From DevinC at aol.com Fri Nov 1 06:08:38 2002 From: DevinC at aol.com (DevinC at aol.com) Date: Thu, 31 Oct 2002 14:08:38 EST Subject: [RQ-Rules] Database of RQ articles Message-ID: <187.105ec156.2af2d9b6@aol.com> In a message dated 10/31/2002 12:57:25 AM Pacific Standard Time, tiberius at runequest.za.org writes: > I am considering starting a database of Rune Quest articles published in > the likes of Dragon and White Dwarf magazines. Was wondering if anyone > knows if such a database already exists? > Tony > http://www.runequest.za.org > > -- > Orcs are great, but the empire is eternal! > I don't, but I do have a great many of those White Dwarf magazines, so if you need any reference, let me know. My favourite one is the one on Demons in RQ2, where they gave some great background fables and tales surrounding each demon. Devin --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From jurrubin at earthlink.net Fri Nov 1 09:10:00 2002 From: jurrubin at earthlink.net (David Smart) Date: Thu, 31 Oct 2002 14:10:00 -0800 Subject: [RQ-Rules] Database of RQ articles Message-ID: On Thu, 31 Oct 2002 14:08:38 EST DevinC at aol.com wrote: > > I don't, but I do have a great many of those > White Dwarf magazines, so if you > need any reference, let me know. > > My favourite one is the one on Demons in RQ2, > where they gave some great > background fables and tales surrounding each > demon. Those were great! I ripped them out and consolidated them into my Home Rules binder. I used them in an RQ3 campaign and they worked rather well. David From slposey at concentric.net Fri Nov 1 09:20:54 2002 From: slposey at concentric.net (Stephen Posey) Date: Thu, 31 Oct 2002 15:20:54 -0700 Subject: [RQ-Rules] Database of RQ articles References: <187.105ec156.2af2d9b6@aol.com> Message-ID: <3DC1ACC6.82256A0B@concentric.net> DevinC at aol.com wrote: > > In a message dated 10/31/2002 12:57:25 AM Pacific Standard Time, > tiberius at runequest.za.org writes: > > > I am considering starting a database of Rune Quest articles published in > > the likes of Dragon and White Dwarf magazines. Was wondering if anyone > > knows if such a database already exists? > > Tony > > http://www.runequest.za.org > > > > -- > > Orcs are great, but the empire is eternal! > > > > I don't, ... There are some on-line indexes (indices?): http://users.visi.net/~templar/WD/WDindex.html http://www.acaeum.com/Links/Resources.html http://www.glorantha.com/products/index-dw.txt http://crpp0001.uqtr.uquebec.ca/www_wanderer/Index/Dragonindex.html I've also noticed this up for auction on eBay: "RPG MAGAZINE INDEX 80s sci-fi, fantasy gaming" http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=1781778889 Anyone know anything more about it? > ...but I do have a great many of those White Dwarf magazines, so if you > need any reference, let me know. As do I (pretty much everything between about issue #18 to issue #100), as well as a complete set (sans issue #1) of Different Worlds. > My favourite one is the one on Demons in RQ2, where they gave some great > background fables and tales surrounding each demon. I concur, IMO one of the best non-Glorantha pieces for RQ ever done. Stephen Posey [TurboPower Software] -- Please respond to the newsgroups and not via email. This way, everyone benefits from knowing what was said. Replies to mailsupport at turbopower.com will be copied back to the newsgroup. From DevinC at aol.com Fri Nov 1 10:00:34 2002 From: DevinC at aol.com (DevinC at aol.com) Date: Thu, 31 Oct 2002 18:00:34 -0500 Subject: [RQ-Rules] Database of RQ articles Message-ID: <7AB10A43.4A24FA71.00047AF1@aol.com> In a message dated 10/31/2002 5:20:54 PM Eastern Standard Time, slposey at concentric.net writes: > As do I (pretty much everything between about issue #18 to issue #100), > as well as a complete set (sans issue #1) of Different > Worlds. FYI I've got WD issues earlier than #18. From gerall at chromebob.com Wed Nov 6 23:57:46 2002 From: gerall at chromebob.com (Gerall Kahla) Date: Wed, 06 Nov 2002 06:57:46 -0600 Subject: [RQ-Rules] RQ history - a question -- Message-ID: <3DC911CA.7070907@chromebob.com> Hello all, I've been a RuneQuest fan since the middle 80's. I had to good fortune to play with a creative referee and some memorable players during that period. RQ holds my 'fave game' opinion. Nowadays, I find myself with more time to roleplay, and naturally I'd like to get back into RQ. My question is: Is there a 4th edition RuneQuest? Doing Ye Auld Internete Searche, I find references to Glorantha, Hero Wars, Issaries Inc, and a lot of cool fan sites. But not even Wizard's Attic will tell me where I can find RQ 4th edition... Does anyone know (and feel inclined to tell me about) what has happened to my fave game in the ~15 years since I've had the chance to play? I know about Avalon Hill's 3rd edition. We integrated *some* of it into our house rules near the end of our games. But what's happened since Atlas took over and failed to develop for it. (Even though I sent them *lots* of source material...) Sorry if this is off-topic, but I'm really interested. Is there a FAQ or history page? Thanks for your time, attention, and indulgence. Best Regards, Gerall From jurrubin at earthlink.net Thu Nov 7 00:12:38 2002 From: jurrubin at earthlink.net (David Smart) Date: Wed, 06 Nov 2002 07:12:38 -0600 Subject: [RQ-Rules] RQ history - a question -- References: <3DC911CA.7070907@chromebob.com> Message-ID: <3DC91546.1090300@earthlink.net> Heheh. We have better than a history page; we have Mr. Perrin himself. David Gerall Kahla wrote: > Hello all, > > I've been a RuneQuest fan since the middle 80's. I had to good fortune > to play with a creative referee and some memorable players during that > period. RQ holds my 'fave game' opinion. Nowadays, I find myself with > more time to roleplay, and naturally I'd like to get back into RQ. My > question is: Is there a 4th edition RuneQuest? > > Doing Ye Auld Internete Searche, I find references to Glorantha, Hero > Wars, Issaries Inc, and a lot of cool fan sites. But not even Wizard's > Attic will tell me where I can find RQ 4th edition... > > Does anyone know (and feel inclined to tell me about) what has happened > to my fave game in the ~15 years since I've had the chance to play? I > know about Avalon Hill's 3rd edition. We integrated *some* of it into > our house rules near the end of our games. But what's happened since > Atlas took over and failed to develop for it. (Even though I sent them > *lots* of source material...) > > Sorry if this is off-topic, but I'm really interested. Is there a FAQ > or history page? > > Thanks for your time, attention, and indulgence. > > Best Regards, > Gerall > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From soltakss at yahoo.com Thu Nov 7 01:20:59 2002 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Wed, 6 Nov 2002 14:20:59 +0000 (GMT) Subject: [RQ-Rules] Other Suns etc. In-Reply-To: <20021106131809.2C0674C265@thinbits.com> Message-ID: <20021106142059.29830.qmail@web9607.mail.yahoo.com> Stephen Posey: > Jim Gould wrote: > > That sounds like Swordbearer, from Mayfair (IIRC). It had a lot of good > > ideas, but was pretty math-heavy. Excellent magic system, which would adapt > > very well to RQ. I still have a copy of that around somewhere ... > > I would have guessed Niall Shapero's "Other Suns" instead which is > overall VERY BRP-like in terms of character attributes and the skill > system. That's the chappy, almost BRP, apparently part developed by Chaosium, but then they went with Ringworld. A pretty good Science Fiction RPG, which I had and have lost. > Length (LEN): the height of the character in centimeters > Humans roll for LEN on 110+6D20 for male characters, and on > 100+6D20 for female characters. > > Build (BLD): the massiveness of the character's bone structure > Human males roll for BLD on 3D6, human females roll for BLD on 3D4+1. > > SIZE (SIZ): This is a combined indicator of the mass and bulk of > the character. > > SIZ = (LEN/10) + (BLD/3) - 1 > > MASS (MAS): The total mass of the character (in kilograms). > > MAS = (SIZ^3)/100 (cube the size, and divide the result by 100) Like I said, a bit too complicated. I don't want to use a calculator to work out character statistics, just to work out my attack chance. > NOTE: these were copied from an on-line version of OS available here: > > http://www.hoboes.com/pub/Role-Playing/Future/Other%20Suns/ Ooh, that's good to know, thanks. Ash: > From the original message: > > "Casters get 2 points of spirit magic, 2 points of sorcery magic (25 bonus) or 1 point of > divine magic per spell they can cast. Basic knowledge (25 bonus) of a sorcery skills (art) > costs the equivalent of 1 spell. Increases in casting skill, manipulation skills or rituals > costs 1 point per 25 increase in the skill." Does that work? It seems a bit low-powered to me. As I prefer a higher powerd campaign, I would use the same spirit/sorcery/divine points, but for the number of spells * spell level, so someone who can cast 3 First Level and 1 Second Level spell would get 3 * 1 + 1 * 2 = 5 spells (I can't remember the spells per level of AD&D). This makes little difference at low level but a lot at high level. Basic knowledge should be derived from the level of the magician independantly of the number of spells, otherwise you are sacrificing spell knowledge for skill. Powerful magicians will have high skill levels and extensive spell knowledge. Have you got any examples, say of a 1st, 3rd, 5th, 10th level Magic User, a Cleric, a Druid and so on, just to see what the figures turn out? I don't have my copy of AD&D otherwise I'd have a go myself. Devin: > My favourite one is the one on Demons in RQ2, where they gave some great > background fables and tales surrounding each demon. Dealing With Demons was the best White Dwarf RQ article by far. The RQ3 one was interesting as it had powerful demons which could fry normal parties. Gerall: > I've been a RuneQuest fan since the middle 80's. I had to good fortune > to play with a creative referee and some memorable players during that > period. RQ holds my 'fave game' opinion. Nowadays, I find myself with > more time to roleplay, and naturally I'd like to get back into RQ. My > question is: Is there a 4th edition RuneQuest? Short answer - no. Long answer - there was an RQ4 written on the off-chance that RQ would rise from the dead, but it was never published. It was too wargamery for my tastes, from the copy that I saw, too many rules on movement and tactics, in my opinion. RQ is dead and buried as a sold game, but is alive and kicking as a played game. > Does anyone know (and feel inclined to tell me about) what has happened > to my fave game in the ~15 years since I've had the chance to play? I > know about Avalon Hill's 3rd edition. We integrated *some* of it into > our house rules near the end of our games. But what's happened since > Atlas took over and failed to develop for it. (Even though I sent them > *lots* of source material...) > > Sorry if this is off-topic, but I'm really interested. Is there a FAQ > or history page? Somebody posted an excellent summary of what had happened to RQ either on this list or on the RQAddicts Yahoo Group. That gave the history of RQ and why it fell apart. Simon __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com From peter at maranci.net Thu Nov 7 01:32:12 2002 From: peter at maranci.net (Peter Maranci) Date: Wed, 06 Nov 2002 09:32:12 -0500 Subject: [RQ-Rules] Docs and FAQs In-Reply-To: <20021106131807.AC88D4C264@thinbits.com> References: <20021106131807.AC88D4C264@thinbits.com> Message-ID: <0e9isucnih9dpkaa0d1cggpv4ja4554loi@4ax.com> perala at cc.joensuu.fi wrote: >My favorite format for chaos project database is a doc-file. I usually cut >internet material heavily and print the bits that are most >useful. Pdf-format is otherwise ok, but with that comes lots of wasted >space for printers. and jurrubin at earthlink.net wrote >I also prefer a doc file format, and for the same reasons. The only problem is that doc is a proprietary format for Microsoft Word. I suppose I can include a doc version as an alternative, though. It shouldn't take up too much space. Now I just need to figure out the general organization and partitioning. gerall at chromebob.com wrote: >Does anyone know (and feel inclined to tell me about) what has happened >to my fave game in the ~15 years since I've had the chance to play? I know >about Avalon Hill's 3rd edition. We integrated *some* of it into our house rules >near the end of our games. But what's happened since Atlas took over >and failed to develop for it. (Even though I sent them *lots* of >source material...) > >Sorry if this is off-topic, but I'm really interested. Is there a FAQ >or history page? You might take a look at "The History of RuneQuest" (http://www.maranci.net/rqpast.htm) on my site. It's not 100% unbiased, but then, what is? :D I think it will answer most of your questions. ->Peter ---------------------------------------------------------------------- Peter Maranci peter at maranci.net Woonsocket, RI Pete's RuneQuest & Roleplaying! Adventures, art, an online game, NPCs, magic items, sheets, rules & much more: http://www.maranci.net/rq.htm From steve at perrinworlds.com Thu Nov 7 01:56:35 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Wed, 