From peter at maranci.net Tue Apr 1 02:07:16 2003 From: peter at maranci.net (Peter Maranci) Date: Mon, 31 Mar 2003 11:07:16 -0500 (EST) Subject: [RQ-Rules] Surpass at last, Passage Message-ID: <12046.216.118.190.11.1049126836.squirrel@webmail> I couldn't resist the urge to have the first post to surpass that misdated one in the archives. :D However, I *do* have a legitimate RQ question. After about ten years I've finally found a group in my area that's willing to give RQ a try. We're converting some "lite" rules pregenerated characters into full PCs for them to play with. The problem is, all of my RQ stuff is in boxes in my basement, and I can't find Gods of Glorantha. I have Cults of Prax and Cults of Terror, but neither lists the one thing I need to know right now: What exactly is the Issaries "Passage" spell? What does it do? While I'm at it, here's a magic item I just created: Measure, unique broadsword, POW 20 Description: An iron broadsword with two round twenty-sided gems, one red and one blue, on opposite sides of the hilt. The blade is intricately inscribed with numbers in all languages. Powers: This weapon must be attuned in order to use its special power. The wielder may chose to expend a magic point whenever making an attack. If the attack is successful, the wielder may then chose which hit location of the enemy has been struck. Of course, the blow may still be parried or Dodged. History: The origin of this weapon is uncertain. It has been wielded by a number of great warriors over the centuries. Notes/Warnings: Bladesharp and Damage Boosting spells have only 50% effectiveness in enhancing the damage done by Measure. A Bladesharp 4 spell adds the normal +20% chance to hit, for example, but only +2 damage (rather than the usual +4). ->Peter ---------------------------------------------------------------------- Peter Maranci peter at maranci.net Woonsocket, RI Come to Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm From pontus.amberg at telia.com Tue Apr 1 02:43:50 2003 From: pontus.amberg at telia.com (Pontus Amberg) Date: Mon, 31 Mar 2003 18:43:50 +0200 Subject: SV: [RQ-Rules] Surpass at last, Passage In-Reply-To: <12046.216.118.190.11.1049126836.squirrel@webmail> Message-ID: <000801c2f7a4$b7fddc80$3200a8c0@brainst8> Each point of the Passage spell lets 1 more specified person to open/pass things locked with the Lock spell. /Pontus -----Ursprungligt meddelande----- Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r Peter Maranci Skickat: den 31 mars 2003 18:07 Till: rq-rules at crashbox.com ?mne: [RQ-Rules] Surpass at last, Passage I couldn't resist the urge to have the first post to surpass that misdated one in the archives. :D However, I *do* have a legitimate RQ question. After about ten years I've finally found a group in my area that's willing to give RQ a try. We're converting some "lite" rules pregenerated characters into full PCs for them to play with. The problem is, all of my RQ stuff is in boxes in my basement, and I can't find Gods of Glorantha. I have Cults of Prax and Cults of Terror, but neither lists the one thing I need to know right now: What exactly is the Issaries "Passage" spell? What does it do? While I'm at it, here's a magic item I just created: Measure, unique broadsword, POW 20 Description: An iron broadsword with two round twenty-sided gems, one red and one blue, on opposite sides of the hilt. The blade is intricately inscribed with numbers in all languages. Powers: This weapon must be attuned in order to use its special power. The wielder may chose to expend a magic point whenever making an attack. If the attack is successful, the wielder may then chose which hit location of the enemy has been struck. Of course, the blow may still be parried or Dodged. History: The origin of this weapon is uncertain. It has been wielded by a number of great warriors over the centuries. Notes/Warnings: Bladesharp and Damage Boosting spells have only 50% effectiveness in enhancing the damage done by Measure. A Bladesharp 4 spell adds the normal +20% chance to hit, for example, but only +2 damage (rather than the usual +4). ->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 gianni at basicrps.com Tue Apr 1 19:44:48 2003 From: gianni at basicrps.com (Gianni) Date: Tue, 1 Apr 2003 11:44:48 +0200 Subject: [RQ-Rules] Non-Gloranthan Bestiaries Message-ID: <001b01c2f833$55e9a030$9002600a@otvfrap043> Hi I was wondering... Apparently a lot of you guys on the list play RQ in Non-Gloranthan settings. The problem is -- What kind of creatures do you use? I feel the creatures in RQII and most of the creatures in RQIII are intrinsically linked to Glorantha and don't make much of a sense used outside of that peculiar context. And rightly so, since I believe creatures must be closely linked to a given setting's atmosphere, unless you favour a D&Dish approach to role playing. So what kind of creatures do you use? Do you have to write up your own? I was disappointed by Land of Ninja, for instance, in which most of the creatures descriptions simply state 'this is the Nihonese version of the creature...' Also the Gateway Bestiary isn't particularly useful since most of the creatures in it are quite eccentric. Gianni webmaster of basicrps.com From leonbk at yahoo.com Tue Apr 1 23:51:44 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Tue, 1 Apr 2003 05:51:44 -0800 (PST) Subject: [RQ-Rules] Non-Gloranthan Bestiaries In-Reply-To: <001b01c2f833$55e9a030$9002600a@otvfrap043> Message-ID: <20030401135144.56753.qmail@web41115.mail.yahoo.com> Well there are a good selection of creatures in the Creatures Book which came with RQIII but a lot of the time I just convert a creature from D&D3. Leon Kirshtein --- Gianni wrote: > Hi > > I was wondering... Apparently a lot of you guys on > the list play RQ in > Non-Gloranthan settings. The problem is -- What kind > of creatures do you > use? > > I feel the creatures in RQII and most of the > creatures in RQIII are > intrinsically linked to Glorantha and don't make > much of a sense used > outside of that peculiar context. And rightly so, > since I believe creatures > must be closely linked to a given setting's > atmosphere, unless you favour a > D&Dish approach to role playing. So what kind of > creatures do you use? Do > you have to write up your own? > > I was disappointed by Land of Ninja, for instance, > in which most of the > creatures descriptions simply state 'this is the > Nihonese version of the > creature...' > > Also the Gateway Bestiary isn't particularly useful > since most of the > creatures in it are quite eccentric. > > 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 __________________________________________________ Do you Yahoo!? Yahoo! Tax Center - File online, calculators, forms, and more http://platinum.yahoo.com From jellen at ameritech.net Wed Apr 2 00:18:19 2003 From: jellen at ameritech.net (J and/or Ellen) Date: Tue, 1 Apr 2003 08:18:19 -0600 Subject: [RQ-Rules] Non-Gloranthan Bestiaries References: <001b01c2f833$55e9a030$9002600a@otvfrap043> Message-ID: <00bb01c2f859$8cf046d0$3410fea9@frkt5> My primary campaign is set in the Young Kingdoms, where most non-human critters are Melniboneans and demons. ----- Original Message ----- From: "Gianni" To: Sent: Tuesday, April 01, 2003 3:44 AM Subject: [RQ-Rules] Non-Gloranthan Bestiaries Hi I was wondering... Apparently a lot of you guys on the list play RQ in Non-Gloranthan settings. The problem is -- What kind of creatures do you use? I feel the creatures in RQII and most of the creatures in RQIII are intrinsically linked to Glorantha and don't make much of a sense used outside of that peculiar context. And rightly so, since I believe creatures must be closely linked to a given setting's atmosphere, unless you favour a D&Dish approach to role playing. So what kind of creatures do you use? Do you have to write up your own? I was disappointed by Land of Ninja, for instance, in which most of the creatures descriptions simply state 'this is the Nihonese version of the creature...' Also the Gateway Bestiary isn't particularly useful since most of the creatures in it are quite eccentric. 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 rico at ricosweb.com Wed Apr 2 00:41:04 2003 From: rico at ricosweb.com (Rich Allen) Date: Tue, 1 Apr 2003 07:41:04 -0700 Subject: [RQ-Rules] Non-Gloranthan Bestiaries In-Reply-To: <001b01c2f833$55e9a030$9002600a@otvfrap043> Message-ID: <000601c2f85c$b9070580$df0a0a0a@dohealth.com> When I played RQ, we played it as a fantasy game. Isn't that what it was intended to be? To me, that means anything is possible, in any setting you happen to play it in. Why does a Jack O'Bear fit into Glorantha but not in another world? Or Gorp, or Broo, etc. That line of thinking just doesn't make sense to me. Fantasy creatures belong in pretty much any fantasy setting, and even cross-genre creatures don't look out of place. Bring on the Aliens, the Cthulhu, etc. I'm not going to touch that D&D comment. I thought we had all moved beyond that. Rich Allen > Gianni > > I was wondering... Apparently a lot of you guys on the list play RQ in > Non-Gloranthan settings. The problem is -- What kind of > creatures do you > use? From talmeta at talmeta.net Wed Apr 2 02:05:17 2003 From: talmeta at talmeta.net (Tal Meta) Date: Tue, 01 Apr 2003 11:05:17 -0500 Subject: [Fwd: Fw: [RQ-Rules] Non-Gloranthan Bestiaries] Message-ID: <3E89B8BD.4060701@talmeta.net> Subject: Fw: [RQ-Rules] Non-Gloranthan Bestiaries Date: Tue, 1 Apr 2003 09:26:02 -0500 From: "Joseph Elric Smith Mormon minion of Arioch" Organization: Lord of the Seven Darks To: Hey tal could you post this for me? > ----- Original Message ----- > From: "Joseph Elric Smith Mormon minion of Arioch" > To: > Sent: Tuesday, April 01, 2003 9:08 AM > Subject: Re: [RQ-Rules] Non-Gloranthan Bestiaries > > Yes I am going through that right now myself, as I will be starting a new Campaign using the BRP and Runequest 2 with a bit of magic world thrown in as the operating system. the world is set in the Americas around 1200 AD with some Ideas I've borrowed form another DM Using Both LDS and other mythologies to populate the area. So I am having to make up all the standard animals of the area plus a few fantastic ones. The hardest part for me is often finding sorces for the monster I want or realisticaly creating their stats. ken > > > > > > > > Gygax is to Gaming what Kirby was to comics > > Alas poor Elric I was a thousand times more evil than you > > http://www.geocities.com/J_Elric_Smith/Index.html > > ----- Original Message ----- > > From: "Leon Kirshtein" > > To: > > Sent: Tuesday, April 01, 2003 8:51 AM > > Subject: Re: [RQ-Rules] Non-Gloranthan Bestiaries > > > > > > > Well there are a good selection of creatures in the > > > Creatures Book which came with RQIII but a lot of the > > > time I just convert a creature from D&D3. > > > > > > Leon Kirshtein > > > > > > --- Gianni wrote: > > > > Hi > > > > > > > > I was wondering... Apparently a lot of you guys on > > > > the list play RQ in > > > > Non-Gloranthan settings. The problem is -- What kind > > > > of creatures do you > > > > use? > > > > > > > > I feel the creatures in RQII and most of the > > > > creatures in RQIII are > > > > intrinsically linked to Glorantha and don't make > > > > much of a sense used > > > > outside of that peculiar context. And rightly so, > > > > since I believe creatures > > > > must be closely linked to a given setting's > > > > atmosphere, unless you favour a > > > > D&Dish approach to role playing. So what kind of > > > > creatures do you use? Do > > > > you have to write up your own? > > > > > > > > I was disappointed by Land of Ninja, for instance, > > > > in which most of the > > > > creatures descriptions simply state 'this is the > > > > Nihonese version of the > > > > creature...' > > > > > > > > Also the Gateway Bestiary isn't particularly useful > > > > since most of the > > > > creatures in it are quite eccentric. > > > > > > > > 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 > > > > > > > > > __________________________________________________ > > > Do you Yahoo!? > > > Yahoo! Tax Center - File online, calculators, forms, and more > > > http://platinum.yahoo.com > > > _______________________________________________ > > > RQ-Rules mailing list > > > RQ-Rules at crashbox.com > > > http://www.crashbox.com/rq-rules > > > http://www.crashbox.com/mailman/listinfo/rq-rules > > > > > > -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - "See this button? It's the history eradicator button." From slposey at concentric.net Wed Apr 2 02:22:49 2003 From: slposey at concentric.net (Stephen Posey) Date: Tue, 01 Apr 2003 09:22:49 -0700 Subject: [RQ-Rules] Non-Gloranthan Bestiaries References: <001b01c2f833$55e9a030$9002600a@otvfrap043> Message-ID: <3E89BCD9.8050906@concentric.net> Gianni wrote: > Hi > > I was wondering... Apparently a lot of you guys on the list play RQ in > Non-Gloranthan settings. The problem is -- What kind of creatures do you > use? > > I feel the creatures in RQII and most of the creatures in RQIII are > intrinsically linked to Glorantha and don't make much of a sense used > outside of that peculiar context. And rightly so, since I believe creatures > must be closely linked to a given setting's atmosphere, unless you favour a > D&Dish approach to role playing. So what kind of creatures do you use? Do > you have to write up your own? > > I was disappointed by Land of Ninja, for instance, in which most of the > creatures descriptions simply state 'this is the Nihonese version of the > creature...' > > Also the Gateway Bestiary isn't particularly useful since most of the > creatures in it are quite eccentric. I find that Call of Cthulhu materials can be a good source for natural animals, as well as possibilities for other creatures (e.g. Deep Ones can be used as generic "fish men"). The Dreamlands setting is especially appropriate for a fantasy setting (Gugs can be trolls or ogres of some sort, etc.). There are a few beasties spec-ed out in MagicWorld, nothing that's not recapitulated in some fashion in the RQ3 creatures book though, IIRC. I've been planning to convert some of my personal favorites from D&D to BRP mechanics for a while, but haven't had the time (or gumption) lately to work on it: Umber Hulk Beholder Mind Flayer Lammasu Shedu Coatl Has anyone else worked on these or others? Stephen Posey slposey at concentric.net From Michael.Christian at corbis.com Wed Apr 2 02:31:29 2003 From: Michael.Christian at corbis.com (Michael Christian) Date: Tue, 1 Apr 2003 08:31:29 -0800 Subject: [RQ-Rules] Non-Gloranthan Bestiaries Message-ID: <306F012D0A00D611BC9D0008C791927404AC9A2A@seamail1.continuum.corbis.corp> Humans/humanoids are always the worst monsters. Though they are often quite a bit more work for the GM. Stephen just reminded me that I saw a club listing for a metal band called Umber Hulk just a week or two ago. I just felt sorry for them, but it was good for a laugh. (I didn't actually see the band). Michael -----Original Message----- From: Stephen Posey [mailto:slposey at concentric.net] Sent: Tuesday, April 01, 2003 8:23 AM To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Non-Gloranthan Bestiaries Gianni wrote: > Hi > > I was wondering... Apparently a lot of you guys on the list play RQ in > Non-Gloranthan settings. The problem is -- What kind of creatures do you > use? > > I feel the creatures in RQII and most of the creatures in RQIII are > intrinsically linked to Glorantha and don't make much of a sense used > outside of that peculiar context. And rightly so, since I believe creatures > must be closely linked to a given setting's atmosphere, unless you favour a > D&Dish approach to role playing. So what kind of creatures do you use? Do > you have to write up your own? > > I was disappointed by Land of Ninja, for instance, in which most of the > creatures descriptions simply state 'this is the Nihonese version of the > creature...' > > Also the Gateway Bestiary isn't particularly useful since most of the > creatures in it are quite eccentric. I find that Call of Cthulhu materials can be a good source for natural animals, as well as possibilities for other creatures (e.g. Deep Ones can be used as generic "fish men"). The Dreamlands setting is especially appropriate for a fantasy setting (Gugs can be trolls or ogres of some sort, etc.). There are a few beasties spec-ed out in MagicWorld, nothing that's not recapitulated in some fashion in the RQ3 creatures book though, IIRC. I've been planning to convert some of my personal favorites from D&D to BRP mechanics for a while, but haven't had the time (or gumption) lately to work on it: Umber Hulk Beholder Mind Flayer Lammasu Shedu Coatl Has anyone else worked on these or others? 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 From MurfNMurf at aol.com Wed Apr 2 04:25:55 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Tue, 1 Apr 2003 13:25:55 EST Subject: [RQ-Rules] Non-Gloranthan Bestiaries Message-ID: <1ed.5a9a8ea.2bbb33b3@aol.com> Gianni wonders at what creatures to use for a campaign: I have found the RQ3 Creature book to be an excellent source of non-Gloranthan beasties. The same holds true for the old RQ2 Bestairy; though I've had to do a little tweaking with the stuff therein to jibe better with RQ3's mechanics. As was pointed out previously, CoC has a *lot* of stuff that could be used. Several natural creatures available in various CoC books are *not* to be found in RQ, and can make excellent additions. I was pleased to find stats for South American Lamas, as well as Yaks, and even plain old Cats in the 'Dreamlands' material. in addition, many of the CoC write-ups for 'standrad' monster-type creatures have quirky little skills which their RQ versions lack; such as the CoC Dog's "Smell something interesting" skill, or the Skeleton's "Rattle omonously". Heck, the Skeleton write-up between RQ2, RQ3, the BRP Magicworld book, and CoC all differ from one another;each having its own particular take on doing things. Then there's Elric/Stormbringer, with its very odd list of non-Gloranthan creatures. Heck, I'm sure 'Ringworld' proabbaly has its share of odd creatures you could use (though I've never seen it). 'Other Suns', another old SciFi game which apparently was pretty BRPish at one time, could still be culled for plenty of odd stuff as well. The Web has a lot of RQ/CoC/BRPish write-ups avalaible as well... The current edition D&D monster book has actual stat ranges for the monsters now, so if you wanted, you could pretty easily convert them over to RQ, I imagine... The RQ list archives can also provide some excellent creatures. It all depends on what *exactly* it is you're looking for Gianni. Some creatures are appropos to a specific setting, and some just *aren't*. Decide what you're looking for *first*. Best. -Ken Murphy- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From kruch7 at cox.net Wed Apr 2 06:38:34 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Tue, 1 Apr 2003 15:38:34 -0500 Subject: Fw: [RQ-Rules] Non-Gloranthan Bestiaries Message-ID: <00c301c2f88e$aa6ab6c0$6f7ba8c0@kenneith93j41k> Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Joseph Elric Smith Mormon minion of Arioch" To: Sent: Tuesday, April 01, 2003 12:16 PM Subject: Re: [RQ-Rules] Non-Gloranthan Bestiaries > Well the umber hulk is my all-time favourite monster, though I prefer the > old 1st edition drawing of him. and I will be doing a variation of the Coatl > for my Americas game. so when I get them done I'll be more then happy to > post em here. > Ken > > Gygax is to Gaming what Kirby was to comics > Alas poor Elric I was a thousand times more evil than you > http://www.geocities.com/J_Elric_Smith/Index.html > > I've been planning to convert some of my personal favorites from > > D&D to BRP mechanics for a while, but haven't had the time (or > > gumption) lately to work on it: > > > > Umber Hulk > > Beholder > > Mind Flayer > > Lammasu > > Shedu > > Coatl > > > > > > Has anyone else worked on these or others? > > > > 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 > > > > From peter at maranci.net Wed Apr 2 06:54:32 2003 From: peter at maranci.net (Peter Maranci) Date: Tue, 1 Apr 2003 15:54:32 -0500 (EST) Subject: [RQ-Rules] The Trouble With Shamans Message-ID: <13289.216.118.190.11.1049230472.squirrel@webmail> I've been re-reading some of those great old RQ2 supplements (they still amaze me) and catching up on some old email, when I had to answer a question. I'd written years ago that the shaman rules in RQIII were more broken than the sorcery rules, and now I had to defend that. The funny thing is that it's not that hard to find the point where the rules broke down. I don't have access to the rulebook this minute, so my recollection may be a bit off, but when I did have the book I clearly remember seeing this problem. According to the rules the shaman has a chance of being encountered by a randomly-determined spirit which is (if I recall correctly) equal to the combined POW of himself and his fetch. A shaman of more than a year or two of experience is likely to have a combined POW of 25 at least, meaning that there is a 25% chance each day of being approached or attacked by a random spirit. But on the random spirit table, there is a 1% chance of encountering a being of godlike power. Which means that for the average shaman, in 400 days the chances are excellent that they will meet one of these overwhelming spirit entities. So either A) most shamans don't live very long, or B) beings of godlike power tend to be fairly easy to deal with. Apart from that, I remember that GMing a shaman was really pretty annoying. We spent a grossly disproportional amount of time resolving his frequent random encounters with spirits. What sorts of experiences have other people had roleplaying or GMing shamans? I'm curious. ->Peter ---------------------------------------------------------------------- Peter Maranci peter at maranci.net Woonsocket, RI Come to Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm From talmeta at talmeta.net Wed Apr 2 08:18:21 2003 From: talmeta at talmeta.net (Tal Meta) Date: Tue, 01 Apr 2003 17:18:21 -0500 Subject: [RQ-Rules] The Trouble With Shamans References: <13289.216.118.190.11.1049230472.squirrel@webmail> Message-ID: <3E8A102D.3050407@talmeta.net> Peter Maranci wrote: > What sorts of experiences have other people had roleplaying or GMing > shamans? I'm curious. In one bit of fun, the party shaman went off to the spirit plane to fetch a demon. I rolled the dice for effect and let him find one. The first clue the rest of the party had that something was amiss was when the shaman's fetch, currently materialized as a ferret, backed away from the shamans body hopping and spitting before vanishing. The shaman then stood up, smiled, and asked to be shown the way out (the party was in a basement, a morgue really, having just survived an assassination attempt and wanting the demon to help interrogate the spirits of the assassins, who refused to answer any questions). When the rest of the group tried to stop him, well, then the fun really began... -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - I'm so ugly...I worked in a pet shop, and people kept asking how big I'd get. From tiberius at runequest.za.org Wed Apr 2 15:07:24 2003 From: tiberius at runequest.za.org (Tony Den) Date: Wed, 2 Apr 2003 07:07:24 +0200 (SAST) Subject: [RQ-Rules] Non-Gloranthan Bestiaries Message-ID: <3816.196.8.104.31.1049260044.squirrel@mail.wack.co.za> Re Gianni's comments on non-gloranthan creatures: Personally I try and work out RQ stats for creatures which are not officialy published for RQ. Sometimes its takes a bit of customising to get the correct mix, but once you get going it becomes easier. The RQIII creatures book has a section at the back to help you work out stats correctly. Some other sources for RQ creatures can be some of the old Judges Guild publications (Journal/Dungeoneer etc). I have one or two which list some diffarent creatures. Also, I have a few home grown creatures on my site - comments/critisism will be much appreciated: http://www.runequest.za.org/article/archive/8/ I also found a site with a full list of all RQ creatures and where to find them, may be of help: http://karamo.nexenservices.com/glowar/beastbib.htm Cheers Tony -- Orcs are great, but the empire is eternal! From rog_benham at hotmail.com Wed Apr 2 17:20:17 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Wed, 02 Apr 2003 08:20:17 +0100 Subject: [RQ-Rules] Non-Gloranthan Bestiaries Message-ID: I make all mine up! I agree that most monsters do have a flavour of the campaign they come from; Gloranthan monsters are not unuseable outside of Glorantha- I've used a couple of scorpion men and a Thanatari dark troll in a Call of Cthulhu scenario for instance, set in an English country village, kind of Miss Marple meets the Doom Lord. I have moved away from monsters out of D &D; I find creating the critturs to be one of the more enjoyable sides to creating my worlds. >From: Leon Kirshtein >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com >Subject: Re: [RQ-Rules] Non-Gloranthan Bestiaries >Date: Tue, 1 Apr 2003 05:51:44 -0800 (PST) > >Well there are a good selection of creatures in the >Creatures Book which came with RQIII but a lot of the >time I just convert a creature from D&D3. > >Leon Kirshtein > >--- Gianni wrote: > > Hi > > > > I was wondering... Apparently a lot of you guys on > > the list play RQ in > > Non-Gloranthan settings. The problem is -- What kind > > of creatures do you > > use? > > > > I feel the creatures in RQII and most of the > > creatures in RQIII are > > intrinsically linked to Glorantha and don't make > > much of a sense used > > outside of that peculiar context. And rightly so, > > since I believe creatures > > must be closely linked to a given setting's > > atmosphere, unless you favour a > > D&Dish approach to role playing. So what kind of > > creatures do you use? Do > > you have to write up your own? > > > > I was disappointed by Land of Ninja, for instance, > > in which most of the > > creatures descriptions simply state 'this is the > > Nihonese version of the > > creature...' > > > > Also the Gateway Bestiary isn't particularly useful > > since most of the > > creatures in it are quite eccentric. > > > > 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 > > >__________________________________________________ >Do you Yahoo!? >Yahoo! Tax Center - File online, calculators, forms, and more >http://platinum.yahoo.com >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ Chat with friends online - ------------------------------------------ download MSN Messenger today. ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From gianni at basicrps.com Wed Apr 2 19:15:22 2003 From: gianni at basicrps.com (Gianni) Date: Wed, 2 Apr 2003 11:15:22 +0200 Subject: [RQ-Rules] Non-Gloranthan Bestiaries References: <000601c2f85c$b9070580$df0a0a0a@dohealth.com> Message-ID: <005801c2f8f8$63ac4f90$9002600a@otvfrap043> Hello > When I played RQ, we played it as a fantasy game. Isn't that > what it was intended to be? To me, that means anything is possible, in > any setting you happen to play it in. Why does a Jack O'Bear fit into > Glorantha but not in another world? Or Gorp, or Broo, etc. Well, if you don't have the same kind of Chaos as in Glorantha I feel they're out of place. > That line > of thinking just doesn't make sense to me. Fantasy creatures belong in > pretty much any fantasy setting, and even cross-genre creatures don't > look out of place. Bring on the Aliens, the Cthulhu, etc. I'm not > going to touch that D&D comment. I thought we had all moved beyond > that. It depends on your style of rolegaming. If you rolegame in the 'high fantasy' genre (i.e., ? la D&D), anything goes. I am not criticising it, after all we're talking GAMES here. But if you rolegame in the 'immersive' or 'culture game' style then you want to be careful as to what kind of creature you are introducing. I was unaware of the appendix to RQIII Tony Den mentioned. I'll have to check it out. Gianni webmaster of basicrps.com > > Rich Allen > > > > Gianni > > > > I was wondering... Apparently a lot of you guys on the list play RQ in > > Non-Gloranthan settings. The problem is -- What kind of > > creatures do you > > use? > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From stolenbjorn at hotmail.com Wed Apr 2 19:24:56 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 02 Apr 2003 09:24:56 +0000 Subject: [RQ-Rules] Houserules = No Trouble With Shamans + other problems Message-ID: >According to the rules the shaman has a chance of being encountered by >a randomly-determined spirit which is (if I recall correctly) equal to the >combined POW of himself and his fetch. A shaman of more than a year >or twoof experience is likely to have a combined POW of 25 at least, >meaning that there is a 25% chance each day of being approached or >attacked by a random spirit.  There's in my oppinion another problem I haven't been able to figure out. (-Perhaps because I'm Norwegian and english isn't my native language?) That is: what's the point with a summon skill and a summon spell? I've given up understanding the rules, and have made a houserule: You have to roll for both the summon skill and summon spell when summoning somthing. The summon skill is to decide wether you actually manage to summon somthing, the spellroll is to be able to summon what you want. Thus the problem with the rule as you portray it is eliminated with my Houserule. With my rule, the less experienced a shaman is, the greater the chanse is for an unexpected encounter with spirits. -And the rookies are very likely to have a mentor around to save the day. >What sorts of experiences have other people had roleplaying or GMing >shamans? I'm curious. I GM with a shaman apprentice player, and yesterday, he managed a draw in spirit combat! They both reduced eachother to 0MP the same round. What do you do (as GM) then? Allso I let a Mostali lend him a belt with 6MP's stored to give him somthing to bolster his MP storage with during the spirit combat. I think that was kind of nice of me, but then again, I'm a nice GM... ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From gianni at basicrps.com Wed Apr 2 19:42:24 2003 From: gianni at basicrps.com (Gianni) Date: Wed, 2 Apr 2003 11:42:24 +0200 Subject: [RQ-Rules] Non-Gloranthan Bestiaries References: <3816.196.8.104.31.1049260044.squirrel@mail.wack.co.za> Message-ID: <007801c2f8fc$2a653cc0$9002600a@otvfrap043> > Also, I have a few home grown creatures on my site - comments/critisism > will be much appreciated: > http://www.runequest.za.org/article/archive/8/ I like the creatures from G?e... I guess I could re-use the Goblyn and the Land Dragon. > I also found a site with a full list of all RQ creatures and where to find > them, may be of help: > > http://karamo.nexenservices.com/glowar/beastbib.htm Thanks for the link! Gianni webmaster of basicrps.com From rico at ricosweb.com Thu Apr 3 00:29:10 2003 From: rico at ricosweb.com (Rich Allen) Date: Wed, 2 Apr 2003 07:29:10 -0700 Subject: [RQ-Rules] Non-Gloranthan Bestiaries In-Reply-To: <005801c2f8f8$63ac4f90$9002600a@otvfrap043> Message-ID: <000201c2f924$39dda0c0$df0a0a0a@dohealth.com> > > Glorantha but not in another world? Or Gorp, or Broo, etc. > > Well, if you don't have the same kind of Chaos as in Glorantha I feel > they're out of place. My old RQ campaign world's chaos worked pretty much by the rules of RQ, which makes it compatible with Glorantha I suppose. The world also had Griffon Mountain pretty much exactly as it appeared in Glorantha, but I didn't have Lunars, or Prax, etc. There were many more differences than similarities, but it was still RQ. > It depends on your style of rolegaming. If you rolegame in the 'high > fantasy' genre (i.e., ? la D&D), anything goes. I am not > criticising it, > after all we're talking GAMES here. But if you rolegame in > the 'immersive' > or 'culture game' style then you want to be careful as to what kind of > creature you are introducing. Hmm. That assumes you can't have an immersive high fantasy setting and I don't agree with that. It would seem to me that a world that is so closely tied to Chaos would have the possibility of lots of unique creatures from just about any genre! However, I don't enjoy the immersive style of roleplay, so I can't really say if my ideas of creature suitability are compatible with yours or not. I apologize for the knee-jerk reaction regarding your D&D comment. I enjoy D&D, and RQ, and many other RPGs; for me, the enjoyment is in the friendships and the adventures, not in the roleplay. Rich Allen From MurfNMurf at aol.com Thu Apr 3 04:42:29 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Wed, 2 Apr 2003 13:42:29 EST Subject: [RQ-Rules] RQ Beasties Message-ID: <113.21475563.2bbc8915@aol.com> I've always liked Goblins-proper. Not Tolkien's ones. You know, the ones that're sometimes goofy, sometimes scary, sometimes noble, sometimes contrary, and sometimes a mix of all 4. In various folklore sources I'd found them to have a pretty bewildering range of different sizes and abilities (In addition to the images in Rodney Mathews' posters from the early 80s) To reflect this, I'd *originially* used Trollkin, plus RQ3's three different sizes of Orc to provide an interesting range of stats and sizes. This, however, effectively led to there being four different 'breeds' of Goblin. Something I didn't really care for. Then I found the stats for Goblins in the CoC 'Dreamlands' book, where their STR and SIZ were each rolled up using 1D20 (or was it 2D10?). I liked the more random and wide-open feel this provided, and so, my RQ Goblins (who pretty much range the great Old Forest of Prydain) have received a reworking, and are now generated like their CoC cousins :) -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From DevinC at aol.com Thu Apr 3 04:42:36 2003 From: DevinC at aol.com (DevinC at aol.com) Date: Wed, 02 Apr 2003 13:42:36 -0500 Subject: [RQ-Rules] Non-Gloranthan Bestiaries Message-ID: <4790CCE4.18B37EFE.00047AF1@aol.com> In a message dated 4/1/2003 4:44:48 AM Eastern Standard Time, gianni at basicrps.com writes: > And rightly so, since I believe creatures > must be closely linked to a given setting's atmosphere, > unless you favour a > D&Dish approach to role playing. Uncalled for. Devin From slposey at concentric.net Thu Apr 3 05:48:38 2003 From: slposey at concentric.net (Stephen Posey) Date: Wed, 02 Apr 2003 12:48:38 -0700 Subject: [RQ-Rules] RQ Beasties References: <113.21475563.2bbc8915@aol.com> Message-ID: <3E8B3E96.9090805@concentric.net> MurfNMurf at aol.com wrote: > I've always liked Goblins-proper. Not Tolkien's ones. You know, the ones > that're sometimes goofy, sometimes scary, sometimes noble, sometimes > contrary, and sometimes a mix of all 4. > In various folklore sources I'd found them to have a pretty bewildering > range of different sizes and abilities (In addition to the images in Rodney > Mathews' posters from the early 80s) > To reflect this, I'd *originially* used Trollkin, plus RQ3's three > different sizes of Orc to provide an interesting range of stats and sizes. > This, however, effectively led to there being four different 'breeds' of > Goblin. Something I didn't really care for. > Then I found the stats for Goblins in the CoC 'Dreamlands' book, where > their STR and SIZ were each rolled up using 1D20 (or was it 2D10?). I liked > the more random and wide-open feel this provided, and so, my RQ Goblins (who > pretty much range the great Old Forest of Prydain) have received a reworking, > and are now generated like their CoC cousins :) "Prydain" as in Lloyd Alexander's Taran books? Stephen Posey slposey at concentric.net From MurfNMurf at aol.com Thu Apr 3 09:24:30 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Wed, 2 Apr 2003 18:24:30 EST Subject: [RQ-Rules] RQ Beasties Message-ID: <2f.3774a7aa.2bbccb2e@aol.com> In a message dated 4/2/2003 1:49:49 PM Central Standard Time, slposey at concentric.net writes: > "Prydain" as in Lloyd Alexander's Taran books? > Yup. Though Alexander's books are derivitive of earlier epic era stuff. While my campaign was centered for the most part on Ireland, there were always side trips to nearby Prydain. To keep pesky mapping chores to a minimum, I decided to only work up a couple of areas (Whales and Cornwall's ancient equivalents), and have the rest of England covered almost entirely of ancient-growth forest :) -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From slposey at concentric.net Thu Apr 3 10:11:53 2003 From: slposey at concentric.net (Stephen Posey) Date: Wed, 02 Apr 2003 17:11:53 -0700 Subject: [RQ-Rules] RQ Beasties References: <2f.3774a7aa.2bbccb2e@aol.com> Message-ID: <3E8B7C49.5020207@concentric.net> MurfNMurf at aol.com wrote: > In a message dated 4/2/2003 1:49:49 PM Central Standard Time, > slposey at concentric.net writes: > >>"Prydain" as in Lloyd Alexander's Taran books? > > Yup. Though Alexander's books are derivitive of earlier epic era stuff. > While my campaign was centered for the most part on Ireland, there were > always side trips to nearby Prydain. To keep pesky mapping chores to a > minimum, I decided to only work up a couple of areas (Whales and Cornwall's > ancient equivalents), and have the rest of England covered almost entirely of > ancient-growth forest :) Cool, have you spec'ed out any of the critters from the books? In particular Llyan the giant cat? Or the Cauldron Born? Stephen Posey slposey at concentric.net From gerall at chromebob.com Thu Apr 3 10:16:19 2003 From: gerall at chromebob.com (Gerall Kahla) Date: Wed, 02 Apr 2003 18:16:19 -0600 Subject: [RQ-Rules] The Trouble With Shamans In-Reply-To: <13289.216.118.190.11.1049230472.squirrel@webmail> References: <13289.216.118.190.11.1049230472.squirrel@webmail> Message-ID: <3E8B7D53.1010603@chromebob.com> Peter Maranci wrote: [snip] > So either A) most shamans don't live very long, or B) > beings of godlike > power tend to be fairly easy to deal with. I played a shaman for a number of years (about 5-6 years, real time), and I had my share of chance encounters. However, I will admit that the referee didn't expose me to this frequency of encounter. Maybe three random encounters per game year, max. While I am no longer in touch with that particular referee, I will say that when the tables and charts didn't suit his purposes, he pitched their results out the window. He had a simple test for a neutral encounter (of any sort - wandering critter or random spirit): He would roll 1d10. High was good for the PCs, low was bad. The higher the better. The lower the worse! I only ever encountered one divine power - Firshalla from the Griffin Mountain setting. She liked me immediately (and wanting followers) granted me a one-shot DI if I would build another shrine to her. I did, and almost changed gender permanently when I called in her favor! My shaman decided to spread the word about her, and eventually became a full priest of her (very small) cult. > Apart from that, I remember that GMing a shaman was really > pretty > annoying. We spent a grossly disproportional amount of > time resolving his > frequent random encounters with spirits. Roll less often for encounters. As referee, you can decree that (due to the lasting peace the area has know before the Evil that the characters are here to thwart arrived), people's spirits are resting peacefully, thank-you-very-much. Anything of the sort should do. > What sorts of experiences have other people had > roleplaying or GMing > shamans? I'm curious. My shaman character originally sought his shamantic training to communicate with his family... He was the last of his tribe due to the genocidal tendencies of a particular runepriest of Thed. Even with the gnarly disease spirits that constantly beset the party, we never had spirit encounters bog down the overall story or pace of the game... -- Gerall Kahla, he who codes -- From dungeon_dweller at earthlink.net Thu Apr 3 10:39:48 2003 From: dungeon_dweller at earthlink.net (DG) Date: Wed, 2 Apr 2003 19:39:48 -0500 Subject: [RQ-Rules] Newbie + US? References: <2f.3774a7aa.2bbccb2e@aol.com> <3E8B7C49.5020207@concentric.net> Message-ID: <000b01c2f979$8982b980$5653f4d1@thewatst> Hi, I am new to this list, and just got addicted to Runequest. Really addicted. How many of you are from the US? From alanchambers at attbi.com Thu Apr 3 11:33:43 2003 From: alanchambers at attbi.com (Alan Chambers) Date: Wed, 2 Apr 2003 20:33:43 -0500 Subject: [RQ-Rules] Newbie + US? References: <2f.3774a7aa.2bbccb2e@aol.com> <3E8B7C49.5020207@concentric.net> <000b01c2f979$8982b980$5653f4d1@thewatst> Message-ID: <01a201c2f981$1048d060$84446218@se1.client2.attbi.com> ----- Original Message ----- From: "DG" To: Sent: Wednesday, April 02, 2003 7:39 PM Subject: [RQ-Rules] Newbie + US? > Hi, > I am new to this list, and just got addicted to Runequest. Really addicted. > How many of you are from the US? > From my assumptions, this game is more popular in the European Countries? > I'm from just north of Atlanta, Georgia. Where are you? Alan From MurfNMurf at aol.com Thu Apr 3 13:12:14 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Wed, 2 Apr 2003 22:12:14 EST Subject: [RQ-Rules] RQ Beasties Message-ID: <19a.12d9332a.2bbd008e@aol.com> In a message dated 4/2/2003 6:14:37 PM Central Standard Time, slposey at concentric.net writes: > Cool, have you spec'ed out any of the critters from the books? > > In particular Llyan the giant cat? Or the Cauldron Born? > I read Alexander's source material, 'The Mabbiongion' (sic?) some years ago, so characters in the original or his version are spotty at best to me (though my 3yr old and I *did* watch 'The Black Cauldron' last month). Guess I'll have to dig up my notes maybe... I couldn't tell you about Llyan the Gaint Cat, but I *did* do a write-up of Irusan, the King of all the Cats in Ireland sometime back. You aught to be able to find it in the RQ Rules archives. I'm guessing Irusan in all likelyhood, will be pretty close to this Llyan :) Best. -Ken Murphy- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From MurfNMurf at aol.com Thu Apr 3 13:13:21 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Wed, 2 Apr 2003 22:13:21 EST Subject: [RQ-Rules] Newbie + US? Message-ID: <107.2178b629.2bbd00d1@aol.com> Jackson, MS here. But originally from Orange, CA. -Ken Murphy- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From jgould at io.com Thu Apr 3 14:01:01 2003 From: jgould at io.com (Jim Gould) Date: Wed, 2 Apr 2003 22:01:01 -0600 Subject: [RQ-Rules] Newbie + US? In-Reply-To: <000b01c2f979$8982b980$5653f4d1@thewatst> References: <2f.3774a7aa.2bbccb2e@aol.com> <3E8B7C49.5020207@concentric.net> Message-ID: > Hi, > I am new to this list, and just got addicted to Runequest. Really addicted. > How many of you are from the US? One here. Austin, Texas. Welcome to the addiction!. "Dammit" Jim Gould jgould at io.com From dungeon_dweller at earthlink.net Thu Apr 3 14:20:01 2003 From: dungeon_dweller at earthlink.net (DD) Date: Wed, 2 Apr 2003 23:20:01 -0500 Subject: [RQ-Rules] Newbie + US? References: <107.2178b629.2bbd00d1@aol.com> Message-ID: <001401c2f998$4d435a00$24379d40@thewatst> Well, the First State here, Dover, Delaware... I guess there is some players here in the States. Thanks for replying... From slposey at concentric.net Thu Apr 3 14:25:48 2003 From: slposey at concentric.net (Stephen Posey) Date: Wed, 02 Apr 2003 21:25:48 -0700 Subject: [RQ-Rules] Newbie + US? References: <2f.3774a7aa.2bbccb2e@aol.com> <3E8B7C49.5020207@concentric.net> <000b01c2f979$8982b980$5653f4d1@thewatst> Message-ID: <3E8BB7CC.AE1B1926@concentric.net> DG wrote: > > Hi, > I am new to this list, and just got addicted to Runequest. Really addicted. > How many of you are from the US? Colorado Springs, CO Stephen Posey slposey at concentric.net From lancelot at inetnebr.com Thu Apr 3 17:11:17 2003 From: lancelot at inetnebr.com (lance dyas) Date: Wed, 02 Apr 2003 23:11:17 -0800 Subject: [RQ-Rules] Newbie + US? In-Reply-To: <000b01c2f979$8982b980$5653f4d1@thewatst> References: <2f.3774a7aa.2bbccb2e@aol.com> <3E8B7C49.5020207@concentric.net> <000b01c2f979$8982b980$5653f4d1@thewatst> Message-ID: <3E8BDE95.4030702@inetnebr.com> DG wrote: >Hi, >I am new to this list, and just got addicted to Runequest. Really addicted. >How many of you are from the US? >>From my assumptions, this game is more popular in the European Countries? > > I come to it from StormBringer but.... Hello, I'm a recovering Nebraskan...... Lance "whose sense of humor is weirder tonight" Dyas From rog_benham at hotmail.com Thu Apr 3 17:07:05 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Thu, 03 Apr 2003 08:07:05 +0100 Subject: [RQ-Rules] RQ Beasties Message-ID: "Whales?"  Wales! >From: MurfNMurf at aol.com >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com >Subject: Re: [RQ-Rules] RQ Beasties >Date: Wed, 2 Apr 2003 18:24:30 EST > >In a message dated 4/2/2003 1:49:49 PM Central Standard Time, >slposey at concentric.net writes: > > > > "Prydain" as in Lloyd Alexander's Taran books? > > > Yup. Though Alexander's books are derivitive of earlier epic era stuff. > While my campaign was centered for the most part on Ireland, there were >always side trips to nearby Prydain. To keep pesky mapping chores to a >minimum, I decided to only work up a couple of areas (Whales and Cornwall's >ancient equivalents), and have the rest of England covered almost entirely of >ancient-growth forest :) > -Ken- > > > >--- StripMime Report -- processed MIME parts --- >multipart/alternative > text/plain (text body -- kept) > text/html >--- >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ Express yourself with cool emoticons. Get ------------------------------------------ MSN Messenger ------------------------------------------ today. ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From kruch7 at cox.net Thu Apr 3 17:40:57 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Thu, 3 Apr 2003 02:40:57 -0500 Subject: [RQ-Rules] Newbie + US? References: <107.2178b629.2bbd00d1@aol.com> Message-ID: <005a01c2f9b4$5d5adaa0$6f7ba8c0@kenneith93j41k> Virginia beach VA, Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: To: Sent: Wednesday, April 02, 2003 10:13 PM Subject: Re: [RQ-Rules] Newbie + US? > Jackson, MS here. But originally from Orange, CA. > -Ken Murphy- > > > --- StripMime Report -- processed MIME parts --- > multipart/alternative > text/plain (text body -- kept) > text/html > --- > _______________________________________________ > 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 Apr 3 19:13:05 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Thu, 3 Apr 2003 10:13:05 +0100 (BST) Subject: [RQ-Rules] Re: The Trouble With Shamans In-Reply-To: <20030403001302.5E6D04C4A9@thinbits.com> Message-ID: <20030403091305.22279.qmail@web9603.mail.yahoo.com> Peter Maranci: > I've been re-reading some of those great old RQ2 supplements (they still > amaze me) and catching up on some old email, when I had to answer a > question. I'd written years ago that the shaman rules in RQIII were more > broken than the sorcery rules, and now I had to defend that. Shamans in RQ3 are quite weak. That's why I beefed them up for my campaign. > The funny thing is that it's not that hard to find the point where the > rules broke down. I don't have access to the rulebook this minute, so my > recollection may be a bit off, but when I did have the book I clearly > remember seeing this problem. > > According to the rules the shaman has a chance of being encountered by a > randomly-determined spirit which is (if I recall correctly) equal to the > combined POW of himself and his fetch. A shaman of more than a year or two > of experience is likely to have a combined POW of 25 at least, meaning > that there is a 25% chance each day of being approached or attacked by a > random spirit. > > But on the random spirit table, there is a 1% chance of encountering a > being of godlike power. Which means that for the average shaman, in 400 > days the chances are excellent that they will meet one of these > overwhelming spirit entities. > > So either A) most shamans don't live very long, or B) beings of godlike > power tend to be fairly easy to deal with. > > Apart from that, I remember that GMing a shaman was really pretty > annoying. We spent a grossly disproportional amount of time resolving his > frequent random encounters with spirits. > > What sorts of experiences have other people had roleplaying or GMing > shamans? I'm curious. If you think about it, these encounters are the Shaman attracting spirits because of his powerful aura. It all depends where the shaman is as to what spirits he can encounter. A shaman on the Mundane Plane is unlikely to meet a deity, no matter what the encounter tables say. Even if the GM is strict and adheres to the letter of the law, it doesn't say what the deity is. A "Godlike" spirit may be a Hero, demigod, demon, powerful spirit, Temple Guardian, a Nymph or similar nature spirit, for instance. Not all of these encounters will be hostile, not all will require roleplay. A shaman walking through an Aldryami forest will probably encounter dryads or other forest spirits, one walking through the Marsh will encounter chaos spirits or Waha spirits, one walking through Boldhome would likely encounter Temple Guardians or clan spirits. On the subject of the random encounters with spirits, I would say that a shaman can ignore encounters with minor spirits - he says "boo" and they run off. Depending on where the shaman is, the encounters might be run, in case the spirits are scouts or spies or if the shaman wants to bind them, question them or make friends with them. I personally do not like the encounter tables as they are written. They take no account of the different spirit population of different areas. A spirit encounter in the middle of an Aldryami forest will be different to one in the middle of the Upland Marsh or in Pent. What we need is a series of encounter tables, similar to the ones for different areas in RQ2, but specifically for spirits. Simon (Phipp not Hibbs, Philips or Pipp) __________________________________________________ Yahoo! Plus For a better Internet experience http://www.yahoo.co.uk/btoffer From stolenbjorn at hotmail.com Thu Apr 3 19:18:19 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Thu, 03 Apr 2003 09:18:19 +0000 Subject: [RQ-Rules] The Trouble With Shamans Message-ID: >My shaman character originally sought his shamantic training to >communicate with his family... He was the last of his tribe due to >the genocidal tendencies of a particular runepriest of Thed. Even >with the gnarly disease spirits that constantly beset the party, we >never had spirit encounters bog down the overall story or pace of >the game... Cool! That's allmost an identical background to "Urrul's"-The basmoli shaman apprentice. His mentor is "Grandfather-Bone", an ancestor spirit he summons for advice from time to time -allmost like studying via internet with a professor in a University. Urrul's tribe was done in by a troop of sable-riders, and as far as he knows the rest of the tribe didn't make it as they scattered... ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Thu Apr 3 19:27:34 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Thu, 03 Apr 2003 09:27:34 +0000 Subject: [RQ-Rules] Re:-wise handeling of "The Trouble With Shamans" Message-ID: >From: Simon Phipp Hear-hear! Very wise sayings, it's occational mails like this one that defends the time I spend on the job reading them ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Thu Apr 3 19:32:32 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Thu, 03 Apr 2003 09:32:32 +0000 Subject: [RQ-Rules] Warning, OFF TOPIC!!! Message-ID: I found this mail on a laiv-webring in Norway, and since it's so many americans on this ring, I had to post it here. (We take you now to the Oval Office.) George: Condi! Nice to see you. What's happening? Condi: Sir, I have the report here about the new leader of China. George: Great. Lay it on me. Condi: Hu is the new leader of China. George: That's what I want to know. Condi: That's what I'm telling you. George: That's what I'm asking you. Who is the new leader of China? Condi: Yes. George: I mean the fellow's name. Condi: Hu. George: The guy in China. Condi: Hu. George: The new leader of China. Condi: Hu. George: The Chinaman! Condi: Hu is leading China. George: Now whaddya' asking me for? Condi: I'm telling you Hu is leading China. George: Well, I'm asking you. Who is leading China? Condi: That's the man's name. George: That's whose name? Condi: Yes. George: Will you or will you not tell me the name of the new leader of China? Condi: Yes, sir. George: Yassir? Yassir Arafat is in China? I thought he was in the Middle East. Condi: That's correct. George: Then who is in China? Condi: Yes, sir. George: Yassir is in China? Condi: No, sir. George: Then who is? Condi: Yes, sir. George: Yassir? Condi: No, sir. George: Look, Condi. I need to know the name of the new leader of China. Get me the Secretary General of the U.N. on the phone. Condi: Kofi? George: No, thanks. Condi: You want Kofi? George: No. Condi: You don't want Kofi. George: No. But now that you mention it, I could use a glass of milk. And then get me the U.N. Condi: Yes, sir. George: Not Yassir! The guy at the U.N. Condi: Kofi? George: Milk! Will you please make the call? Condi: And call who? George: Who is the guy at the U.N? Condi: Hu is the guy in China. George: Will you stay out of China?! Condi: Yes, sir. George: And stay out of the Middle East! Just get me the guy at the U.N. Condi: Kofi. George: All right! With cream and two sugars. Now get on the phone. (Condi picks up the phone.) Condi: Rice, here. George: Rice? Good idea. And a couple of egg rolls, too. Maybe we should send some to the guy in China. And the Middle East. Can you get Chinese food in the Middle East? ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Thu Apr 3 19:36:12 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Thu, 03 Apr 2003 09:36:12 +0000 Subject: [RQ-Rules] Please endulge me... Message-ID: ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From talmeta at talmeta.net Thu Apr 3 21:19:17 2003 From: talmeta at talmeta.net (Tal Meta) Date: Thu, 03 Apr 2003 06:19:17 -0500 Subject: [RQ-Rules] Newbie + US? References: <107.2178b629.2bbd00d1@aol.com> Message-ID: <3E8C18B5.2090705@talmeta.net> Browns Mills, NJ, here. -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - I went to see my doctor. "Doctor, every morning when I get up and look in the mirror... I feel like throwing up; What's wrong with me?" He said..."I don't know but your eyesight is perfect." From jurrubin at earthlink.net Thu Apr 3 22:29:39 2003 From: jurrubin at earthlink.net (D. Smart) Date: Thu, 03 Apr 2003 06:29:39 -0600 Subject: [RQ-Rules] Newbie + US? References: <107.2178b629.2bbd00d1@aol.com> <3E8C18B5.2090705@talmeta.net> Message-ID: <3E8C2933.3050908@earthlink.net> Plano, TX myself. David Smart From jurrubin at earthlink.net Thu Apr 3 22:41:37 2003 From: jurrubin at earthlink.net (D. Smart) Date: Thu, 03 Apr 2003 06:41:37 -0600 Subject: [RQ-Rules] Warning, OFF TOPIC!!! References: Message-ID: <3E8C2C01.3070109@earthlink.net> ROFLMAO! Thank you, Bjorn; This is great! David Smart Bjorn Stolen wrote: >I found this mail on a laiv-webring in Norway, and since it's so many americans on this ring, I had to post it here. > > >(We take you now to the Oval Office.) > >George: Condi! Nice to see you. What's happening? > >Condi: Sir, I have the report here about the new leader of China. > >George: Great. Lay it on me. > >Condi: Hu is the new leader of China. > >George: That's what I want to know. > >Condi: That's what I'm telling you. > >George: That's what I'm asking you. Who is the new leader of China? > >Condi: Yes. > >George: I mean the fellow's name. > >Condi: Hu. > >George: The guy in China. > >Condi: Hu. > >George: The new leader of China. > >Condi: Hu. > >George: The Chinaman! > >Condi: Hu is leading China. > >George: Now whaddya' asking me for? > >Condi: I'm telling you Hu is leading China. > >George: Well, I'm asking you. Who is leading China? > >Condi: That's the man's name. > >George: That's whose name? > >Condi: Yes. > >George: Will you or will you not tell me the name of the new > >leader of China? > >Condi: Yes, sir. > >George: Yassir? Yassir Arafat is in China? I thought he was in the > >Middle East. > >Condi: That's correct. > >George: Then who is in China? > >Condi: Yes, sir. > >George: Yassir is in China? > >Condi: No, sir. > >George: Then who is? > >Condi: Yes, sir. > >George: Yassir? > >Condi: No, sir. > >George: Look, Condi. I need to know the name of the new leader > >of China. Get me the Secretary General of the U.N. on the phone. > >Condi: Kofi? > >George: No, thanks. > >Condi: You want Kofi? > >George: No. > >Condi: You don't want Kofi. > >George: No. But now that you mention it, I could use a glass of > >milk. And then get me the U.N. > >Condi: Yes, sir. > >George: Not Yassir! The guy at the U.N. > >Condi: Kofi? > >George: Milk! Will you please make the call? > >Condi: And call who? > >George: Who is the guy at the U.N? > >Condi: Hu is the guy in China. > >George: Will you stay out of China?! > >Condi: Yes, sir. > >George: And stay out of the Middle East! Just get me the guy at the U.N. > >Condi: Kofi. > >George: All right! With cream and two sugars. Now get on the phone. > >(Condi picks up the phone.) > >Condi: Rice, here. > >George: Rice? Good idea. And a couple of egg rolls, too. Maybe >we should send some to the guy in China. And the Middle East. Can you get Chinese food in the Middle East? > > > > > >------------------------------------------ > >------------------------------------------ > > >--- StripMime Report -- processed MIME parts --- >text/html (html body -- converted) >--- >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules > > > From aescleal at btinternet.com Thu Apr 3 22:43:45 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Thu, 3 Apr 2003 13:43:45 +0100 (BST) Subject: [RQ-Rules] RQ Beasties Message-ID: <6053091.1049373825615.JavaMail.root@127.0.0.1> Au contraire - he's actually got a map of an Ancient Whale. How do you think Jonah got out without a map. Cheers, Ash > from: Roger Benham > date: Thu, 03 Apr 2003 08:07:05 > to: rq-rules at crashbox.com > subject: Re: [RQ-Rules] RQ Beasties > > > "Whales?"? Wales! > > > > > > >From: MurfNMurf at aol.com > > >Reply-To: rq-rules at crashbox.com > > >To: rq-rules at crashbox.com > > >Subject: Re: [RQ-Rules] RQ Beasties > > >Date: Wed, 2 Apr 2003 18:24:30 EST > > > > > >In a message dated 4/2/2003 1:49:49 PM Central Standard Time, > > >slposey at concentric.net writes: > > > > > > > > > > "Prydain" as in Lloyd Alexander's Taran books? > > > > > > > Yup. Though Alexander's books are derivitive of earlier epic era stuff. > > > While my campaign was centered for the most part on Ireland, there were > > >always side trips to nearby Prydain. To keep pesky mapping chores to a > > >minimum, I decided to only work up a couple of areas (Whales and Cornwall's > > >ancient equivalents), and have the rest of England covered almost entirely of > > >ancient-growth forest :) > > > -Ken- > > > > > > > > > > > >--- StripMime Report -- processed MIME parts --- > > >multipart/alternative > > > text/plain (text body -- kept) > > > text/html > > >--- > > >_______________________________________________ > > >RQ-Rules mailing list > > >RQ-Rules at crashbox.com > > >http://www.crashbox.com/rq-rules > > >http://www.crashbox.com/mailman/listinfo/rq-rules > > > > > ------------------------------------------ > Express yourself with cool emoticons. Get > ------------------------------------------ > MSN Messenger > ------------------------------------------ > today. > ------------------------------------------ > > > --- StripMime Report -- processed MIME parts --- > text/html (html body -- converted) > --- > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From rog_benham at hotmail.com Thu Apr 3 22:48:30 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Thu, 03 Apr 2003 13:48:30 +0100 Subject: [RQ-Rules] RQ Beasties Message-ID: Now that I'd like to see: the Baleen Heights, the Greater Fluke Mountains, the Lesser Blubber Marshes... >From: aescleal at btinternet.com >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com, rq-rules at crashbox.com >Subject: Re: [RQ-Rules] RQ Beasties >Date: Thu, 3 Apr 2003 13:43:45 +0100 (BST) > >Au contraire - he's actually got a map of an Ancient Whale. How do you think Jonah got out without a map. > >Cheers, > >Ash > > > from: Roger Benham > > date: Thu, 03 Apr 2003 08:07:05 > > to: rq-rules at crashbox.com > > subject: Re: [RQ-Rules] RQ Beasties > > > > > > "Whales?"  Wales! > > > > > > > > > > > > >From: MurfNMurf at aol.com > > > > >Reply-To: rq-rules at crashbox.com > > > > >To: rq-rules at crashbox.com > > > > >Subject: Re: [RQ-Rules] RQ Beasties > > > > >Date: Wed, 2 Apr 2003 18:24:30 EST > > > > > > > > > >In a message dated 4/2/2003 1:49:49 PM Central Standard Time, > > > > >slposey at concentric.net writes: > > > > > > > > > > > > > > > > "Prydain" as in Lloyd Alexander's Taran books? > > > > > > > > > > > Yup. Though Alexander's books are derivitive of earlier epic era stuff. > > > > > While my campaign was centered for the most part on Ireland, there were > > > > >always side trips to nearby Prydain. To keep pesky mapping chores to a > > > > >minimum, I decided to only work up a couple of areas (Whales and Cornwall's > > > > >ancient equivalents), and have the rest of England covered almost entirely of > > > > >ancient-growth forest :) > > > > > -Ken- > > > > > > > > > > > > > > > > > > > >--- StripMime Report -- processed MIME parts --- > > > > >multipart/alternative > > > > > text/plain (text body -- kept) > > > > > text/html > > > > >--- > > > > >_______________________________________________ > > > > >RQ-Rules mailing list > > > > >RQ-Rules at crashbox.com > > > > >http://www.crashbox.com/rq-rules > > > > >http://www.crashbox.com/mailman/listinfo/rq-rules > > > > > > > > > > ------------------------------------------ > > Express yourself with cool emoticons. Get > > ------------------------------------------ > > MSN Messenger > > ------------------------------------------ > > today. > > ------------------------------------------ > > > > > > --- StripMime Report -- processed MIME parts --- > > text/html (html body -- converted) > > --- > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://www.crashbox.com/rq-rules > > http://www.crashbox.com/mailman/listinfo/rq-rules > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ Message your friends in real time - and for free. ------------------------------------------ Get MSN Messenger today! ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From Nick.Middleton at invensys.com Thu Apr 3 23:30:35 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Thu, 3 Apr 2003 14:30:35 +0100 Subject: [RQ-Rules] RQ Beasties Message-ID: >Now that I'd like to see: the Baleen Heights, the Greater Fluke Mountains, the Lesser Blubber Marshes... Actually, there is a whole weird campaign there (perhaps for Elric/Stormbringer/Magic World): Epic Adventures in the Belly of the Beast... literally. Imagine a Leviathan sized creature that swallows villages whole, but folk a resilient and some will survive, learning to navigate the raging torrent of the Blood Stream, find ways to survive the Gastric Seas... Wasn't there a bizarre early Hercules TVM starring Kevin Sorbo and Renee O'Connor (later Gabriel in Xena) in which they get swallowed by some enormous sea-serpent thing? Not to mention the wonderful sequence in Gillingham's Baron Munchhausen. Hmm... Nick Middleton From peter at maranci.net Fri Apr 4 00:19:38 2003 From: peter at maranci.net (Peter Maranci) Date: Thu, 3 Apr 2003 09:19:38 -0500 (EST) Subject: [RQ-Rules] Newbie + US? In-Reply-To: <20030403122802.725154C4A6@thinbits.com> References: <20030403122802.725154C4A6@thinbits.com> Message-ID: <12937.216.118.190.11.1049379578.squirrel@webmail> I live in Woonsocket, Rhode Island. But my half my heart (and my job) are in Boston, Massachusetts. And personally, I like the Prydain books quite a lot, and would love to see RQ rules or stats for it. I was thinking of doing the same thing for Lawrence Watt-Evans' Lords of Dus series; maybe someday. Oh, I just sent out an update email to my web site mailing list, and got a lot of bounces (including from Greg, whose Chaosium address is apparently no longer valid); if you're on that list and didn't get the email, odds are your address bounced sometime and I took it off the list. Drop me a line. ->Peter ---------------------------------------------------------------------- Peter Maranci peter at maranci.net Woonsocket, RI Come to Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm From MurfNMurf at aol.com Fri Apr 4 01:00:33 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Thu, 3 Apr 2003 10:00:33 EST Subject: [RQ-Rules] RQ Beasties Message-ID: <12a.26e7b01d.2bbda691@aol.com> In a message dated 4/3/2003 1:08:39 AM Central Standard Time, rog_benham at hotmail.com writes: > "Whales?"  