for the Sartarite rebellion opposing the Lunar Empire’s cruel reign. This solo adventure teaches the fundamentals while immersing you in a rich setting, filled with fascinating encounters and fierce fighting. I won’t spoil the adventure just to say it's certainly worth a playthrough.

Book 4: Adventures

Book 4: Adventures

At 82 pages, it is for the GM's eyes only, presenting three full-length adventures. The first “A Rough Landing” is an ideal introduction to Glorantha and the RuneQuest rules system. For 3-6 players and a GM, it takes place right after Book 3’s solo adventure, making it ideal for new players and Game Masters. Your adventure starts in Jonstown with an introduction to combat before heading out into the wilderness and a climactic showdown with the forces of Chaos. This will provide a couple of entertaining sessions that serve as a great initiation into the world of RuneQuest. The second adventure, “A Fire in the Darkness,” takes off the training wheels to immerse you in a fully-fledged City investigation involving nefarious cultists. This one is a lot tougher, so expect casualties!

The final adventure, “The Rainbow Mounds,” is the longest at 27 pages and sends the heroes into the labyrinthine Rainbow Mounds, which are menacing nearby communities. This is a more traditional dungeon-bash with contingency for exploration, social interaction, and conflict. Once the players have finished all three scenarios, a further adventures section provides several rumours and adventure seeds to assist the GM in writing their own adventures. This book is nothing short of an entire campaign of exceptional value and versatility.

Still to come in this amazing box set are 14 pre-generated characters presented as tri-fold pamphlets. A gorgeous full colour cover and animal and magical companions showcase each one. Inside are full stats for combat, magic, and weapons. If one is killed, then just grab another and you're ready to play without spending precious game time in character creation, making this perfect for conventions and one-shots. There are also two blank Character Sheets to accommodate your own creations. A Strike Rank Tracker sheet, some quick rules, and Runes reference sheets will prove invaluable for combat. There are two large full-colour double-sided maps, one of which displays the City of Jonstown and the surrounding areas. At the same time, the other shows player and GM maps for “The Rainbow Mounds” adventure. But wait, there’s more! A beautiful set of 7 gold coloured polyhedron dice. We have a d4, d6, d8, 2d10s, a d12 and a d20. So there we have it, this is the best Starter Set for any RPG I've ever seen, packed full of exceptional content and value. And, at the moment, you can pick this up from Chaosium for only $19.99, an unbelievable deal. And if you enjoy this Starter Set, plenty of supplements are available for the game with a Core Rule Book, scenarios, RuneQuest Cults, Glorthana Sourcebook, and a bestiary. So take my advice, grab your sword and shield, check your runic tattoos, and prepare to enter a world of fantastic myth and heroic adventure; you won’t be disappointed!

Running the Starter Set online

I was able to take a look at the digital versions of Starter Set books, which are now available on the Quest Portal website. Each has been broken down by chapter and further subdivided into the relevant sections. For example, the Game System chapter has sections covering attributes, an example of play, an ability results table, results, the resistance table, and augmenting abilities. This makes navigation of the rules and contents intuitive and straightforward, perfectly complementing the physical books and greatly expediting play.

The Soloquest and the Adventures come as one-click-to-get-started assets. Each with Character Sheets for NPCs is completed, the entire text is added to Notes and Library and linked, and scenes are ready to show players. The only thing missing is the players, but you can easily drop them an invite link and be in a game within minutes.