6 Nov 2002 06:56:35 -0800 Subject: [RQ-Rules] RQ history - a question -- References: <3DC911CA.7070907@chromebob.com> Message-ID: <005c01c285a4$d15785e0$6401a8c0@surfcity.net> Lessee, what can I say. First of all, you might like what I've done as a "4th edition RuneQuest." Check out www.perrinworlds.com/SPQR.html. So much for the commercial announcement. Dunno why you should send stuff to Atlas. They have Ars Magica, but not RuneQuest. The RQ name went from Avalon Hill to Hasbro. Hasbro has (1) no intention of publishing a competitor to D&D and (2) no intention of letting anyone else have access to a name for a game that at one time was in competition with D&D. This may mean that a RuneQuest game of some sort may come out in a few years, just to keep the trademark. If they don't, they lose it, but still have the game copyright. So what happened to RuneQuest is simple. Hasbro. At one point Avalon Hill was just about to issue a "new" RQ that had almost nothing in common with the game but the name, which was RuneQuest Slayers. But then they were bought by Hasbro. See above. I think Slayers may be on the net somewhere... That's about it in the time I have at the moment. Steve Perrin ----- Original Message ----- From: "Gerall Kahla" To: Sent: Wednesday, November 06, 2002 4:57 AM Subject: [RQ-Rules] RQ history - a question -- > Hello all, > > I've been a RuneQuest fan since the middle 80's. I had to good fortune > to play with a creative referee and some memorable players during that > period. RQ holds my 'fave game' opinion. Nowadays, I find myself with > more time to roleplay, and naturally I'd like to get back into RQ. My > question is: Is there a 4th edition RuneQuest? > > Doing Ye Auld Internete Searche, I find references to Glorantha, Hero > Wars, Issaries Inc, and a lot of cool fan sites. But not even Wizard's > Attic will tell me where I can find RQ 4th edition... > > Does anyone know (and feel inclined to tell me about) what has happened > to my fave game in the ~15 years since I've had the chance to play? I > know about Avalon Hill's 3rd edition. We integrated *some* of it into > our house rules near the end of our games. But what's happened since > Atlas took over and failed to develop for it. (Even though I sent them > *lots* of source material...) > > Sorry if this is off-topic, but I'm really interested. Is there a FAQ > or history page? > > Thanks for your time, attention, and indulgence. > > Best Regards, > Gerall > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.394 / Virus Database: 224 - Release Date: 10/3/2002 From slposey at concentric.net Thu Nov 7 02:23:49 2002 From: slposey at concentric.net (Stephen Posey) Date: Wed, 06 Nov 2002 08:23:49 -0700 Subject: [RQ-Rules] Other Suns etc. References: <20021106142059.29830.qmail@web9607.mail.yahoo.com> Message-ID: <3DC93405.A8635A69@concentric.net> Simon Phipp wrote: > > Stephen Posey: > > > Jim Gould wrote: > > > That sounds like Swordbearer, from Mayfair (IIRC). It had a lot of good > > > ideas, but was pretty math-heavy. Excellent magic system, which would adapt > > > very well to RQ. I still have a copy of that around somewhere ... > > > > I would have guessed Niall Shapero's "Other Suns" instead which is > > overall VERY BRP-like in terms of character attributes and the skill > > system. > > That's the chappy, almost BRP, apparently part developed by Chaosium, but > then they went with Ringworld. A pretty good Science Fiction RPG, which I > had and have lost. I think Steve P. posted some info about what happened with Chaosium and Other Suns sometime back, maybe he can reiterate. IMO, OS is a bit heavy on the "anthropomorphic animal" aliens for my taste, but does have some interesting ideas and is (as I suggested) generally BRP compatible. Probably the most radical aspect from the perspective of SF RPGs in general is that humans are something of a "second class" species in the multi-species galactic civilization described in the rules. Stephen Posey slposey at concentric.net From DevinC at aol.com Thu Nov 7 05:42:38 2002 From: DevinC at aol.com (DevinC at aol.com) Date: Wed, 06 Nov 2002 13:42:38 -0500 Subject: [RQ-Rules] RQ history - a question -- Message-ID: <2B5E2A11.04569927.00047AF1@aol.com> In a message dated 11/6/2002 7:57:46 AM Eastern Standard Time, gerall at chromebob.com writes: > Hello all, > > I've been a RuneQuest fan since the middle 80's. I had to good fortune > to play with a creative referee and some memorable players during that > period. RQ holds my 'fave game' opinion. Nowadays, I find myself with > more time to roleplay, and naturally I'd like to get back into RQ. My > question is: Is there a 4th edition RuneQuest? > > Doing Ye Auld Internete Searche, I find references to Glorantha, Hero > Wars, Issaries Inc, and a lot of cool fan sites. But not even Wizard's > Attic will tell me where I can find RQ 4th edition... > > Does anyone know (and feel inclined to tell me about) what has happened > to my fave game in the ~15 years since I've had the chance to play? I > know about Avalon Hill's 3rd edition. We integrated *some* of it into > our house rules near the end of our games. But what's happened since > Atlas took over and failed to develop for it. (Even though > I sent them > *lots* of source material...) Sigh....the great game has essentially been relegated to the hands of a loyal cadre of players who keep it alive over the internet. I was involved in playtesting RQ4 before I finally got so fed up with the "Scholars" that I left RQ entirely. (Yes, I was the infamous person who started the "Scholars" versus "Gamers" debate on the RQ list!). I'd love to see someone resurrect RQ4, change JUST enough terms to make it safe from lawsuits by Hasbro, and then publish it not as RQ, but as GBRP (Gloranthan Basic Role Playing). Devin (Gamer...not Scholar) From steve at perrinworlds.com Thu Nov 7 17:18:39 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Wed, 6 Nov 2002 22:18:39 -0800 Subject: [RQ-Rules] Other Suns etc. References: <20021106142059.29830.qmail@web9607.mail.yahoo.com> <3DC93405.A8635A69@concentric.net> Message-ID: <008501c28625$9ab72140$6401a8c0@surfcity.net> Other Suns was supposed to be "Runes in Space." It was being developed by Niall for the Chaosium. However, like Simon said, it was way too heavy on the anthromorphic aliens. The cat people, the fox people, the people people... We got very tired of the "cold wet nose" theory of alien generation, and passed. So he changed the Hit Location table around and published it through FGU. Steve Perrin, only peripherally involved with the situation. ----- Original Message ----- From: "Stephen Posey" To: Sent: Wednesday, November 06, 2002 7:23 AM Subject: Re: [RQ-Rules] Other Suns etc. > Simon Phipp wrote: > > > > Stephen Posey: > > > > > Jim Gould wrote: > > > > That sounds like Swordbearer, from Mayfair (IIRC). It had a lot of good > > > > ideas, but was pretty math-heavy. Excellent magic system, which would adapt > > > > very well to RQ. I still have a copy of that around somewhere ... > > > > > > I would have guessed Niall Shapero's "Other Suns" instead which is > > > overall VERY BRP-like in terms of character attributes and the skill > > > system. > > > > That's the chappy, almost BRP, apparently part developed by Chaosium, but > > then they went with Ringworld. A pretty good Science Fiction RPG, which I > > had and have lost. > > > > I think Steve P. posted some info about what happened with Chaosium and > Other Suns sometime back, maybe he can reiterate. > > IMO, OS is a bit heavy on the "anthropomorphic animal" aliens for my > taste, but does have some interesting ideas and is (as I suggested) > generally BRP compatible. > > Probably the most radical aspect from the perspective of SF RPGs in > general is that humans are something of a "second class" species in the > multi-species galactic civilization described in the rules. > > Stephen Posey > slposey at concentric.net > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.394 / Virus Database: 224 - Release Date: 10/3/2002 From Nick.Middleton at invensys.com Thu Nov 7 21:20:26 2002 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Thu, 7 Nov 2002 10:20:26 +0000 Subject: [RQ-Rules] Other Suns etc. Message-ID: >Other Suns was supposed to be "Runes in Space." It was being developed by >Niall for the Chaosium. I have a huge soft spot for Other Suns: much as I like Classic Traveller, it was too sparse for me when I started (aged 10!) and although Space Opera was fun, it was too over the top (and convoluted!). Ringworld was too expensive here in the UK (at least for me at the time) so I was well pleased with Other Suns. >However, like Simon said, it was way too heavy on the anthropomorphic aliens. >The cat people, the fox people, the people people... I just sort of accepted it at the time, only later realising there exists a whole genre of SF like this. >We got very tired of the "cold wet nose" theory of alien generation, and >passed. I always had a passing regret that Other Suns wasn't published by Chaosium, I still have photocopied bits from the rule books that I use to supplement RQ and always thought there were bits that RQ could have benefited from (SIZ being a product of LENgth and BuiLD), although it was a bit calculator happy in places. the anthropomorphic animals were a bit OTT, but there were some nice ones in there and I liked the L'Doran Hegemony background... >So he changed the Hit Location table around and published it through FGU. But at least he's got control of it back from FGU: I keep hearing stories that other designers are frustrated by FGU's habit of, at the last possible moment, doing a minimum print run of games they own whilst they remain in print, so FGU keeps control. This has all wandered a bit far from topic though, so to get back in the right place: I am aware of the esteemed Mr Perrin's work on SPQR, but is there a coherent copy of the tentative RQIV anywhere on the net? I already have a copy of RuneQuest Slayers (interesting idea, but has no connection beyond being an RPG with RuneQuest I-III), but I have never successfully tracked down a copy of RQIV Regards, Nick Middleton From gianni at basicrps.com Fri Nov 8 00:11:59 2002 From: gianni at basicrps.com (Gianni) Date: Thu, 7 Nov 2002 14:11:59 +0100 Subject: [RQ-Rules] Other Suns etc. References: Message-ID: <000f01c2865f$419dc930$8502600a@otvfrap043> Hello Nick > This has all wandered a bit far from topic though, so to get back in the > right place: I am aware of the esteemed Mr Perrin's work on SPQR, but is > there a coherent copy of the tentative RQIV anywhere on the net? http://members.aol.com/Ethesis/mw2/hero/he1/rqiv.htm Gianni webmaster of basicrps.com From vhaag at rim.net Fri Nov 8 02:27:04 2002 From: vhaag at rim.net (Viktor Haag) Date: Thu, 7 Nov 2002 10:27:04 -0500 Subject: [RQ-Rules] Other Suns etc. In-Reply-To: <000f01c2865f$419dc930$8502600a@otvfrap043> References: <000f01c2865f$419dc930$8502600a@otvfrap043> Message-ID: <15818.34376.468753.19860@suldrun.rim.net> Gianni writes: > Hello Nick > > > This has all wandered a bit far from topic though, so to get > > back in the right place: I am aware of the esteemed Mr > > Perrin's work on SPQR, but is there a coherent copy of the > > tentative RQIV anywhere on the net? > > http://members.aol.com/Ethesis/mw2/hero/he1/rqiv.htm Sadly, no longer there, apparently... -- Viktor From rog_benham at hotmail.com Fri Nov 8 02:33:14 2002 From: rog_benham at hotmail.com (Roger Benham) Date: Thu, 07 Nov 2002 15:33:14 +0000 Subject: [RQ-Rules] Other Suns etc. Message-ID: People- I have a copy which I can send out if anyone wants to email me and ask! >From: Viktor Haag >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com >Subject: Re: [RQ-Rules] Other Suns etc. >Date: Thu, 7 Nov 2002 10:27:04 -0500 > >Gianni writes: > > Hello Nick > > > > > This has all wandered a bit far from topic though, so to get > > > back in the right place: I am aware of the esteemed Mr > > > Perrin's work on SPQR, but is there a coherent copy of the > > > tentative RQIV anywhere on the net? > > > > http://members.aol.com/Ethesis/mw2/hero/he1/rqiv.htm > >Sadly, no longer there, apparently... > > >-- >Viktor > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ MSN 8 with ------------------------------------------ e-mail virus protection service: ------------------------------------------ 2 months FREE* ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From gianni at basicrps.com Fri Nov 8 02:42:33 2002 From: gianni at basicrps.com (Gianni) Date: Thu, 7 Nov 2002 16:42:33 +0100 Subject: [RQ-Rules] Other Suns etc. References: <000f01c2865f$419dc930$8502600a@otvfrap043> <15818.34376.468753.19860@suldrun.rim.net> Message-ID: <000d01c28674$49fed140$8502600a@otvfrap043> > Gianni writes: > > http://members.aol.com/Ethesis/mw2/hero/he1/rqiv.htm > > Sadly, no longer there, apparently... It's there. It's just that it takes forever to show up. Gianni webmaster of basicrps.com From vhaag at rim.net Fri Nov 8 02:57:55 2002 From: vhaag at rim.net (Viktor Haag) Date: Thu, 7 Nov 2002 10:57:55 -0500 Subject: [RQ-Rules] Other Suns etc. In-Reply-To: <000d01c28674$49fed140$8502600a@otvfrap043> References: <000d01c28674$49fed140$8502600a@otvfrap043> Message-ID: <15818.36227.138004.112203@suldrun.rim.net> Gianni writes: > > > Gianni writes: > > > http://members.aol.com/Ethesis/mw2/hero/he1/rqiv.htm > > > > Sadly, no longer there, apparently... > > It's there. It's just that it takes forever to show up. Yes, it's loading now, thanks Gianni. The first time I tried it, aol gave me a "page not found" error... -- Viktor Haag : Software & Information Design : Research In Motion +--+ "This is not an affair, it's a one-night stand, except it happened twice." From aescleal at btinternet.com Fri Nov 8 04:31:27 2002 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Thu, 7 Nov 2002 17:31:27 +0000 (GMT) Subject: [RQ-Rules] Other Suns etc. Message-ID: <7254898.1036690287535.JavaMail.root@127.0.0.1> Simon Phipp, he quote me and say: > Ash: > > > From the original message: > > > > "Casters get 2 points of spirit magic, 2 points of sorcery magic (25 bonus) or 1 point of > > divine magic per spell they can cast. Basic knowledge (25 bonus) of a sorcery skills (art) > > costs the equivalent of 1 spell. Increases in casting skill, manipulation skills or rituals > > costs 1 point per 25 increase in the skill." > > Does that work? It seems a bit low-powered to me. As I prefer a higher powerd campaign, I would > use the same spirit/sorcery/divine points, but for the number of spells * spell level, so someone > who can cast 3 First Level and 1 Second Level spell would get 3 * 1 + 1 * 2 = 5 spells (I can't > remember the spells per level of AD&D). This makes little difference at low level but a lot at > high level. > > Basic knowledge should be derived from the level of the magician independantly of the number of > spells, otherwise you are sacrificing spell knowledge for skill. Powerful magicians will have high > skill levels and extensive spell knowledge. > > Have you got any examples, say of a 1st, 3rd, 5th, 10th level Magic User, a Cleric, a Druid and so > on, just to see what the figures turn out? I don't have my copy of AD&D otherwise I'd have a go > myself. While not having a copy of DnD here to do conversion, when I did some conversions recently I found a fourth level Wizard with 16 INT had planty enough levels in skills and spells to be a good representation of his capabilities. The points of reference I used were: - Each level in DnD is only 4 (ish) sessions ~ the time it takes to get a single POW (at 16 POW) or +10% at lowish skill (30% with a decent bonus)levels in most RQ games; - Off the top of my head, most first level magic users start off with 5 spells in DnD ~ equivalent to a starting apprentice (1 lore, intensity and 3 spells at 25) Cheers, Ash - From leonbk at yahoo.com Fri Nov 8 05:46:25 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 7 Nov 2002 10:46:25 -0800 (PST) Subject: [RQ-Rules] Conversion from D&D (was Other Suns etc.) In-Reply-To: <7254898.1036690287535.JavaMail.root@127.0.0.1> Message-ID: <20021107184625.24978.qmail@web41103.mail.yahoo.com> --- aescleal at btinternet.com wrote: > The points of reference I used were: > > - Each level in DnD is only 4 (ish) sessions ~ the > time it takes to get a single POW (at 16 POW) or > +10% at lowish skill (30% with a decent bonus)levels > in most RQ games; > > - Off the top of my head, most first level magic > users start off with 5 spells in DnD ~ equivalent to > a starting apprentice (1 lore, intensity and 3 > spells at 25) This is true in 2nd edition D&D. In 3rds edition it is a bit more involved in some respects. For one you have feats to contend with as well as speciliazation. Anyway, this is how I envision a conversion: Sheherazad, male human Wiz1: D&D = CR 1; Size M (6 ft., 1 in. tall); HD 1d4+2; hp 6; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +1 melee, or +1 ranged; SV Fort +2, Ref +1, Will +1; AL LE; Str 13, Dex 13, Con 15, Int 16, Wis 9, Cha 8. RQ = Str 13, Con 15, Siz 15, Int 17, Pow 9, Cha 8 One weapon attack and parry 25%(base) + 5% One weapon attack 25%(base) + 5% D&D = Languages Spoken: Aquan, Celestial, Common, Infernal. RQ = +40% speak language (can be taken one or more lang. in 10% increments) +20% read/write lang (can be taken one or more lang. in 10% increments) D&D = Skill points: Wiz 24 Alchemy +5, Diplomacy +1, Disable device +5, Disguise +0, Gather information +1, Hide +1, Listen -1, Move silently +1, Profession +3, Scry +7, Spot -1; RQ (added to base) = Alchemy +25%, Orate +5%, Devise +25%, Human Lore +5%, Hide +5%, Sneak +5%, Craft +15%, Ceremony +35% D&D = Enlarge spell, Point blank shot, [Scribe scroll]. RQ = Intensity +25%, missle attack +25%, Enchant +25% D&D = Possessions: 900 gp in gear. RQ = 900L D&D = Wizard Spells Known (3/2): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Change Self, Sleep, Summon Monster I, Tenser's Floating Disk. RQ = 5 x +25% to spells, lores, or arts I would also give 1 + 1d3 points (POW) which could be used for further (+25%) spell, lore, or arts enhancments or as matricies. Leon __________________________________________________ Do you Yahoo!? U2 on LAUNCH - Exclusive greatest hits videos http://launch.yahoo.com/u2 From steve at perrinworlds.com Fri Nov 8 01:51:43 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Thu, 7 Nov 2002 06:51:43 -0800 Subject: [RQ-Rules] Other Suns etc. References: Message-ID: <000f01c286d4$c1234ca0$6401a8c0@surfcity.net> Besides a Berkeleian "more hip than thou" disdain for all the fuzzy animals (which is pretty much it - I gained a liking for science fiction fuzzies later when reading comics like Albedo), Nicolai (Niall's usual personal moniker) had a personality that got on various Chaosium folks' nerves. Things piled up, and then the project was off. As I said, I had very little to do with the situation. I had other projects in hand. Steve ----- Original Message ----- From: To: Sent: Thursday, November 07, 2002 2:20 AM Subject: Re: [RQ-Rules] Other Suns etc. > > >Other Suns was supposed to be "Runes in Space." It was being developed by > >Niall for the Chaosium. > > I have a huge soft spot for Other Suns: much as I like Classic Traveller, > it was too sparse for me when I started (aged 10!) and although Space Opera > was fun, it was too over the top (and convoluted!). Ringworld was too > expensive here in the UK (at least for me at the time) so I was well > pleased with Other Suns. > > >However, like Simon said, it was way too heavy on the anthropomorphic > aliens. > >The cat people, the fox people, the people people... > > I just sort of accepted it at the time, only later realising there exists a > whole genre of SF like this. > > >We got very tired of the "cold wet nose" theory of alien generation, and > >passed. > > I always had a passing regret that Other Suns wasn't published by Chaosium, > I still have photocopied bits from the rule books that I use to supplement > RQ and always thought there were bits that RQ could have benefited from > (SIZ being a product of LENgth and BuiLD), although it was a bit calculator > happy in places. the anthropomorphic animals were a bit OTT, but there were > some nice ones in there and I liked the L'Doran Hegemony background... > > >So he changed the Hit Location table around and published it through FGU. > > But at least he's got control of it back from FGU: I keep hearing stories > that other designers are frustrated by FGU's habit of, at the last possible > moment, doing a minimum print run of games they own whilst they remain in > print, so FGU keeps control. > > This has all wandered a bit far from topic though, so to get back in the > right place: I am aware of the esteemed Mr Perrin's work on SPQR, but is > there a coherent copy of the tentative RQIV anywhere on the net? I already > have a copy of RuneQuest Slayers (interesting idea, but has no connection > beyond being an RPG with RuneQuest I-III), but I have never successfully > tracked down a copy of RQIV > > > Regards, > > Nick Middleton > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.394 / Virus Database: 224 - Release Date: 10/3/2002 From peter at maranci.net Tue Nov 19 02:20:10 2002 From: peter at maranci.net (Peter Maranci) Date: Mon, 18 Nov 2002 10:20:10 -0500 (EST) Subject: [RQ-Rules] Online RQ? Message-ID: <1352.216.118.190.11.1037632810.squirrel@webmail> A quick question: How would you run an online RQ game? Specifically, what rules would you use? I've been talking about this with a number of people (and by the way, there seems to be a HUGE demand for an online RQ game), and ideas have been floated about combining RQ elements with diceless resolution systems, for example. But at this point we're still trying to figure out whether to run things in a chatroom, via email, via a forum, or some sort of combination. Any advice would be appreciated! ->Peter ---------------------------------------------------------------------- Peter Maranci peter at maranci.net Woonsocket, RI Come to Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm From peter at maranci.net Tue Nov 19 02:26:33 2002 From: peter at maranci.net (Peter Maranci) Date: Mon, 18 Nov 2002 10:26:33 -0500 (EST) Subject: [RQ-Rules] Rhode Island RQers? Message-ID: <2395.216.118.190.11.1037633193.squirrel@webmail> Sorry to do another post so quickly, but I didn't want to wait. Just wondering if anyone else on this list is in the general area of Rhode Island (USA), and looking for a game. I've found two other people who are up for a weeknight game in the area, and we'd really like to find a fourth and ideally a fifth. We'll probably be playing in Woonsocket, RI, literally a few minutes from the Massachusetts border; there are a lot of MA towns within a 15 or 20 minute drive, plus of course most of RI is within that distance, too (one of the advantages of living in the smallest state). I should mention that we may not be playing *only* RQ; there's some curiousity about d20 and 3E. But RQ will definitely be part of the mix. Please drop me a line if you're interested! ->Peter ---------------------------------------------------------------------- Peter Maranci peter at maranci.net Woonsocket, RI Come to Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm From leonbk at yahoo.com Tue Nov 19 02:37:07 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 18 Nov 2002 07:37:07 -0800 (PST) Subject: [RQ-Rules] Online RQ? In-Reply-To: <1352.216.118.190.11.1037632810.squirrel@webmail> Message-ID: <20021118153707.63500.qmail@web41111.mail.yahoo.com> I have run 2 online RPG games. One, D&D3, using a dice server and email. The other, RQ, using Yahoo IM and and a little app I created for dice rolling thought the IM. (If anyone wants it let me know.) Several problems I ran into, in the email game: It works great for preset situations where the GM tells the story and then asks the players to act/react, it breaks down then multiple, consecutive die rolling is called for. Round by round combat is a nightmare and takes days. The problem with the IM game is that my die rolling app is not totally secure (open for cheating. I am working on it, but Yahoo does not want to show me any APIs for their client :) ). Other than that you just need to get the people together at the same time. I also have one person who plays thought the IM during our regular game (We play next to the computer with a mike, and he IMs things back.) That does work fine, but his interaction with the rest of the party is limited. --- Peter Maranci wrote: > A quick question: > > How would you run an online RQ game? Specifically, > what rules would you > use? I've been talking about this with a number of > people (and by the way, > there seems to be a HUGE demand for an online RQ > game), and ideas have > been floated about combining RQ elements with > diceless resolution systems, > for example. But at this point we're still trying to > figure out whether to > run things in a chatroom, via email, via a forum, or > some sort of > combination. Any advice would be appreciated! ===== Leon Kirshtein (201) 785-9135 __________________________________________________ Do you Yahoo!? Yahoo! Web Hosting - Let the expert host your site http://webhosting.yahoo.com From jellen at ameritech.net Tue Nov 19 02:45:31 2002 From: jellen at ameritech.net (J and/or Ellen) Date: Mon, 18 Nov 2002 09:45:31 -0600 Subject: [RQ-Rules] Online RQ? References: <1352.216.118.190.11.1037632810.squirrel@webmail> Message-ID: <005501c28f19$87068120$87e9fea9@frkt5> I've been running a PBEM campaign for the past five years in which only five days of game time have passed. My house rules for email: ANONYMITY When I send the emails, I make sure to BCC them to ensure that no player knows the identity of any other player. If you want to contact each other on your own to figure out identities, that's up to you-I just want you to know that my lips are sealed. I do this partly to prevent vendettas (Player A killed Player B's character, and now B wants his new character to kill A's old one) but mostly to give you the chance to guess who's who. NO FIXED LEADERS When characters are traveling in a group, its leader is the character run by whichever person happens to tell me what the party is about to do. Unless I receive contrary instructions from another player, that's what the party does. Leading the party means just that: Player A's character walks in front of the others and the rest of the party follows. No other group instructions will be acknowledged-I won't listen to instructions from Player A that