Wales! > Lol! You know, right before I typed that, I stopped and thought "Hey, I don't want to goof this up. I'd better spell it right!". At which point I then decided that Wales *did* in fact have an H in it anyway---Do'! Feeling like a big goof. -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From morrell at keme.co.uk Fri Apr 4 00:24:24 2003 From: morrell at keme.co.uk (Christopher Morrell) Date: Thu, 03 Apr 2003 15:24:24 +0100 Subject: [RQ-Rules] RQ-D20 Message-ID: I have been looking into doing a Gloranthan based D20 system. I have already established the following, comments welcome: No Attack Bonus - you now have Weapon skills, Dodge (replacing AC), and Shield. Armor absorbs damage. You can Parry with a weapon once in a round, and can buy additional Parry's as per KoK's feat. Dodge allows you to maintain a "AC" versus one opponent. Additional targets to dodge reduce the effective AC. Classes available are: Follower [Initiate], Mystic [Shaman], Maker [Crafter], Champion [Knight], Master [Leader], Wanderer [Ranger], Holder [Advisor], Outsider [Trickster], Warder [Hunter], Destroyer [Berserk.] These are enhanced by the old 2nd edition Kits, so a Champion/Follower would actually be a Humakti Initiate Weaponsthane. These classes are taken from aspects of the Lightbringers. - Chris From morrell at keme.co.uk Fri Apr 4 00:25:10 2003 From: morrell at keme.co.uk (Christopher Morrell) Date: Thu, 03 Apr 2003 15:25:10 +0100 Subject: [RQ-Rules] RQ-D20 Message-ID: Part 2: Everyone gets Magic Points, certain classes give a lot more than others. Everyone can learn a certain limit of Arcane magic, and cast this using their Magic Points. Followers, those with divine magic access, can also cast Divine Magic. Divine Magic is prayed for in advance at the local temple, and remains available until used. The Magic Points are used upon praying, and will not return until the spell is released. Priests (a kit obtained more through role-plying than level gain) get the Domain spells as once per day powers. Languages are now Speak & R/W skills. Therefore all classes gain a lot more Skill Points to spend, given that Weapon skills are also bought with these points. - Chris From morrell at keme.co.uk Fri Apr 4 00:25:57 2003 From: morrell at keme.co.uk (Christopher Morrell) Date: Thu, 03 Apr 2003 15:25:57 +0100 Subject: [RQ-Rules] RQ-20 3 Message-ID: Part 3: Divine Intervention is carried out by a D20 roll, and the shortfall is made up by a sacrifice of Magic Points. These MP's are lost permanently. Priests can buy a Feat called Divine Aid which is much like the old RQ 2nd edition Divine spell, it gives a certain amount of pre-sacrificed MP's. Fatigue Points are gained as per the normal Hit Points. CON now gives the characters actual Hit Points. Fatigue points are lost due to shrugging off minor damage, and by heavy exertion. Kits also give an advantage/disadvantage, as well as a Preferred Skill which gives 2 RANKS per skill point spent. - Chris From morrell at keme.co.uk Fri Apr 4 00:27:05 2003 From: morrell at keme.co.uk (Christopher Morrell) Date: Thu, 03 Apr 2003 15:27:05 +0100 Subject: [RQ-Rules] RQ-D20 4 Message-ID: Class HD MP's Slots Skill Saves Feats Champion D10 1 1 8 F 1+2 Destroyer D12 0 0 8 F 2+2 Follower D6 1L 2 6 W D+1 Holder D4 1 1 12 W 1+3 Maker D6 1 1 10 F,R,W 1+1 Master D8 2 1 6 R,W 2+1 Mystic D4 2L 4 4 W 1+1 Outsider D6 1 1 10 R 2+2 Wanderer D8 2 2 8 R 1+1 Warder D10 1 1 6 F,W 1+2 - Chris From morrell at keme.co.uk Fri Apr 4 00:27:20 2003 From: morrell at keme.co.uk (Christopher Morrell) Date: Thu, 03 Apr 2003 15:27:20 +0100 Subject: [RQ-Rules] RQ-D20 4 Message-ID: Class HD MP's Slots Skill Saves Feats Champion D10 1 1 8 F 1+2 Destroyer D12 0 0 8 F 2+2 Follower D6 1L 2 6 W D+1 Holder D4 1 1 12 W 1+3 Maker D6 1 1 10 F,R,W 1+1 Master D8 2 1 6 R,W 2+1 Mystic D4 2L 4 4 W 1+1 Outsider D6 1 1 10 R 2+2 Wanderer D8 2 2 8 R 1+1 Warder D10 1 1 6 F,W 1+2 - Chris From morrell at keme.co.uk Fri Apr 4 00:27:42 2003 From: morrell at keme.co.uk (Christopher Morrell) Date: Thu, 03 Apr 2003 15:27:42 +0100 Subject: [RQ-Rules] RQ-D20 4 Message-ID: Class HD MP's Slots Skill Saves Feats Champion D10 1 1 8 F 1+2 Destroyer D12 0 0 8 F 2+2 Follower D6 1L 2 6 W D+1 Holder D4 1 1 12 W 1+3 Maker D6 1 1 10 F,R,W 1+1 Master D8 2 1 6 R,W 2+1 Mystic D4 2L 4 4 W 1+1 Outsider D6 1 1 10 R 2+2 Wanderer D8 2 2 8 R 1+1 Warder D10 1 1 6 F,W 1+2 - Chris From morrell at keme.co.uk Fri Apr 4 00:27:53 2003 From: morrell at keme.co.uk (Christopher Morrell) Date: Thu, 03 Apr 2003 15:27:53 +0100 Subject: [RQ-Rules] RQ-D20 4 Message-ID: Class HD MP's Slots Skill Saves Feats Champion D10 1 1 8 F 1+2 Destroyer D12 0 0 8 F 2+2 Follower D6 1L 2 6 W D+1 Holder D4 1 1 12 W 1+3 Maker D6 1 1 10 F,R,W 1+1 Master D8 2 1 6 R,W 2+1 Mystic D4 2L 4 4 W 1+1 Outsider D6 1 1 10 R 2+2 Wanderer D8 2 2 8 R 1+1 Warder D10 1 1 6 F,W 1+2 - Chris From rog_benham at hotmail.com Fri Apr 4 01:21:53 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Thu, 03 Apr 2003 16:21:53 +0100 Subject: [RQ-Rules] RQ Beasties Message-ID:   No worries! It gave me something to smile about on an otherwise nonedescript afternoon! >From: MurfNMurf at aol.com >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com >Subject: Re: [RQ-Rules] RQ Beasties >Date: Thu, 3 Apr 2003 10:00:33 EST > >In a message dated 4/3/2003 1:08:39 AM Central Standard Time, >rog_benham at hotmail.com writes: > > > > "Whales?"  Wales! > > > > Lol! > You know, right before I typed that, I stopped and thought "Hey, I don't >want to goof this up. I'd better spell it right!". > At which point I then decided that Wales *did* in fact have an H in it >anyway---Do'! > Feeling like a big goof. > -Ken- > > >--- StripMime Report -- processed MIME parts --- >multipart/alternative > text/plain (text body -- kept) > text/html >--- >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ Chat with friends online - ------------------------------------------ download MSN Messenger today. ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From vhaag at rim.net Fri Apr 4 01:22:31 2003 From: vhaag at rim.net (Viktor Haag) Date: Thu, 3 Apr 2003 10:22:31 -0500 Subject: [RQ-Rules] RQ-D20 In-Reply-To: References: Message-ID: <16012.20919.123210.319156@suldrun.rim.net> Christopher Morrell writes: > I have been looking into doing a Gloranthan based D20 > system. I have already established the following, comments > welcome: If I were you, I would also make a brief comment to this effect on the Gloranthan Digest or the "HeroWars" YahooGroups mailing list. At the recent Gloranthacon there was a small seminar held on the notion of a set of D20 rules for Gloranthan roleplaying and some interesting discussion ensued. You may find others who would be willing to assist you in your efforts in those other mailing lists (probably best to just stick with the Gloranthan Digest). Also, it's probably best to warn you up front that, from the comments made by various people at the con, it seems fairly clear that a D20 rules-set for Gloranthan playing would have to remain a "fan effort" and nothing more formal than that. -- V. From Nick.Middleton at invensys.com Fri Apr 4 01:29:20 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Thu, 3 Apr 2003 16:29:20 +0100 Subject: [RQ-Rules] RQ-D20 Message-ID: >I have been looking into doing a Gloranthan based D20 system. I have >already established the following, comments welcome: Umm, no offence Chris, but is this really the right place? Conversion between d20 and RQ I can see being on topic, but this is a RUNEQUEST list after all. And whilst I applaud your innovations with the d20 system, whenever I have suggested to mainstream d20 players that there is potential in things like the abolition of AC as a passive constant, or splitting BAB into something more skill like, I keep getting told that it's heretical tinkering with the sacred core of d20. I'm sure there was a conversion thread at ENWorld re d20 Glorantha which would be a more logical place for this sort of thing whilst it's being developed (at the very least, there will be a better signal to noise ratio there re the d20 system itself). Lessons leant would be welcome here I'm sure, given Glorantha is a world intimately associated with RuneQuest, but RuneQuest (to me anyway) was a rule system first and foremost; and always actually, I've never run in Glorantha... Also, I seemed to get multiple copies of thesame mail - was that a glitch at my end or crashboxes? Cheers, Nick Middleton From vhaag at rim.net Fri Apr 4 01:35:45 2003 From: vhaag at rim.net (Viktor Haag) Date: Thu, 3 Apr 2003 10:35:45 -0500 Subject: [RQ-Rules] RQ-D20 In-Reply-To: References: Message-ID: <16012.21713.99702.516702@suldrun.rim.net> Nick.Middleton at invensys.com writes: > Umm, no offence Chris, but is this really the right place? > Conversion between d20 and RQ I can see being on topic, but > this is a RUNEQUEST list after all. And whilst I applaud your > innovations with the d20 system, whenever I have suggested to > mainstream d20 players that there is potential in things like > the abolition of AC as a passive constant, or splitting BAB > into something more skill like, I keep getting told that it's > heretical tinkering with the sacred core of d20. That didn't stop the guys at Green Ronin publishing "Mutants & Masterminds", which tinkers fairly substantially with the "sacred core" of D20. And I understand it's selling quite well for them. But you're right -- this is a "playing in Glorantha with another set of rules" topic, and not a RQ-rules topic. It doesn't really belong here. > Lessons leant would be welcome here I'm sure, given Glorantha > is a world intimately associated with RuneQuest, but RuneQuest > (to me anyway) was a rule system first and foremost; and > always actually, I've never run in Glorantha... And Hero Wars/HeroQuest. Don't forget them. 8) -- Viktor From leonbk at yahoo.com Fri Apr 4 01:45:08 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 3 Apr 2003 07:45:08 -0800 (PST) Subject: [RQ-Rules] RQ-D20 In-Reply-To: <16012.20919.123210.319156@suldrun.rim.net> Message-ID: <20030403154508.60365.qmail@web41104.mail.yahoo.com> > Christopher Morrell writes: I have been looking into doing a Gloranthan based D20 system. I have already established the following, comments welcome: Well you asked for it. I have been thinking of d20 Glorantha as well, and originally I thought of creating special classes and such for initiates and spirit magic users(shamans). At the moment I am however of a much different opinion. I propose to use several basic classes with some minor modifications: Aristocrat Barbarian Commoner Cleric Expert Rogue Warrior Wizard and converting psionics to simulate spirit magic: Shaman (Psion) If you become an initiate you would just pick up a level as a cleric of a particular diety. You could even be an initate of several cults So a character may look like: Expert (Merchant) 1/ Cleric(Lokarnos) 2/ Cleric (Yelmalio) 1 The spell levels would not stack in this case, but the to hit and saves would. In this way the modifications would be kept to a minimum (except for the psion class, but that would mostly be changing the wording and the cults' access to various spells) Leon Kirshtein __________________________________________________ Do you Yahoo!? Yahoo! Tax Center - File online, calculators, forms, and more http://tax.yahoo.com From bick10 at attbi.com Fri Apr 4 01:58:39 2003 From: bick10 at attbi.com (bick10 at attbi.com) Date: Thu, 03 Apr 2003 15:58:39 +0000 Subject: [RQ-Rules] Newbie + US? Message-ID: <20030403155646.6C44F4C3A4@thinbits.com> > Hi, > I am new to this list, and just got addicted to Runequest. Really addicted. > How many of you are from the US? Welcome and enjoy the addiction. Speaking for myself and my group, it is a great ride. I am on the shore of the Great Lake Michigan, in Muskegon, Michigan. (in my group but not on this list are three others from Muskegon, one from Grand Rapids, and one from Kalamazoo. Yes there is a place called Kalamazoo.) Not too long ago, some on did a where in the world are you RQ'ing poll. The results were published here. Unfortunately I do not remember who that was. Could that great and generous with his time fellow repost the list. Maybe update it with DG? Jim From slposey at concentric.net Fri Apr 4 02:24:04 2003 From: slposey at concentric.net (Stephen Posey) Date: Thu, 03 Apr 2003 09:24:04 -0700 Subject: [RQ-Rules] RQ Beasties References: Message-ID: <3E8C6024.7090408@concentric.net> Roger Benham wrote: > > Now that I'd like to see: the Baleen Heights, the Greater Fluke Mountains, > the Lesser Blubber Marshes... Not so odd considering how large sea beasts were sometimes depicted in medieval bestiaries. Lost mariners supposedly reported that they'd found islands which were acctually on the back of great turtles or "fishes" (which could be whales, distinguishing them as mammals is a relatively recent notion). Stephen Posey slposey at concentric.net From rog_benham at hotmail.com Fri Apr 4 02:29:28 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Thu, 03 Apr 2003 17:29:28 +0100 Subject: [RQ-Rules] RQ Beasties Message-ID: Sounds like a campaign waiting to be developed to me! >From: Stephen Posey >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com >Subject: Re: [RQ-Rules] RQ Beasties >Date: Thu, 03 Apr 2003 09:24:04 -0700 > >Roger Benham wrote: >> >>Now that I'd like to see: the Baleen Heights, the Greater Fluke >>Mountains, > > the Lesser Blubber Marshes... > >Not so odd considering how large sea beasts were sometimes depicted >in medieval bestiaries. > >Lost mariners supposedly reported that they'd found islands which >were acctually on the back of great turtles or "fishes" (which could >be whales, distinguishing them as mammals is a relatively recent >notion). > >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 ------------------------------------------ It's fast, it's easy and it's free! ------------------------------------------ Click here to download MSN Messenger ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From esoteric at crashbox.com Fri Apr 4 02:30:06 2003 From: esoteric at crashbox.com (Brad Furst) Date: Thu, 3 Apr 2003 08:30:06 -0800 Subject: [RQ-Rules] Newbie + US? In-Reply-To: <000b01c2f979$8982b980$5653f4d1@thewatst> References: <2f.3774a7aa.2bbccb2e@aol.com> <3E8B7C49.5020207@concentric.net> <000b01c2f979$8982b980$5653f4d1@thewatst> Message-ID: >Hi, >I am new to this list, and just got addicted to Runequest. Really addicted. >How many of you are from the US? > >From my assumptions, this game is more popular in the European Countries? Portland, Oregon -- Brad Furst esoteric at crashbox.com From Michael.Christian at corbis.com Fri Apr 4 02:29:39 2003 From: Michael.Christian at corbis.com (Michael Christian) Date: Thu, 3 Apr 2003 08:29:39 -0800 Subject: [RQ-Rules] RQ Beasties Message-ID: <306F012D0A00D611BC9D0008C791927404AC9A52@seamail1.continuum.corbis.corp> This is both on topic, and outside of the bounds of this list: http://news.bbc.co.uk/1/hi/sci/tech/2910849.stm. It would make a very nasty monster though. -----Original Message----- From: Stephen Posey [mailto:slposey at concentric.net] Sent: Thursday, April 03, 2003 8:24 AM To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] RQ Beasties Roger Benham wrote: > > Now that I'd like to see: the Baleen Heights, the Greater Fluke Mountains, > the Lesser Blubber Marshes... Not so odd considering how large sea beasts were sometimes depicted in medieval bestiaries. Lost mariners supposedly reported that they'd found islands which were acctually on the back of great turtles or "fishes" (which could be whales, distinguishing them as mammals is a relatively recent notion). 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 From Alain.RAMEAU at totalfinaelf.com Fri Apr 4 02:41:45 2003 From: Alain.RAMEAU at totalfinaelf.com (RAMEAU Alain) Date: Thu, 3 Apr 2003 18:41:45 +0200 Subject: [RQ-Rules] RQ and D20 system...in French Message-ID: I've been working to come up with this mixed between D20 system in Glorantha setting, so using Gloranthan concepts. Unfortunately it's all in French, but if this may help, ... There are all main three magic systems adapted to D20, classes for Gloranthan Characters, skills and feats, ... http://karamo.nexenservices.com/dnd/gd20.htm Alain --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From s.francois2 at wanadoo.fr Fri Apr 4 03:44:39 2003 From: s.francois2 at wanadoo.fr (Stephane FRANCOIS) Date: Thu, 03 Apr 2003 18:44:39 +0100 Subject: [RQ-Rules] Newbie + US? In-Reply-To: Message-ID: > Hi, > I am new to this list, and just got addicted to Runequest. Really addicted. > How many of you are from the US? >> From my assumptions, this game is more popular in the European Countries? I'm from France, in the north-east. From gloomshark at hotmail.com Fri Apr 4 02:53:47 2003 From: gloomshark at hotmail.com (Dana Myers) Date: Thu, 03 Apr 2003 16:53:47 +0000 Subject: [RQ-Rules] Newbie + US? Message-ID: I'm also in the states.I am in the air force so I move about a bit, currently I am in Ft. Meade Maryland, just south of Baltimore. ~Gloom >From: "DD" >Reply-To: rq-rules at crashbox.com >To: >Subject: Re: [RQ-Rules] Newbie + US? >Date: Wed, 2 Apr 2003 23:20:01 -0500 > >Well, the First State here, Dover, Delaware... >I guess there is some players here in the States. >Thanks for replying... >_______________________________________________ >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 helps eliminate e-mail viruses. Get 2 months FREE*. http://join.msn.com/?page=features/virus From rico at ricosweb.com Fri Apr 4 03:07:10 2003 From: rico at ricosweb.com (Rich Allen) Date: Thu, 3 Apr 2003 10:07:10 -0700 Subject: [RQ-Rules] Newbie + US? In-Reply-To: Message-ID: <000901c2fa03$79d4f2c0$0a01a8c0@main> Languishing in Utah. Rich Allen From kruch7 at cox.net Fri Apr 4 03:09:15 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Thu, 3 Apr 2003 12:09:15 -0500 Subject: [RQ-Rules] Newbie + US? References: <000901c2fa03$79d4f2c0$0a01a8c0@main> Message-ID: <005b01c2fa03$c15da1a0$1108a8c0@kenneith93j41k> Sorry to hear that? you don't like the bee hive state? ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Rich Allen" To: Sent: Thursday, April 03, 2003 12:07 PM Subject: RE: [RQ-Rules] Newbie + US? > Languishing in Utah. > > Rich Allen > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From rico at ricosweb.com Fri Apr 4 03:18:32 2003 From: rico at ricosweb.com (Rich Allen) Date: Thu, 3 Apr 2003 10:18:32 -0700 Subject: [RQ-Rules] Newbie + US? In-Reply-To: <005b01c2fa03$c15da1a0$1108a8c0@kenneith93j41k> Message-ID: <000b01c2fa05$10ca0250$0a01a8c0@main> Actually, I love the state; born and raised here. It's the people that run the state that I don't like so much. And RPGs in general have a stigmata here, it's very difficult to find a serious group to game with. The only gaming I do now is via internet phone with some friends in Alabama. Rich Allen -----Original Message----- From: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] On Behalf Of Joseph Elric Smith Mormon minion of Arioch Sent: Thursday, April 03, 2003 10:09 AM To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Newbie + US? Sorry to hear that? you don't like the bee hive state? ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Rich Allen" To: Sent: Thursday, April 03, 2003 12:07 PM Subject: RE: [RQ-Rules] Newbie + US? > Languishing in Utah. > > Rich Allen > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From kruch7 at cox.net Fri Apr 4 03:22:54 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Thu, 3 Apr 2003 12:22:54 -0500 Subject: [RQ-Rules] Newbie + US? References: <000b01c2fa05$10ca0250$0a01a8c0@main> Message-ID: <009301c2fa05$aa21fd90$1108a8c0@kenneith93j41k> Wow that is a bummer I guess I am counting myself lucky I have my current gaming group and I have even convinced them to give RQ2 a try for my new game. now I just have to finish making copies of material as except for me they haven't; a clue, or any of the material ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Rich Allen" To: Sent: Thursday, April 03, 2003 12:18 PM Subject: RE: [RQ-Rules] Newbie + US? > Actually, I love the state; born and raised here. It's the > people that run the state that I don't like so much. And RPGs in > general have a stigmata here, it's very difficult to find a serious > group to game with. The only gaming I do now is via internet phone with > some friends in Alabama. > > Rich Allen > > > From aragan at ucla.edu Fri Apr 4 03:25:08 2003 From: aragan at ucla.edu (Anthony Ragan) Date: Thu, 03 Apr 2003 09:25:08 -0800 Subject: [RQ-Rules] Newbie + US? In-Reply-To: <01a201c2f981$1048d060$84446218@se1.client2.attbi.com> References: <000b01c2f979$8982b980$5653f4d1@thewatst> <01a201c2f981$1048d060$84446218@se1.client2.attbi.com> Message-ID: <20030403092415.3469.ARAGAN@ucla.edu> While scanning the heavens for a sign, "Alan Chambers" wrote on Wed, 2 Apr 2003 20:33:43 -0500: > I'm from just north of Atlanta, Georgia. Where are you? (delurks for a moment) I'm in Los Angeles, CA. ******************** --Anthony Ragan aragan at ucla.edu "The only thing necessary for the triumph of evil is for good men to do nothing." --Edmund Burke From lancelot at inetnebr.com Fri Apr 4 13:34:15 2003 From: lancelot at inetnebr.com (lance dyas) Date: Thu, 03 Apr 2003 19:34:15 -0800 Subject: [RQ-Rules] RQ-D20 4 In-Reply-To: References: Message-ID: <3E8CFD37.5010409@inetnebr.com> Where-ever you are planning on discussing this... post a link because I think d20 needs some RuneQuestian sensibility beat into it. Lance From jellen at ameritech.net Fri Apr 4 14:03:48 2003 From: jellen at ameritech.net (J and/or Ellen) Date: Thu, 3 Apr 2003 22:03:48 -0600 Subject: [RQ-Rules] Newbie + US? References: <2f.3774a7aa.2bbccb2e@aol.com> <3E8B7C49.5020207@concentric.net> <000b01c2f979$8982b980$5653f4d1@thewatst> Message-ID: <009001c2fa5f$32ca48b0$3410fea9@frkt5> Evanston, IL ----- Original Message ----- From: "DG" To: Sent: Wednesday, April 02, 2003 6:39 PM Subject: [RQ-Rules] Newbie + US? Hi, I am new to this list, and just got addicted to Runequest. Really addicted. How many of you are from the US? From jpw at gtemail.net Fri Apr 4 14:51:42 2003 From: jpw at gtemail.net (John Whitehead) Date: Thu, 03 Apr 2003 23:51:42 -0500 Subject: [RQ-Rules] Newbie + US? Message-ID: <20030404045142.14760.qmail@verizonmail.com> Albany,NY, AKA "Smallbany" ----- Original Message ----- From: "DG" Date: Wed, 2 Apr 2003 19:39:48 -0500 To: Subject: [RQ-Rules] Newbie + US? > Hi, > I am new to this list, and just got addicted to Runequest. Really addicted. > How many of you are from the US? -- _______________________________________________ Get your free Verizonmail at www.verizonmail.com From stolenbjorn at hotmail.com Fri Apr 4 21:05:32 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Fri, 04 Apr 2003 11:05:32 +0000 Subject: [RQ-Rules] RQ-D20 Message-ID: >I have been looking into doing a Gloranthan based D20 system. I have >already established the following, comments welcome: > >No Attack Bonus - you now have Weapon skills, Dodge (replacing AC), and >Shield. Armor absorbs damage. You can Parry with a weapon once in a >round, and can buy additional Parry's as per KoK's feat. Dodge allows >you to maintain a "AC" versus one opponent. Additional targets to dodge >reduce the effective AC. > >Classes available are: Follower [Initiate], Mystic [Shaman], Maker >[Crafter], Champion [Knight], Master [Leader], Wanderer [Ranger], >Holder [Advisor], Outsider [Trickster], Warder [Hunter], Destroyer >[Berserk.] These are enhanced by the old 2nd edition Kits, so a >Champion/Follower would actually be a Humakti Initiate Weaponsthane. >These classes are taken from aspects of the Lightbringers. > >- Chris I once made a d20 system for A Glorantha-20th century-setting, where the Lunars did to Glorantha what Democrasy and Western culture did to ours. So Broos are an accepted race, and controll their wilder sides with drugs and artificial wombs... ...anyway the rules were similar to the d100-system, i just divided the skills by 5... ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From soltakss at yahoo.com Fri Apr 4 22:56:03 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Fri, 4 Apr 2003 13:56:03 +0100 (BST) Subject: [RQ-Rules] Re: Non-Gloranthan Bestiaries In-Reply-To: <20030403122802.D5D2D4C4A8@thinbits.com> Message-ID: <20030404125603.54434.qmail@web9606.mail.yahoo.com> Gianni: > I was wondering... Apparently a lot of you guys on the list play RQ in > Non-Gloranthan settings. The problem is -- What kind of creatures do you > use? It would depend on the setting, wouldn't it. If I set my game in Arthurian Britain after the Romans left then I would use real world creatures such as wolves, bears, boars and dogs, otherworld creatures from the Celtic and Saxon stories and perhaps a few exotics from far away. If I set things in Southern Africa then I would use a different set of creatures entirely. If you want different humanoid creatures then it would depend on the game setting. A Middle-Earthy setting of Orcs, Goblins, Trolls, Elves and Dwarves would be different to a Discworld setting, for instance. > I feel the creatures in RQII and most of the creatures in RQIII are > intrinsically linked to Glorantha and don't make much of a sense used > outside of that peculiar context. And rightly so, since I believe creatures > must be closely linked to a given setting's atmosphere, unless you favour a > D&Dish approach to role playing. So what kind of creatures do you use? Do > you have to write up your own? RQ3 had a number of real world creatures, as did RQ2, so you'd be fine with wolves, bears, lions, tigers, elephants, bisons, rhinos and so on. It's also good for some mythological creatures such as dragons, griffins, hippogriffs, centaurs, minotaurs, satyrs, fauns or pegasi. None of these are particularly Gloranthan as they are based on real world mythological creatures. Where you would struggle is with the exotics, such as broos, scorpionmen or wind children which are definitely Gloranthan in nature and wouldn't fit into many settings. You would also struggle with creatures particular to the game setting, these would have to be written up for that game setting. > I was disappointed by Land of Ninja, for instance, in which most of the > creatures descriptions simply state 'this is the Nihonese version of the > creature...' I don't know a lot about Japanese creatures, but I would guess that a lot of them are similar to creatures that are written up. A dog is a dog is a dog. > Also the Gateway Bestiary isn't particularly useful since most of the > creatures in it are quite eccentric. But there are a lot of real world creatures or creatures from real world mythologies. It all depends what you actually want. Where are you planning to set your campaign? What is the setting and background? What kind of creatures are you planning to have there? If you are planning to just drop in all kinds of creatures, isn't that "a D&Dish approach to role playing" in itself? See Ya Simon (Phipp, not Hibbs, Philips, Pipp or anything else) __________________________________________________ Yahoo! Plus For a better Internet experience http://www.yahoo.co.uk/btoffer From soltakss at yahoo.com Fri Apr 4 22:59:36 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Fri, 4 Apr 2003 13:59:36 +0100 (BST) Subject: [RQ-Rules] Alternate Earth In-Reply-To: <20030403122802.D5D2D4C4A8@thinbits.com> Message-ID: <20030404125936.27410.qmail@web9605.mail.yahoo.com> I was wondering, would anyone be interested in an Alternate Earth group, maybe on Yahoo Groups, to discuss or put together RuneQuest rules and background material for the woefully neglected Alternate Earth setting? Simon (Phipp not Hibbs, Philips or Pipp) __________________________________________________ Yahoo! Plus For a better Internet experience http://www.yahoo.co.uk/btoffer From rog_benham at hotmail.com Fri Apr 4 23:03:50 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Fri, 04 Apr 2003 14:03:50 +0100 Subject: [RQ-Rules] Alternate Earth Message-ID: Certainly would: here's to the Babbage Continuum, and the dinosaur worlds. GURPS does something similar- Timetravel? I can't remember!  Is this the same thing?  BRP style, I presume, or is that a presumption too far? >From: Simon Phipp >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com >Subject: [RQ-Rules] Alternate Earth >Date: Fri, 4 Apr 2003 13:59:36 +0100 (BST) > >I was wondering, would anyone be interested in an Alternate Earth group, >maybe on Yahoo Groups, to discuss or put together RuneQuest rules and >background material for the woefully neglected Alternate Earth setting? > >Simon (Phipp not Hibbs, Philips or Pipp) > > > >__________________________________________________ >Yahoo! Plus >For a better Internet experience >http://www.yahoo.co.uk/btoffer >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ Send music and picture to your friends with MSN Messenger. ------------------------------------------ Download it FREE here. ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From gianni at basicrps.com Fri Apr 4 23:05:32 2003 From: gianni at basicrps.com (Gianni) Date: Fri, 4 Apr 2003 15:05:32 +0200 Subject: [RQ-Rules] Re: Non-Gloranthan Bestiaries References: <20030404125603.54434.qmail@web9606.mail.yahoo.com> Message-ID: <000b01c2faaa$dff22d50$9002600a@otvfrap043> Hey Simon > It all depends what you actually want. Where are you planning to > set your campaign? I was thinking of a Land of Ninja campaign. And as I wrote in my previous post, I was quite disappointed by the creatures in the LoN boxed set :-( I think I'm up for a lengthy Sengoku-to-RQ conversion. Gianni From gianni at basicrps.com Fri Apr 4 23:06:03 2003 From: gianni at basicrps.com (Gianni) Date: Fri, 4 Apr 2003 15:06:03 +0200 Subject: [RQ-Rules] Alternate Earth References: <20030404125936.27410.qmail@web9605.mail.yahoo.com> Message-ID: <001101c2faaa$f2b1fb50$9002600a@otvfrap043> Hey Simon > I was wondering, would anyone be interested in an Alternate Earth group, > maybe on Yahoo Groups, to discuss or put together RuneQuest rules and > background material for the woefully neglected Alternate Earth setting? Count me in. G. From kruch7 at cox.net Fri Apr 4 23:19:10 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Fri, 4 Apr 2003 08:19:10 -0500 Subject: [RQ-Rules] Alternate Earth References: <20030404125936.27410.qmail@web9605.mail.yahoo.com> Message-ID: <001d01c2faac$c74768e0$1108a8c0@kenneith93j41k> Since my new game will be set in an alternate earth I would be interested. ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Simon Phipp" To: Sent: Friday, April 04, 2003 7:59 AM Subject: [RQ-Rules] Alternate Earth > I was wondering, would anyone be interested in an Alternate Earth group, > maybe on Yahoo Groups, to discuss or put together RuneQuest rules and > background material for the woefully neglected Alternate Earth setting? > > Simon (Phipp not Hibbs, Philips or Pipp) > > > > __________________________________________________ > Yahoo! Plus > For a better Internet experience > http://www.yahoo.co.uk/btoffer > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From gerall at chromebob.com Fri Apr 4 23:31:37 2003 From: gerall at chromebob.com (Gerall Kahla) Date: Fri, 04 Apr 2003 07:31:37 -0600 Subject: [RQ-Rules] Alternate Earth In-Reply-To: <20030404125936.27410.qmail@web9605.mail.yahoo.com> References: <20030404125936.27410.qmail@web9605.mail.yahoo.com> Message-ID: <3E8D8939.5070406@chromebob.com> Simon Phipp wrote: > I was wondering, would anyone be interested in an > Alternate Earth group, > maybe on Yahoo Groups, to discuss or put together > RuneQuest rules and > background material for the woefully neglected Alternate > Earth setting? I'm there -- just let me know where it is... -- Gerall Kahla, he who codes From leonbk at yahoo.com Fri Apr 4 23:40:07 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 4 Apr 2003 05:40:07 -0800 (PST) Subject: [RQ-Rules] RQ-D20 4 In-Reply-To: <3E8CFD37.5010409@inetnebr.com> Message-ID: <20030404134007.78786.qmail@web41110.mail.yahoo.com> I think this would be the right place: http://boards.wizards.com/community-bin/ultimatebb.cgi?ubb=forum&f=217 for it. Leon Kirshtein --- lance dyas wrote: > Where-ever you are planning on discussing this... > post a link > because I think d20 needs some RuneQuestian > sensibility > beat into it. > > > > Lance > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules __________________________________________________ Do you Yahoo!? Yahoo! Tax Center - File online, calculators, forms, and more http://tax.yahoo.com From leonbk at yahoo.com Fri Apr 4 23:44:37 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 4 Apr 2003 05:44:37 -0800 (PST) Subject: [RQ-Rules] Alternate Earth In-Reply-To: <001d01c2faac$c74768e0$1108a8c0@kenneith93j41k> Message-ID: <20030404134437.75977.qmail@web41106.mail.yahoo.com> I would also be up for it. My vote would be for Atlantis or Egypt as a setting. Who wants to GM, and which rules? Leon Kirshtein --- Joseph Elric Smith Mormon minion of Arioch wrote: > Since my new game will be set in an alternate earth > I would be interested. > ken > __________________________________________________ Do you Yahoo!? Yahoo! Tax Center - File online, calculators, forms, and more http://tax.yahoo.com From gianni at basicrps.com Fri Apr 4 23:51:02 2003 From: gianni at basicrps.com (Gianni) Date: Fri, 4 Apr 2003 15:51:02 +0200 Subject: [RQ-Rules] Non-Gloranthan Bestiaries References: <3816.196.8.104.31.1049260044.squirrel@mail.wack.co.za> Message-ID: <000d01c2fab1$3bdb0500$9002600a@otvfrap043> Hello Tony > Personally I try and work out RQ stats for creatures which are not > officialy published for RQ. Sometimes its takes a bit of customising to > get the correct mix, but once you get going it becomes easier. The RQIII > creatures book has a section at the back to help you work out stats > correctly. I couldn't find it (I own the large one-volume version of Deluxe RQIII so that could be the reason). Gianni webmaster of basicrps.com From tiberius at runequest.za.org Fri Apr 4 23:51:16 2003 From: tiberius at runequest.za.org (Tony Den) Date: Fri, 4 Apr 2003 15:51:16 +0200 (SAST) Subject: [RQ-Rules] India Message-ID: <8592.196.8.104.31.1049464276.squirrel@mail.wack.co.za> I have been running a poll on what other earth based rune quest material the puinters would like to see on my site and the question of India came up. The mor eI think of it, the more I reckon it could be a really interesting and fulfulling project. So today I did a wee search on the net and was pretty astounded by the results. For one I was not aware that Indian civilization goes back as far as the pre dynastic period of ancient Egypt. I will have to see what time permits me to do, I have so many other half finished projects, it would probarbly be best to complete them first so that I can focus my whole attention on such a project. The most obvious thing to do would be first to find out if you could publish such a source book specifically referenced for Rune Quest, or if licences and permissions would have to be arranged. In the old days many magazines used the Rune Quest name to publish bits and pieces. I suppose so long as you mention who owns teh trademark and rules you could get away with it? Tony -- Orcs are great, but the empire is eternal! From alanchambers at attbi.com Sat Apr 5 00:43:50 2003 From: alanchambers at attbi.com (Alan Chambers) Date: Fri, 4 Apr 2003 09:43:50 -0500 Subject: [RQ-Rules] Alternate Earth References: <20030404125936.27410.qmail@web9605.mail.yahoo.com> <001d01c2faac$c74768e0$1108a8c0@kenneith93j41k> Message-ID: <005701c2fab8$9b5105a0$84446218@se1.client2.attbi.com> I'm interested as well. Alan ----- Original Message ----- From: "Joseph Elric Smith Mormon minion of Arioch" To: Sent: Friday, April 04, 2003 8:19 AM Subject: Re: [RQ-Rules] Alternate Earth > Since my new game will be set in an alternate earth I would be interested. > ken > > Gygax is to Gaming what Kirby was to comics > Alas poor Elric I was a thousand times more evil than you > http://www.geocities.com/J_Elric_Smith/Index.html > ----- Original Message ----- > From: "Simon Phipp" > To: > Sent: Friday, April 04, 2003 7:59 AM > Subject: [RQ-Rules] Alternate Earth > > > > I was wondering, would anyone be interested in an Alternate Earth group, > > maybe on Yahoo Groups, to discuss or put together RuneQuest rules and > > background material for the woefully neglected Alternate Earth setting? > > > > Simon (Phipp not Hibbs, Philips or Pipp) > > > > > > > > __________________________________________________ > > Yahoo! Plus > > For a better Internet experience > > http://www.yahoo.co.uk/btoffer > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://www.crashbox.com/rq-rules > > http://www.crashbox.com/mailman/listinfo/rq-rules > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From rog_benham at hotmail.com Sat Apr 5 00:45:52 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Fri, 04 Apr 2003 15:45:52 +0100 Subject: [RQ-Rules] India Message-ID: There was a Dragon article on the arms and equipment of Ancient India.  