My $0.02:<br>- Keep combats simple. Essentially, adding another npc to a combat doubles your work as a GM, particularly for newbie players (that you're already helping along) and can quickly become overwhelming both paperwork-wise, and lethality-wise. RQ combat is like real combat, numbers are vastly important.<br>
<br>- Personally, I found it important for MGF to implement a few house rules, the first being the 'lopping off of limbs at 3x hp in a blow' instead of 2x.<br><br>- Another house rule, since RQ combat can be so deadly and character generation so tedious, particularly with people with previous AD&D experience, I give out hero points, which essentially forces a reroll (which can be just as bad, sometimes God DOES hate your character). <br>