Player B's character will hand over all his money to Player A's, nor that B' s character will try to wrest Elric's sword from him, etc. Even if the party is attacked, I need to hear from each player as to how their character will react. Otherwise, I will assume that they do nothing more than parry. This brings us to our next issue: CHECK YOUR EMAIL DAILY The only way that a play-by-email campaign is ever going to work is if everyone checks their email at least once a day. I understand that some players don't have computers at work, so no leadership decisions will be made for the party over weekends. If you believe that you won't be able to check your email once daily, I'll need instructions as to what your character will do if attacked-attack with sword, run away, cast a specific spell, etc. GETTING KICKED OUT It's really a drag when the party is in the thick of battle and someone's character just stands there parrying, all because the player hasn't given me instructions. If a player seems to have gone consistently AWOL, his character will become an NPC. Apathy is pretty much the only intolerable vice. You want your guy to slash the throats of his comrades while they're asleep? Fine with me. GAME SESSION Some phenomena measure time in game sessions-the amount of time that players actually meet and play on a given day. To approximate this length of time, I change an email message's subject line whenever a new game session begins. I also archive the string of previous messages, starting with a fresh message. WHO ROLLS THE DICE? My wife, Ellen, does all the dice rolls for players. I even tell her whether she wants high or low. If this poses some sort of psychic trauma for you, you're welcome to do a dozen or so dice rolls in front of me the next time we're together-I'll log the results, then have Ellen randomly determine which result to use when the time comes. ----- Original Message ----- From: "Peter Maranci" To: Sent: Monday, November 18, 2002 9:20 AM Subject: [RQ-Rules] Online RQ? A quick question: How would you run an online RQ game? Specifically, what rules would you use? I've been talking about this with a number of people (and by the way, there seems to be a HUGE demand for an online RQ game), and ideas have been floated about combining RQ elements with diceless resolution systems, for example. But at this point we're still trying to figure out whether to run things in a chatroom, via email, via a forum, or some sort of combination. Any advice would be appreciated! ->Peter ---------------------------------------------------------------------- Peter Maranci peter at maranci.net Woonsocket, RI Come to Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From steve at perrinworlds.com Tue Nov 19 16:25:37 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Mon, 18 Nov 2002 21:25:37 -0800 Subject: [RQ-Rules] Online RQ? References: <1352.216.118.190.11.1037632810.squirrel@webmail> Message-ID: <003f01c28f8c$2ff983f0$6401a8c0@wizard> I was in a game at one time in which the GM asked everyone to roll %ile dice about 20 times. When all those rolls got used up, we rolled another 20. I believe the GM translated the rolls to other dice as necessary. Of course, I got tired of the game before we got around to rolling a third time... Steve Perrin ----- Original Message ----- From: "Peter Maranci" To: Sent: Monday, November 18, 2002 7:20 AM Subject: [RQ-Rules] Online RQ? > A quick question: > > How would you run an online RQ game? Specifically, what rules would you > use? I've been talking about this with a number of people (and by the way, > there seems to be a HUGE demand for an online RQ game), and ideas have > been floated about combining RQ elements with diceless resolution systems, > for example. But at this point we're still trying to figure out whether to > run things in a chatroom, via email, via a forum, or some sort of > combination. Any advice would be appreciated! > > ->Peter > ---------------------------------------------------------------------- > Peter Maranci peter at maranci.net Woonsocket, RI > Come to Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From DevinC at aol.com Wed Nov 20 07:36:08 2002 From: DevinC at aol.com (DevinC at aol.com) Date: Tue, 19 Nov 2002 15:36:08 EST Subject: [RQ-Rules] Online RQ? Message-ID: In a message dated 11/18/2002 9:27:22 PM Pacific Standard Time, steve at perrinworlds.com writes: > I was in a game at one time in which the GM asked everyone to roll %ile dice > about 20 times. When all those rolls got used up, we rolled another 20. I > believe the GM translated the rolls to other dice as necessary. > > Of course, I got tired of the game before we got around to rolling a third > time... > > Steve Perrin > Hmm...I rolled a lot of good rolls, I guess we should fight this combat.... I have been at face to face games when the DM did this and I hated it because even though we reolled 100 times, you'd be amazed at how well a smart and experienced gamer can memorize the exact order of 100 rolls. I knew when a string of high rolls was coming and low rolls and although I tried to play as if I didn't know, it is hard to mindwipe yourself of this knowledge in real life. Devin --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From gianni at basicrps.com Thu Nov 21 03:14:11 2002 From: gianni at basicrps.com (Gianni) Date: Wed, 20 Nov 2002 17:14:11 +0100 Subject: [RQ-Rules] glorantha.co.uk Message-ID: <000b01c290af$dcc96d60$8502600a@otvfrap043> Hello all This has probably been already mentioned before, but then I wanted to mention it. Glorantha.co.uk sell reprints of classic Gloranthan stuff: http://www.glorantha.co.uk/shop/shop.html Gianni webmaster of basicrps.com From rico at ricosweb.com Thu Nov 21 03:30:04 2002 From: rico at ricosweb.com (Rich Allen) Date: Wed, 20 Nov 2002 09:30:04 -0700 Subject: [RQ-Rules] Online RQ? In-Reply-To: <1352.216.118.190.11.1037632810.squirrel@webmail> Message-ID: <000e01c290b2$14bd3d80$df0a0a0a@dohealth.com> Sorry for the late reply... I play in an RPG game on Friday nights. The main group is in my friend's kitchen, the DM has a laptop next to him connceted to the internet, with the volume turned up and a microphone sitting in the middle of the table. I am in my computer room about 1500 miles away, using NetMeeting to play with them. We mainly use voice, but have also used video to show the battle mat and figurines at times. The whiteboard feature is very handy for showing handouts and maps also, you just need to prepare a little more before the game, so you have things scanned in for display on the white board. For dice rolls, etc, we simply use the honor system. If you are that worried about someone cheating, I don't see how you can prevent it no matter how you play. Even in a game where everyone was at the same table, I've seen players cheat. It's usually pretty obvious, even online, when someone is cheating, so you just deal with it like you would if the person is sitting across the table from you. We aren't a group that relies heavily on dice rolls though, so maybe it works better for us than other types of groups. I think it's a great way to play, when the alternative is no game at all. Rich > -----Original Message----- > From: rq-rules-admin at crashbox.com > [mailto:rq-rules-admin at crashbox.com] On Behalf Of Peter Maranci > Sent: Monday, November 18, 2002 8:20 AM > To: rq-rules at crashbox.com > Subject: [RQ-Rules] Online RQ? > > > A quick question: > > How would you run an online RQ game? Specifically, what rules > would you use? I've been talking about this with a number of > people (and by the way, there seems to be a HUGE demand for > an online RQ game), and ideas have been floated about > combining RQ elements with diceless resolution systems, for > example. But at this point we're still trying to figure out > whether to run things in a chatroom, via email, via a forum, > or some sort of combination. Any advice would be appreciated! > > ->Peter > ---------------------------------------------------------------------- > Peter Maranci peter at maranci.net Woonsocket, RI > Come to Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-> rules > From ameron1 at blueyonder.co.uk Thu Nov 21 06:06:05 2002 From: ameron1 at blueyonder.co.uk (Ian 'Earl' Martin) Date: Wed, 20 Nov 2002 19:06:05 -0000 Subject: [RQ-Rules] Cheating in RPG's Message-ID: <000001c290c7$e2193670$fc7ba8c0@main> Hi, I've been ghosting the list for a month or so after it was recommended to me. I'm an old hand at RPGs and got back into RQ after a break of about 8 years. Most of my stuff walked off someplace in that time but with a fair bit of help and advice I've managed to drag a better collection of stuff back together, enough so that I don't think I'll make too big a fool of myself if I post. When I run a game I go buy the observation that at some time ALL gamers cheat, I don't know one person in all the time I've played who hasn't fudged the odd dice roll or re-rolled a dice that wasn't 'quite' flat when it stopped spinning (usually happens on fumbles) etc. Some players though go a little OTT, they start to have insane runs of great rolls, usually using the drop and grab dice roll method. You know the one where the dice is visable for three nano-seconds as they swipe it back from the table. What I rule is simple, I accept some players fudge now and again, that fine with me, anything more than that and I return the favour in spades, WOW the troll cuts off your OTHER leg this time, amazing doing all that damage past your parry!! If a player keeps it up I usually ask the straight why they are cheating in the middle of a game, it has the effect of cheapening the achievements of their characters in the eyes of the group and works great. New players deserve a quiet word, old gamers should be subtle enough not to be caught, and even if someone is only fudging now and again I will take the up on it if I catch them. See with RPGs the only person who is harmed from cheating is the player who does it, the same as people who cheat in computer games, the game gets boring very quickly when your running hacks. IF they went on to harm other players or my enjoyment then they are going to get told to leave the group. In my time playing RPGs, about 19 years its happened once, almost twice. Not bad since I used to play virtually every day for 5 years. Great list BTW, keep up the good work. Ian --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From DevinC at aol.com Thu Nov 21 06:17:36 2002 From: DevinC at aol.com (DevinC at aol.com) Date: Wed, 20 Nov 2002 14:17:36 -0500 Subject: [RQ-Rules] Cheating in RPG's Message-ID: <60974736.71F33FE8.00047AF1@aol.com> In a message dated 11/20/2002 2:06:05 PM Eastern Standard Time, ameron1 at blueyonder.co.uk writes: > When I run a game I go buy the observation that at some time ALL gamers > cheat, I don't know one person in all the time I've played who hasn't > fudged the odd dice roll or re-rolled a dice that wasn't 'quite' flat > when it stopped spinning (usually happens on fumbles) etc. Some players > though go a little OTT, they start to have insane runs of great rolls, > usually using the drop and grab dice roll method. You know the one where > the dice is visable for three nano-seconds as they swipe it > back from > the table. I can honestly state that in my 28 years of RPing I have never once cheated as a player. There's just no point, since it is not a competative game. Devin From DevinC at aol.com Thu Nov 21 06:19:44 2002 From: DevinC at aol.com (DevinC at aol.com) Date: Wed, 20 Nov 2002 14:19:44 -0500 Subject: [RQ-Rules] Cheating in RPG's Message-ID: <1BD0E276.09F5DA28.00047AF1@aol.com> In a message dated 11/20/2002 2:06:05 PM Eastern Standard Time, ameron1 at blueyonder.co.uk writes: > When I run a game I go buy the observation that at some time ALL gamers > cheat, I don't know one person in all the time I've played who hasn't > fudged the odd dice roll or re-rolled a dice that wasn't 'quite' flat > when it stopped spinning (usually happens on fumbles) etc. Some players > though go a little OTT, they start to have insane runs of great rolls, > usually using the drop and grab dice roll method. You know the one where > the dice is visable for three nano-seconds as they swipe it > back from > the table. I can honestly state that in my 28 years of RPing I have never once cheated as a player. There's just no point, since it is not a competative game. Devin From aragan at ucla.edu Thu Nov 21 06:34:29 2002 From: aragan at ucla.edu (Anthony Ragan) Date: Wed, 20 Nov 2002 11:34:29 -0800 Subject: [RQ-Rules] Cheating in RPG's In-Reply-To: <60974736.71F33FE8.00047AF1@aol.com> References: <60974736.71F33FE8.00047AF1@aol.com> Message-ID: <20021120113035.989A.ARAGAN@ucla.edu> (de-lurking for a bit) While scanning the heavens for a sign, DevinC at aol.com wrote on Wed, 20 Nov 2002 14:17:36 -0500: > I can honestly state that in my 28 years of RPing I have never once > cheated as a player. There's just no point, since it is not a > competative game. Amazing isn't it? Yet some people still do. I had one fellow regularly use the "drop and grab" dice-rolling method. I finally made him leave the dice on the table until I verified each roll. He left not long thereafter. The worst I ever heard of was a player in a friends group in Illinois: he actually used shaved