And another tidbit: part of the Rig Veda may refer to the thaw and collapse of the ancient ice age glaciers making it one of the oldest recorded tales- over 9,000 years old! >From: "Tony Den" >Reply-To: rq-rules at crashbox.com >To: >Subject: [RQ-Rules] India >Date: Fri, 4 Apr 2003 15:51:16 +0200 (SAST) > >I have been running a poll on what other earth based rune quest material >the puinters would like to see on my site and the question of India came >up. The mor eI think of it, the more I reckon it could be a really >interesting and fulfulling project. So today I did a wee search on the net >and was pretty astounded by the results. For one I was not aware that >Indian civilization goes back as far as the pre dynastic period of ancient >Egypt. > >I will have to see what time permits me to do, I have so many other half >finished projects, it would probarbly be best to complete them first so >that I can focus my whole attention on such a project. > >The most obvious thing to do would be first to find out if you could >publish such a source book specifically referenced for Rune Quest, or if >licences and permissions would have to be arranged. In the old days many >magazines used the Rune Quest name to publish bits and pieces. I suppose >so long as you mention who owns teh trademark and rules you could get away >with it? >Tony > > >-- >Orcs are great, but the empire is eternal! > > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ Express yourself with cool emoticons. Get ------------------------------------------ MSN Messenger ------------------------------------------ today. ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From pascal.dury at fr.unisys.com Sat Apr 5 00:52:00 2003 From: pascal.dury at fr.unisys.com (Dury, Pascal) Date: Fri, 4 Apr 2003 08:52:00 -0600 Subject: [RQ-Rules] Alternate Earth Message-ID: <5FA5BB3B120AD3119D5C00105A16403D07B4B167@FR-DEF-EXCH-1> An Where ? Pascal -----Message d'origine----- De : Leon Kirshtein [mailto:leonbk at yahoo.com] Envoy? : vendredi 4 avril 2003 15:45 ? : rq-rules at crashbox.com Objet : Re: [RQ-Rules] Alternate Earth I would also be up for it. My vote would be for Atlantis or Egypt as a setting. Who wants to GM, and which rules? Leon Kirshtein --- Joseph Elric Smith Mormon minion of Arioch wrote: > Since my new game will be set in an alternate earth > I would be interested. > ken > __________________________________________________ Do you Yahoo!? Yahoo! Tax Center - File online, calculators, forms, and more http://tax.yahoo.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 slposey at concentric.net Sat Apr 5 00:59:46 2003 From: slposey at concentric.net (Stephen Posey) Date: Fri, 04 Apr 2003 07:59:46 -0700 Subject: [RQ-Rules] Alternate Earth References: <20030404125936.27410.qmail@web9605.mail.yahoo.com> <3E8D8939.5070406@chromebob.com> Message-ID: <3E8D9DE2.2A1A6106@concentric.net> Gerall Kahla wrote: > > Simon Phipp wrote: > > > I was wondering, would anyone be interested in an > > Alternate Earth group, > > maybe on Yahoo Groups, to discuss or put together > > RuneQuest rules and > > background material for the woefully neglected Alternate > > Earth setting? > > I'm there -- just let me know where it is... Ditto!! Stephen Posey slposey at concentric.net From slposey at concentric.net Sat Apr 5 01:04:54 2003 From: slposey at concentric.net (Stephen Posey) Date: Fri, 04 Apr 2003 08:04:54 -0700 Subject: [RQ-Rules] India References: <8592.196.8.104.31.1049464276.squirrel@mail.wack.co.za> Message-ID: <3E8D9F16.D385BBB5@concentric.net> Tony Den wrote: > > I have been running a poll on what other earth based rune quest material > the puinters would like to see on my site and the question of India came > up. The mor eI think of it, the more I reckon it could be a really > interesting and fulfulling project. So today I did a wee search on the net > and was pretty astounded by the results. For one I was not aware that > Indian civilization goes back as far as the pre dynastic period of ancient > Egypt. > > I will have to see what time permits me to do, I have so many other half > finished projects, it would probarbly be best to complete them first so > that I can focus my whole attention on such a project. > > The most obvious thing to do would be first to find out if you could > publish such a source book specifically referenced for Rune Quest, or if > licences and permissions would have to be arranged. In the old days many > magazines used the Rune Quest name to publish bits and pieces. I suppose > so long as you mention who owns teh trademark and rules you could get away > with it? I've wondered the same, I think in terms of "fan" efforts the main question may be distribution and whether or not the author receives money for it. I've been pondering placing some things up on one of the RPG distribution sites for PDFs (e.g. RPG.net), but haven't worked out all the logistics yet (in particular Chaosium's position on use of the rules). I wish Chaosium would offer up the BRP rules as "open source" like the d20 core rules, that would open up for a lot of additional materials for BRP based games and would likely help Chaosium in the long run, IMO. This is more or less what's the case in Europe with the BaSIC derivative of BRP. Stephen Posey slposey at concentric.net From Nick.Middleton at invensys.com Sat Apr 5 01:14:31 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Fri, 4 Apr 2003 16:14:31 +0100 Subject: [RQ-Rules] India Message-ID: >I wish Chaosium would offer up the BRP rules as "open source" like the >d20 core rules, that would open up for a lot of additional materials for >BRP based games and would likely help Chaosium in the long run, IMO. > >This is more or less what's the case in Europe with the BaSIC derivative >of BRP. Perhaps the biggest tragedy of the last quarter century of RPG history is the fact that Chaosium chose to keep such a tight leash on the BRP system. Whilst keeping core IP (such as Elric/Stormbringer etc and Call of Cthulhu) largely in house (although there is Darcsyde's excellent Corum and over the years various non-Chaosium Cthulhu, PP not the least!) has always made a certain amount of commercial sense, why they have not sorted out some easy licensing mechanism to encourage the use of the BRP system I don't know. In particular, a BRP System trademark license a la the d20 STL, that allowed free access to the BRP rules provided ones book name checked a core Chaosium BRP game (Elric or CoC) and otherwise ddin't use anyone else's IP without permission has been a blindingly obvious move ever since the whole OGL/d20 thing started. It would probably serve Chaosium better as a small company - it's easier to police what they do own and (assuming their margins are typically slender) any boost will be significant... I'd love to hear an official Chaosium statement re licensing the BRP systemas used in Stormbringer / CoC actually. As for India/ Alternate Earth I love the suggestion but I would suggest a) a Yahoo group (somewhere convenient for file storage etc) b) don't limit it solely to India - there are many cultures and times to examine here b) as an initially fan-based project for our own benefit I doubt we are likely to be pursued for copyright infringement (if we do something damaging to some ones rights or try to make money it's a different matter, but initially I would suspect we'd fall in the "technically illegal but tolerated" zone. Cheers, Nick Middleton From rico at ricosweb.com Sat Apr 5 01:22:45 2003 From: rico at ricosweb.com (Rich Allen) Date: Fri, 4 Apr 2003 08:22:45 -0700 Subject: [RQ-Rules] India In-Reply-To: Message-ID: <000b01c2fabe$0b2639e0$df0a0a0a@dohealth.com> > b) don't limit it solely to India - there are > many cultures and times to examine here I agree, and I'd love to participate in a large Alternate Earth effort as well. I'd be very interested in an Aztec/Maya setting with fantasy elements mixed in. Rich Allen From kruch7 at cox.net Sat Apr 5 01:28:15 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Fri, 4 Apr 2003 10:28:15 -0500 Subject: [RQ-Rules] India References: <000b01c2fabe$0b2639e0$df0a0a0a@dohealth.com> Message-ID: <002301c2fabe$cfa89f60$1108a8c0@kenneith93j41k> me too as thanks to an idea I borrowed form Enworld I'm going that direction. :0 Ken Lamanites Lament Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Rich Allen" To: Sent: Friday, April 04, 2003 10:22 AM Subject: RE: [RQ-Rules] India > > b) don't limit it solely to India - there are > > many cultures and times to examine here > > I agree, and I'd love to participate in a large Alternate Earth > effort as well. I'd be very interested in an Aztec/Maya setting with > fantasy elements mixed in. > > Rich Allen > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From slposey at concentric.net Sat Apr 5 01:40:46 2003 From: slposey at concentric.net (Stephen Posey) Date: Fri, 04 Apr 2003 08:40:46 -0700 Subject: [RQ-Rules] Re: Non-Gloranthan Bestiaries References: <20030404125603.54434.qmail@web9606.mail.yahoo.com> <000b01c2faaa$dff22d50$9002600a@otvfrap043> Message-ID: <3E8DA77E.B8884582@concentric.net> Gianni wrote: > > Hey Simon > > > It all depends what you actually want. Where are you planning to > > set your campaign? > > I was thinking of a Land of Ninja campaign. And as I wrote in my previous > post, I was quite disappointed by the creatures in the LoN boxed set :-( > > I think I'm up for a lengthy Sengoku-to-RQ conversion. There's some cool beasties in the old Bushido game that wouldn't be too hard to convert. Also some in "Land of the Rising Sun", though that would be a bit more complicated. Stephen Posey slposey at concentric.net From peter at maranci.net Sat Apr 5 02:22:23 2003 From: peter at maranci.net (Peter Maranci) Date: Fri, 4 Apr 2003 11:22:23 -0500 (EST) Subject: [RQ-Rules] Re India/Alternate Earth In-Reply-To: <20030404145302.83E2F4C4A6@thinbits.com> References: <20030404145302.83E2F4C4A6@thinbits.com> Message-ID: <12676.216.118.190.11.1049473343.squirrel@webmail> *Boy* do I second the idea of developing an RQ or BRP setting based on India. Ever since I read Rudyard Kipling's "Kim" I've wanted to roleplay in that setting - it's even richer than Glorantha, since it was real. Incidentally, "Kim" is now in the public domain, at least right now; here's hoping Disney doesn't decide they want it, and get Congress to retroactively give them the rights in perpetuity. You can read it online for free here: (ftp://ftp.cdrom.com/pub/gutenberg/etext00/kimrk11.txt). This version has a few typos and errors, but it's complete. A truly wonderful book. Speaking of wonderful books, since Alternate Earth China was never much developed, might I suggest the RQ/BRP version be based on or inspired by Barry Hughart's Master Li and Number Ten Ox (i.e. "Bridge of Birds") series? "An ancient China that never was" definitely belongs in Alternate Earth. If you're *really* bored and want to read my grovelling reviews of these two books, here are the links. http://www.maranci.net/faves.htm#Barry%20Hughart http://www.maranci.net/faves.htm#Kim,%20by%20Rudyard%20Kipling ->Peter ---------------------------------------------------------------------- Peter Maranci peter at maranci.net Woonsocket, RI Come to Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm From slposey at concentric.net Sat Apr 5 03:02:47 2003 From: slposey at concentric.net (Stephen Posey) Date: Fri, 04 Apr 2003 10:02:47 -0700 Subject: [RQ-Rules] Re India References: <20030404145302.83E2F4C4A6@thinbits.com> <12676.216.118.190.11.1049473343.squirrel@webmail> Message-ID: <3E8DBAB7.5020502@concentric.net> > > I wish Chaosium would offer up the BRP rules as "open > > source" like the d20 core rules, that would open up for > > a lot of additional materials for BRP based games and > > would likely help Chaosium in the long run, IMO. > > > > This is more or less what's the case in Europe with the > > BaSIC derivative of BRP. > > Perhaps the biggest tragedy of the last quarter century of > RPG history is the fact that Chaosium chose to keep such a > tight leash on the BRP system. Whilst keeping core IP (such > as Elric/Stormbringer etc and Call of Cthulhu) largely in > house (although there is Darcsyde's excellent Corum and over > the years various non-Chaosium Cthulhu, PP not the least!) > has always made a certain amount of commercial sense, why > they have not sorted out some easy licensing mechanism to > encourage the use of the BRP system I don't know. In > particular, a BRP System trademark license a la the d20 STL, > that allowed free access to the BRP rules provided ones book > name checked a core Chaosium BRP game (Elric or CoC) and > otherwise ddin't use anyone else's IP without permission has > been a blindingly obvious move ever since the whole OGL/d20 > thing started. It would probably serve Chaosium better as a > small company - it's easier to police what they do own and > (assuming their margins are typically slender) any boost > will be significant... > > I'd love to hear an official Chaosium statement re licensing > the BRP systemas used in Stormbringer / CoC actually. Me too, perhaps we should petition them as some of Chaosium's biggest fans to take some kind of stance on this? > As for India/ Alternate Earth I love the suggestion but I > would suggest a) a Yahoo group (somewhere convenient for > file storage etc) b) don't limit it solely to India - there > are many cultures and times to examine here b) as an > initially fan-based project for our own benefit I doubt we > are likely to be pursued for copyright infringement (if we > do something damaging to some ones rights or try to make > money it's a different matter, but initially I would suspect > we'd fall in the "technically illegal but tolerated" zone. My understanding of how game rules are copyrighted is that you can copyright particular expressions of rules, but not the rules themselves per se. So, if we avoid other copyrighted materials (e.g. directly Moorcock or HPL derived), and don't directly plaigiarize rules text from Chaosium's actual publications, I think we're in the clear. That said, I would PREFER to retain Chaosium's support and good will, and I'm hopeful that they can be persuaded to open things up for a d20-like OFFICIAL expansion (explosion?) of BRP related materials. Stephen Posey slposey at concentric.net From dungeon_dweller at earthlink.net Sat Apr 5 03:18:14 2003 From: dungeon_dweller at earthlink.net (Dungeon Dweller) Date: Fri, 4 Apr 2003 12:18:14 -0500 Subject: [RQ-Rules] Harn+ Hyborea References: <20030404045142.14760.qmail@verizonmail.com> Message-ID: <000d01c2face$2df2f7a0$be5f79a5@ELNparejf> Hey, my campaign is based upon Harn World and We are soon to start one in Hyborea (Conan). Later, we will post the information to the Web. All the information is done, but it takes time to make the site. Conan seems to be a better suited world for Runequest, cause we do not have Glorantha. ----- Original Message ----- From: "John Whitehead" To: Sent: Thursday, April 03, 2003 11:51 PM Subject: Re: [RQ-Rules] Newbie + US? > > Albany,NY, AKA "Smallbany" > > ----- Original Message ----- > From: "DG" > Date: Wed, 2 Apr 2003 19:39:48 -0500 > To: > Subject: [RQ-Rules] Newbie + US? > > > Hi, > > I am new to this list, and just got addicted to Runequest. Really addicted. > > How many of you are from the US? > > -- > _______________________________________________ > Get your free Verizonmail at www.verizonmail.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 peter at maranci.net Sat Apr 5 03:35:45 2003 From: peter at maranci.net (Peter Maranci) Date: Fri, 4 Apr 2003 12:35:45 -0500 (EST) Subject: [RQ-Rules] Re: India/Alternate Earth In-Reply-To: <20030404145302.83E2F4C4A6@thinbits.com> References: <20030404145302.83E2F4C4A6@thinbits.com> Message-ID: <14038.216.118.190.11.1049477745.squirrel@webmail> Three more quick points: Now that I think of it, much of Bridge of Birds is very much like a heroquest - particularly the heroquests that were written about in RQ2 material (I just re-read the RuneQuest Companion - *man*, that was good). When the heros realize that they are in "a fairy tale", I'd say they were heroquesting for sure. And what I like about that is that there is no clear line of delineation; they didn't chant a spell, or perform a ceremony, or go through a special door. They simply found themselves experiencing ever more "coincidence" and increasingly strange events. There used to be a cool javascript maze game online that revealed chapters of the draft for The Bridge of Birds; the draft was actually VERY different from the book that was eventually published. I used to link to that in my review, but that game (and site) are now gone. Fortunately I'd beaten the game and saved every chapter, and have just put up an Acrobat version of the full novel here: (http://www.runequest.org/abridge.pdf). On a completely different topic: Is there anyone up for playing RuneQuest near Woonsocket, Rhode Island? I've been dying for a game for more than TEN YEARS, and recently had managed to find 2 other guys in the area who were up for it. But last night, just hours before our first game session was to take place, one of them emailed and quit the group. It was totally out of the blue. I'm incredibly disappointed and more than a little pissed off, of course, but the last remaining guy and I are both determined not to give up...if you know anyone who might be up for a game in the general southeastern MA/RI area, please drop me a line. ->Peter ---------------------------------------------------------------------- Peter Maranci peter at maranci.net Woonsocket, RI Come to Pete's RuneQuest & Roleplaying!: http://www.maranci.net/rq.htm From steve at perrinworlds.com Sat Apr 5 03:46:33 2003 From: steve at perrinworlds.com (steve at perrinworlds.com) Date: Fri, 4 Apr 2003 09:46:33 -0800 (PST) Subject: [RQ-Rules] India In-Reply-To: <3E8D9F16.D385BBB5@concentric.net> References: <8592.196.8.104.31.1049464276.squirrel@mail.wack.co.za> <3E8D9F16.D385BBB5@concentric.net> Message-ID: <40760.64.214.209.1.1049478393.squirrel@ibusy.com> You could always do something based on the rules for Drachar et(sp?) Demonir. That's the Swedish takeoff on my Magic World. I agree, though, BRP should be an open source rules set. Knowing the Chaosium crew, they probably haven't give the idea much thought. Steve Perrin, noting that you could also look at my SPQR. www.perrinworlds.com/SPQR.html > Tony Den wrote: >> >> I have been running a poll on what other earth based rune quest >> material the puinters would like to see on my site and the question of >> India came up. The mor eI think of it, the more I reckon it could be a >> really interesting and fulfulling project. So today I did a wee search >> on the net and was pretty astounded by the results. For one I was not >> aware that Indian civilization goes back as far as the pre dynastic >> period of ancient Egypt. >> >> I will have to see what time permits me to do, I have so many other >> half finished projects, it would probarbly be best to complete them >> first so that I can focus my whole attention on such a project. >> >> The most obvious thing to do would be first to find out if you could >> publish such a source book specifically referenced for Rune Quest, or >> if licences and permissions would have to be arranged. In the old days >> many magazines used the Rune Quest name to publish bits and pieces. I >> suppose so long as you mention who owns teh trademark and rules you >> could get away with it? > > I've wondered the same, I think in terms of "fan" efforts the main > question may be distribution and whether or not the author receives > money for it. > > I've been pondering placing some things up on one of the RPG > distribution sites for PDFs (e.g. RPG.net), but haven't worked out all > the logistics yet (in particular Chaosium's position on use of the > rules). > > I wish Chaosium would offer up the BRP rules as "open source" like the > d20 core rules, that would open up for a lot of additional materials for > BRP based games and would likely help Chaosium in the long run, IMO. > > This is more or less what's the case in Europe with the BaSIC derivative > of BRP. > > 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 From steve at perrinworlds.com Sat Apr 5 03:54:31 2003 From: steve at perrinworlds.com (steve at perrinworlds.com) Date: Fri, 4 Apr 2003 09:54:31 -0800 (PST) Subject: [RQ-Rules] Alternate Earth In-Reply-To: <3E8D9DE2.2A1A6106@concentric.net> References: <20030404125936.27410.qmail@web9605.mail.yahoo.com> <3E8D8939.5070406@chromebob.com> <3E8D9DE2.2A1A6106@concentric.net> Message-ID: <24086.64.214.209.1.1049478871.squirrel@ibusy.com> I'm in. BTW, Ken St. Andre once wrote about half an Aztec supplement for RQIII for Chaosium. I could see if he has any of it, but that was in the pre everybody-has-a-computer days. Steve Perrin > Gerall Kahla wrote: >> >> Simon Phipp wrote: >> >> > I was wondering, would anyone be interested in an >> > Alternate Earth group, >> > maybe on Yahoo Groups, to discuss or put together >> > RuneQuest rules and >> > background material for the woefully neglected Alternate >> > Earth setting? >> >> I'm there -- just let me know where it is... > > Ditto!! > > 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 From kruch7 at cox.net Sat Apr 5 04:04:34 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Fri, 4 Apr 2003 13:04:34 -0500 Subject: [RQ-Rules] Alternate Earth References: <20030404125936.27410.qmail@web9605.mail.yahoo.com> <3E8D8939.5070406@chromebob.com> <3E8D9DE2.2A1A6106@concentric.net> <24086.64.214.209.1.1049478871.squirrel@ibusy.com> Message-ID: <001d01c2fad4$a62a3570$1108a8c0@kenneith93j41k> Woot I would be interested ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: To: Sent: Friday, April 04, 2003 12:54 PM Subject: Re: [RQ-Rules] Alternate Earth > I'm in. > > BTW, Ken St. Andre once wrote about half an Aztec supplement for RQIII for > Chaosium. I could see if he has any of it, but that was in the pre > everybody-has-a-computer days. > > Steve Perrin > > > > Gerall Kahla wrote: > >> > >> Simon Phipp wrote: > >> > >> > I was wondering, would anyone be interested in an > >> > Alternate Earth group, > >> > maybe on Yahoo Groups, to discuss or put together > >> > RuneQuest rules and > >> > background material for the woefully neglected Alternate > >> > Earth setting? > >> > >> I'm there -- just let me know where it is... > > > > Ditto!! > > > > 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 > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From slposey at concentric.net Sat Apr 5 04:12:36 2003 From: slposey at concentric.net (Stephen Posey) Date: Fri, 04 Apr 2003 11:12:36 -0700 Subject: [RQ-Rules] India References: <8592.196.8.104.31.1049464276.squirrel@mail.wack.co.za> <3E8D9F16.D385BBB5@concentric.net> <40760.64.214.209.1.1049478393.squirrel@ibusy.com> Message-ID: <3E8DCB14.3000103@concentric.net> steve at perrinworlds.com wrote: > You could always do something based on the rules for Drachar et(sp?) > Demonir. That's the Swedish takeoff on my Magic World. I haven't mentioned it here previously because I wasn't sure how it would be received or (more particularly) whether they might actually constitute some kind of copyright issue in the US; but I've recently been engaged in translating the European (French) version of BRP (called BaSIC over there) into English. The core rules as-is have a few problems, but could certainly serve as a foundation for an effort like this; and there's A LOT of BRP material in French, Italian, and Spanish available on the Net. > I agree, though, BRP should be an open source rules set. Knowing the > Chaosium crew, they probably haven't give the idea much thought. Hence my suggestion that a petition from some Chaos-philes might help nudge them in the right direction? Stephen Posey slposey at concentric.net From esoteric at crashbox.com Sat Apr 5 04:22:00 2003 From: esoteric at crashbox.com (Brad Furst) Date: Fri, 4 Apr 2003 10:22:00 -0800 Subject: [RQ-Rules] Re: Non-Gloranthan Bestiaries In-Reply-To: <20030404125603.54434.qmail@web9606.mail.yahoo.com> References: <20030404125603.54434.qmail@web9606.mail.yahoo.com> Message-ID: Simon (Phipp, not Hibbs, Philips, Pipp or anything else) posted: >Where you would struggle is with the exotics, such as broos, scorpionmen or >wind children which are definitely Gloranthan in nature and wouldn't fit into >many settings. You would also struggle with creatures particular to the game >setting, these would have to be written up for that game setting. Greg took scorpionmen from the real world epic of Gilgamesh, wind children from northern European mythologies (aren't they also featured in the RQ _Viking_ boxed set?). I think beastmen, such as broos or D&D's gnolls, are also from real world mythologies, but I can't recall specifics . -- Brad Furst esoteric at crashbox.com From esoteric at crashbox.com Sat Apr 5 04:28:10 2003 From: esoteric at crashbox.com (Brad Furst) Date: Fri, 4 Apr 2003 10:28:10 -0800 Subject: [RQ-Rules] Alternate Earth vs. d20 In-Reply-To: <20030404125936.27410.qmail@web9605.mail.yahoo.com> References: <20030404125936.27410.qmail@web9605.mail.yahoo.com> Message-ID: >I was wondering, would anyone be interested in an Alternate Earth group, >maybe on Yahoo Groups, to discuss or put together RuneQuest rules and >background material for the woefully neglected Alternate Earth setting? > >Simon (Phipp not Hibbs, Philips or Pipp) Yes, I would like this discussion of alternate earth, but I think it can be appropriate here on this list, as its own thread. It needn't be taken off list, especially if identified in the subject header. :-) On the other hand, I am not interested in d20 discussion here on this list, except as allowing occasional conversion inquiries. These should be identified in the subject header, too. I want RuneQuest, not capitulation. : ] -- Brad Furst esoteric at crashbox.com From MurfNMurf at aol.com Sat Apr 5 04:35:59 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Fri, 4 Apr 2003 13:35:59 EST Subject: [RQ-Rules] Re: Non-Gloranthan Bestiaries Message-ID: <19a.12ef386e.2bbf2a8f@aol.com> In a message dated 4/4/2003 12:22:19 PM Central Standard Time, esoteric at crashbox.com writes: > broos or D&D's gnolls, are also from real world mythologies, but I > can't recall specifics . > Bross always seemed to me to be a twisted, over the top take on the ever-fertile Satyrs and Fawns. Over the years I've played several such characters. I think maybe as a result of seeing the 'ancient greece' part (my favorite!) of 'Fantasia' as a kid. -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From MurfNMurf at aol.com Sat Apr 5 04:38:06 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Fri, 4 Apr 2003 13:38:06 EST Subject: [RQ-Rules] Alternate Earth vs. d20 Message-ID: <1a6.12ab23d0.2bbf2b0e@aol.com> In a message dated 4/4/2003 12:28:20 PM Central Standard Time, esoteric at crashbox.com writes: > Yes, I would like this discussion of alternate earth, but I think it > can be appropriate here on this list, as its own thread. It needn't > be taken off list, especially if identified in the subject header. > :-) > > I've got to agree with Brad. Lets not split the RQ rules list further. Its certainly appropos. -Ken- Be Fiann-valorous in your wounding exploits! --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From steve at perrinworlds.com Sat Apr 5 04:36:17 2003 From: steve at perrinworlds.com (steve at perrinworlds.com) Date: Fri, 4 Apr 2003 10:36:17 -0800 (PST) Subject: [RQ-Rules] Re: Non-Gloranthan Bestiaries In-Reply-To: References: <20030404125603.54434.qmail@web9606.mail.yahoo.com> Message-ID: <45678.64.214.209.1.1049481377.squirrel@ibusy.com> Really, Broo are just demons. Earth bound demons, but just demons. I found it interesting that Robert Jordan used Broo-looking badguys as his enemy race in the Wheel of Time series. I've used Broo in several non-Gloranthan games. Of course, it helps that I have Broo figures from a couple of manufacturers. I think Ral Partha ended up calling them something else and continuing to make them for awhile. Steve Perrin > Simon (Phipp, not Hibbs, Philips, Pipp or anything else) posted: > >>Where you would struggle is with the exotics, such as broos, >> scorpionmen or wind children which are definitely Gloranthan in nature >> and wouldn't fit into many settings. You would also struggle with >> creatures particular to the game setting, these would have to be >> written up for that game setting. > > Greg took scorpionmen from the real world epic of Gilgamesh, wind > children from northern European mythologies (aren't they also > featured in the RQ _Viking_ boxed set?). I think beastmen, such as > broos or D&D's gnolls, are also from real world mythologies, but I > can't recall specifics . > -- > > Brad Furst > esoteric at crashbox.