Rune Quest, the original “Anti” D & D alternative, has had a turbulent road till now. It has changed hands several times, been modified, honed, stripped and bloated, but it’s core has stayed pure enough to be currently available in no less than 3 effectively current versions.
The new Rune Quest 6e (from Chaosium, the originator), older RQ6 now Mythras (The Design Mechanism) and Legend (franchise free version from Mongoose by the Mythras writers) are all direct descendants of the original Rune Quest, sharing the same, slightly different to BRP, game system. The differences are few and nothing that cannot be easily enough converted, but they are clearly defined and on divergent paths.
Mythras is considered by many to be the most modern “evolution” of the original game. The main changes are the basic dice mechanics for determining ranges of critical success/failure, combat initiative and hit locations (specific or generalised) as well opposed rolls rather than the resistance table. Other differences are specific to each game system, like the handling of different types of magic etc. None of these are wholly incompatible with each other.
Personally I have a bit of a complicated relationship with this line of products.
Legend is a favourite, because it is a lighter weight tool kit game ripe for modifying and tweaking. Effectively RQ2 reprinted under a generic banner, many of the well respected expansions for RQ2 have been reprinted word for word (even typo for typo) and are generally excellent. The Samurai, Gladiator, Pirate and Viking books are deep and comprehensive, making legend an excellent historical foundation. Deus Vult is one of my favourite historical monster hunting games (I am playing with the idea of a brotherhood spanning all periods of history sworn to exterminate monsters, effectively bringing all of these books together).
Even the anthropomorphic animal themed Historia Rodentia is a very cool take on alternative Victorian era Europe. Nothing about Legend is overly offensive or opinionated. It is a good “old school” feel with a new mechanical platform.
Mythras on the other hand is more polished, making it less robust to change. This makes the Mythras games are problematic for me. I am not in love with all aspects of their system for all genres of gaming. They shine in high detail, one on one epic legend campaigns (Greek Myths, gritty dungeon crawls etc), but for me are a bit unwieldy for group combats heavy or pulpy games. Mythras Imperative is closer to ideal, being a little like a different version of Legend, or as intended, a lite Mythras.
M-Space is the best exception here. Using Imperative as a base with some expanded mechanics, M-Space is a strong contender for the sci-fi game mantle. Frontier Space has for me a Star Wars, Stainless Steel Rat or Firefly space opera feel, M-Space is more Star Trek, Oblivion or Blade Runner. A hard core sci fi tool box.
The Mythras/Mythras Imperative/Legend series will be my choice for one on one, high peril, maximum crunch games, especially if smooth integration of several deeply covered exotic systems are needed (more depth in polished systems than BRP, for better or worse). The pending Destined supers game, After the Vampire Wars, hard sci-fi M-Space, Mythic/Britain/Rome/Japan/Norse legends, the trans dimensional Luther Arkright etc are all good for an intrigue, or social interaction heavy game with decisive and detailed combat. I feel like I am writing an epic novel from a first person perspective with these.
This is where Mythras and Legend shine.
Classic Fantasy also offers an old school D&D meets old school Runequest in one volume.