or loaded dice! Just amazing. ************** --Anthony Ragan aragan at ucla.edu "I think that the film 'Clueless' was very deep. I think it was deep in the way that it was very light. I think lightness has to come from a very deep place if it's true lightness." --Alicia Silverstone From DevinC at aol.com Thu Nov 21 06:43:01 2002 From: DevinC at aol.com (DevinC at aol.com) Date: Wed, 20 Nov 2002 14:43:01 -0500 Subject: [RQ-Rules] Cheating in RPG's Message-ID: <5D339ADE.320241A7.00047AF1@aol.com> In a message dated 11/20/2002 2:34:29 PM Eastern Standard Time, aragan at ucla.edu writes: > Amazing isn't it? Yet some people still do. I had one fellow regularly > use the "drop and grab" dice-rolling method. I finally made him leave > the dice on the table until I verified each roll. He left > not long > thereafter. I I've seen plenty of other folks cheat over the years...you bet! We caught one person who had pre-read all the scenarios used for the game. The GM, catching on, shifted some things around and when she tried to do things per the scenario and they didn't come out the way the scenario read, you could tell by her reaction that she had been cheating. I've seen many folks who like to sit at the far end of the table and use non-coloured in dice so that the GM cannot read the result from his position at the table. And rare is it that one player will tattle on another. Devin From Rjmeints at aol.com Thu Nov 21 06:33:38 2002 From: Rjmeints at aol.com (Rjmeints at aol.com) Date: Wed, 20 Nov 2002 14:33:38 -0500 Subject: [RQ-Rules] RE: RQ History Message-ID: <3BB43A03.5A66CF31.00817004@aol.com> All, The answers so far have been correct in a general sense, but here's a bit more info: Nick Atlas at Avalon Hill (nothing to do with Atlas games) was one of the last Runequest Czars who ran the lineup. He got the job after Ken Rolston, who did a stellar job despite tough obstacles. Because the working relationship between AH and Chaosium had disintegrated by the time RQIV was getting edited, Glorantha was no longer an option. WOTC bought Avalon Hill and was in the process of producing Runequest Slayers, which was all set to debut at Gencon when the Hasbro purchase of WOTC killed it at the last minute. A PDF version of the Runequest - slayers game is downloadable from the web. Amazingly, the trademark for Runequest lapsed in the mid 90's. The copyright, however, still resides with the WOTC division of Hasbro. They are doing absolutely nothing with it. While I have the license from Issaries to do reprints of the original RQ supplements, that doesn't include the rules, so don't look for me to be reprinting them. Rick From paul.s.sommer at get2net.dk Thu Nov 21 11:40:25 2002 From: paul.s.sommer at get2net.dk (paul) Date: Thu, 21 Nov 2002 01:40:25 +0100 Subject: [RQ-Rules] Re: online RQ =MIRC References: <20021120165102.B74454C26D@thinbits.com> Message-ID: <3DDC2B79.4A05F783@get2net.dk> Has anyone considered using MIRC, multiple internet relay chat to run a game We have been playing Hero wars using this system very successsfully for a couple of years now. There are problems of course ..but with the ability to build up a bunch of good wav files which everyone playing has on their computer means if you fire an arrow you can play a sound that all will here..plus background music. Some basic rules.....only people who will turn up 75% of the games should be let into the game people who don't attend regular get the heave ho......you need dediacted players who WILL turn up and a GM who has his shit together and has prepared well. As for dice rolling we use a dice bot ruuning in an extra window ..it works fine ..you type 1d20 hit return it rolls the result...in 0.3 seconds..very effective but control and understanding form the players is very important eg Torin: attacks with sword 70% Torin:1d100 (bot) Torin rolls 27 GM: missed GM:broo parry GM:1d100 GM rolls 01 GM:ohh cric GM :N ( meaning next player in SR order players should know this order to help the gm) Haloric casts spear Haloric 1d100 Haloric rolls 89 Haloric:damn!!! Gm:missed GM :N It works with good , team playing players who want to play not cause the GM more problems. It is a lot better than email games which stall and fall to pieces so easily with confusion mounting as people get conversation muddled and out of order. This is real time chat.The Gm can correct problems at once. Mapping programs are available for the MIRC system and files can be sent instantly to each other such as notes found , maps , private notes in txt files etc www.mirc.com has the program to run this and its freeware. We find it is best to have 3 windows open on your screen , main is for in charcter conversation and actions and descriptions by Gm and players of their actions Chat is for discussing and basically larking about in ..player chat and gm+player discussions Fate would be the dice rolling window AS for rolling 20 1d100 !!! I have never seen or heard of that before it seems totally nuts/crazy. The gm should have copies of all players charcater sheets and would roll many of their rolls as I do in a real game..."oh i hide .."rolls "oh I fail ..I try over there again"...bad game mechanics. Best of luck if you try to run a game..remember a good game is a based on the honour of the players and the Gm in turning up when they say they would just like in real life. Fixed times for games adjusted to players ..best possible time for all....but the needs of the many outweigh the needs of one player who is in a totally nuts time zone compared to the others..sorry bye bye old pal Last tip ---form a yahoo group so there is a constant communication between players and gm and new players.Communication of this sort is the Key to keeping control over such a game Ciao Paul sommer From blacklocks at telus.net Mon Nov 25 10:23:55 2002 From: blacklocks at telus.net (The Blacklocks) Date: Sun, 24 Nov 2002 15:23:55 -0800 Subject: [RQ-Rules] Creature Hit Points Message-ID: <01C293CD.81812B20.blacklocks@telus.net> Hello All, In my eternal quest to create an easier way for me to GM, I have some questions about creature HP. I have found the Basic Role Playing Rules and I like the simplicity of them. I especially like how they have removed SIZ from the calcualation of HP for creatures. The reason for this is that I use the 3E D&D Monster Manual for monsters. I was trying to figure out a SIZ system so I could establish HP for my monsters in my campaign. With BRP, I will now just use the creature's STR as the basis for their HP. I did a quick comparison with RQIII to see how that would change the monster's HP and I found for the most part, most monsters' SIZ were similar to their STR. However, I want to beef up the larger monster's HP a bit to make them a bit stronger when facing my PCs. I was thinking of adding the following amount of HP to the monster based on their SIZ: large +1 huge +2 gargantuan +4 colossal +8 This would change the ettin from 23 HP (23 STR) to 24 HP (23 STR + 1 for being a large creature). Any comments? Thanks, The Northern DM --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.417 / Virus Database: 233 - Release Date: 08/11/02 From peter at maranci.net Mon Nov 25 12:51:37 2002 From: peter at maranci.net (Peter Maranci) Date: Sun, 24 Nov 2002 20:51:37 -0500 Subject: [RQ-Rules] RQ for D&Ders Message-ID: After an incredibly long dry period I recently found two gamers in my area who are up for some RuneQuest. One's familiar with RQ, but the other one only knows D&D. I started writing an email explaining the differences between RQ and D&D, and before long it got quite lengthy. I suspect that if I expanded it some more and posted it on my site, it might be a practical way to get people who are familiar with various versions of D&D to be able to play and GM RuneQuest - in combination with a character sheet, and the Charts & Tables sheet on my site. That would allow newcomers to play RQ, which could be useful... Of course, I suggested something like this a long time ago as part of an online RuneQuest booklet idea, but that bogged down. This would seem to be easier, since it assumes that the reader is already familiar with D&D concepts. I've posted a temporary version online. Obviously it needs to be expanded and prettied up. Anyway, I'd appreciate any comments or suggestions. It's at: http://www.maranci.net/rqtext.htm The Charts & Tables sheet is available in pdf format directly at http://www.maranci.net/rq3aid.pdf . ->Peter PS - If anyone in the Rhode Island or southeastern Massachusetts area is looking for a game, please drop me a line! ---------------------------------------------------------------------- Peter Maranci peter at maranci.net Woonsocket, RI Pete's RuneQuest & Roleplaying! Adventures, art, an online game, NPCs, magic items, sheets, rules & much more: http://www.maranci.net/rq.htm From gianni at basicrps.com Mon Nov 25 20:12:09 2002 From: gianni at basicrps.com (Gianni) Date: Mon, 25 Nov 2002 10:12:09 +0100 Subject: [RQ-Rules] RQ for D&Ders References: Message-ID: <001401c29462$bbe2e430$8502600a@otvfrap043> Hello Peter > I've posted a temporary version online. Obviously it needs to be > expanded and prettied up. Anyway, I'd appreciate any comments or > suggestions. It's at: http://www.maranci.net/rqtext.htm Good idea. Under Combat, it reads 'To attack, you roll against your weapon attack skill. If you succeed, you roll your weapon damage (example: a fist does 1d3, a broadsword does 1d8+1), plus your Strength bonus if you have one'. Shouldn't that read 'plus your damage bonus'? The rest is OK. Maybe you should emphasise the fact that there aren't any 'wizards' in RQ. I know you did, but since the text is targeted at D&Ders maybe it should be more heavily emphasised. Gianni webmaster of basicrps.com From GameMaster1978 at cs.com Tue Nov 26 00:58:52 2002 From: GameMaster1978 at cs.com (GameMaster1978 at cs.com) Date: Mon, 25 Nov 2002 08:58:52 EST Subject: [RQ-Rules] A newbee says hello Message-ID: <1a7.c88d181.2b13869c@cs.com> Hello fellow Questers, I started playing RuneQuest back in the early 80s with RQ2 and have gone on to enjoy RQ3 and many other BRP based products. COC, Ringworld, Superworld and Elf Quest all have fond memories burned into my skull but RQ will always be my favorite. Does anyone have any major RQ projects in the works? Setting conversions, new games using a variant of the BRP system etc. I have given some thought to compiling my favorite bits and pieces from all the BRP systems and making my own "generic" system. Why should GURPS hog all the glory? :-) Sort of like Worlds of Wonder but self contained. Any thoughts or comments? Anyway, Greetings, Rod From gianni at basicrps.com Tue Nov 26 01:39:52 2002 From: gianni at basicrps.com (Gianni) Date: Mon, 25 Nov 2002 15:39:52 +0100 Subject: [RQ-Rules] A newbee says hello References: <1a7.c88d181.2b13869c@cs.com> Message-ID: <001101c29490$8423b7d0$8502600a@otvfrap043> Hello Rod > Does anyone have any major RQ projects in the works? Setting conversions, new > games using a variant of the BRP system etc. I do. It's all on http://www.basicrps.com/ > I have given some thought to > compiling my favorite bits and pieces from all the BRP systems and making my > own "generic" system. Why should GURPS hog all the glory? :-) > > Sort of like Worlds of Wonder but self contained. Any thoughts or comments? You should join my BRPS-devoted mailing list (subscribe at basicrps.com) and share your thoughts with us fellow BRPS buffs! Greetings Gianni webmaster of basicrps.com From vesper at libra.seed.net.tw Tue Nov 26 02:02:44 2002 From: vesper at libra.seed.net.tw (Jeremy Martin) Date: Mon, 25 Nov 2002 23:02:44 +0800 Subject: [RQ-Rules] Cheating in RPG's References: <5D339ADE.320241A7.00047AF1@aol.com> Message-ID: <3DE23B94.F4795D71@libra.seed.net.tw> Just to look at the other side... I have played different games for about 20 years now and have cheated a bit as GM and player. As GM, I feel it is appropriate to 'fudge' dice rolls for and against the party from time to time in order to keep things interesting and at their level. As player, I find myself mostly re-rolling stats in character generation (which is why I now use a point-based system). During the game, I will occasionally cheat, usually on an attack roll and usually either because I'm feeling frustrated after missing several times in a row or because I think someone (usually not my character) is in danger of dying and I'd rather success (and survival) come from the party, not the GM. As another note, I have lost as many characters as anyone else, and I don't think I've cheated on a roll that directly affects their survival. It's a group game to me, and the dice are one small part of the game. Also, I have been training a new GM and he is about to run me through the Temple of Elemental Evil (D&D). I expect I'll modify a roll or two there as well - we're both pretty sure as a new DM he'll mis-gauge an encounter or two and possibly wipe out the party, so I'll be trying to balance that... possibly... From jurrubin at earthlink.net Tue Nov 26 02:25:43 2002 From: jurrubin at earthlink.net (David Smart) Date: Mon, 25 Nov 2002 07:25:43 -0800 Subject: [RQ-Rules] RQ for D&Ders Message-ID: On Mon, 25 Nov 2002 10:12:09 +0100 Gianni wrote: > The rest is OK. Maybe you should emphasise the > fact that