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 slposey at concentric.net Sat Apr 5 04:40:31 2003 From: slposey at concentric.net (Stephen Posey) Date: Fri, 04 Apr 2003 11:40:31 -0700 Subject: [RQ-Rules] Re: Non-Gloranthan Bestiaries References: <19a.12ef386e.2bbf2a8f@aol.com> Message-ID: <3E8DD19F.7030903@concentric.net> MurfNMurf at aol.com wrote: > In a message dated 4/4/2003 12:22:19 PM Central Standard Time, > esoteric at crashbox.com writes: > >>broos or D&D's gnolls, are also from real world mythologies, but I >>can't recall specifics . >> > > Bross always seemed to me to be a twisted, over the top take on the > ever-fertile Satyrs and Fawns. > Over the years I've played several such characters. I think maybe as a > result of seeing the 'ancient greece' part (my favorite!) of 'Fantasia' as a > kid. Oh yasss! ;-) I can't listen to Beethoven's 6th without visions of winged horses and nubile centauresses dancing in my head. Stephen Posey slposey at concentric.net From slposey at concentric.net Sat Apr 5 04:44:20 2003 From: slposey at concentric.net (Stephen Posey) Date: Fri, 04 Apr 2003 11:44:20 -0700 Subject: [RQ-Rules] Re: Non-Gloranthan Bestiaries References: <20030404125603.54434.qmail@web9606.mail.yahoo.com> <45678.64.214.209.1.1049481377.squirrel@ibusy.com> Message-ID: <3E8DD284.3000500@concentric.net> steve at perrinworlds.com wrote: > Really, Broo are just demons. Earth bound demons, but just demons. I found > it interesting that Robert Jordan used Broo-looking badguys as his enemy > race in the Wheel of Time series. > > I've used Broo in several non-Gloranthan games. Of course, it helps that I > have Broo figures from a couple of manufacturers. I think Ral Partha ended > up calling them something else and continuing to make them for awhile. And does anybody think that the "Beastmen" from Games Workshop's Warhammer were anything but a blatant rip-off from RQ? Stephen Posey slposey at concentric.net From esoteric at crashbox.com Sat Apr 5 05:04:34 2003 From: esoteric at crashbox.com (Brad Furst) Date: Fri, 4 Apr 2003 11:04:34 -0800 Subject: [RQ-Rules] Re: Non-Gloranthan Bestiaries In-Reply-To: <3E8DD284.3000500@concentric.net> References: <20030404125603.54434.qmail@web9606.mail.yahoo.com> <45678.64.214.209.1.1049481377.squirrel@ibusy.com> <3E8DD284.3000500@concentric.net> Message-ID: >steve at perrinworlds.com wrote: >>Really, Broo are just demons. Earth bound demons, but just demons. I found >>it interesting that Robert Jordan used Broo-looking badguys as his enemy >>race in the Wheel of Time series. >> >>I've used Broo in several non-Gloranthan games. Of course, it helps that I >>have Broo figures from a couple of manufacturers. I think Ral Partha ended >>up calling them something else and continuing to make them for awhile. > >And does anybody think that the "Beastmen" from Games Workshop's >Warhammer were anything but a blatant rip-off from RQ? Beastmen were not unique to RQ at all. It was no rip-off, any more than use of trolls or giants. %-) -- Brad Furst esoteric at crashbox.com From slposey at concentric.net Sat Apr 5 05:43:33 2003 From: slposey at concentric.net (Stephen Posey) Date: Fri, 04 Apr 2003 12:43:33 -0700 Subject: [RQ-Rules] Re: Non-Gloranthan Bestiaries References: <20030404125603.54434.qmail@web9606.mail.yahoo.com> <45678.64.214.209.1.1049481377.squirrel@ibusy.com> <3E8DD284.3000500@concentric.net> Message-ID: <3E8DE065.2060902@concentric.net> Brad Furst wrote: >> steve at perrinworlds.com wrote: >> >>> Really, Broo are just demons. Earth bound demons, but just demons. I >>> found >>> it interesting that Robert Jordan used Broo-looking badguys as his enemy >>> race in the Wheel of Time series. >>> >>> I've used Broo in several non-Gloranthan games. Of course, it helps >>> that I >>> have Broo figures from a couple of manufacturers. I think Ral Partha >>> ended >>> up calling them something else and continuing to make them for awhile. >> >> >> And does anybody think that the "Beastmen" from Games Workshop's >> Warhammer were anything but a blatant rip-off from RQ? > > > Beastmen were not unique to RQ at all. It was no rip-off, any more than > use of trolls or giants. > %-) Hmmmm, it just seemed awfully convenient that shortly after GW dropped RQ support in their figures line they come out with "Goat -Headed humanoids" as part of Warhammer. Stephen Posey slposey at concentric.net From steve at perrinworlds.com Sat Apr 5 06:08:50 2003 From: steve at perrinworlds.com (steve at perrinworlds.com) Date: Fri, 4 Apr 2003 12:08:50 -0800 (PST) Subject: [RQ-Rules] Re: Non-Gloranthan Bestiaries In-Reply-To: <3E8DE065.2060902@concentric.net> References: <20030404125603.54434.qmail@web9606.mail.yahoo.com> <45678.64.214.209.1.1049481377.squirrel@ibusy.com> <3E8DD284.3000500@concentric.net> <3E8DE065.2060902@concentric.net> Message-ID: <31847.64.214.209.1.1049486930.squirrel@ibusy.com> Hardly a surprise. They had goat-headed models ready to go, they didn't have one license, they had another license that could always use another nasty critter. As has been pointed out, they didn't have any real copyright problems, so they might as well use the work. Steve > Brad Furst wrote: >>> does anybody think that the "Beastmen" from Games Workshop's >>> Warhammer were anything but a blatant rip-off from RQ? >> >> >> Beastmen were not unique to RQ at all. It was no rip-off, any more >> than use of trolls or giants. >> %-) > > Hmmmm, it just seemed awfully convenient that shortly after GW > dropped RQ support in their figures line they come out with "Goat > -Headed humanoids" as part of Warhammer. > > 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 From rog_benham at hotmail.com Sat Apr 5 07:25:10 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Fri, 04 Apr 2003 22:25:10 +0100 Subject: [RQ-Rules] Alternate Earth vs. d20 Message-ID: Hear Hear!  I wondered why the D20 discussion was going on in here.  While not a Glorantha fan, I thought it was always tied to RQ, not some level based creation.   >From: Brad Furst >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com >Subject: [RQ-Rules] Alternate Earth vs. d20 >Date: Fri, 4 Apr 2003 10:28:10 -0800 > >>I was wondering, would anyone be interested in an Alternate Earth >>group, >>maybe on Yahoo Groups, to discuss or put together RuneQuest rules >>and >>background material for the woefully neglected Alternate Earth >>setting? >> >>Simon (Phipp not Hibbs, Philips or Pipp) > >Yes, I would like this discussion of alternate earth, but I think it >can be appropriate here on this list, as its own thread. It needn't >be taken off list, especially if identified in the subject header. >:-) > >On the other hand, I am not interested in d20 discussion here on >this list, except as allowing occasional conversion inquiries. These >should be identified in the subject header, too. I want RuneQuest, >not capitulation. >: ] > > >-- > >Brad Furst >esoteric at crashbox.com > > > > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ Add photos to your messages with MSN 8. ------------------------------------------ More info here. ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From kruch7 at cox.net Sat Apr 5 09:02:40 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Fri, 4 Apr 2003 18:02:40 -0500 Subject: [RQ-Rules] Re: Non-Gloranthan Bestiaries References: <20030404125603.54434.qmail@web9606.mail.yahoo.com> <45678.64.214.209.1.1049481377.squirrel@ibusy.com> <3E8DD284.3000500@concentric.net> <3E8DE065.2060902@concentric.net> Message-ID: <002701c2fafe$4b3f44f0$1108a8c0@kenneith93j41k> actually the original beast men had all different heads it was only in later copies of the game they al got goat heads. ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Stephen Posey" > Hmmmm, it just seemed awfully convenient that shortly after GW > dropped RQ support in their figures line they come out with "Goat > -Headed humanoids" as part of Warhammer. > > Stephen Posey > slposey at concentric.net From slposey at concentric.net Sat Apr 5 09:05:41 2003 From: slposey at concentric.net (Stephen Posey) Date: Fri, 04 Apr 2003 16:05:41 -0700 Subject: [RQ-Rules] Re: Non-Gloranthan Bestiaries References: <20030404125603.54434.qmail@web9606.mail.yahoo.com> <45678.64.214.209.1.1049481377.squirrel@ibusy.com> <3E8DD284.3000500@concentric.net> <3E8DE065.2060902@concentric.net> <002701c2fafe$4b3f44f0$1108a8c0@kenneith93j41k> Message-ID: <3E8E0FC5.5010609@concentric.net> Joseph Elric Smith Mormon minion of Arioch wrote: > actually the original beast men had all different heads it was only in later > copies of the game they al got goat heads. Indeed, though "goat heads" seem most common. IIRC, the same is true of Broo. Stephen Posey slposey at concentric.net From gerall at chromebob.com Sat Apr 5 09:13:01 2003 From: gerall at chromebob.com (Gerall Kahla) Date: Fri, 04 Apr 2003 17:13:01 -0600 Subject: [RQ-Rules] Non-Gloranthan Bestiaries In-Reply-To: <3816.196.8.104.31.1049260044.squirrel@mail.wack.co.za> References: <3816.196.8.104.31.1049260044.squirrel@mail.wack.co.za> <000d01c2fab1$3bdb0500$9002600a@otvfrap043> Message-ID: <3E8E117D.7010106@chromebob.com> Gianni wrote: [snip] > The RQIII > >creatures book has a section at the back to help you work > out stats > >correctly. > > I couldn't find it (I own the large one-volume version of > Deluxe RQIII so that could be the reason). Odd... Now that you mention it, I can't find that section in my one-volume book either. My box-set is in storage at the moment. I was sure there was no difference in these editions! I wrote a webpage about converting AD&D creatures to BRPS/RuneQuest2/RuneQuest3. Not only did the Dark Sun player races get converted, but there is a short overview about how I convert any creature near the bottom. I hope this can be of use to those interested in performing conversions. I'm in the process of creating RQ3 stats for an illithid (mind flayer) as an exceptionally mutated minion of Chaos. I'll post it when it's finished. Best regards -- -- Gerall Kahla, he who codes From gerall at chromebob.com Sat Apr 5 09:19:51 2003 From: gerall at chromebob.com (Gerall Kahla) Date: Fri, 04 Apr 2003 17:19:51 -0600 Subject: [RQ-Rules] Alternate Earth In-Reply-To: <20030404125936.27410.qmail@web9605.mail.yahoo.com> References: <20030404125936.27410.qmail@web9605.mail.yahoo.com> <3E8D8939.5070406@chromebob.com> <3E8D9DE2.2A1A6106@concentric.net> <24086.64.214.209.1.1049478871.squirrel@ibusy.com> Message-ID: <3E8E1317.3030902@chromebob.com> steve at perrinworlds.com wrote: [snip] > BTW, Ken St. Andre once wrote about half an Aztec > supplement for RQIII for > Chaosium. I could see if he has any of it, but that was in > the pre everybody-has-a-computer days. For the record, I'm willing to create HTML versions of older treeware for this game system... The trick is getting the documents to any volunteer(s). -- Gerall Kahla, he who codes From slposey at concentric.net Sat Apr 5 09:23:39 2003 From: slposey at concentric.net (Stephen Posey) Date: Fri, 04 Apr 2003 16:23:39 -0700 Subject: [RQ-Rules] Alternate Earth References: <20030404125936.27410.qmail@web9605.mail.yahoo.com> <3E8D8939.5070406@chromebob.com> <3E8D9DE2.2A1A6106@concentric.net> <24086.64.214.209.1.1049478871.squirrel@ibusy.com> <3E8E1317.3030902@chromebob.com> Message-ID: <3E8E13FB.2020603@concentric.net> Gerall Kahla wrote: > > > steve at perrinworlds.com wrote: > [snip] > >> BTW, Ken St. Andre once wrote about half an Aztec supplement for RQIII >> for >> Chaosium. I could see if he has any of it, but that was in the pre >> everybody-has-a-computer days. > > > For the record, I'm willing to create HTML versions of older treeware > for this game system... > > The trick is getting the documents to any volunteer(s). As a reasonably fast and accurate typist, I'm prepared to offer my services performing transcriptions if necessary. Stephen Posey slposey at concentric.net From ghoyle1 at airmail.net Sat Apr 5 09:48:26 2003 From: ghoyle1 at airmail.net (Guy Hoyle) Date: Fri, 04 Apr 2003 17:48:26 -0600 Subject: [RQ-Rules] Alternate Earth In-Reply-To: <20030404134437.75977.qmail@web41106.mail.yahoo.com> References: <20030404134437.75977.qmail@web41106.mail.yahoo.com> Message-ID: <200304041748260083.07D6E8A4@smtp.airmail.net> On 4/4/2003 at 5:44 AM Leon Kirshtein wrote: >I would also be up for it. My vote would be for >Atlantis or Egypt as a setting. I'm just starting to work on an Atlantis setting for Hero Wars, but I'd be happy to participate in a discussion in RQ terms, too. I have a lot of decisions to make (Platonian Atlantis? Minoan Atlantis? Do they actually worship poseidon or a different sea god? Is their culture Greek? If so, were they colonized by Greeks or the other way around? I'm still figuring out which questions to ask. Guy _____ Always choose the option that'll most likely blow up in your own face. You never know when a tribe of werebears is going to want to skin you alive, for instance. Those are the Munchausenesque moments you can brag about over beer for years. Of course, sometimes you get bitten by vampires infected with bubonic plague, but on the whole, you have a great time. From Rjmeints at aol.com Sat Apr 5 14:09:47 2003 From: Rjmeints at aol.com (Rjmeints at aol.com) Date: Fri, 4 Apr 2003 23:09:47 EST Subject: [RQ-Rules] RE: where are you from, fellow addict Message-ID: <1d7.67604b6.2bbfb10b@aol.com> In a message dated 4/3/2003 7:30:38 AM Eastern Standard Time, rq-rules-request at crashbox.com writes: > Message: 1 > From: "DG" > To: > Date: Wed, 2 Apr 2003 19:39:48 -0500 > Subject: [RQ-Rules] Newbie + US? > Reply-To: rq-rules at crashbox.com > > Hi, > I am new to this list, and just got addicted to Runequest. Really > addicted. > How many of you are from the US? > From my assumptions, this game is more popular in the European Countries? > I now live in Ann Arbor, Michigan. For the seven years prior to 2002 I lived in London, England. Having seen the US and European side of the market first hand, I believe that the European side of RQ is bigger. I'm mainly basing this on the sales figures of recent Runequest related products, like the Gloranthan Classics reprints line, Tradetalk, Unspoken Word, and Tales, all of which sell far more of their print run in Europe than in the US. If I had to bet money, I'd say that the UK probably has more RQ/Glorantha fans and players than the US does, even though the UK only has one-fifth the population. I wish there were more RQ/Glorantha fans in the US, but I just haven't seen the numbers proven through any sort of activity. There are more European based RQ related publications, more RQ related european conventions, and more european stores stocking RQ related products. Bless 'em for sticking with the system through thick and thin. I get more people from Sweden who want to buy a copy of the Griffin Mountain reprint than I do from any state in the union. Rick Meints www.glorantha.info Moon Design Publications - Gloranthan Classics reprints --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From leonbk at yahoo.com Sat Apr 5 15:08:53 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 4 Apr 2003 21:08:53 -0800 (PST) Subject: [RQ-Rules] Alternate Earth In-Reply-To: <200304041748260083.07D6E8A4@smtp.airmail.net> Message-ID: <20030405050853.91125.qmail@web41105.mail.yahoo.com> > On 4/4/2003 at 5:44 AM Leon Kirshtein wrote: > > >I would also be up for it. My vote would be for > >Atlantis or Egypt as a setting. > > I'm just starting to work on an Atlantis setting for > Hero Wars, but I'd be happy to participate in a > discussion in RQ terms, too. I have a lot of > decisions to make (Platonian Atlantis? Minoan > Atlantis? Do they actually worship poseidon or a > different sea god? Is their culture Greek? If so, > were they colonized by Greeks or the other way > around? I'm still figuring out which questions to > ask. > > Guy I used the Avalanche Press D20 Atlantis supplement as a basis for my version of Atlantis. If you folks are interested I can post some of my conversion material. Leon Kirshtein __________________________________________________ Do you Yahoo!? Yahoo! Tax Center - File online, calculators, forms, and more http://tax.yahoo.com From steve at perrinworlds.com Sat Apr 5 16:50:14 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Fri, 4 Apr 2003 22:50:14 -0800 Subject: [RQ-Rules] Alternate Earth References: <20030405050853.91125.qmail@web41105.mail.yahoo.com> Message-ID: <00b101c2fb3f$9c7cef20$f4407442@wizard> Also, there is a GURPS Atlantis book that I actually have a copy of, though I haven't perused it closely. They are usually good for resource material. Steve ----- Original Message ----- From: "Leon Kirshtein" To: Sent: Friday, April 04, 2003 9:08 PM Subject: Re: [RQ-Rules] Alternate Earth > > On 4/4/2003 at 5:44 AM Leon Kirshtein wrote: > > > > >I would also be up for it. My vote would be for > > >Atlantis or Egypt as a setting. > > > > I'm just starting to work on an Atlantis setting for > > Hero Wars, but I'd be happy to participate in a > > discussion in RQ terms, too. I have a lot of > > decisions to make (Platonian Atlantis? Minoan > > Atlantis? Do they actually worship poseidon or a > > different sea god? Is their culture Greek? If so, > > were they colonized by Greeks or the other way > > around? I'm still figuring out which questions to > > ask. > > > > Guy > > I used the Avalanche Press D20 Atlantis supplement as > a basis for my version of Atlantis. If you folks are > interested I can post some of my conversion material. > > Leon Kirshtein > > __________________________________________________ > Do you Yahoo!? > Yahoo! Tax Center - File online, calculators, forms, and more > http://tax.yahoo.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 talmeta at talmeta.net Sat Apr 5 23:39:32 2003 From: talmeta at talmeta.net (Tal Meta) Date: Sat, 05 Apr 2003 08:39:32 -0500 Subject: [RQ-Rules] Alternate Earth References: <20030404125936.27410.qmail@web9605.mail.yahoo.com> <3E8D8939.5070406@chromebob.com> <3E8D9DE2.2A1A6106@concentric.net> <24086.64.214.209.1.1049478871.squirrel@ibusy.com> Message-ID: <3E8EDC94.4000805@talmeta.net> steve at perrinworlds.com wrote: > I'm in. > > BTW, Ken St. Andre once wrote about half an Aztec supplement for RQIII for > Chaosium. I could see if he has any of it, but that was in the pre > everybody-has-a-computer days. Why is it that I remember a big name, female sci-fantasy author being associated with that project as well? (the name, of course, escapes me right now) -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - The intelligence of any discussion diminishes with the square of the number of participants. -- Adam Walinsky From morrell at keme.co.uk Sat Apr 5 05:13:10 2003 From: morrell at keme.co.uk (Christopher Morrell) Date: Fri, 04 Apr 2003 20:13:10 +0100 Subject: [RQ-Rules] RQ CoC Rules Message-ID: Thanks for everyone's pointers regards to the D20 rules discussion. I have been reading the Glorantha digest for some years now, but aside from once or twice haven't been very successful with posting to it. Aside from D20 adaptions, I have been running for some time with real RQ rules, adapted of course to include a few RQ4 enhancements, whilst simplifying some of it for new players, using some CoC (and thus in essence the Basic Chaosium system.) check out: www.clanmorrell.net/rq/RQcoc_Character.pdf & www.clanmorrell.net/rq/Character Generation Summary.pdf which illustrates my changes to the RQ system. Let me know what you think? Thanks, - Chris From talmeta at talmeta.net Sat Apr 5 23:52:38 2003 From: talmeta at talmeta.net (Tal Meta) Date: Sat, 05 Apr 2003 08:52:38 -0500 Subject: [RQ-Rules] RE: where are you from, fellow addict References: <1d7.67604b6.2bbfb10b@aol.com> Message-ID: <3E8EDFA6.2080602@talmeta.net> Rjmeints at aol.com wrote: > Bless 'em for sticking with the system through thick and thin. I get more > people from Sweden who want to buy a copy of the Griffin Mountain reprint > than I do from any state in the union. Speaking of reprints.... I realize all the RQ2 material is about gone, but is there any possibility of RQ3 reprints? Or even a magazine anthology (assuming the rights could be gained?) I know I'm still missing the 1st third of the Tales 'zine run, and am spotty where Codex & some of the smaller 'zines are concerned... -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - "Squeak. Squeak, I tell you, SQUEAK!" --R From kruch7 at cox.net Sun Apr 6 00:34:55 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Sat, 5 Apr 2003 09:34:55 -0500 Subject: [RQ-Rules] RQ CoC Rules References: Message-ID: <000901c2fb80$86b46470$1108a8c0@kenneith93j41k> can't get the second link to work and have tried a couple of guesses as to what it was supposed to be can you repost it? very nice character sheet by the by ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Christopher Morrell" To: Sent: Friday, April 04, 2003 2:13 PM Subject: [RQ-Rules] RQ CoC Rules > Thanks for everyone's pointers regards to the D20 rules discussion. I > have been reading the Glorantha digest for some years now, but aside > from once or twice haven't been very successful with posting to it. > > Aside from D20 adaptions, I have been running for some time with real > RQ rules, adapted of course to include a few RQ4 enhancements, whilst > simplifying some of it for new players, using some CoC (and thus in > essence the Basic Chaosium system.) > > check out: > > www.clanmorrell.net/rq/RQcoc_Character.pdf > > & > > www.clanmorrell.net/rq/Character Generation Summary.pdf > > which illustrates my changes to the RQ system. > > Let me know what you think? > > Thanks, > > - Chris > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From kruch7 at cox.net Sun Apr 6 00:35:37 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Sat, 5 Apr 2003 09:35:37 -0500 Subject: [RQ-Rules] RE: where are you from, fellow addict References: <1d7.67604b6.2bbfb10b@aol.com> <3E8EDFA6.2080602@talmeta.net> Message-ID: <001101c2fb80$a03b6d30$1108a8c0@kenneith93j41k> Ack rq2 reprint almost gone, got to talk to the wife ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Tal Meta" To: Sent: Saturday, April 05, 2003 8:52 AM Subject: Re: [RQ-Rules] RE: where are you from, fellow addict > Rjmeints at aol.com wrote: > > Bless 'em for sticking with the system through thick and thin. I get more > > people from Sweden who want to buy a copy of the Griffin Mountain reprint > > than I do from any state in the union. > > Speaking of reprints.... > > I realize all the RQ2 material is about gone, but is there any > possibility of RQ3 reprints? Or even a magazine anthology (assuming the > rights could be gained?) > > I know I'm still missing the 1st third of the Tales 'zine run, and am > spotty where Codex & some of the smaller 'zines are concerned... > > -- > talmeta at talmeta.net - Heretic, Dilettante, & God-Machine > AIM - talmeta > ICQ - 12594453 > Homepage - > > "Squeak. Squeak, I tell you, SQUEAK!" --R > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From gerall at chromebob.com Sun Apr 6 01:14:25 2003 From: gerall at chromebob.com (Gerall Kahla) Date: Sat, 05 Apr 2003 09:14:25 -0600 Subject: [RQ-Rules] RQ CoC Rules In-Reply-To: References: <000901c2fb80$86b46470$1108a8c0@kenneith93j41k> Message-ID: <3E8EF2D1.4000304@chromebob.com> Joseph Elric Smith Mormon minion of Arioch wrote: > can't get the second link to work and have tried a couple > of guesses as to > what it was supposed to be can you repost it? > very nice character sheet by the by > ken > There's a space in the filename -- the Internet doesn't like that overmuch... Try this: spaces = %20 on the Internet... The original poster may want to modify the filename, or zip it to something without spaces. -- Gerall Kahla, he who codes From kruch7 at cox.net Sun Apr 6 01:15:16 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Sat, 5 Apr 2003 10:15:16 -0500 Subject: [RQ-Rules] RQ CoC Rules References: <000901c2fb80$86b46470$1108a8c0@kenneith93j41k> <3E8EF2D1.4000304@chromebob.com> Message-ID: <008901c2fb86$2a308ed0$1108a8c0@kenneith93j41k> well then I get a file not found error :) ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Gerall Kahla" To: Sent: Saturday, April 05, 2003 10:14 AM Subject: Re: [RQ-Rules] RQ CoC Rules > Joseph Elric Smith Mormon minion of Arioch wrote: > > > can't get the second link to work and have tried a couple > > of guesses as to > > what it was supposed to be can you repost it? > > very nice character sheet by the by > > ken > > > > There's a space in the filename -- the Internet doesn't like > that overmuch... Try this: > > > > spaces = %20 on the Internet... > > The original poster may want to modify the filename, or zip > it to something without spaces. > > -- > Gerall Kahla, he who codes > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From gerall at chromebob.com Sun Apr 6 01:21:19 2003 From: gerall at chromebob.com (Gerall Kahla) Date: Sat, 05 Apr 2003 09:21:19 -0600 Subject: [RQ-Rules] RQ CoC Rules In-Reply-To: References: <000901c2fb80$86b46470$1108a8c0@kenneith93j41k> <3E8EF2D1.4000304@chromebob.com> <008901c2fb86$2a308ed0$1108a8c0@kenneith93j41k> Message-ID: <3E8EF46F.8090405@chromebob.com> Joseph Elric Smith Mormon minion of Arioch wrote: > well then I get a file not found error :) > ken Point your browser at , then download to your heart's content... -- Gerall Kahla, he who codes From kruch7 at cox.net Sun Apr 6 01:26:06 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Sat, 5 Apr 2003 10:26:06 -0500 Subject: [RQ-Rules] RQ CoC Rules References: <000901c2fb80$86b46470$1108a8c0@kenneith93j41k> <3E8EF2D1.4000304@chromebob.com> <008901c2fb86$2a308ed0$1108a8c0@kenneith93j41k> <3E8EF46F.8090405@chromebob.com> Message-ID: <00a501c2fb87$ada36ac0$1108a8c0@kenneith93j41k> thanks sorry to be such a pain, and the IT field is my chosen profession too. ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Gerall Kahla" To: Sent: Saturday, April 05, 2003 10:21 AM Subject: Re: [RQ-Rules] RQ CoC Rules > > > Joseph Elric Smith Mormon minion of Arioch wrote: > > > well then I get a file not found error :) > > ken > > > Point your browser at , then > download to your heart's content... > > -- > Gerall Kahla, he who codes > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From jtrasler at hotmail.com Sun Apr 6 01:56:59 2003 From: jtrasler at hotmail.com (John Trasler) Date: Sat, 5 Apr 2003 09:56:59 -0600 Subject: [RQ-Rules] Newbie + US? References: <2f.3774a7aa.2bbccb2e@aol.com> <3E8B7C49.5020207@concentric.net> <000b01c2f979$8982b980$5653f4d1@thewatst> Message-ID: Grapevine, TX here, between Dallas and Fort Worth. ----- Original Message ----- From: "DG" To: Sent: Wednesday, April 02, 2003 6:39 PM Subject: [RQ-Rules] Newbie + US? > Hi, > I am new to this list, and just got addicted to Runequest. Really addicted. > How many of you are from the US? > From my assumptions, this game is more popular in the European Countries? > > ----- Original Message ----- > From: "Stephen Posey" > To: > Sent: Wednesday, April 02, 2003 7:11 PM > Subject: Re: [RQ-Rules] RQ Beasties > > > > MurfNMurf at aol.com wrote: > > > In a message dated 4/2/2003 1:49:49 PM Central Standard Time, > > > slposey at concentric.net writes: > > > > > >>"Prydain" as in Lloyd Alexander's Taran books? > > > > > > Yup. Though Alexander's books are derivitive of earlier epic era > stuff. > > > While my campaign was centered for the most part on Ireland, there > were > > > always side trips to nearby Prydain. To keep pesky mapping chores to a > > > minimum, I decided to only work up a couple of areas (Whales and > Cornwall's > > > ancient equivalents), and have the rest of England covered almost > entirely of > > > ancient-growth forest :) > > > > Cool, have you spec'ed out any of the critters from the books? > > > > In particular Llyan the giant cat? Or the Cauldron Born? > > > > 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 > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From rico at ricosweb.com Sun Apr 6 02:12:15 2003 From: rico at ricosweb.com (Rich Allen) Date: Sat, 5 Apr 2003 09:12:15 -0700 Subject: [RQ-Rules] RQ CoC Rules In-Reply-To: Message-ID: <000601c2fb8e$2084d820$0a01a8c0@main> > From: Christopher Morrell > > Aside from D20 adaptions, I have been running for some time with real > RQ rules, adapted of course to include a few RQ4 enhancements, whilst > simplifying some of it for new players, using some CoC (and thus in > essence the Basic Chaosium system.) Well, I wasn't going to mention this because of the objections to D20 discussion on this list, but I think this warrants a brief OT. There is a version of CoC released by Wizards of the Coast that uses the D20 system. It's a classless system, but still (I think) retains the XP/level system of D20. I believe the AC system was re-worked as well, something similar to what D20 Star Wars uses I think. Anyway, it's a very good start for anyone wishing to create a D20 version of RQ, since it's meant to mimic as closely as possible the BRP version of CoC. Rich Allen From steve at perrinworlds.com Sun Apr 6 03:50:47 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Sat, 5 Apr 2003 09:50:47 -0800 Subject: [RQ-Rules] Alternate Earth References: <20030404125936.27410.qmail@web9605.mail.yahoo.com> <3E8D8939.5070406@chromebob.com> <3E8D9DE2.2A1A6106@concentric.net> <24086.64.214.209.1.1049478871.squirrel@ibusy.com> <3E8EDC94.4000805@talmeta.net> Message-ID: <004301c2fb9b$e3cd4b20$f4407442@wizard> You may be thinking about Katherine Kerr, who is a moderate name, anyway. She was working on a Celtic book at the same time. Just heard back from Ken St. Andre. He does have the manuscript, but it's burried. He will look for it for us and let me know. Steve ----- Original Message ----- From: "Tal Meta" To: Sent: Saturday, April 05, 2003 5:39 AM Subject: Re: [RQ-Rules] Alternate Earth > steve at perrinworlds.com wrote: > > I'm in. > > > > BTW, Ken St. Andre once wrote about half an Aztec supplement for RQIII for > > Chaosium. I could see if he has any of it, but that was in the pre > > everybody-has-a-computer days. > > Why is it that I remember a big name, female sci-fantasy author being > associated with that project as well? (the name, of course, escapes me > right now) > > -- > talmeta at talmeta.net - Heretic, Dilettante, & God-Machine > AIM - talmeta > ICQ - 12594453 > Homepage - > > The intelligence of any discussion diminishes with the square of the > number of participants. > -- Adam Walinsky > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From tcantine at incentre.net Sun Apr 6 09:14:31 2003 From: tcantine at incentre.net (Thomas M. Cantine) Date: Sat, 5 Apr 2003 16:14:31 -0700 Subject: [RQ-Rules] Miniatures Message-ID: Hi folks. I'm in Edmonton, Alberta, since we're all sounding off on our geographical locations. I haven't actually had much chance to play any table top RPGs for nearly ten years, but recently my son Isaac, 6) has reached a level of maturity in make-believe that I've been able to introduce dice into the equation, and I've been using RQ3 as the basis of our adventures. But I thought I'd share with the group something that's turned out to be a pretty useful visualization tool, assuming you have enough to work with: Lego. We built a fairly workable manor/keep, and staffed it with guards, servants and the like (we have probably around a hundred little Lego men, and more weapons and shields than we know what to do with.) Then I had a squad of trolls raid the place, and Isaac commanded the defense. I used strike ranks and percentiles for hits (including criticals and fumbles) and the RQ hit location tables. Incidentally, with Lego men, I found that three pegs in length corresponds almost exactly to one meter, so range and movement is easy to figure. It was great fun, and having actual towers and crenellations made it very easy to tell when a character had a clear shot with a bow, and what hit locations were covered. (Note to self: when raiding a fortified position, beware of archers in towers.) Anyway, just thought I'd share... /=================================\ | Thomas M. Cantine | | "Will Think For Food" | \=================================/ http://www.incentre.net/tcantine From blacklocks at telus.net Mon Apr 7 06:02:17 2003 From: blacklocks at telus.net (The Blacklocks) Date: Sun, 6 Apr 2003 13:02:17 -0700 Subject: [RQ-Rules] My Location Message-ID: I guess I will add my location to the ongoing file. I live in Dawson Creek, BC. Tony Blacklock (Northern DM) From tiberius at runequest.za.org Mon Apr 7 15:24:27 2003 From: tiberius at runequest.za.org (Tony Den) Date: Mon, 7 Apr 2003 07:24:27 +0200 (SAST) Subject: [RQ-Rules] Harn+ Hyborea Message-ID: <7949.196.8.104.31.1049693067.squirrel@mail.wack.co.za> Dungeon Dweller wrote of a campaign based in Robert E Howard's hyborian Age. I couldn't agree more. I ran a brief Hyborian adventure years back and it was quite a success. It really lends itself to RQ with the kind of old ruins etc that Conan always comes across. Interestingly, i just ran a battle with my current group and pinched one of the classic ":ghouls start coming from everywhere" settings which Conan comes across a few times. A suggestion - its a bit unethical but what the hey. there is a PBM called Hyborian War, run by Reality Simulations Inc. (They used to advertise on the back of Savage Sword of Conan comics). I had a bash at it but it didn't quite work out for me with overseas mailing etc (days before internet and e-mail hit it big and before i had a credit card). But I digress. If you start a game of Hyborian war, you get a free startup pack, which includes notes on the setting and a really cool BIG map of the world. May be worthwhile looking into. Some links http://www.reality.com/ http://www.bit-net.com/~johnh/hw.htm BTW - I have some Harn gear, but have never played there. Worse, my brother now wants us to paly Harnmaster instead of RQ! -- Orcs are great, but the empire is eternal! From tiberius at runequest.za.org Mon Apr 7 15:26:28 2003 From: tiberius at runequest.za.org (Tony Den) Date: Mon, 7 Apr 2003 07:26:28 +0200 (SAST) Subject: [RQ-Rules] Aztecs Message-ID: <8653.196.8.104.31.1049693188.squirrel@mail.wack.co.za> steve perrin wrote: Ken St. Andre once wrote about half an Aztec supplement for RQIII for Chaosium. I could see if he has any of it, but