there aren't any > 'wizards' in RQ. I know you did, but since the > text is targeted at D&Ders > maybe it should be more heavily emphasised. > > Gianni > webmaster of basicrps.com Or at least heavily emphasize wizards would use the sorcery from RQIII, making them not nearly as combat effective as D&D wizards. David Smart From jurrubin at earthlink.net Tue Nov 26 02:33:04 2002 From: jurrubin at earthlink.net (David Smart) Date: Mon, 25 Nov 2002 07:33:04 -0800 Subject: [RQ-Rules] A newbee says hello Message-ID: Hello Rod! Welcome to the list. I'm mainly a lurker here but it's nice to see the list grow. I also started playing RQ's BRP rules in the early '80s and it's been my favorite ever since. Lately, I've been thinking about combining some of the RQIII rules with some from the last edition of "Elric!". Before you do too much work on your compilation, however, you may want to give Steve Perrin's latest ruleset a look. We're forunate enough to have him an active member on this list and his character generation rules are freely available from his website. I'll leave it up to him and other list members to give you more details on his work since I'm not familiar enough with it to do it justice. With classes and a job in telecomm, I don't have enough time to do adequate research let alone play. :( David Smart On Mon, 25 Nov 2002 08:58:52 EST GameMaster1978 at cs.com wrote: > Hello fellow Questers, > > I started playing RuneQuest back in the early > 80s with RQ2 and have gone on > to enjoy RQ3 and many other BRP based products. > COC, Ringworld, Superworld > and Elf Quest all have fond memories burned > into my skull but RQ will always > be my favorite. > > Does anyone have any major RQ projects in the > works? Setting conversions, new > games using a variant of the BRP system etc. I > have given some thought to > compiling my favorite bits and pieces from all > the BRP systems and making my > own "generic" system. Why should GURPS hog all > the glory? :-) > > Sort of like Worlds of Wonder but self > contained. Any thoughts or comments? > > Anyway, > Greetings, > > Rod > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From jurrubin at earthlink.net Tue Nov 26 02:35:01 2002 From: jurrubin at earthlink.net (jurrubin at earthlink.net) Date: Mon, 25 Nov 2002 07:35:01 -0800 Subject: [RQ-Rules] A newbee says hello Message-ID: On Mon, 25 Nov 2002 15:39:52 +0100 Gianni wrote: > Hello Rod > > You should join my BRPS-devoted mailing list > (subscribe at basicrps.com) and > share your thoughts with us fellow BRPS buffs! I think I will too. It's about time I get serious about making BRP my default RPG. David Smart From ameron1 at blueyonder.co.uk Tue Nov 26 04:35:09 2002 From: ameron1 at blueyonder.co.uk (Ian 'Earl' Martin) Date: Mon, 25 Nov 2002 17:35:09 -0000 Subject: [RQ-Rules] Cheats in general Message-ID: <000001c294a9$00c1f410$fc7ba8c0@main> Devin said: >I can honestly state that in my 28 years of RPing I have never once cheated as a player. There's just no point, since it >is not a competative game. More power to you, I couldn't put my hand on my heart and say that, although I'm sure few can. Anthony Ragan said: >Amazing isn't it? Yet some people still do. I had one fellow regularly use the "drop and grab" dice-rolling method. I >finally made him leave the dice on the table until I verified each roll. He left not long thereafter. It is quite stunning the lengths that some cheats will go to, I've seen pretty much all of it, in fact one new member to my old RQ group got the nickname 'Thornton' because he fudged ALL the time, until he fudged an exact DI because he didn't understand the system. Thorntons BTW is a luxury chocolate shop in the UK. These people tend to be the ones who come out with gems like. 'I bought the rules for this game yesterday, so I can help you with stuff. etc' Often called Munchkins too in games like SWRPG and ADnD. Devin continues: >We caught one person who had pre-read all the scenarios used for the game. The GM, catching on, shifted some things around >and when she tried to do things per the scenario and they didn't come out the way the scenario read, you could tell by her >reaction that she had been cheating. Happened once years ago when I was running the Avatar trilogy for ADnD, I asked the players not to read anything from the books or modules and one guy seems to know EXACTLY what was coming next. a change here a change there and a player who seemed to 'nip' into the toilet quite often with his bag, especially when a few members of the group were in on it. Ian. --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From phil.hibbs at cgey.com Tue Nov 26 06:18:57 2002 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Mon, 25 Nov 2002 19:18:57 -0000 Subject: [RQ-Rules] Divine & Lunar magic questions Message-ID: <993BE7B40B41D31193C50008C75F68F207E97952@exast02.capgemini.co.uk> 1. When dispelling/dismissing/neutralising a divine spell that has Extension, does the spell have to overcome the extension points as well? I think: Yes. 2. When a divine spell is cast with Extension, the spell can't be prayed back until it expires. Does this count for the Extension as well? I think: No. 3. Can a Red Goddess magician (in Gods of Glorantha) really cast 19 Disruptions in 2 SR? I think: Wow, it sure looks like it! (unless it's a dark or dying moon) Philip Hibbs p.s. Is there any way to tell the list server to cut off this annoying sig? ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From phil.hibbs at cgey.com Tue Nov 26 06:26:55 2002 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Mon, 25 Nov 2002 19:26:55 -0000 Subject: [RQ-Rules] Cheating in RPG's Message-ID: <993BE7B40B41D31193C50008C75F68F207E97953@exast02.capgemini.co.uk> >I can honestly state that in my 28 years of RPing I have never once >cheated as a player. I cheated regularly when I was much younger, including reading scenarios. It's tailed off to almost zero now. If I fumble, I _always_ fess up, because it's always entertaining when that happens. Thinking about it, it's only when I've had a few beers nowadays. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From leonbk at yahoo.com Tue Nov 26 06:29:54 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 25 Nov 2002 11:29:54 -0800 (PST) Subject: [RQ-Rules] Divine & Lunar magic questions In-Reply-To: <993BE7B40B41D31193C50008C75F68F207E97952@exast02.capgemini.co.uk> Message-ID: <20021125192954.94350.qmail@web41105.mail.yahoo.com> --- "Hibbs, Phil" wrote: > 1. When dispelling/dismissing/neutralising a divine > spell that has > Extension, does the spell have to overcome the > extension points as well? I > think: Yes. No. It say specifically that it does not count. > > 2. When a divine spell is cast with Extension, the > spell can't be prayed > back until it expires. Does this count for the > Extension as well? I think: > No. Yes. While the spell is in effect it can not be reprayed for. That includes Extension. > > 3. Can a Red Goddess magician (in Gods of Glorantha) > really cast 19 > Disruptions in 2 SR? I think: Wow, it sure looks > like it! (unless it's a > dark or dying moon) It still takes 1SR per magic point of the spell, so no it would take a person 19 SR to cast it. ===== Leon Kirshtein (201) 785-9135 __________________________________________________ Do you Yahoo!? Yahoo! Mail Plus ? Powerful. Affordable. Sign up now. http://mailplus.yahoo.com From jellen at ameritech.net Tue Nov 26 06:38:00 2002 From: jellen at ameritech.net (J and/or Ellen) Date: Mon, 25 Nov 2002 13:38:00 -0600 Subject: [RQ-Rules] Cheating in RPG's References: <993BE7B40B41D31193C50008C75F68F207E97953@exast02.capgemini.co.uk> Message-ID: <02ad01c294ba$2a210470$3410fea9@frkt5> One of my fondest memories of gaming is when I was in the middle of a bad rolling streak with my samurai rune lord. The nadir was when I rolled a 00, followed immediately by a 98. The poor guy broke his sword while simultaneously impaling himself and a comrade. Shortly thereafter, he retired, founding a boys' school for li'l samurai wannabes. If you can't do... ----- Original Message ----- From: "Hibbs, Phil" To: Sent: Monday, November 25, 2002 1:26 PM Subject: RE: [RQ-Rules] Cheating in RPG's >I can honestly state that in my 28 years of RPing I have never once >cheated as a player. I cheated regularly when I was much younger, including reading scenarios. It's tailed off to almost zero now. If I fumble, I _always_ fess up, because it's always entertaining when that happens. Thinking about it, it's only when I've had a few beers nowadays. Phil Hibbs. **************************************************************************** **************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". **************************************************************************** **************** _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From blacklocks at telus.net Tue Nov 26 13:32:17 2002 From: blacklocks at telus.net (The Blacklocks) Date: Mon, 25 Nov 2002 18:32:17 -0800 Subject: [RQ-Rules] A newbee says hello Message-ID: <01C294B0.FC2F2BE0.blacklocks@telus.net> Hello, Like you, I have playing RQ forever it seems. I started out playing D&D and as my group got frustrated with a level system, we switched to RQ. I have a ton of D&D material and with 3E D&D, I have found that it is easier than ever to convert from D&D to RQ. Currently, I'm in the process of setting up a campaign using BRP, Steve Perrin's "success" combat system, and 3E D&D. I like what I have come up with so far. The Northern DM -----Original Message----- From: GameMaster1978 at cs.com [SMTP:GameMaster1978 at cs.com] Sent: November 25, 2002 5:59 AM To: rq-rules at crashbox.com Subject: [RQ-Rules] A newbee says hello Hello fellow Questers, I started playing RuneQuest back in the early 80s with RQ2 and have gone on to enjoy RQ3 and many other BRP based products. COC, Ringworld, Superworld and Elf Quest all have fond memories burned into my skull but RQ will always be my favorite. Does anyone have any major RQ projects in the works? Setting conversions, new games using a variant of the BRP system etc. I have given some thought to compiling my favorite bits and pieces from all the BRP systems and making my own "generic" system. Why should GURPS hog all the glory? :-) Sort of like Worlds of Wonder but self contained. Any thoughts or comments? Anyway, Greetings, Rod _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules --- Incoming mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.417 / Virus Database: 233 - Release Date: 08/11/02 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.417 / Virus Database: 233 - Release Date: 08/11/02 From tiberius at runequest.za.org Tue Nov 26 17:30:51 2002 From: tiberius at runequest.za.org (Tony Den) Date: Tue, 26 Nov 2002 08:30:51 +0200 (SAST) Subject: [RQ-Rules] Cheating in RPG's Message-ID: <11456.196.8.104.31.1038292251.squirrel@mail.wack.co.za> Ian 'Earl' Martin wrote some interesting comments re cheating. I enjoyed the read. From my persprective, I agree with other peoples comments, sometimes the GM must fudge a roll or reduce damage so as not to kill the party off. As a player, yes I have cheated once or twice, mostly with rolls, but as someone else said, you oonly hurt yourself at the end of the day. On another subject, someone asked about RuneQuest projects. I have a few things in the owrks on my site http://www.runequest.za.org but they are mostly aimed at our gaming world. Ciao Tony -- Orcs are great, but the empire is eternal! From bobathome at aqfl.com Tue Nov 26 19:23:55 2002 From: bobathome at aqfl.com (Bob Eldred) Date: Tue, 26 Nov 2002 00:23:55 -0800 Subject: [RQ-Rules] Cheating in RPG's References: <993BE7B40B41D31193C50008C75F68F207E97953@exast02.capgemini.co.uk> <02ad01c294ba$2a210470$3410fea9@frkt5> Message-ID: <004301c29525$316c39a0$287dd50c@attbi.com> Wow. That brought back a memory that I think I had banished from my mind. I once, playing Call of Cthulhu, rolled 6 00's in a row. Needless to say, that character didn't survive. Bob ----- Original Message ----- From: "J and/or Ellen" To: Sent: Monday, November 25, 2002 11:38 AM Subject: Re: [RQ-Rules] Cheating in RPG's > One of my fondest memories of gaming is when I was in the middle of a bad > rolling streak with my samurai rune lord. The nadir was when I rolled a 00, > followed immediately by a 98. The poor guy broke his sword while > simultaneously impaling himself and a comrade. Shortly thereafter, he > retired, founding a boys' school for li'l samurai wannabes. If you can't > do... From phil.hibbs at cgey.com Tue Nov 26 22:47:15 2002 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Tue, 26 Nov 2002 11:47:15 -0000 Subject: [RQ-Rules] Divine & Lunar magic questions Message-ID: <993BE7B40B41D31193C50008C75F68F207E97955@exast02.capgemini.co.uk> Leon Kirshtein: >It still takes 1SR per magic point of the spell, so >no it would take a person 19 SR to cast it. Go read the writeup, the example specifically contradicts the 1MP=1SR rule. Leon Kirshtein: >It say specifically that it [extension] >does not count [for dismiss purposes]. I can't find any explicit reference, other than the one or two places where it says that only the intensity of sorcery spells needs to be overcome. That they make this statement about intensity implies that in the general case it is the full points of the spell including extension. >While the spell is in effect it can not be >reprayed for. That includes Extension. I guess it all hangs on the interpretation of 'the spell in effect'. I kind of like the idea of a bunch of priests all having Extension 5 and Mindlink, and joining up to cast long-duration spells. I don't think I want to play in your game, you're mean. ;-) Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From phil.hibbs at cgey.com Tue Nov 26 22:59:01 2002 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Tue, 26 Nov 2002 11:59:01 -0000 Subject: [RQ-Rules] New elemental combat spells Message-ID: <993BE7B40B41D31193C50008C75F68F207E97956@exast02.capgemini.co.uk> A while (three years) ago, I organised a project to expand the elemental combat spells, as I felt fire had an unfair advantage. I recently rediscovered the final set, so I submit it to the list for your entertainment: http://www.snark.freeserve.co.uk/newspells.html Fire Spells Fire Punch by Philip Hibbs 2 Points, Self, Passive, Temporal The next unarmed combat striking attack (kick, punch, head butt, etc.) deals 3d6 damage, plus the user's damage modifier. The caster must make a strange, foreign-sounding noise when making this attack, after which the spell ends. Darkness Spells Darkmaul by Philip Hibbs 3 Points, Touch, Passive, Temporal This spell only affects blunt weapons. It causes the impliment to visibly darken and slowly eminates waves of darkness that disspiate a couple of inches from the surface and leave a wispy trail in the air when weilded. When used in combat, any damage that penetrates armour is matched against the location's hit points (after damage from the blow is calculated), and if it overcomes, the location is disabled as if on zero hit points. The damage done is also matched against the general hit points of the victim, and if this succeeds, then they are knocked unconscious until healing or First Aid is applied. Shadowstrike by Leon Kirshtein 4 Points, Touch, Temporal, Passive This spell only affects blunt weapons. It causes the impliment to turn as black as the darkest night, bright lights or brightly lit objects can bee seen through it like through thick glass, and it becomes partially insubstantial. When used in combat, one third of all damage dealt ignores armor. Water Spells Spinestrike by Leon Kirshtein 4 Points, Touch, Temporal, Passive This spell only affects slashing or impaling melee weapons. It causes the weapon to start dripping water and smooth when stroked one way, but very rough when stroked the other. The weapon will continue to do normal damage, although it is considered magical for purposes of hitting magical things. It is when the weapon penetrates armor there the special effects become apparent. On any hit which penetrates, the weapon becomes stuck in the wound. The user then has the option to rip the weapon out, which will cause an additional 1d6 damage to the location, ignoring armor, or leaving the weapon in. Note, if the weapon is not removed the damage can not be healed and any further activity will cause damage to the location equal to damage of the weapon. Flownet by Tal Meta 4 Points, Touch, Temporal, Passive This spell effects only combat nets. Once cast, the net seems to drip with water, although it does not actually gain in weight. On a successful hit, the FlowNet entangles it's target and begins "flowing" and spreading along their bodies, enveloping and entangling new hit locations each subsequent melee round. Each melee round, the FlowNet will flow down 2 and up one hit location. (i.e. if it struck a human in the chest (on location 14) it would spread to envelope locations 15 and 13 - 12 the next round.) The FlowNet stops when it has covered a number of hit locations equal to it's SIZ. (Most combat nets have SIZ 15 - 20.) If, in it's travels, it envelopes the head of it's target, the net begins to force itself into the mouth of it's victim, attempting to drown him as an undine would. All normal net combat rules apply to a FlowNet, and the weilder must retain possession of the net at all times. Destroying the net's hit points in an area reduces the number of hit locations that it can cover. Air Spells Zephyrstone by Philip Hibbs 4 points, touch when cast, then ranged; passive, temporal This spell must be cast upon a non-aerodynamic projectile such as a sling stone, bullet or rock of up to 1 ENC that the caster must touch. When the stone is fired or thrown and strikes a target, it deals damage normally and then returns to its point of origin - the hand of the thrower, or the sling that it was launched from, etc. If the stone travels beyond the spell's range, then it will not return. The shot may miss, but still return so long as it hits something that stops it within range. An impaled projectile will not return, even when removed. The benefit is that preparing a new projectile is unnecessary, reloading only takes 1 SR (the time to return) instead of 3. This spell is not stackable with Speedart or Multimissile, but may be stacked with SureShot, which only affects the first firing of the missile. Wisperblow by Leon Kirshtein 4 Points, Touch, Temporal, Passive This spell only affects melee weapons. It causes the weapon to leave a visible trail after a strike for the briefest of moments and then disappears as it catches up to the weapon. The effect of the weapon is to deliver another attack 1SR affter the initial attack. This attack maybe parried but at half ability, unless the defender has chosen to take two defensive actions for this round and uses the second to parry this attack. The damage done is that of the weapon only, no strength bonus. This attack is at the same percentage as the original, it cannot impale but can do critical damage. Bowslow by Peter Michaels and Philip Hibbs 2 points, Ranged, Temporal, Passive Despite the name, this spell affects any missile firing weapon (bow, crossbow, sling, etc.). Once cast on the weapon, all missiles fired from that weapon do 3 less points of damage and subtract 15 percentiles from the attack chance. This effect is can be countered by the spirit magic spell Speedart for a specific missile. This spell will effect magical missiles created by the spirit magic spell Multimissile. Hailstorm by Philip Hibbs Variable, Touch, Temporal, Passive Each point of this spell cast upon a rock, sling stone, bullet, throwing knife, or javelin creates a magical missile the instant that the original is fired. The magical missile does the same damage as the original. Each of the missile attacks are rolled separately. The first roll is the original, which is the only one that can impale. The magical missiles can still do critical damage. This spell is incompatible with Speedart, Firearrow, and Zephyrstone. Larger missile weapons require several points of this spell to create a single missile, but only manually projected missiles can be affected, no mechanically projected missiles such as ballista bolts or trebuchet rocks. As a rule of thumb, each 2d6 or fraction of weapon damage requires one point of spell. The temporal nature of this spell means that it can be cast onto a missile and the spell will work once only if the missile is used during the spell's duration. Stormblade by Gavin McIntyre 4 points,Touch,Temporal, Passive When cast on a blade the edge shows a a faint blue fire running up and down and there is a smell of ozone eminating from the blade. The spell increases the damage by 2D4 but the extra damage ignores all metal armour. If the target is wearing metal armour add 10% to your chance to hit as a near miss will still allow the electric energy to jump accross the small gap and damage the opponent. Damage will also be done if the blade is parried by a metal weapon ( Sword) or a metal-covered shield. Magical defenses work normally. Normal padding / gauntlets will not help reduce the damage although a pure wooden shield or parrying weapon would stop the additional damage. On a fumble, if the weilder hits themselves, the additional damage is dealt normally. Earth Spells Mighty Blow by Philip Hibbs 4 points, touch, passive, temporal The weapon affected by this spell will always deal maximum normal weapon damage on a successful attack. If the attack is a special, any additional damage is rolled for as normal, rather than being maximum. For example, a rapier will deal 7 points on a normal hit, and 2d6+9 on an Impale. A critical success is as normal. The spell damages the very air that it passes through, making a low rumbling noise when swung. This spell is incompatible with other spells that affect weapon damage. Sandblade by Tal Meta 4 Points, Touch, Temporal, Passive When cast on a bladed weapon, this spell gives the weapon a dusty, dirty sheen that seems to shift across the flat of the blade as if sand were flowing downhill. Whenever a Sandbladed weapon strikes its target, it makes a hissing sound and raises a small cloud of dust. Anything struck by a SandBlade is eroded for 1 point of damage if the rolled damage can overcome the location's armor points. In the case of a shield or parrying weapon, the same effect applies. Rolled damage in excess of defensive armor is applied to the target's hit points as normal. Before any wound caused by a SandBlade can be healed, someone must succeed with a First Aid roll and spend five full melee rounds to remove the dirt and grit from the wound (no damage is healed in this circumstance; a second roll and time spent would be required). If this is not done, the healing rate of the injury is doubled (i.e. takes twice as long or twice as many points of Healing). Red Moon Spells Redblade by Tal Meta 4 Points, Touch, Temporal, Passive This spell effects only scimitars or similarly curved edged weapons such as jambiyas, kukris, etc.. It causes the weapon to take on a reddish glow that waxes and wanes between melee rounds. On those rounds when the weapon is at it's highest ebb (full), the blade ignores all non-magical armor, and strikes for double damage. On those rounds that it is between extremes (half, crescent) it ignores all non-magical armor and strikes for normal damage. On those rounds when the blade barely glimmers (new, empty), it acts in all ways as a normal weapon, but provides no damage bonuses for strength. The blade enters a new phase with each new melee round, beginning in whatever phase the moon is currently in and cycling from then on. Redshield by Tal Meta 4 Points, Touch, Temporal, Passive This spell affects only shields. It causes the shield to take on a reddish glow that waxes and wanes between melee rounds. On those rounds when the shield is at it's highest ebb (full), the armor points of the shield are doubled, and all parries with that shield are counted as being one class better (i.e. a normal success counts as a special and a special as a critical). On those rounds that it is between extremes (half, crescent) the armor points of the shield are doubled (only). On those rounds when the shield barely glimmers (new, empty), it's armor points are halved. The shield enters a new phase with each new melee round, beginning in whatever phase the moon is actually in and cycling from then on. And last... but NOT least... Blue Moon Annihilate by Philip Hibbs 6 points, touch, passive, temporal This spell may only be cast upon a missile weapon of pure silver. If cast on an arrow, the head must be silver. If cast on a crossbow bolt, the first inch of the bolt must be silver. When the weapon is fired, it is consumed, and if the attack roll is successful, deals the caster's POW in damage to the location struck. The missile cannot impale, but a critical will ignore armour as usual. The shot may be aimed as normal. The spell only affects projectiles fired from a weapon, not thrown weapons, unless the thrown weapon has Speedart cast upon it, but in this case the Annihilate cancels the normal effects of the Speedart. This spell may not be stacked with any other weapon-enhancing magic. Back to Philip's Home Page Philip Hibbs ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From GameMaster1978 at cs.com Tue Nov 26 23:11:59 2002 From: GameMaster1978 at cs.com (GameMaster1978 at cs.com) Date: Tue, 26 Nov 2002 07:11:59 EST Subject: [RQ-Rules] New elemental combat spells Message-ID: <51.27c013e8.2b14bf0f@cs.com> Awesome!! I'm gonna print out a copy and use some when I run my next game. Awesome again Rod From leonbk at yahoo.com Wed Nov 27 01:57:19 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Tue, 26 Nov 2002 06:57:19 -0800 (PST) Subject: [RQ-Rules] Divine & Lunar magic questions In-Reply-To: <993BE7B40B41D31193C50008C75F68F207E97955@exast02.capgemini.co.uk> Message-ID: <20021126145719.48754.qmail@web41103.mail.yahoo.com> --- "Hibbs, Phil" wrote: > Leon Kirshtein: > >It still takes 1SR per magic point of the spell, so > > >no it would take a person 19 SR to cast it. > > Go read the writeup, the example specifically > contradicts the 1MP=1SR rule. Which example do you mean? If sorcery manipulation uses the 1MP=1SR rule why not spirit magic? In Sandy's rules the ability to manipulate spirit magic is given to Lunar sorcerers, so where isabsolutelute corelation between MP and SR. > Leon Kirshtein: > >It say specifically that it [extension] > >does not count [for dismiss purposes]. > > I can't find any explicit reference, other than the > one or two places where > it says that only the intensity of sorcery spells > needs to be overcome. That > they make this statement about intensity implies > that in the general case it > is the full points of the spell including extension. Again, we need to settle on a set of rules to argue the point. > >While the spell is in effect it can not be > >reprayed for. That includes Extension. > > I guess it all hangs on the interpretation of 'the > spell in effect'. I kind > of like the idea of a bunch of priests all having > Extension 5 and Mindlink, > and joining up to cast long-duration spells. I do not see anything wrong with that. But, why do they need to use Extension with the Mindlink? > I don't think I want to play in your game, you're > mean. ;-) > > Phil Hibbs. interpretationmatter of interpertation and what you are use to. I am sure I allow certain things in my world that many others would not. My version of the rules has been evolving for the last 16 years and will continue to change with play. Don't knock it till you try it and you are welcome to join us in a game if you are ever in the area. :) ===== Leon Kirshtein (201) 785-9135 __________________________________________________ Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now. http://mailplus.yahoo.com From andrew at crashbox.com Wed Nov 27 02:53:53 2002 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Tue, 26 Nov 2002 07:53:53 -0800 Subject: [RQ-Rules] Cheating in RPG's In-Reply-To: <004301c29525$316c39a0$287dd50c@attbi.com> References: <993BE7B40B41D31193C50008C75F68F207E97953@exast02.capgemini.co.uk> <02ad01c294ba$2a210470$3410fea9@frkt5> <004301c29525$316c39a0$287dd50c@attbi.com> Message-ID: >Wow. That brought back a memory that I think I had banished from my mind. >I once, playing Call of Cthulhu, rolled 6 00's in a row. > >Needless to say, that character didn't survive. I know of a guy who was playing Ars Magica who bothced a magical experiment so badly that it would have wiped out Europe. It was a very big experiment, and his roll wass essential 1 in 1 million. Needless to say, the GM *didn't* destroy Europe and came with some much less devastaing but more more clever. -Andrew -- /*----------------------------------------------------------------- mailto:andrew at crashbox.com http://www.crashbox.com -----------------------------------------------------------------*/ From phil.hibbs at cgey.com Wed Nov 27 03:52:05 2002 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Tue, 26 Nov 2002 16:52:05 -0000 Subject: [RQ-Rules] Divine & Lunar magic questions Message-ID: <993BE7B40B41D31193C50008C75F68F207E97959@exast02.capgemini.co.uk> > Go read the writeup, the example specifically > contradicts the 1MP=1SR rule. >Which example do you mean? The one in the Cults Book, under the Red Goddess, where the Amplify, Prolong, Distance and Combine skills are described. I don't have my copy with me right now, and I couldn't even find it at home last night, but I was reading it at the week-end. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From phil.hibbs at cgey.com Wed Nov 27 03:54:55 2002 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Tue, 26 Nov 2002 16:54:55 -0000 Subject: [RQ-Rules] Divine & Lunar magic questions Message-ID: <993BE7B40B41D31193C50008C75F68F207E9795A@exast02.capgemini.co.uk> > I kind of like the idea of a bunch of priests all > having Extension 5 and Mindlink, and joining up to > cast long-duration spells. Leon Kirshtein: >I do not see anything wrong with that. But, why do >they need to use Extension with the Mindlink? They each cast Mindlink on the guy that has the spell to be cast, say a Sword of Humakt with Truesword, and he casts his spell with all their Extensions. Philip Hibbs ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From leonbk at yahoo.com Wed Nov 27 08:21:40 2002 From: leonbk at yahoo.com (Leon Kirshtein) Date: Tue, 26 Nov 2002 13:21:40 -0800 (PST) Subject: [RQ-Rules] Divine & Lunar magic questions In-Reply-To: <993BE7B40B41D31193C50008C75F68F207E9795A@exast02.capgemini.co.uk> Message-ID: <20021126212140.43168.qmail@web41110.mail.yahoo.com> > Leon Kirshtein: > >I do not see anything wrong with that. But, why do > >they need to use Extension with the Mindlink? > > They each cast Mindlink on the guy that has the > spell to be cast, say a > Sword of Humakt with Truesword, and he casts his > spell with all their > Extensions. Or they can just Mindlink without the Extension and cast the Truesword with Extension for the same effect. ===== Leon Kirshtein (201) 785-9135 __________________________________________________ Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now. http://mailplus.yahoo.com From phil.hibbs at cgey.com Wed Nov 27 23:06:06 2002 From: phil.hibbs at cgey.com (Hibbs, Phil) Date: Wed, 27 Nov 2002 12:06:06 -0000 Subject: [RQ-Rules] Divine & Lunar magic questions Message-ID: <993BE7B40B41D31193C50008C75F68F207E9795D@exast02.capgemini.co.uk> >Or they can just Mindlink without the Extension and >cast the Truesword with Extension for the same effect. I never meant to imply that Mindlink was cast with Extension, I meant that the priests had mindlink, and they had extension 5, so they could all mindlink together and pool the extensions. Phil Hibbs. ******************************************************************************************** " This message contains information that may be privileged or confidential and is the property of the Cap Gemini Ernst & Young Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message ". ******************************************************************************************** From tiberius at runequest.za.org Fri Nov 29 01:13:31 2002 From: tiberius at runequest.za.org (Tony Den) Date: Thu, 28 Nov 2002 16:13:31 +0200 (SAST) Subject: [RQ-Rules] Trademark and publishing RQ gear Message-ID: <43086.196.8.104.31.1038492811.squirrel@mail.wack.co.za> So, I saw a recent message saying that Hasbro has the copywrite for RQ but not the trademark, which means that the rules cannot be reproduced but old scenarios and such can. Now what about new stuff. If one were to put together say a source book, or module and state it was for Rune Quest and ensure all the little bits and pieces re Chaosium, Avalon Hill, Hasbro and whomever else has their finger in the pie, could one then market said module/source book as being for Rune Quest, vis-?-vis, sell ones own professionally produced Rune quest material? ciao Tony http://www.runequest.za.org -- Orcs are great, but the empire is eternal! From tiberius at runequest.za.org Fri Nov 29 01:19:26 2002 From: tiberius at runequest.za.org (Tony Den) Date: Thu, 28 Nov 2002 16:19:26 +0200 (SAST) Subject: [RQ-Rules] Enchantments and Michael Scott Rowan Message-ID: <45916.196.8.104.31.1038493166.squirrel@mail.wack.co.za> Has anyone read the Winter World books by Michael Scott Rowan. I wouldn't rave too greatly about them but they do have some interesting ideas about smithcraft and enchantments. I have been vaguely toying with the idea of people who play crafters (smiths) being able to work enchantments on the items they make. It would be a specific way of enhancing things, so would fall outside the realm of sorcery etc. In the books I refer to, the smiths have to study and sing to the metal and mutter incantations and the works while they are working it. The only problem is the list of enchantment spells is pretty small and in some ways not so usable. I am sure I could come up with some ideas and a wee system, but wonder if anyone else has already come up with something similar? Tony http://www.runequest.za.org -- Orcs are great, but the empire is eternal! From gianni at basicrps.com Fri Nov 29 03:23:59 2002 From: gianni at basicrps.com (Gianni) Date: Thu, 28 Nov 2002 17:23:59 +0100 Subject: [RQ-Rules] Trademark and publishing RQ gear References: <43086.196.8.104.31.1038492811.squirrel@mail.wack.co.za> Message-ID: <000b01c296fa$8f090a80$8502600a@otvfrap043> Hello fellow RQ lovers :-) > So, I saw a recent message saying that Hasbro has the copywrite for RQ but > not the trademark, which means that the rules cannot be reproduced but old > scenarios and such can. Is that so? > Now what about new stuff. If one were to put together say a source book, > or module and state it was for Rune Quest and ensure all the little bits > and pieces re Chaosium, Avalon Hill, Hasbro and whomever else has their > finger in the pie, could one then market said module/source book as being > for Rune Quest, vis-?-vis, sell ones own professionally produced Rune > quest material? I had a similar thought -- what if one were to publish the RQ rules *without ever using* the name 'RuneQuest' in the rulebook (using, say, RoleQuest instead) and paraphrasing the rules instead of using exactly the original wording? Happy gaming, Gianni webmaster of basicrps.com From steve at perrinworlds.com Fri Nov 29 05:56:36 2002 From: steve at perrinworlds.com (Steve Perrin) Date: Thu, 28 Nov 2002 10:56:36 -0800 Subject: [RQ-Rules] Trademark and publishing RQ gear References: <43086.196.8.104.31.1038492811.squirrel@mail.wack.co.za> <000b01c296fa$8f090a80$8502600a@otvfrap043> Message-ID: <004d01c2970f$f0744310$6401a8c0@wizard> Essentially presenting the flavor but not the words of RuneQuest in another game, such as "RoleQuest", has always been an option. It has already been done many times. You cannot copyright a rules system, only the words it is presented in. This is why I can do Steve Perrin's Quest Rules (obligatory plug). For that matter, it's why Chaosium can do Call of Cthulhu and Elric/Stormbringer/BRP. Unfortunately, the name RuneQuest may not be a Hasbro trademark, but it is an integral part of their copyrighted rules set, so it cannot be used in the body of a game to describe the rules system, either. Characters could be described as going on a Quest for Runes. Runes could be an important part of the game. But a Rune Quest cannot be mentioned except casually and without the capitals. Happy Turkey Day, to all of you in the States. Steve Perrin www.perrinworlds.com/SPQR.html ----- Original Message ----- From: "Gianni" To: Sent: Thursday, November 28, 2002 8:23 AM Subject: Re: [RQ-Rules] Trademark and publishing RQ gear > Hello fellow RQ lovers :-) > > > So, I saw a recent message saying that Hasbro has the copywrite for RQ but > > not the trademark, which means that the rules cannot be reproduced but old > > scenarios and such can. > > Is that so? > > > Now what about new stuff. If one were to put together say a source book, > > or module and state it was for Rune Quest and ensure all the little bits > > and pieces re Chaosium, Avalon Hill, Hasbro and whomever else has their > > finger in the pie, could one then market said module/source book as being > > for Rune Quest, vis-?-vis, sell ones own professionally produced Rune > > quest material? > > I had a similar thought -- what if one were to publish the RQ rules *without > ever using* the name 'RuneQuest' in the rulebook (using, say, RoleQuest > instead) and paraphrasing the rules instead of using exactly the original > wording? > > Happy gaming, > > Gianni > webmaster of basicrps.com > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From tiberius at runequest.za.org Fri Nov 29 16:17:39 2002 From: tiberius at runequest.za.org (Tony Den) Date: Fri, 29 Nov 2002 07:17:39 +0200 (SAST) Subject: [RQ-Rules] Strike Ranks - Continued Message-ID: <26142.196.8.104.31.1038547059.squirrel@mail.wack.co.za> There was a talk regarding strike ranks and whether they truly reflect the use of certain weapons - circa archive #52 - which eventually digressed to other topics. Yesterday I was having a chat in my sites forum when a very simple solution struck me. Ceteris Paribus - two combatants enter melee, one with a weapon with a base SR < 2 and the other with a weapon whose base SR > 2. (Weapons with a base SR of 2 are in between - they are neither too long for close quarters or too short for arms length attacks). Thus the weapons being used are stand offish/pole arm on one side and close quarters on another side. One could assume that the person with the long weapon (<2) could hit his opponent even if he is a meter away while the same would not apply for the close quarters weapon user. So to simulate the advantages and disadvantages in such a match up, one could do the following: Clearly to strike at his opponent, the close quarters weapon (kukri) must move to close quarters, he must announce doing so. The distance weapon holder (naginata) would then get a free hit at his opponent or would state that he backs off to avoid being brought to close quarters (no free hit then). Normal dodge and parry rules would apply. Once at close quarters, the naginata holder would be at a disadvantage. To simulate this, simply swap attack strike ranks, thus the kukri holder would go on 6 and the naginata would go on 8 (where they would usually go on 6 naginata and 8 kukri). To even things out, should the naginata holder back off to use his weapon to its proper advantage, the kukri guy would then get a free hit. It adds a bit more admin, but is similar enough. I am going to suggest it in my next campaign and will see how it goes. ciao tony htto://www.runequest.za.org -- Orcs are great, but the empire is eternal!