that was in the pre everybody-has-a-computer days. I would be SO interested in that. I would also be interested in how close it actually got to publication. Tony -- Orcs are great, but the empire is eternal! From steve at perrinworlds.com Mon Apr 7 15:41:32 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 6 Apr 2003 22:41:32 -0700 Subject: [RQ-Rules] Aztecs References: <8653.196.8.104.31.1049693188.squirrel@mail.wack.co.za> Message-ID: <007501c2fcc8$58c290c0$f4407442@wizard> The Aztec book by Ken and another author (name escapes me) and the Celtic book by Katherine Kerr were supposed to be the second wave of locale books for RuneQuest Earth, right after Vikings and Ninja. Unfortunately, I left the Chaosium while these projects were still under development, so I don't know where they went from there. I imagine it was part of the ongoing problems with Avalon Hill. Perhaps the Vikings and Ninja books didn't sell well and Avalon Hill decided they didn't want any more setting pieces. Steve Perrin ----- Original Message ----- From: "Tony Den" To: Sent: Sunday, April 06, 2003 10:26 PM Subject: [RQ-Rules] Aztecs > steve perrin wrote: > > Ken St. Andre once wrote about half an Aztec supplement for RQIII for > Chaosium. I could see if he has any of it, but that was in the pre > everybody-has-a-computer days. > > > I would be SO interested in that. I would also be interested in how close > it actually got to publication. > Tony > > > -- > Orcs are great, but the empire is eternal! > > > _______________________________________________ > 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 Mon Apr 7 20:25:24 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Mon, 7 Apr 2003 11:25:24 +0100 (BST) Subject: [RQ-Rules] Re: Alternate Earth In-Reply-To: <20030404145303.EE7534C4A7@thinbits.com> Message-ID: <20030407102524.42275.qmail@web9605.mail.yahoo.com> Since a lot of people expressed interest in an Alternate Earth group, I have set one up as follows: > Group name: alternateearthrq > Group home page: http://groups.yahoo.com/group/alternateearthrq > Group email address: alternateearthrq at yahoogroups.com It is set up for restricted membership, so I have to approve members, but unrestricted access to archives and files, so anyone can benefit from the group. I know some people would rather the discussion take place in the RQ Rules Digest, but if a lot of people start posting (fat chance) then it could get very messy. What I will do, though, is periodically post updates of available downloads to the RQ Rules Digest so that if anything useful comes out of this then everyone will know. Leon: > I would also be up for it. My vote would be for > Atlantis or Egypt as a setting. Who wants to GM, and > which rules? I was thinking more like a site to develop background materials rather than an actual on-line game. However, if anyone set that up in parallel then that could be good. It would also be for many different settings and time periods, not just restricted to a few. Simon __________________________________________________ Yahoo! Plus For a better Internet experience http://www.yahoo.co.uk/btoffer From steveemsley at aol.com Mon Apr 7 20:39:11 2003 From: steveemsley at aol.com (steveemsley at aol.com) Date: Mon, 07 Apr 2003 06:39:11 -0400 Subject: [RQ-Rules] Re: Alternate Earth Message-ID: <448AD7BF.50455374.537648DA@aol.com> Well after a re-read of The Iliad, I'd decided that it was about time I wrote up ancient Greece for RQ, so I'm in... Steve From rog_benham at hotmail.com Mon Apr 7 21:10:25 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Mon, 07 Apr 2003 12:10:25 +0100 Subject: [RQ-Rules] Re: Alternate Earth Message-ID: So far, the alternatives mentioned bar Atlantis all seem to be Historical Earths. While the Aztecs would be a good idea (Along with the Mixtecs, Mayans and Yaqui as well), are we really talking about alternates or just historical Earths? I'd love to see more alternate Earths- GURPS Time Travel did a few of these brilliantly, but BRP is just as suited to doing it as well. I'd like to see a world where the Neanderthals wiped out humanity- you could do what you liked more or less, or a world of dinosaurids who have had a continuous culture for nearly 200 million years, and so on. What would also be interesting is to have the worlds interlinked in some way. I did this in one of my campaigns: the PCs wandered into a gigantic city built by a pair of dinosaur races in a parallel world. Many historical settings have been covered by GURPS, Bushido, Victorian Roleplaying (Cthulhu as well in this field); perhaps we should be thinking more of the Luther Arkwright game (Which I haven't seen), based on the comic (which I've read!). So: what are we doing here? >From: steveemsley at aol.com >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com >Subject: Re: [RQ-Rules] Re: Alternate Earth >Date: Mon, 07 Apr 2003 06:39:11 -0400 > >Well after a re-read of The Iliad, I'd decided that it was about time I wrote up ancient Greece for RQ, so I'm in... > >Steve >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ Protect your PC from e-mail viruses. ------------------------------------------ Get MSN 8 today. ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Mon Apr 7 21:32:55 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 07 Apr 2003 11:32:55 +0000 Subject: [RQ-Rules] Re: Non-Gloranthan Bestiaries Message-ID: >I was thinking of a Land of Ninja campaign. And as I wrote in my previous >post, I was quite disappointed by the creatures in the LoN boxed set :-( > >I think I'm up for a lengthy Sengoku-to-RQ conversion. But apart from the creatures (which I too thought was crap); didn't you like the rest of the box? -I do, in fact, I like it so much that I'll put the land of ninja where the "eastern isles" are in Glorantha. (I play with glorantha setting.) ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Mon Apr 7 21:36:27 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 07 Apr 2003 11:36:27 +0000 Subject: [RQ-Rules] Alternate Earth Message-ID: >I would also be up for it. My vote would be for >Atlantis or Egypt as a setting. Who wants to GM, and >which rules? > >Leon Kirshtein Is it time for wishes? I want someone to make a setting in The land of Aztecs or Mayas (Pre europan incursion -america; 800 - 1500) Or a setting in India... ------------------------------------------ Hotmail rett i lomma ------------------------------------------ Hotmail SMS ------------------------------------------ Hotmail rett i lomma ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Mon Apr 7 21:37:32 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 07 Apr 2003 11:37:32 +0000 Subject: [RQ-Rules] Alternate Earth Message-ID: Who wants to GM, and >which rules? I don't want to GM, and I want the RQ d100 system as it is in RQ3 ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From Nick.Middleton at invensys.com Mon Apr 7 21:39:59 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Mon, 7 Apr 2003 12:39:59 +0100 Subject: [RQ-Rules] Re: Alternate Earth Message-ID: >So far, the alternatives mentioned bar Atlantis all seem to be Historical Earths. While the Aztecs would be a good >idea (Along with the Mixtecs, Mayans and Yaqui as well), are we really talking about alternates or just historical >Earths? Well, "Fantasy earth" as presented in RQIII felt like an honest take on the Graeco-Roman world view, and Vikings certainly seemed to be trying the same thing: what Ars Magica originally claimed to be the world as the people of a particular time believed it to be, NOT the historical reality. Now, when one adds that the Graeco-Roman base was expanded by Vikings (circa 950CE) and Fantasy Japan (books at home, but ~1400CE was the main focus?) then I think we are looking at stitching together interesting _cultures_ irrespective of whether they coexisted historically, and with the emphasis on their respective myths and folk tales being true. So Central and South America probably has Aztecs and Mayans, North America has Amerinds _with_ horses, Asia has both Mongols and Imperial China, Easter Island is probably at the height of it's culture etc etc. In many ways, what we are looking at is interesting cultures that people can pick and choose from to build their own settings. > I'd love to see more alternate Earths- GURPS Time Travel did a few of these brilliantly, but BRP is just >as suited to doing it as well. Urm, isn't that Stormbringer? Seriously, most Eternal champion games I ever played (and all those I ran :D ) ended up trotting off across the multiverse and whilst EC alternate planes have a particular feel (hats off to Keith Herber for Rogue Mistress for example), BRP does this sort of thing remarkably well (especially with Worlds of Wonder... hats off to Mr Perrin!) but I, personally, was thinking more in terms of solid culture and myth/folk tale notes (a la Vikings, LoN), rather than weird and wonderful parallel universes. The later can be built up from the former, but just going for the later makes the material less useful as those who want it straight will have to disentangle the "straight" cultural stuff from the alternate universe stuff. >I'd like to see a world where the Neanderthals wiped out humanity- you could do what you liked more or less, or a >world of dinosaurids who have had a continuous culture for nearly 200 million years, and so on. >What would also be interesting is to have the worlds interlinked in some way. I did this in one of my campaigns: >the PCs wandered into a gigantic city built by a pair of dinosaur races in a parallel world. >Many historical settings have been covered by GURPS, Bushido, Victorian Roleplaying (Cthulhu as well in this >field); perhaps we should be thinking more of the Luther Arkwright game (Which I haven't seen), based on the comic >(which I've read!). Indeed, one of the things we should look at is covering the historical cultures that DON'T have GURPS books (or at least easily available GURPS Books): why duplicate effort? I really can't get on with the rule system, but if I want to do a campaign in a setting for which there is a GURPS book, it is always my first port of call, they are usually so well researched and edited. As for the world linking and such, have you watched Sliders? That had real possibilities (a bunch of people thrown together by chance, with a reason to stick together and keep moving, visiting a new world every week...). As for Luther Arkwright, there is a license just begging to be picked up (especially with Hearts of Empire out as well) by Chaosium or someone they are prepared to let use the BRP system. I really didn't rate the original game but the setting and comic was fabulous. >So: what are we doing here? Errm wasting lunchtime and waiting for my Yahoo-groups membership to catch up/be approved! And noodling away at my Eric Van Lustbader's Sunset Warrior inspired BRP setting... Cheers, Nick Middleton. From kruch7 at cox.net Mon Apr 7 21:46:16 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Mon, 7 Apr 2003 07:46:16 -0400 Subject: [RQ-Rules] Alternate Earth References: Message-ID: <020801c2fcfb$4c5c3f60$1108a8c0@kenneith93j41k> Well My game is set in the America around 1200 AD thought I am using LDS, mythology a long with Viking and china lore that they may have visited the Americas at that time too. More of a legendary Americas as opposed to the actual Americas ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Bjorn Stolen" To: Sent: Monday, April 07, 2003 7:36 AM Subject: Re: [RQ-Rules] Alternate Earth > > > > > >I would also be up for it. My vote would be for > > > > >Atlantis or Egypt as a setting. Who wants to GM, and > > >which rules? > > > > > >Leon Kirshtein > > Is it time for wishes? I want someone to make a setting in The land of Aztecs or Mayas (Pre europan incursion -america; 800 - 1500) > > > Or a setting in India... > > > > ------------------------------------------ > Hotmail rett i lomma > ------------------------------------------ > Hotmail SMS > ------------------------------------------ > Hotmail rett i lomma > ------------------------------------------ > > > --- StripMime Report -- processed MIME parts --- > text/html (html body -- converted) > --- > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From stolenbjorn at hotmail.com Mon Apr 7 21:48:43 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 07 Apr 2003 11:48:43 +0000 Subject: [RQ-Rules] Re India/Alternate Earth Message-ID: I'm totally for the "India", "Aztec" and "China" suggestions. The only troubble with ancient world -settings, is the amount of work it takes. It is much tougher to work out a history-bazed setting that actually holds water, compared what Greg and Tolkien did making things they got out of ones head. So I'm not going to work on it, but I'd love to buy the finished product when it's finished! -provided it retains the d100 system, ofcourse... ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Mon Apr 7 21:51:28 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 07 Apr 2003 11:51:28 +0000 Subject: [RQ-Rules] Re: India/Alternate Earth Message-ID: From stolenbjorn at hotmail.com Mon Apr 7 21:56:01 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 07 Apr 2003 11:56:01 +0000 Subject: [RQ-Rules] Re: Non-Gloranthan Bestiaries Message-ID: Have you heard about Wagners "ride of the valkyres"? From stolenbjorn at hotmail.com Mon Apr 7 21:59:02 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 07 Apr 2003 11:59:02 +0000 Subject: [RQ-Rules] Re: Non-Gloranthan Bestiaries Message-ID: And in Warhammer, which is not a Glorantha setting, have the beast-men, and the chaos god Tsientch, lord of beasts. >Really, Broo are just demons. Earth bound demons, but just demons. I found >it interesting that Robert Jordan used Broo-looking badguys as his enemy >race in the Wheel of Time series. > >I've used Broo in several non-Gloranthan games. Of course, it helps that I >have Broo figures from a couple of manufacturers. I think Ral Partha ended >up calling them something else and continuing to make them for awhile. > > Simon (Phipp, not Hibbs, Philips, Pipp or anything else) posted: > > > >>Where you would struggle is with the exotics, such as broos, > >> scorpionmen or wind children which are definitely Gloranthan in nature > >> and wouldn't fit into many settings. You would also struggle with > >> creatures particular to the game setting, these would have to be > >> written up for that game setting. ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From Nick.Middleton at invensys.com Mon Apr 7 22:04:14 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Mon, 7 Apr 2003 13:04:14 +0100 Subject: [RQ-Rules] Alternate Earth Message-ID: >Well My game is set in the America around 1200 AD thought I am using LDS, >mythology a long with Viking and china lore that they may have visited the >Americas at that time too. >More of a legendary Americas as opposed to the actual Americas >ken Of all the d20 stuff I have seen, the one that has most impressed me is Doug Andersons Septentrionalis site, http://www.catspawcomics.com/sept/sept.html (dang! He's taken the PDF's down; well, look at this if it does get in to print, its great even if you aren't a d20 fan). "legendary americas as opposed to the actual americas" is EXACTLY what I was hoping we would aim for: not the absolute historical detail or "realism" but something that captures the myths and folklore of each particular culture, that attempts to bring that culture to life. Not that I have anything against the nonhistorical based ideas (Atlantis etc), but as I (and others) have already said, they are well served with GURPS books. Cheers, Nick Middleton From gerall at chromebob.com Mon Apr 7 22:49:11 2003 From: gerall at chromebob.com (Gerall Kahla) Date: Mon, 07 Apr 2003 07:49:11 -0500 Subject: [RQ-Rules] Alternate Earth In-Reply-To: <020801c2fcfb$4c5c3f60$1108a8c0@kenneith93j41k> References: <020801c2fcfb$4c5c3f60$1108a8c0@kenneith93j41k> Message-ID: <3E9173C7.7080308@chromebob.com> Joseph Elric Smith Mormon minion of Arioch wrote: > Well My game is set in the America around 1200 AD thought I am using LDS, What is LDS? > mythology a long with Viking and china lore that they may have visited the > Americas at that time too. > More of a legendary Americas as opposed to the actual Americas I like this idea -- there's a lot of area to cover, and plenty of time to explore... -- G. Kahla - he who codes From kruch7 at cox.net Mon Apr 7 22:56:09 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Mon, 7 Apr 2003 08:56:09 -0400 Subject: [RQ-Rules] Alternate Earth References: <020801c2fcfb$4c5c3f60$1108a8c0@kenneith93j41k> <3E9173C7.7080308@chromebob.com> Message-ID: <003001c2fd05$0f48faa0$1108a8c0@kenneith93j41k> Latter day saints. where the people of the Americas are actually descended from Israelites who god led to the American continent around 400 BC Ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Gerall Kahla" To: Sent: Monday, April 07, 2003 8:49 AM Subject: Re: [RQ-Rules] Alternate Earth > > > Joseph Elric Smith Mormon minion of Arioch wrote: > > Well My game is set in the America around 1200 AD thought I am using LDS, > > What is LDS? > > > mythology a long with Viking and china lore that they may have visited the > > Americas at that time too. > > More of a legendary Americas as opposed to the actual Americas > > I like this idea -- there's a lot of area to cover, and plenty of time > to explore... > > -- > G. Kahla - he who codes > > > > _______________________________________________ > 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 Mon Apr 7 23:12:19 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Mon, 7 Apr 2003 14:12:19 +0100 (BST) Subject: [RQ-Rules] Re: Alternate Earth In-Reply-To: <20030407114603.0731A4C4A5@thinbits.com> Message-ID: <20030407131219.54859.qmail@web9607.mail.yahoo.com> Roger Benham: > So far, the alternatives mentioned bar Atlantis all seem to be Historical > Earths. While the Aztecs would be a good idea (Along with the Mixtecs, > Mayans and Yaqui as well), are we really talking about alternates or just > historical Earths? I'd love to see more alternate Earths- GURPS Time > Travel did a few of these brilliantly, but BRP is just as suited to doing > it as well. Strictly speaking, the Alternate Earth setting is mythical history, based on historical earth but with extreme liberties taken with timeline, events, cults etc. So, you get nomads with sunspears, dragons eating maidens and so on. It is more like the Earth of legends and stories than the actual earth of history. However, I can't see a problem with settings for future alternate earths, or alternate earths based on Alexander's empire 1000 years on and so on. It all depends on where people want to take it. Time travelling/jumping to alternates is best handeld with the Eternal Champion rules, in my opinion, but I can't see any reason why a RuneQuest variant can't be posted. > I'd like to see a world where the Neanderthals wiped out humanity- you > could do what you liked more or less, or a world of dinosaurids who have > had a continuous culture for nearly 200 million years, and so on. A bit too alternate for me, but write it up, post it and have a discussion. > Many historical settings have been covered by GURPS, Bushido, Victorian > Roleplaying (Cthulhu as well in this field); perhaps we should be thinking > more of the Luther Arkwright game (Which I haven't seen), based on the > comic (which I've read!). But very few have had the standard RQ conversion - cults, occupations, creatures, scenarios, timelines. I haven't yet seen a Cthulhu writeup that works particularly well with RQ, for instance. > So: what are we doing here? Join and ask the question there. If it's not what you want then change it to what you want. Bjorn Stolen: > Is it time for wishes? I want someone to make a setting in The land of > Aztecs or Mayas (Pre europan incursion -america; 800 - 1500) > > > Or a setting in India... Join, ask, discuss, write, post and discuss again. That gives you a setting. Nick Middleton: > Well, "Fantasy earth" as presented in RQIII felt like an honest take on the > Graeco-Roman world view, and Vikings certainly seemed to be trying the same > thing: what Ars Magica originally claimed to be the world as the people of > a particular time believed it to be, NOT the historical reality. Now, when > one adds that the Graeco-Roman base was expanded by Vikings (circa 950CE) > and Fantasy Japan (books at home, but ~1400CE was the main focus?) then I > think we are looking at stitching together interesting _cultures_ > irrespective of whether they coexisted historically, and with the emphasis > on their respective myths and folk tales being true. So Central and South > America probably has Aztecs and Mayans, North America has Amerinds _with_ > horses, Asia has both Mongols and Imperial China, Easter Island is probably > at the height of it's culture etc etc. In many ways, what we are looking at > is interesting cultures that people can pick and choose from to build their > own settings. That sounds about right to me. Personally, I think that things went badly downhill after the Iron Age, so I prefer stone/bronze/iron age settings. But RQ works pretty well in all settings, apart from non-religious settings where the cults are left behind. > Indeed, one of the things we should look at is covering the historical > cultures that DON'T have GURPS books (or at least easily available GURPS > Books): why duplicate effort? I really can't get on with the rule system, > but if I want to do a campaign in a setting for which there is a GURPS > book, it is always my first port of call, they are usually so well > researched and edited. As for the world linking and such, have you watched > Sliders? That had real possibilities (a bunch of people thrown together by > chance, with a reason to stick together and keep moving, visiting a new > world every week...). As for Luther Arkwright, there is a license just > begging to be picked up (especially with Hearts of Empire out as well) by > Chaosium or someone they are prepared to let use the BRP system. I really > didn't rate the original game but the setting and comic was fabulous. GURPS may well have a lot of background, but how compatible is it to RQ? A RQ interpretation of some of these could be useful. > > >So: what are we doing here? > > Errm wasting lunchtime and waiting for my Yahoo-groups membership to catch > up/be approved! And noodling away at my Eric Van Lustbader's Sunset Warrior > inspired BRP setting... It only took an hour! I've got work to do as well, you know :-) Ken: > Well My game is set in the America around 1200 AD thought I am using LDS, > mythology a long with Viking and china lore that they may have visited the > Americas at that time too. > More of a legendary Americas as opposed to the actual Americas That's something I've thought of doing as well. After all, the history is there, it can be linked to pre-columbian cultures and is an interesting slant. Simon __________________________________________________ Yahoo! Plus For a better Internet experience http://www.yahoo.co.uk/btoffer From gianni at basicrps.com Mon Apr 7 23:20:02 2003 From: gianni at basicrps.com (Gianni) Date: Mon, 7 Apr 2003 15:20:02 +0200 Subject: [RQ-Rules] Re: Alternate Earth References: <448AD7BF.50455374.537648DA@aol.com> Message-ID: <008f01c2fd08$662e9610$9002600a@otvfrap043> Hello Steve > Well after a re-read of The Iliad, I'd decided that it was about time I wrote up ancient Greece for RQ, so I'm in... You may find the following interesting, then: http://kernos.free.fr/aides/basic/odysseus.pdf Gianni webmaster of basicrps.com From gianni at basicrps.com Mon Apr 7 23:25:52 2003 From: gianni at basicrps.com (Gianni) Date: Mon, 7 Apr 2003 15:25:52 +0200 Subject: [RQ-Rules] Re India/Alternate Earth References: <20030404145302.83E2F4C4A6@thinbits.com> <12676.216.118.190.11.1049473343.squirrel@webmail> Message-ID: <009901c2fd09$372108c0$9002600a@otvfrap043> Hello > Speaking of wonderful books, since Alternate Earth China was never much > developed, might I suggest the RQ/BRP version be based on or inspired by > Barry Hughart's Master Li and Number Ten Ox (i.e. "Bridge of Birds") > series? "An ancient China that never was" definitely belongs in Alternate > Earth. I have developed a BRP Imperial China rolegame: http://www.basicrps.com/chine/ It spans Chinese history from the Tang to the Qing dynasties, i.e., from 618 AD to 1911 AD. Gianni webmaster of basicrps.com From tiberius at runequest.za.org Mon Apr 7 23:39:54 2003 From: tiberius at runequest.za.org (Tony Den) Date: Mon, 7 Apr 2003 15:39:54 +0200 (SAST) Subject: [RQ-Rules] [Fwd: Alternate Earth] Message-ID: <46862.196.8.104.31.1049722794.squirrel@mail.wack.co.za> Roger Benham wrote: I'd like to see a world where the Neanderthals wiped out humanity- you could do what you liked more or less, or a world of dinosaurids who have had a continuous culture for nearly 200 million years, and so on. What would also be interesting is to have the worlds interlinked in some way. I did this in one of my campaigns: the PCs wandered into a gigantic city built by a pair of dinosaur races in a parallel world. Excellent, that sound slike real fun. Tell me, did you get the idea from Harry Harrisons West of Eaden books. they could lend spome serious background to an earth where dinosaurs cumilated in a highly advanced species. -- Orcs are great, but the empire is eternal! -- Orcs are great, but the empire is eternal! From leonbk at yahoo.com Mon Apr 7 23:56:38 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 7 Apr 2003 06:56:38 -0700 (PDT) Subject: [RQ-Rules] Alternate Earth - Getting things started In-Reply-To: <46862.196.8.104.31.1049722794.squirrel@mail.wack.co.za> Message-ID: <20030407135638.58850.qmail@web41106.mail.yahoo.com> One off the problems with the game like this is getting everyone on the same page. So, to get the ball rolling, I propose the following: Setting: Atlantis/Aztec - I am thinking the Atlantians acting in the roll of Spanish in the New World, but running into the Aztec empire as a viable and expanding competitor over new territories. Rules: Mostly RQ3, with Sandy's sorcery and shaman rules. GMs: Three or four to help develop the setting and keep things going. (I would be willing to share the burden) Place: Yahoo groups I know that every one has an opinion, but I would like to start gettting a list together of who would be interested in this game as stated. Leon Kirshtein __________________________________________________ Do you Yahoo!? Yahoo! Tax Center - File online, calculators, forms, and more http://tax.yahoo.com From pascal.dury at fr.unisys.com Mon Apr 7 23:59:19 2003 From: pascal.dury at fr.unisys.com (Dury, Pascal) Date: Mon, 7 Apr 2003 08:59:19 -0500 Subject: [RQ-Rules] Alternate Earth - Getting things started Message-ID: <5FA5BB3B120AD3119D5C00105A16403D07B4B1F2@FR-DEF-EXCH-1> I'am in for sure ! Pascal -----Message d'origine----- De : Leon Kirshtein [mailto:leonbk at yahoo.com] Envoy? : lundi 7 avril 2003 15:57 ? : rq-rules at crashbox.com Objet : [RQ-Rules] Alternate Earth - Getting things started One off the problems with the game like this is getting everyone on the same page. So, to get the ball rolling, I propose the following: Setting: Atlantis/Aztec - I am thinking the Atlantians acting in the roll of Spanish in the New World, but running into the Aztec empire as a viable and expanding competitor over new territories. Rules: Mostly RQ3, with Sandy's sorcery and shaman rules. GMs: Three or four to help develop the setting and keep things going. (I would be willing to share the burden) Place: Yahoo groups I know that every one has an opinion, but I would like to start gettting a list together of who would be interested in this game as stated. Leon Kirshtein __________________________________________________ Do you Yahoo!? Yahoo! Tax Center - File online, calculators, forms, and more http://tax.yahoo.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 steveemsley at aol.com Tue Apr 8 00:06:02 2003 From: steveemsley at aol.com (steveemsley at aol.com) Date: Mon, 07 Apr 2003 10:06:02 -0400 Subject: [RQ-Rules] Re: Alternate Earth Message-ID: <080E6AEF.2651ABAD.537648DA@aol.com> Hello Steve > Well after a re-read of The Iliad, I'd decided that it was about time I wrote up ancient Greece for RQ, so I'm in... You may find the following interesting, then: http://kernos.free.fr/aides/basic/odysseus.pdf Excellent! Thanks Gianni...my French is a little rusty, but I'll give it a go... Steve From kruch7 at cox.net Tue Apr 8 00:50:40 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Mon, 7 Apr 2003 10:50:40 -0400 Subject: [RQ-Rules] Alternate Earth - Getting things started References: <20030407135638.58850.qmail@web41106.mail.yahoo.com> Message-ID: <002101c2fd15$0f1a2f30$1108a8c0@kenneith93j41k> So we are talking about some sort of online game now? ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Leon Kirshtein" To: Sent: Monday, April 07, 2003 9:56 AM Subject: [RQ-Rules] Alternate Earth - Getting things started > One off the problems with the game like this is > getting everyone on the same page. > > So, to get the ball rolling, I propose the following: > > Setting: > Atlantis/Aztec - I am thinking the Atlantians acting > in the roll of Spanish in the New World, but running > into the Aztec empire as a viable and expanding > competitor over new territories. > > Rules: > Mostly RQ3, with Sandy's sorcery and shaman rules. > > GMs: > Three or four to help develop the setting and keep > things going. (I would be willing to share the > burden) > > Place: > Yahoo groups > > I know that every one has an opinion, but I would like > to start gettting a list together of who would be > interested in this game as stated. > > Leon Kirshtein > > __________________________________________________ > Do you Yahoo!? > Yahoo! Tax Center - File online, calculators, forms, and more > http://tax.yahoo.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 stolenbjorn at hotmail.com Tue Apr 8 01:35:28 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 07 Apr 2003 15:35:28 +0000 Subject: [RQ-Rules] Re India/Alternate Earth Message-ID: The subjects that are beeing posted now is the reason why I started browsing the web for RQ; to get more settings. I play in Glorantha, but I still find this discussin extremely interesting. It is IMO perfectly ok to stuff ancient settings into glorantha. The chinese stuff you write about can with no effort be squeezed into Kralorela, for instance, and LoN and Vikings have been put into eastern isles and Yggs respectivily. And there are more continents to stuff settings in. My wiev on the discussion on how fantastic the historical setting should be, I think using the Land of Ninja and Vikings as the standard is the best thing. Then we get a lot of settings that follow the same level of mix between myths and facts. ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Tue Apr 8 01:40:13 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 07 Apr 2003 15:40:13 +0000 Subject: [RQ-Rules] Alternate Earth - Getting things started Message-ID: This sounds like a good and ambitious idea. -Lot of work if the historical bit should be correct, though... But I really hope you (+ 2-4 else) is up to the challenge! Good luck!! ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Tue Apr 8 01:41:58 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 07 Apr 2003 15:41:58 +0000 Subject: [RQ-Rules] Alternate Earth - Getting things started Message-ID: >So we are talking about some sort of online game now? >ken Oh? Did I misunderstand? I thought someone wanted to write a sourcebook-ish thing, and then share it with us others... ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From kruch7 at cox.net Tue Apr 8 01:44:23 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Mon, 7 Apr 2003 11:44:23 -0400 Subject: [RQ-Rules] Alternate Earth - Getting things started References: Message-ID: <003d01c2fd1c$90399680$1108a8c0@kenneith93j41k> that is what I thought too ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Bjorn Stolen" To: Sent: Monday, April 07, 2003 11:41 AM Subject: Re: [RQ-Rules] Alternate Earth - Getting things started > > > > > > > > > > > > >So we are talking about some sort of online game now? > > >ken > > > > Oh? Did I misunderstand? I thought someone wanted to write a sourcebook-ish thing, and then share it with us others... > > > > ------------------------------------------ > > ------------------------------------------ > MSN Messenger > ------------------------------------------ > - Den korteste veien mellom deg og dine venner > ------------------------------------------ > > > --- StripMime Report -- processed MIME parts --- > text/html (html body -- converted) > --- > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From slposey at concentric.net Tue Apr 8 01:59:55 2003 From: slposey at concentric.net (Stephen Posey) Date: Mon, 07 Apr 2003 09:59:55 -0600 Subject: [RQ-Rules] Alternate Earth References: <20030404134437.75977.qmail@web41106.mail.yahoo.com> <200304041748260083.07D6E8A4@smtp.airmail.net> Message-ID: <3E91A07B.9020309@concentric.net> Gianni Wrote: > Hello Steve > >> Well after a re-read of The Iliad, I'd decided that it was about time >> I wrote up ancient Greece for RQ, so I'm in... > > You may find the following interesting, then: > http://kernos.free.fr/aides/basic/odysseus.pdf Arrrrghhh, something else to add to the "to be translated" list... ;-) Stephen Posey slposey at concentric.net From morrell at keme.co.uk Sun Apr 6 07:16:15 2003 From: morrell at keme.co.uk (Christopher Morrell) Date: Sat, 05 Apr 2003 22:16:15 +0100 Subject: [RQ-Rules] RQ_CoC Rules Message-ID: Hi, > > > well then I get a file not found error :) > > > ken Yeah, sorry about that. I used to have all spaces underlined to avoid that problem. I'm so used to using that folder for ftp rather that http downloads. I've adjusted all files in that folder - some files you will notice aren't mine (although I edited them to appear the way I wanted), they are just available for my players to use for our "Viking" style game. I look forward to some feedback on the Character Sheet, and accompanying Creation rules. Thanks for the compliment on the Character sheet by the way. http://www.clanmorrell.net/rq/ - Chris From morrell at keme.co.uk Mon Apr 7 22:44:36 2003 From: morrell at keme.co.uk (Christopher Morrell) Date: Mon, 07 Apr 2003 13:44:36 +0100 Subject: [RQ-Rules] RQ-CoC & D20 Message-ID: > From: "Rich Allen" > Well, I wasn't going to mention this because of the objections > to D20 discussion on this list, but I think this warrants a brief OT. Okay, thanks. I'll take a look at it. I was under the impression that they kept Hit Points as they are in D&D, which kind of ruins the "mortality" of your adventurer when he gets to 20th level. Of course as far as house rules are concerned for a Glorantha game, I would prefer my own RQ_CoC, or straight RQ3 rules. I am in the situation of trying to get new players & old D&D'ers into playing in Glorantha - and if that means using some sort of D20 adaption then so be it. Gaming in Glorantha is more important to me, than the system. Although RQ is by far my favorite system. In fact I have always loathed AD&D over the years. - Chris From steve at perrinworlds.com Tue Apr 8 02:19:25 2003 From: steve at perrinworlds.com (steve at perrinworlds.com) Date: Mon, 7 Apr 2003 09:19:25 -0700 (PDT) Subject: [RQ-Rules] Alternate Earth - Getting things started In-Reply-To: <002101c2fd15$0f1a2f30$1108a8c0@kenneith93j41k> References: <20030407135638.58850.qmail@web41106.mail.yahoo.com> <002101c2fd15$0f1a2f30$1108a8c0@kenneith93j41k> Message-ID: <45317.64.214.209.1.1049732365.squirrel@ibusy.com> Leon, Like many of the others, I wish you success with this online game, but we were really talking about Alternate Earth sourcebooks and/or material. Of course, if three or four people are going to get together to set up this camapaign, that's certainly a good place to start with doing a sourcebook or series of source articles for the rest of us to work from. As for sourcebook like resources, how about each of us (of those who want to do this) pick a culture and start sending in essays to the list on what the culture was like and any game modifications to make it work properly within the culture? Heck, just a list of urls that apply to the culture (as some have posted) is a good thing. Steve Perrin, always looking for source material > ----- Original Message ----- > From: "Leon Kirshtein" > To: > Sent: Monday, April 07, 2003 9:56 AM > Subject: [RQ-Rules] Alternate Earth - Getting things started > > >> One off the problems with the game like this is >> getting everyone on the same page. >> >> So, to get the ball rolling, I propose the following: >> >> Setting: >> Atlantis/Aztec - I am thinking the Atlantians acting >> in the roll of Spanish in the New World, but running >> into the Aztec empire as a viable and expanding >> competitor over new territories. >> >> Rules: >> Mostly RQ3, with Sandy's sorcery and shaman rules. >> >> GMs: >> Three or four to help develop the setting and keep >> things going. (I would be willing to share the >> burden) >> >> Place: >> Yahoo groups >> >> I know that every one has an opinion, but I would like >> to start gettting a list together of who would be >> interested in this game as stated. >> >> Leon Kirshtein >> >> __________________________________________________ >> Do you Yahoo!? >> Yahoo! Tax Center - File online, calculators, forms, and more >> http://tax.yahoo.com >> _______________________________________________ >> RQ-Rules mailing list >> RQ-Rules at crashbox.com >> http://www.crashbox.com/rq-rules >> http://www.crashbox.com/mailman/listinfo/rq-rules > _______________________________________________ > 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 Apr 8 02:28:43 2003 From: steve at perrinworlds.com (steve at perrinworlds.com) Date: Mon, 7 Apr 2003 09:28:43 -0700 (PDT) Subject: [RQ-Rules] Re: Alternate Earth In-Reply-To: <20030407102524.42275.qmail@web9605.mail.yahoo.com> References: <20030404145303.EE7534C4A7@thinbits.com> <20030407102524.42275.qmail@web9605.mail.yahoo.com> Message-ID: <34133.64.214.209.1.1049732923.squirrel@ibusy.com> Simon, One basic problem with setting up in Yahoo is that I am currently working on my second job where access to Yahoo is either curtailed or banned entirely. Seems connections to Yahoo are seen as dangerous to the company's internal computer system because it is too easy to hack, so I can't look at my Yahoo groups at work. This has been the case at both Wells Fargo and General Electric, and I'm guessing that folks who work at other major megacorps have a similar problem. Steve Perrin, once again glad I have my own web address. > Since a lot of people expressed interest in an Alternate Earth group, I > have set one up as follows: > >> Group name: alternateearthrq >> Group home page: http://groups.yahoo.com/group/alternateearthrq Group >> email address: alternateearthrq at yahoogroups.com > > It is set up for restricted membership, so I have to approve members, > but unrestricted access to archives and files, so anyone can benefit > from the group. > > I know some people would rather the discussion take place in the RQ > Rules Digest, but if a lot of people start posting (fat chance) then it > could get very messy. What I will do, though, is periodically post > updates of available downloads to the RQ Rules Digest so that if > anything useful comes out of this then everyone will know. > > Leon: > >> I would also be up for it. My vote would be for >> Atlantis or Egypt as a setting. Who wants to GM, and >> which rules? > > I was thinking more like a site to develop background materials rather > than an actual on-line game. However, if anyone set that up in parallel > then that could be good. It would also be for many different settings > and time periods, not just restricted to a few. > > Simon > > > > > __________________________________________________ > Yahoo! Plus > For a better Internet experience > http://www.yahoo.co.uk/btoffer > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From leonbk at yahoo.com Tue Apr 8 02:31:37 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 7 Apr 2003 09:31:37 -0700 (PDT) Subject: [RQ-Rules] Alternate Earth - Getting things started In-Reply-To: <45317.64.214.209.1.1049732365.squirrel@ibusy.com> Message-ID: <20030407163137.69219.qmail@web41114.mail.yahoo.com> I am sorry if I misunderstood. I will see what level of intereset is generated and take it from there. Leon Kirshtein --- steve at perrinworlds.com wrote: > Leon, > > Like many of the others, I wish you success with > this online game, but we > were really talking about Alternate Earth > sourcebooks and/or material. Of > course, if three or four people are going to get > together to set up this > camapaign, that's certainly a good place to start > with doing a sourcebook > or series of source articles for the rest of us to > work from. > > As for sourcebook like resources, how about each of > us (of those who want > to do this) pick a culture and start sending in > essays to the list on what > the culture was like and any game modifications to > make it work properly > within the culture? > > Heck, just a list of urls that apply to the culture > (as some have posted) > is a good thing. > > Steve Perrin, always looking for source material > > > ----- Original Message ----- > > From: "Leon Kirshtein" > > To: > > Sent: Monday, April 07, 2003 9:56 AM > > Subject: [RQ-Rules] Alternate Earth - Getting > things started > > > > > >> One off the problems with the game like this is > >> getting everyone on the same page. > >> > >> So, to get the ball rolling, I propose the > following: > >> > >> Setting: > >> Atlantis/Aztec - I am thinking the Atlantians > acting > >> in the roll of Spanish in the New World, but > running > >> into the Aztec empire as a viable and expanding > >> competitor over new territories. > >> > >> Rules: > >> Mostly RQ3, with Sandy's sorcery and shaman > rules. > >> > >> GMs: > >> Three or four to help develop the setting and > keep > >> things going. (I would be willing to share the > >> burden) > >> > >> Place: > >> Yahoo groups > >> > >> I know that every one has an opinion, but I would > like > >> to start gettting a list together of who would be > >> interested in this game as stated. > >> > >> Leon Kirshtein > >> > >> > __________________________________________________ > >> Do you Yahoo!? > >> Yahoo! Tax Center - File online, calculators, > forms, and more > >> http://tax.yahoo.com > >> _______________________________________________ > >> RQ-Rules mailing list > >> RQ-Rules at crashbox.com > >> http://www.crashbox.com/rq-rules > >> http://www.crashbox.com/mailman/listinfo/rq-rules > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://www.crashbox.com/rq-rules > > http://www.crashbox.com/mailman/listinfo/rq-rules > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules __________________________________________________ Do you Yahoo!? Yahoo! Tax Center - File online, calculators, forms, and more http://tax.yahoo.com From steve at perrinworlds.com Tue Apr 8 02:37:43 2003 From: steve at perrinworlds.com (steve at perrinworlds.com) Date: Mon, 7 Apr 2003 09:37:43 -0700 (PDT) Subject: [RQ-Rules] RQ-CoC & D20 In-Reply-To: References: Message-ID: <22403.64.214.209.1.1049733463.squirrel@ibusy.com> I think I am going to be running a game for a group I am currently playing CofC with after we get done running screaming from the Mountains of Madness (which will be awhile, since we are still on ship bound for Australia with a broken reefer (refrigerator) and saboteurs in the cable locker (not having a brig). The idea came from a friend of mine, and involves a cube that appears to heroes (no grey-area people need apply). If you place a hand on one face of the cube, you are taken to where the others (total of six, as you might expect) are, and must solve the current problem. Then you place a hand on the cube again and are transported to the next problem. I expect I will be translating some D&D characters to the SPQR system in the process. Steve Perrin > >> From: "Rich Allen" > > >> Well, I wasn't going to mention this because of the objections >> to D20 discussion on this list, but I think this warrants a brief OT. > > Okay, thanks. I'll take a look at it. I was under the impression that > they kept Hit Points as they are in D&D, which kind of ruins > the "mortality" of your adventurer when he gets to 20th level. > > Of course as far as house rules are concerned for a Glorantha game, I > would prefer my own RQ_CoC, or straight RQ3 rules. I am in the > situation of trying to get new players & old D&D'ers into playing in > Glorantha - and if that means using some sort of D20 adaption then so > be it. Gaming in Glorantha is more important to me, than the system. > Although RQ is by far my favorite system. In fact I have always loathed > AD&D over the years. > > - Chris > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From slposey at concentric.net Tue Apr 8 03:03:41 2003 From: slposey at concentric.net (Stephen Posey) Date: Mon, 07 Apr 2003 11:03:41 -0600 Subject: [RQ-Rules] Re: Alternate Earth References: <20030404145303.EE7534C4A7@thinbits.com> <20030407102524.42275.qmail@web9605.mail.yahoo.com> <34133.64.214.209.1.1049732923.squirrel@ibusy.com> Message-ID: <3E91AF6D.6060603@concentric.net> steve at perrinworlds.com wrote: > Simon, > > One basic problem with setting up in Yahoo is that I am currently working > on my second job where access to Yahoo is either curtailed or banned > entirely. Seems connections to Yahoo are seen as dangerous to the > company's internal computer system because it is too easy to hack, so I > can't look at my Yahoo groups at work. This has been the case at both > Wells Fargo and General Electric, and I'm guessing that folks who work at > other major megacorps have a similar problem. > > Steve Perrin, once again glad I have my own web address. I personally have no desire to be further spammed by joining Yahoo, so I make a point of subscribing to Yahoo mailing lists using the old style "majordomo" approach which means I don't have to acquire a Yahoo "membership" to receive postings. If that would help in your case, you can do that by Emailing: alternateearthrq-subscribe at yahoogroups.com Stephen Posey slposey at concentric.net From MurfNMurf at aol.com Tue Apr 8 04:40:26 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Mon, 7 Apr 2003 14:40:26 EDT Subject: [RQ-Rules] Re Alternate Earth Message-ID: <43.1ad93fde.2bc3201a@aol.com> Hmmm, Well, I've had a thing for the Aztecs (and similar Pre-Colombian indig cultures that I'd superficially just lump together with them--Olmec, Toltec, Mayan, what have you for convenience) ever since I first saw this old b&w 'documentary' back in the early 70's--a 'You Are There' thing focusing on the Conquest of Mexico by Cortez, and narrated by Richard Basehart or Alexander Scorby maybe. Sound familiar to anyone? Made me check out all the Aztec-related books at my the local library :) So yes, I think Aztrec-type stuff would be very, very cool. and I am hoping Mr. St. Andre will be interested in sharing his notes with the rest of us. Jennings' 'Aztec' , and a book called 'The Broken Spears' (Aztec accounts of the Conquest) have both been recommended to me to get into a proper Aztec mood. For that matter, on a completely different tack, I'd love to see a Hellenic worldbook :) -Ken Murphy- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From steve at perrinworlds.com Tue Apr 8 10:28:33 2003 From: steve at perrinworlds.com (steve at perrinworlds.com) Date: Mon, 7 Apr 2003 17:28:33 -0700 (PDT) Subject: [RQ-Rules] Re: Alternate Earth In-Reply-To: <3E91AF6D.6060603@concentric.net> References: <20030404145303.EE7534C4A7@thinbits.com> <20030407102524.42275.qmail@web9605.mail.yahoo.com> <34133.64.214.209.1.1049732923.squirrel@ibusy.com> <3E91AF6D.6060603@concentric.net> Message-ID: <34990.64.214.209.1.1049761713.squirrel@ibusy.com> Good suggestion, Stephen. Thanks, Steve > steve at perrinworlds.com wrote: >> Simon, >> >> One basic problem with setting up in Yahoo is that I am currently >> working on my second job where access to Yahoo is either curtailed or >> banned entirely. Seems connections to Yahoo are seen as dangerous to >> the company's internal computer system because it is too easy to hack, >> so I can't look at my Yahoo groups at work. This has been the case at >> both Wells Fargo and General Electric, and I'm guessing that folks who >> work at other major megacorps have a similar problem. >> >> Steve Perrin, once again glad I have my own web address. > > I personally have no desire to be further spammed by joining > Yahoo, so I make a point of subscribing to Yahoo mailing lists > using the old style "majordomo" approach which means I don't have to > acquire a Yahoo "membership" to receive postings. > > If that would help in your case, you can do that by Emailing: > > alternateearthrq-subscribe at yahoogroups.com > > 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 From ghoyle1 at airmail.net Tue Apr 8 17:10:06 2003 From: ghoyle1 at airmail.net (Guy Hoyle) Date: Tue, 08 Apr 2003 02:10:06 -0500 Subject: [RQ-Rules] Re: Alternate Earth In-Reply-To: <080E6AEF.2651ABAD.537648DA@aol.com> References: <080E6AEF.2651ABAD.537648DA@aol.com> Message-ID: <200304080210060150.08AF5B0F@smtp.airmail.net> On 4/7/2003 at 10:06 AM steveemsley at aol.com wrote: >Hello Steve > >> Well after a re-read of The Iliad, I'd decided that it was about time I >wrote up ancient Greece for RQ, so I'm in... > >You may find the following interesting, then: >http://kernos.free.fr/aides/basic/odysseus.pdf > > >Excellent! Thanks Gianni...my French is a little rusty, but I'll give it >a go... I don't speak a word of French, but it would be interesting to run that through Babelfish when I have time, and see what the results are. Guy _____ Always choose the option that'll most likely blow up in your own face. You never know when a tribe of werebears is going to want to skin you alive, for instance. Those are the Munchausenesque moments you can brag about over beer for years. Of course, sometimes you get bitten by vampires infected with bubonic plague, but on the whole, you have a great time. From gianni at basicrps.com Tue Apr 8 21:14:02 2003 From: gianni at basicrps.com (Gianni) Date: Tue, 8 Apr 2003 13:14:02 +0200 Subject: [RQ-Rules] Alternate Earth - Getting things started References: <20030407135638.58850.qmail@web41106.mail.yahoo.com> <002101c2fd15$0f1a2f30$1108a8c0@kenneith93j41k> <45317.64.214.209.1.1049732365.squirrel@ibusy.com> Message-ID: <002801c2fdbf$f77695c0$9002600a@otvfrap043> Hello all > As for sourcebook like resources, how about each of us (of those who want > to do this) pick a culture and start sending in essays to the list on what > the culture was like and any game modifications to make it work properly > within the culture? Well, as already stated, I have worked on Imperial China for quite a long time now. Everything is available on my web site at the following URL: http://www.basicrps.com/chine/ The system used is the Basic Role-Playing System and not RuneQuest, which -- except localised damage -- is extremely similar to RQII. I even translated _fangshu_ as 'Battle magic'! Gianni webmaster of basicrps.com PS Did you guys know this site: http://dragonmania.com/romequest/ From gianni at basicrps.com Fri Apr 11 23:31:16 2003 From: gianni at basicrps.com (Gianni) Date: Fri, 11 Apr 2003 15:31:16 +0200 Subject: [RQ-Rules] Tattoos Message-ID: <001101c3002e$a295fca0$9002600a@otvfrap043> Hello all Are there any rules for embedding magic into tattoos? Cheers, Gianni webmaster of basicrps.com From bick10 at attbi.com Fri Apr 11 23:49:17 2003 From: bick10 at attbi.com (bick10 at attbi.com) Date: Fri, 11 Apr 2003 13:49:17 +0000 Subject: [RQ-Rules] Tattoos Message-ID: <20030411134833.E2DA74C262@thinbits.com> > Are there any rules for embedding magic into tattoos? > > Cheers, > > Gianni I have always dealt with them as a Spell Matrix. Of course the matrix creator will need to know Craft Tattoo and have the proper materials on hand. Then use standard rules to create a spell. I have seen Spirit Binding tattoos. If you want to test your a player's ethics, allow them to gain as plunder a tanned human skin spell matrix tattoo. See if they will keep it or use it. If they do, then they leave themselves open to all sorts of problems. Jim From talmeta at talmeta.net Sat Apr 12 00:02:05 2003 From: talmeta at talmeta.net (Tal Meta) Date: Fri, 11 Apr 2003 10:02:05 -0400 Subject: [RQ-Rules] Tattoos References: <001101c3002e$a295fca0$9002600a@otvfrap043> Message-ID: <3E96CADD.1040705@talmeta.net> Gianni wrote: > Hello all > > Are there any rules for embedding magic into tattoos? I think the RQ enchantment rules cover this, though many house rules add a point of POW to skin-enchantments, IIRC. -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - The intelligence of any discussion diminishes with the square of the number of participants. -- Adam Walinsky From blacklocks at telus.net Sun Apr 13 17:00:26 2003 From: blacklocks at telus.net (The Blacklocks) Date: Sun, 13 Apr 2003 00:00:26 -0700 Subject: [RQ-Rules] Sandy's Sorcery Rules Message-ID: Please forgive my ignorance but for the life of me, I cannot figure out if the Arts (ie: multispell, range, speed, etc) have a skill roll to use or are they automatic use. Thanks for any assistance, The Northern DM From talmeta at talmeta.net Mon Apr 14 00:49:26 2003 From: talmeta at talmeta.net (Tal Meta) Date: Sun, 13 Apr 2003 10:49:26 -0400 Subject: [RQ-Rules] Sandy's Sorcery Rules References: Message-ID: <3E9978F6.6090104@talmeta.net> The Blacklocks wrote: > Please forgive my ignorance but for the life of me, I cannot figure out if > the Arts (ie: multispell, range, speed, etc) have a skill roll to use or are > they automatic use. Like most other multi-skill rolls, your skill roll is against the lowest skill involved. I.e. if casting a spell with Intensity, Range, and Duration, and you have Intensity 55%, Range 33%, and Duration 25%, your skill roll for the spell is 25%. -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - i was feeling some feelings you wouldn't believe From leonbk at yahoo.com Mon Apr 14 03:15:22 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sun, 13 Apr 2003 10:15:22 -0700 (PDT) Subject: [RQ-Rules] Sandy's Sorcery Rules In-Reply-To: <3E9978F6.6090104@talmeta.net> Message-ID: <20030413171522.95486.qmail@web41112.mail.yahoo.com> The answer is both. It actually depends on how you get the Arts. If you are a Malkioni and receive the Arts by evoking the blessing of Malkion you get the Art automaticly as a master (or 90% as some people would have it) at this point no further tracking of the percentage is needed. If, on the other hand you study an Art as any other skill, then you uses the percentage associated with it. There are multiple variations on these rules so stick to the ones that make the most sense for your campaign. I for example you a skill of Memorization, which I start at Int x3 as the chance to cast any sorcery spell, while the amount of manipulation is determine by the spell %. --- Tal Meta wrote: > The Blacklocks wrote: > > Please forgive my ignorance but for the life of > me, I cannot figure out if > > the Arts (ie: multispell, range, speed, etc) have > a skill roll to use or are > > they automatic use. > > Like most other multi-skill rolls, your skill roll > is against the lowest > skill involved. I.e. if casting a spell with > Intensity, Range, and > Duration, and you have Intensity 55%, Range 33%, and > Duration 25%, your > skill roll for the spell is 25%. ===== Leon Kirshtein (201) 785-9135 __________________________________________________ Do you Yahoo!? Yahoo! Tax Center - File online, calculators, forms, and more http://tax.yahoo.com From jurrubin at earthlink.net Mon Apr 14 05:19:18 2003 From: jurrubin at earthlink.net (D. Smart) Date: Sun, 13 Apr 2003 14:19:18 -0500 Subject: [RQ-Rules] Sandy's Sorcery Rules References: <3E9978F6.6090104@talmeta.net> Message-ID: <3E99B836.8010902@earthlink.net> Interesting. So, using your example, if the sorceror rolls a 28, does the spell go off with the intended Intensity and Range but only with the base Duration or does the spell fail entirely? David Smart Tal Meta wrote: > The Blacklocks wrote: > >> Please forgive my ignorance but for the life of me, I cannot figure >> out if >> the Arts (ie: multispell, range, speed, etc) have a skill roll to use >> or are >> they automatic use. > > > Like most other multi-skill rolls, your skill roll is against the > lowest skill involved. I.e. if casting a spell with Intensity, Range, > and Duration, and you have Intensity 55%, Range 33%, and Duration 25%, > your skill roll for the spell is 25%. > From blacklocks at telus.net Mon Apr 14 11:23:06 2003 From: blacklocks at telus.net (The Blacklocks) Date: Sun, 13 Apr 2003 18:23:06 -0700 Subject: [RQ-Rules] Fireblade Message-ID: In RQIII, Fireblade does 3d6 damage but I have seen elsewhere where Fireblade does 2d6 damage. What do people use for Fireblade damage? I'm leaning towards 2d6 because in my game last night, the player using Fireblade had a 1d6 damage modifier and was lopping off limbs left and right. Northern DM From leonbk at yahoo.com Mon Apr 14 12:31:58 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sun, 13 Apr 2003 19:31:58 -0700 (PDT) Subject: [RQ-Rules] Fireblade In-Reply-To: Message-ID: <20030414023158.53280.qmail@web41101.mail.yahoo.com> It has always done 3d6 damage. Where did you see it doing 2d6? Leon K --- The Blacklocks wrote: > In RQIII, Fireblade does 3d6 damage but I have seen > elsewhere where > Fireblade does 2d6 damage. What do people use for > Fireblade damage? I'm > leaning towards 2d6 because in my game last night, > the player using > Fireblade had a 1d6 damage modifier and was lopping > off limbs left and > right. > > Northern DM __________________________________________________ Do you Yahoo!? Yahoo! Tax Center - File online, calculators, forms, and more http://tax.yahoo.com From blacklocks at telus.net Mon Apr 14 13:13:27 2003 From: blacklocks at telus.net (The Blacklocks) Date: Sun, 13 Apr 2003 20:13:27 -0700 Subject: [RQ-Rules] Fireblade In-Reply-To: <20030414023158.53280.qmail@web41101.mail.yahoo.com> Message-ID: I downloaded someone's list of battlemagic spells (don't remember where from) and that is what they had listed for the damage. I was just checking to see if there was any change to the spell. Thanks, Northern DM -----Original Message----- From: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com]On Behalf Of Leon Kirshtein Sent: April 13, 2003 6:32 PM To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Fireblade It has always done 3d6 damage. Where did you see it doing 2d6? Leon K --- The Blacklocks wrote: > In RQIII, Fireblade does 3d6 damage but I have seen > elsewhere where > Fireblade does 2d6 damage. What do people use for > Fireblade damage? I'm > leaning towards 2d6 because in my game last night, > the player using > Fireblade had a 1d6 damage modifier and was lopping > off limbs left and > right. > > Northern DM __________________________________________________ Do you Yahoo!? Yahoo! Tax Center - File online, calculators, forms, and more http://tax.yahoo.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 esoteric at crashbox.com Mon Apr 14 13:35:23 2003 From: esoteric at crashbox.com (Brad Furst) Date: Sun, 13 Apr 2003 20:35:23 -0700 Subject: [RQ-Rules] Sandy's Sorcery Rules In-Reply-To: <3E99B836.8010902@earthlink.net> References: <3E9978F6.6090104@talmeta.net> <3E99B836.8010902@earthlink.net> Message-ID: >Interesting. > >So, using your example, if the sorceror rolls a 28, does the spell >go off with the intended Intensity and Range but only with the base >Duration or does the spell fail entirely? Fails. Trying to manipulate that duration interfered with the manipulation of intensity and range. :-( -- Brad Furst esoteric at crashbox.com From stolenbjorn at hotmail.com Mon Apr 14 18:45:08 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 14 Apr 2003 08:45:08 +0000 Subject: [RQ-Rules] Tattoos Message-ID: -As Jim, I allow this. It's fun when the PC's wants to bind spells to their skin, -when they get hunted for it by spellhungry NPC's! >Are there any rules for embedding magic into tattoos? > >Cheers, ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From steveemsley at aol.com Mon Apr 14 19:08:29 2003 From: steveemsley at aol.com (steveemsley at aol.com) Date: Mon, 14 Apr 2003 05:08:29 -0400 Subject: [RQ-Rules] Tattoos Message-ID: <6ECC1F72.477FACAB.537648DA@aol.com> On a similar vein, ISTR an old White Dward Runerites column which had a system for magic where runes were drawn on the skin using specially blessed earth or clay. Made for a nice primitive feel to magic. Steve From lancelot at inetnebr.com Mon Apr 14 21:18:50 2003 From: lancelot at inetnebr.com (lance dyas) Date: Mon, 14 Apr 2003 04:18:50 -0700 Subject: [RQ-Rules] Fireblade In-Reply-To: References: Message-ID: <3E9A991A.5040307@inetnebr.com> The Blacklocks wrote: >In RQIII, Fireblade does 3d6 damage but I have seen elsewhere where >Fireblade does 2d6 damage. What do people use for Fireblade damage? I'm >leaning towards 2d6 because in my game last night, the player using >Fireblade had a 1d6 damage modifier and was lopping off limbs left and >right. > > I am vaguely recalling 3d6 but no bonus from damage modifiers... because moving it faster and harder just leaves it in contact with tarrget for less time.(or some other rationalization ... may have been a house rule.) Lance Dyas Dragonlords Decision Driven RoleGaming http://www.dyasdesigns.com/roleplay/ From talmeta at talmeta.net Mon Apr 14 20:16:43 2003 From: talmeta at talmeta.net (Tal Meta) Date: Mon, 14 Apr 2003 06:16:43 -0400 Subject: [RQ-Rules] Sandy's Sorcery Rules References: <3E9978F6.6090104@talmeta.net> <3E99B836.8010902@earthlink.net> Message-ID: <3E9A8A8B.7090003@talmeta.net> D. Smart wrote: > Interesting. > > So, using your example, if the sorceror rolls a 28, does the spell go > off with the intended Intensity and Range but only with the base > Duration or does the spell fail entirely? Fails entirely, magic points spent. IIRC. -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - One day as I came home early from work ..... I saw a guy jogging naked. I said to the guy .... "Hey buddy, why are you doing that?" He said, "Because you came home early." From kruch7 at cox.net Mon Apr 14 20:21:26 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Mon, 14 Apr 2003 06:21:26 -0400 Subject: [RQ-Rules] Sandy's Sorcery Rules References: <3E9978F6.6090104@talmeta.net> <3E99B836.8010902@earthlink.net> <3E9A8A8B.7090003@talmeta.net> Message-ID: <012a01c3026f$9d5f4dc0$1108a8c0@kenneith93j41k> Okay I seem to have lost my link to Sandy's sorcery rules so who got 'em ? thanks ken woot actually get to start my new RQ campaign in a couple of weeks Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "Tal Meta" To: Sent: Monday, April 14, 2003 6:16 AM Subject: Re: [RQ-Rules] Sandy's Sorcery Rules > D. Smart wrote: > > Interesting. > > > > So, using your example, if the sorceror rolls a 28, does the spell go > > off with the intended Intensity and Range but only with the base > > Duration or does the spell fail entirely? > > Fails entirely, magic points spent. IIRC. > > -- > talmeta at talmeta.net - Heretic, Dilettante, & God-Machine > AIM - talmeta > ICQ - 12594453 > Homepage - > > One day as I came home early from work ..... I saw a guy jogging naked. > I said to the guy .... "Hey buddy, why are you doing that?" He said, > "Because you came home early." > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From jurrubin at earthlink.net Mon Apr 14 22:09:51 2003 From: jurrubin at earthlink.net (D. Smart) Date: Mon, 14 Apr 2003 07:09:51 -0500 Subject: [RQ-Rules] Tattoos References: <001101c3002e$a295fca0$9002600a@otvfrap043> Message-ID: <3E9AA50F.7030607@earthlink.net> I had one player who did this exclusively on his head and let his hair grow back. He also wanted to have bone removed from his shoulder blades, enchanted, then Healed back into place. I drew the line at head tattoos. David Gianni wrote: >Hello all > >Are there any rules for embedding magic into tattoos? > >Cheers, > >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 Mon Apr 14 23:47:11 2003 From: tiberius at runequest.za.org (Tony Den) Date: Mon, 14 Apr 2003 15:47:11 +0200 (SAST) Subject: [RQ-Rules] Temporal Spells Message-ID: <40058.196.8.104.31.1050328031.squirrel@mail.wack.co.za> Greetings Well, we all have our little sectiosn of rules we can't get to grips with. Here is mine - what is a Temporal Spell. The rules have always been unclear (to me anyway) on what exactly Temporal means. cheers Tony -- Orcs are great, but the empire is eternal! From steve at perrinworlds.com Tue Apr 15 00:01:48 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Mon, 14 Apr 2003 07:01:48 -0700 Subject: [RQ-Rules] Temporal Spells References: <40058.196.8.104.31.1050328031.squirrel@mail.wack.co.za> Message-ID: <005401c3028e$64ede630$f4407442@wizard> Temporal just differentiates spells from Instant. If it is Temporal, it has a duration (like Protection or Shield). If it is Instant, it happens and it gone, like Healing. Steve Perrin ----- Original Message ----- From: "Tony Den" To: Sent: Monday, April 14, 2003 6:47 AM Subject: [RQ-Rules] Temporal Spells > Greetings > > Well, we all have our little sectiosn of rules we can't get to grips with. > Here is mine - what is a Temporal Spell. The rules have always been > unclear (to me anyway) on what exactly Temporal means. > > cheers > Tony > > > -- > Orcs are great, but the empire is eternal! > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From phl0nje at leeds.ac.uk Mon Apr 14 20:36:41 2003 From: phl0nje at leeds.ac.uk (Nikk Effingham) Date: Mon, 14 Apr 2003 11:36:41 +0100 Subject: [RQ-Rules] Re: Fireblade In-Reply-To: <20030414102302.B551E4C4A8@thinbits.com> References: <20030414102302.B551E4C4A8@thinbits.com> Message-ID: <1050316601.3e9a8f3948af8@webmail4.leeds.ac.uk> It should do 3d6 plus damage bonus. It is a powerful spell. However, it can't be stacked with truesword, nor bladesharp, can't impale, if you use slash special rules I wouldn't let it do that either. It also costs 4 magic points to cast (doesn't it?) which makes it a hefty spell for beginning characters to (a) learn (4 points is a lot to begin with, plus you'll have to be in a cult that teaches it - how many are there of those?) (b) cast. If you've got an average character with, say, 13 magic points he'll probably have about a 50/50 chance of casting spirit magic anyway whilst in armour, so it could take two or three tries to knock it off. And that's a heck of a lot of SR. At the level where you characters have access to a few mp matrices, an allied spirit to cast the spell for them etc... it does become rather good, but not much better than a 2d8 greatsword. It's like a Greatsword with, what, Bladesharp 4 cast on it. So it isn't grossly overpowered. At higher levels it sucks. If your PC is lopping of limbs it's because RQ combat has a lot of lopping off limbs. If he's charging through the enemy like butter, then you've misjudged how powerful your group have become. Increase the level of the enemies ability to fight, and increase the rewards they get for defeating them accordingly. Just my two clacks. From bick10 at attbi.com Tue Apr 15 01:30:18 2003 From: bick10 at attbi.com (bick10 at attbi.com) Date: Mon, 14 Apr 2003 15:30:18 +0000 Subject: [RQ-Rules] Temporal Spells Message-ID: <20030414153002.DCB814C262@thinbits.com> As I recall, Temporal Spirit Magic lasts 5 minutes or 25 melee rounds. While 25 melee rounds sounds like a lot, a little out of combat action can really eat into it. A good chase or hunting will cause those Temporal spells to power down at the wrong moment. My PC's learned the hard way not to cast Spirit Magic too early. "Oh so sorry, your Protection is down cause you cast that well before combat." Tony, a thing to remember, Speeddart is a Temporal spell. So those missile weapons can be prepared a little ahead of time and fired as the enemy comes in range. Also that Speeddarted Javelin can be thrown back with the Speeddart still on it. Another tactic with Speeddart, is the PC/NPC can take a turn to aim and gain a +10% to hit. Not possible with the Instant Multi-missile. As a side note, I assigned a player to help track turns in large combats. And yes, I have run them out of temporal magic. Some really started to like Divine for the 15 minute duration. Jim Bickmeyer From esoteric at crashbox.com Tue Apr 15 02:22:37 2003 From: esoteric at crashbox.com (Brad Furst) Date: Mon, 14 Apr 2003 09:22:37 -0700 Subject: [RQ-Rules] Sandy's Sorcery Rules (plus shamans) In-Reply-To: <012a01c3026f$9d5f4dc0$1108a8c0@kenneith93j41k> References: <3E9978F6.6090104@talmeta.net> <3E99B836.8010902@earthlink.net> <3E9A8A8B.7090003@talmeta.net> <012a01c3026f$9d5f4dc0$1108a8c0@kenneith93j41k> Message-ID: >Okay I seem to have lost my link to Sandy's sorcery rules so who got 'em ? >thanks 1998 http://www.glorantha.to/~tome/lib/ssr_e1.htm 1997 http://www.pensee.com/dunham/glorantha/sorcery.html 1997 http://www.kerofin.demon.co.uk/game/sorcery/ notes http://www.snark.freeserve.co.uk/sscomments.html plus shamans http://www.snark.freeserve.co.uk/docs/index.html -- Brad Furst esoteric at crashbox.com From blacklocks at telus.net Tue Apr 15 04:42:59 2003 From: blacklocks at telus.net (The Blacklocks) Date: Mon, 14 Apr 2003 10:42:59 -0800 Subject: [RQ-Rules] Dispel Magic Message-ID: Another question (amazing what running a new Runequest campaign will do for you). In RQIII, it says that Dispel Magic will dispell spells with MP equal to or under the Dispel Magic MP. However, it does not say if there is a RR or not. Is Dispel Magic automatic in that it removes spells or do you have to have a RR. Example: Character A has Protection 2 on. Character B casts Dispel Magic 2. Is Protection 2 dispelled or is there a RR. Thanks again, Northern DM From kruch7 at cox.net Tue Apr 15 03:47:16 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Mon, 14 Apr 2003 13:47:16 -0400 Subject: [RQ-Rules] Dispel Magic References: Message-ID: <006201c302ad$e5ba1080$1108a8c0@kenneith93j41k> No resistance roll that I am away of, but I've been wrong be fore. Ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "The Blacklocks" To: "Runequest List" Sent: Monday, April 14, 2003 2:42 PM Subject: [RQ-Rules] Dispel Magic > Another question (amazing what running a new Runequest campaign will do for > you). > > In RQIII, it says that Dispel Magic will dispell spells with MP equal to or > under the Dispel Magic MP. However, it does not say if there is a RR or > not. Is Dispel Magic automatic in that it removes spells or do you have to > have a RR. > > Example: > Character A has Protection 2 on. Character B casts Dispel Magic 2. Is > Protection 2 dispelled or is there a RR. > > Thanks again, > > Northern DM > > _______________________________________________ > 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 Apr 15 05:23:35 2003 From: blacklocks at telus.net (The Blacklocks) Date: Mon, 14 Apr 2003 11:23:35 -0800 Subject: [RQ-Rules] Dispel Magic vs Countermagic Message-ID: Another question came up in my game about Dispel Magic and Countermagic. If Dispel Magic destroys equal or less MP, what happens when it hits a Countermagic? Does the Dispel Magic destroy the Countermagic or does the Countermagic counter the Dispel Magic? Any suggestions. Thanks, Northern DM From kruch7 at cox.net Tue Apr 15 04:25:37 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Mon, 14 Apr 2003 14:25:37 -0400 Subject: [RQ-Rules] Dispel Magic vs Countermagic References: Message-ID: <00a001c302b3$3efe98a0$1108a8c0@kenneith93j41k> well if it is with in 1 point or greater then yes ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: "The Blacklocks" To: "Runequest List" Sent: Monday, April 14, 2003 3:23 PM Subject: [RQ-Rules] Dispel Magic vs Countermagic > Another question came up in my game about Dispel Magic and Countermagic. If > Dispel Magic destroys equal or less MP, what happens when it hits a > Countermagic? Does the Dispel Magic destroy the Countermagic or does the > Countermagic counter the Dispel Magic? > > Any suggestions. > > Thanks, > > Northern DM > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From leonbk at yahoo.com Tue Apr 15 04:31:56 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 14 Apr 2003 11:31:56 -0700 (PDT) Subject: [RQ-Rules] Dispel Magic vs Countermagic In-Reply-To: Message-ID: <20030414183156.48852.qmail@web41107.mail.yahoo.com> It depends. When you cast Dispel Magic it is customary to specify what you are casting it on. For example: "I cast Dispel Magic 2 on what is protecting him from damage." This way a Countermagic 4 would not help to preserve the Protection 2 spell. If, on the other hand, the target is not specified it would be stopped by the Countermagic. Also note what Countermagic would not prevent someone Dispeling a Bladesharp unless the Countermagic is cast on the weapon itself. Leon Kirshtein --- The Blacklocks wrote: > Another question came up in my game about Dispel > Magic and Countermagic. If > Dispel Magic destroys equal or less MP, what happens > when it hits a > Countermagic? Does the Dispel Magic destroy the > Countermagic or does the > Countermagic counter the Dispel Magic? > > Any suggestions. > > Thanks, > > Northern DM > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules __________________________________________________ Do you Yahoo!? Yahoo! Tax Center - File online, calculators, forms, and more http://tax.yahoo.com From leonbk at yahoo.com Tue Apr 15 04:46:38 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 14 Apr 2003 11:46:38 -0700 (PDT) Subject: [RQ-Rules] Re: Fireblade In-Reply-To: <1050316601.3e9a8f3948af8@webmail4.leeds.ac.uk> Message-ID: <20030414184638.34648.qmail@web41111.mail.yahoo.com> --- Nikk Effingham wrote: > However, (Fireblade) can't be stacked with truesword, I disagree with you here. My point is this, Fireblade is on par with Bladesharp 4 in most cases. Fireblade 3d6 on the average will do 10-11pt of damage. The spell description also specifies what it replaces the base damage of the weapon. A Bastard Sword with a Bladesharp 4 will do 1d10+1+4 on the average 9-10pt of damage and will give +20% to hit (which increase the chance for special by 4 and chance to crit by 1). With Truesword the difference is 21pt vs 15 but with an extra +20% to hit. Still a tough call in my book of what is better. The equation changes in favor of the Bladesharp if you consider a greatsword: 6d6 (21 avg) vs 4d8+4 (22 avg +20% to hit) > can't impale, if you use slash > special rules I wouldn't let it do that either. Why not? It replaces the damage of the weapon. Leon Kirshtein __________________________________________________ Do you Yahoo!? Yahoo! Tax Center - File online, calculators, forms, and more http://tax.yahoo.com From DevinC at aol.com Tue Apr 15 05:01:34 2003 From: DevinC at aol.com (DevinC at aol.com) Date: Mon, 14 Apr 2003 15:01:34 -0400 Subject: [RQ-Rules] Dispel Magic vs Countermagic Message-ID: <2ED12A29.3483335F.00047AF1@aol.com> I have always played that unless the DM is cast SPECIFICALLY at the CM, the CM blocks (assuming enough points). But if the Dm is cast specifically at the CM then it can take the CM down. Devin From bick10 at attbi.com Tue Apr 15 05:53:24 2003 From: bick10 at attbi.com (bick10 at attbi.com) Date: Mon, 14 Apr 2003 19:53:24 +0000 Subject: [RQ-Rules] Dispel Magic vs Countermagic Message-ID: <20030414195308.DEECF4C262@thinbits.com> And I interpret the rules different than both Devin and Leon. For me the Countermagic is in front of all spell on the person or object it is cast on. So a Dispel Magic will have to be strong enough to overcome the Countermagic to get to the Protection or Bladesharp. So Northern DM. You have your choice. I don't know about the others but I have played it this way. The player with CM was glad for it when the Broo Shaman started casting DM's at everyone. He was the only one still fully powered up when weapons clashed. Jim Bickmeyer - Lake Michigan GM. > > Northern DM > > Another question came up in my game about Dispel > > Magic and Countermagic. If > > Dispel Magic destroys equal or less MP, what happens > > when it hits a > > Countermagic? Does the Dispel Magic destroy the > > Countermagic or does the > > Countermagic counter the Dispel Magic? > Leon Kirshtein > It depends. When you cast Dispel Magic it is > customary to specify what you are casting it on. > > For example: "I cast Dispel Magic 2 on what is > protecting him from damage." > > This way a Countermagic 4 would not help to preserve > the Protection 2 spell. > > If, on the other hand, the target is not specified it > would be stopped by the Countermagic. > > Also note what Countermagic would not prevent someone > Dispeling a Bladesharp unless the Countermagic is cast > on the weapon itself. > Devin > I have always played that unless the DM is cast SPECIFICALLY at the CM, the CM > blocks (assuming enough points). But if the Dm is cast specifically at the CM > then it can take the CM down. From steve at perrinworlds.com Tue Apr 15 07:42:51 2003 From: steve at perrinworlds.com (steve at perrinworlds.com) Date: Mon, 14 Apr 2003 14:42:51 -0700 (PDT) Subject: [RQ-Rules] Dispel Magic In-Reply-To: References: Message-ID: <64447.64.214.209.1.1050356571.squirrel@ibusy.com> No Resistance Roll was intended when we wrote the spell. It works, period. Sorcery spells have Resistance Rolls... Steve Perrin > Another question (amazing what running a new Runequest campaign will do > for you). > > In RQIII, it says that Dispel Magic will dispell spells with MP equal to > or under the Dispel Magic MP. However, it does not say if there is a RR > or not. Is Dispel Magic automatic in that it removes spells or do you > have to have a RR. > > Example: > Character A has Protection 2 on. Character B casts Dispel Magic 2. Is > Protection 2 dispelled or is there a RR. > > Thanks again, > > Northern DM > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From gianni at basicrps.com Tue Apr 15 16:49:34 2003 From: gianni at basicrps.com (Gianni) Date: Tue, 15 Apr 2003 08:49:34 +0200 Subject: [RQ-Rules] Temporal Spells References: <20030414153002.DCB814C262@thinbits.com> Message-ID: <006501c3031b$2ccb57f0$9002600a@otvfrap043> By the way... what is the duration of a 'full turn'? Gianni From gianni at basicrps.com Tue Apr 15 16:51:13 2003 From: gianni at basicrps.com (Gianni) Date: Tue, 15 Apr 2003 08:51:13 +0200 Subject: [RQ-Rules] Illusion spells Message-ID: <006f01c3031b$680d0570$9002600a@otvfrap043> Hello I received the Cult Compendium (vol III of Gloranthan Classics), which lists a series of Illusion spells, apparently related to Eurmal, although there is no description of a Eurmal cult in the book. So who has access to those spells? Cheers Gianni webmaster of basicrps.com From bick10 at attbi.com Wed Apr 16 05:46:28 2003 From: bick10 at attbi.com (bick10 at attbi.com) Date: Tue, 15 Apr 2003 19:46:28 +0000 Subject: [RQ-Rules] Illusion spells Message-ID: <20030415194622.361594C262@thinbits.com> > Gianni > I received the Cult Compendium (vol III of Gloranthan Classics), which lists > a series of Illusion spells, apparently related to Eurmal, although there is > no description of a Eurmal cult in the book. Lucky Guy > So who has access to those spells? Don't all Trickster have access to Illusion spells. Wouldn't non-Eurmalites tricksters Gods also offer Illusion spells. Unless there is a specific reason that a Trickster God wouldn't have Illusions. As I played it in Glorantha - All the Illusion spells were considered Common for Ermal worshipers. Jim > Hello > > I received the Cult Compendium (vol III of Gloranthan Classics), which lists > a series of Illusion spells, apparently related to Eurmal, although there is > no description of a Eurmal cult in the book. > > So who has access to those spells? > > Cheers > > 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 steve at perrinworlds.com Wed Apr 16 12:36:11 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Tue, 15 Apr 2003 19:36:11 -0700 Subject: [RQ-Rules] Temporal Spells References: <20030414153002.DCB814C262@thinbits.com> <006501c3031b$2ccb57f0$9002600a@otvfrap043> Message-ID: <005d01c303c0$f509a500$f4407442@wizard> Around 10-12 seconds. Steve Perrin ----- Original Message ----- From: "Gianni" To: Sent: Monday, April 14, 2003 11:49 PM Subject: Re: [RQ-Rules] Temporal Spells > By the way... what is the duration of a 'full turn'? > > Gianni > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From aescleal at btinternet.com Wed Apr 16 16:49:24 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Wed, 16 Apr 2003 07:49:24 +0100 (BST) Subject: [RQ-Rules] Temporal Spells Message-ID: <6614408.1050475764890.JavaMail.root@127.0.0.1> Not wishing to correct the bloke that wrote the game (especially when I haven't got the rules handy) but wasn't a "turn" defined as 5 minutes (25 melee rounds)? Cheers, Ash > from: Steve Perrin > date: Wed, 16 Apr 2003 03:36:11 > to: rq-rules at crashbox.com > subject: Re: [RQ-Rules] Temporal Spells > > Around 10-12 seconds. > > Steve Perrin > > ----- Original Message ----- > From: "Gianni" > To: > Sent: Monday, April 14, 2003 11:49 PM > Subject: Re: [RQ-Rules] Temporal Spells > > > > By the way... what is the duration of a 'full turn'? > > > > Gianni > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://www.crashbox.com/rq-rules > > http://www.crashbox.com/mailman/listinfo/rq-rules > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From stolenbjorn at hotmail.com Wed Apr 16 18:20:32 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 16 Apr 2003 08:20:32 +0000 Subject: [RQ-Rules] Re: Fireblade Message-ID: >If your PC is lopping of limbs it's because RQ combat has a lot of lopping off >limbs. If he's charging through the enemy like butter, then you've misjudged >how powerful your group have become. Increase the level of the enemies ability >to fight, and increase the rewards they get for defeating them accordingly. Hear,hear! Rune Quest is a very dangerous game to fight in, and that begins to sink into the heads of my players. The past 3 playnights, each of the characters have been nearly killed at least once. An unarmoured Basmoli wanders around with a regrow-limb working it's slow course on his right arm... A Carmanian knight was 1 point from having to regrow his foot the other day, somthing which isn't so easy in southern prax, near the mosqito coast with no mount to carry you... And a Mostali took a critiacal hit from the broo leader from the monster-book's hellebard in his abdomen yesterday. Lucily hi parried, or else he'd taken 24 dam... He managed to stop 12 with his enchanted lead-workingmaul. Fighting is last resort in rune Quest, as it should be in this world as well... (can you read this, Mr. Bush?) ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From phl0nje at leeds.ac.uk Wed Apr 16 19:59:54 2003 From: phl0nje at leeds.ac.uk (Nikk Effingham) Date: Wed, 16 Apr 2003 10:59:54 +0100 Subject: [RQ-Rules] Re: Fireblade/Dispel Magic In-Reply-To: <20030415194803.862524C4AB@thinbits.com> References: <20030415194803.862524C4AB@thinbits.com> Message-ID: <1050487194.3e9d299a486a6@webmail3.leeds.ac.uk> Dispel Magic: No RR, that's only for Neutralise Magic. Dismiss Magic and Dispel Magic are both all or nothing affairs. Someone once suggested that as sorcery was more "scientific" it should be the other way around, so that's a possible house rule for you. >For example: "I cast Dispel Magic 2 on what is >protecting him from damage." > >This way a Countermagic 4 would not help to preserve >the Protection 2 spell. > >If, on the other hand, the target is not specified it >would be stopped by the Countermagic. I disagree, I think the countermagic would take affect here. The target has Protection cast on him, and has Countermagic cast on him, so I believe the rules suggest that the Countermagic protects. I do rule, however, that countermagic doesn't extend away from the target, so a dispel magic cast on, say, a Seal Wound would avoid any countermagic cast on the wielder (although if he's loaded down with magic points he might put a countermagic on his weapon to protect it). Fireblade: > disagree with you here. My point is this, Fireblade >is on par with Bladesharp 4 in most cases. OK. Yes, actually I agree. I reailse now that even I allow truesword to affect fireblade - sorry (it's been a year since I ran a game :( ). >> can't impale, if you use slash >> special rules I wouldn't let it do that either. > >Why not? It replaces the damage of the weapon. And it doesn't specify whether it can impale. You might rule that all fireblades can impale, no matter what they're cast on, but that sounds grossly overpowered to me, that'd be 12d6 on a truesworded fireblade. You might want to run it that if cast on an impaling weapon and it impales the fireblade does 3d6+the original base damage of the weapon (isn't that what firearrow does?). Personally that sounds like the best idea. I certainly wouldn't let it slash or crush (how can fire do either of those?). It depends, I cannot remember the original description perfectly, does Fireblade turn the blade into fire, or cast a wreath of fire about the weapon? if the former, then I'd give it no specials whatsoever, if it's the latter then I'd allow any specials to take affect but only with the original weapons base damage, just for game balance. A fireblade and a truesword should not give you a critical of 72 points of damage plus damage bonus! An initiate can get that! Even my characters have a tohugh time dolling out damage like that, and they're all advancing along the rune levels! From aescleal at btinternet.com Wed Apr 16 23:13:49 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Wed, 16 Apr 2003 14:13:49 +0100 (BST) Subject: [RQ-Rules] Re: Fireblade/Dispel Magic Message-ID: <7825553.1050498829674.JavaMail.root@127.0.0.1> At the risk of sounding like a rules lawyer here, but AFAIK you can't have Protection and Countermagic cast on the same thing at the same time... As for Fireblade and Truesword - doesn't truesword only double the damage up to the maximum possible? Whatever happens, that fireblade is only going to do 18 damage damage bonus, comparable to a broadsword critically impaling. Doesn't sound too bad to me... Cheers, Ash > from: Nikk Effingham > date: Wed, 16 Apr 2003 10:59:54 > to: rq-rules at crashbox.com > subject: Re: [RQ-Rules] Re: Fireblade/Dispel Magic > > Dispel Magic: > > No RR, that's only for Neutralise Magic. Dismiss Magic and Dispel Magic are > both all or nothing affairs. Someone once suggested that as sorcery was > more "scientific" it should be the other way around, so that's a possible house > rule for you. > > >For example: "I cast Dispel Magic 2 on what is > >protecting him from damage." > > > >This way a Countermagic 4 would not help to preserve > >the Protection 2 spell. > > > >If, on the other hand, the target is not specified it > >would be stopped by the Countermagic. > > I disagree, I think the countermagic would take affect here. The target has > Protection cast on him, and has Countermagic cast on him, so I believe the > rules suggest that the Countermagic protects. I do rule, however, that > countermagic doesn't extend away from the target, so a dispel magic cast on, > say, a Seal Wound would avoid any countermagic cast on the wielder (although if > he's loaded down with magic points he might put a countermagic on his weapon to > protect it). > > Fireblade: > > > disagree with you here. My point is this, Fireblade > >is on par with Bladesharp 4 in most cases. > > OK. Yes, actually I agree. I reailse now that even I allow truesword to affect > fireblade - sorry (it's been a year since I ran a game :( ). > > >> can't impale, if you use slash > >> special rules I wouldn't let it do that either. > > > >Why not? It replaces the damage of the weapon. > > And it doesn't specify whether it can impale. You might rule that all > fireblades can impale, no matter what they're cast on, but that sounds grossly > overpowered to me, that'd be 12d6 on a truesworded fireblade. You might want to > run it that if cast on an impaling weapon and it impales the fireblade does > 3d6 the original base damage of the weapon (isn't that what firearrow does?). > Personally that sounds like the best idea. I certainly wouldn't let it slash or > crush (how can fire do either of those?). It depends, I cannot remember the > original description perfectly, does Fireblade turn the blade into fire, or > cast a wreath of fire about the weapon? if the former, then I'd give it no > specials whatsoever, if it's the latter then I'd allow any specials to take > affect but only with the original weapons base damage, just for game balance. A > fireblade and a truesword should not give you a critical of 72 points of damage > plus damage bonus! An initiate can get that! Even my characters have a tohugh > time dolling out damage like that, and they're all advancing along the rune > levels! > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From leonbk at yahoo.com Wed Apr 16 23:27:13 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Wed, 16 Apr 2003 06:27:13 -0700 (PDT) Subject: [RQ-Rules] Re: Fireblade/Dispel Magic In-Reply-To: <1050487194.3e9d299a486a6@webmail3.leeds.ac.uk> Message-ID: <20030416132713.51084.qmail@web41109.mail.yahoo.com> --- Nikk Effingham wrote: > Dispel Magic: > >For example: "I cast Dispel Magic 2 on what is > >protecting him from damage." > > > >This way a Countermagic 4 would not help to > preserve > >the Protection 2 spell. > > > >If, on the other hand, the target is not specified > it > >would be stopped by the Countermagic. > > I disagree, I think the countermagic would take > affect here. The target has > Protection cast on him, and has Countermagic cast on > him, so I believe the > rules suggest that the Countermagic protects. The reason we put this rule into effect is that it allows a character to target Dispel selectivly, or as a whole. What happens if you cast a Dispell 4 at someone who has Coordination 2, Vigor 1, and Protection 5? IMC it would depend on how it is worded. If the player says 'I am targeting spells which enhance his abilities(stats), then Coordination and Vigor will both go down, overwise the Dispel will fail. > Fireblade: > >> can't impale, if you use slash > >> special rules I wouldn't let it do that either. > > > >Why not? It replaces the damage of the weapon. > > And it doesn't specify whether it can impale. You > might rule that all > fireblades can impale, no matter what they're cast > on, but that sounds grossly > overpowered to me, that'd be 12d6 on a truesworded > fireblade. Yes, it is bad and actually it is 6d6 + 36 (for impale) = 57. However, consider Truesword on scimitar with Bladesharp 4, 2d6+8+16 = 31 at first it may seem like a big difference however you will get these impales 4% more often and Bladesharp is a variable point spell! >You might want to > run it that if cast on an impaling weapon and it > impales the fireblade does > 3d6+the original base damage of the weapon (isn't > that what firearrow does?). Actually that is how we play Firearrow. > Personally that sounds like the best idea. I > certainly wouldn't let it slash or > crush (how can fire do either of those?). We say what Fireblade may be used on Slashing or impaling weapons. > A > fireblade and a truesword should not give you a > critical of 72 points of damage > plus damage bonus! An initiate can get that! Even my > characters have a tohugh > time dolling out damage like that, and they're all > advancing along the rune > levels! Yes, it is posible to do this much damage, but there are other ways to get to this range of damage as an initiate. It has been my experience that characters who do this do not live long, as they become a target. Besides, this is exactly why Dispel and Dismiss spells are in the game. Most of my characters have at least a Dismiss Magic 4 for an emergency like this and a Dispel 4 to 6 for "everyday" use. Leon Kirshtein ===== Leon Kirshtein (201) 785-9135 __________________________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo http://search.yahoo.com From leonbk at yahoo.com Wed Apr 16 23:30:01 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Wed, 16 Apr 2003 06:30:01 -0700 (PDT) Subject: [RQ-Rules] Re: Fireblade/Dispel Magic In-Reply-To: <7825553.1050498829674.JavaMail.root@127.0.0.1> Message-ID: <20030416133001.88301.qmail@web41110.mail.yahoo.com> --- aescleal at btinternet.com wrote: > At the risk of sounding like a rules lawyer here, > but AFAIK you can't have Protection and Countermagic > cast on the same thing at the same time... It depends on the rules you use. In RQIII it was a rule, but it was changed in the Errata which was published later. > As for Fireblade and Truesword - doesn't truesword > only double the damage up to the maximum possible? Nothing says so. True doubles the base damage of the weapon. ===== Leon Kirshtein (201) 785-9135 __________________________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo http://search.yahoo.com From steve at perrinworlds.com Thu Apr 17 00:14:41 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Wed, 16 Apr 2003 07:14:41 -0700 Subject: [RQ-Rules] Temporal Spells References: <6614408.1050475764890.JavaMail.root@127.0.0.1> Message-ID: <005b01c30422$88fce4a0$f4407442@wizard> Feel free to correct me, it has been ages since I wrote the rules. Then again, we are both talking from ignorance. Anyone got a copy of the rules handy and be willing to actually turn a page and look it up? Steve ----- Original Message ----- From: To: Sent: Tuesday, April 15, 2003 11:49 PM Subject: Re: [RQ-Rules] Temporal Spells > Not wishing to correct the bloke that wrote the game (especially when I haven't got the rules handy) but wasn't a "turn" defined as 5 minutes (25 melee rounds)? > > Cheers, > > Ash > > > from: Steve Perrin > > date: Wed, 16 Apr 2003 03:36:11 > > to: rq-rules at crashbox.com > > subject: Re: [RQ-Rules] Temporal Spells > > > > Around 10-12 seconds. > > > > Steve Perrin > > > > ----- Original Message ----- > > From: "Gianni" > > To: > > Sent: Monday, April 14, 2003 11:49 PM > > Subject: Re: [RQ-Rules] Temporal Spells > > > > > > > By the way... what is the duration of a 'full turn'? > > > > > > Gianni > > > > > > _______________________________________________ > > > RQ-Rules mailing list > > > RQ-Rules at crashbox.com > > > http://www.crashbox.com/rq-rules > > > http://www.crashbox.com/mailman/listinfo/rq-rules > > > > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://www.crashbox.com/rq-rules > > http://www.crashbox.com/mailman/listinfo/rq-rules > > _______________________________________________ > 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 Thu Apr 17 06:36:01 2003 From: steve at perrinworlds.com (steve at perrinworlds.com) Date: Wed, 16 Apr 2003 13:36:01 -0700 (PDT) Subject: [RQ-Rules] Temporal Spells In-Reply-To: <3E9D6D0E.227FCD4A@web.de> References: <6614408.1050475764890.JavaMail.root@127.0.0.1> <005b01c30422$88fce4a0$f4407442@wizard> <3E9D6D0E.227FCD4A@web.de> Message-ID: <36157.64.214.209.1.1050525361.squirrel@ibusy.com> Ah, there's the problem. I was getting turn and round mixed up. In fact, I had forgotten that they were separate things. I haven't used a "turn" as such in years... Steve > > I just looked it up - > 5 minutes/ 25 melee-rounds is correct! > > BTW: Hi, I'm new on the list; > Hello to everyone! > >> Feel free to correct me, it has been ages since I wrote the rules. >> Then again, we are both talking from ignorance. Anyone got a copy of >> the rules handy and be willing to actually turn a page and look it up? >> >> Steve >> >> ----- Original Message ----- >> From: >> To: >> Sent: Tuesday, April 15, 2003 11:49 PM >> Subject: Re: [RQ-Rules] Temporal Spells >> >> > Not wishing to correct the bloke that wrote the game (especially >> when I >> haven't got the rules handy) but wasn't a "turn" defined as 5 minutes >> (25 melee rounds)? >> > >> > Cheers, >> > >> > Ash >> > >> > > from: Steve Perrin >> > > date: Wed, 16 Apr 2003 03:36:11 >> > > to: rq-rules at crashbox.com >> > > subject: Re: [RQ-Rules] Temporal Spells >> > > >> > > Around 10-12 seconds. >> > > >> > > Steve Perrin >> > > >> > > ----- Original Message ----- >> > > From: "Gianni" >> > > To: >> > > Sent: Monday, April 14, 2003 11:49 PM >> > > Subject: Re: [RQ-Rules] Temporal Spells >> > > >> > > >> > > > By the way... what is the duration of a 'full turn'? >> > > > >> > > > Gianni >> > > > >> > > > _______________________________________________ >> > > > RQ-Rules mailing list >> > > > RQ-Rules at crashbox.com >> > > > http://www.crashbox.com/rq-rules >> > > > http://www.crashbox.com/mailman/listinfo/rq-rules >> > > > >> > > >> > > _______________________________________________ >> > > RQ-Rules mailing list >> > > RQ-Rules at crashbox.com >> > > http://www.crashbox.com/rq-rules >> > > http://www.crashbox.com/mailman/listinfo/rq-rules >> > >> > _______________________________________________ >> > RQ-Rules mailing list >> > RQ-Rules at crashbox.com >> > http://www.crashbox.com/rq-rules >> > http://www.crashbox.com/mailman/listinfo/rq-rules >> > >> >> _______________________________________________ >> RQ-Rules mailing list >> RQ-Rules at crashbox.com >> http://www.crashbox.com/rq-rules >> http://www.crashbox.com/mailman/listinfo/rq-rules > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From aescleal at btinternet.com Thu Apr 17 18:44:45 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Thu, 17 Apr 2003 09:44:45 +0100 (BST) Subject: [RQ-Rules] Re: Fireblade/Dispel Magic Message-ID: <4351788.1050569085597.JavaMail.root@127.0.0.1> I take it all back then - I was obviously corrupted by RQII. Cheers, Ash > from: Leon Kirshtein > date: Wed, 16 Apr 2003 14:30:01 > to: rq-rules at crashbox.com > subject: Re: [RQ-Rules] Re: Fireblade/Dispel Magic > > --- aescleal at btinternet.com wrote: > > At the risk of sounding like a rules lawyer here, > > but AFAIK you can't have Protection and Countermagic > > cast on the same thing at the same time... > > It depends on the rules you use. In RQIII it was a > rule, but it was changed in the Errata which was > published later. > > > As for Fireblade and Truesword - doesn't truesword > > only double the damage up to the maximum possible? > > Nothing says so. True doubles the base > damage of the weapon. > > > > ===== > Leon Kirshtein > (201) 785-9135 > > __________________________________________________ > Do you Yahoo!? > The New Yahoo! Search - Faster. Easier. Bingo > http://search.yahoo.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 aescleal at btinternet.com Thu Apr 17 18:46:29 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Thu, 17 Apr 2003 09:46:29 +0100 (BST) Subject: [RQ-Rules] Temporal Spells Message-ID: <4843752.1050569189498.JavaMail.root@127.0.0.1> After realising that most of the rules I remember seem to be ones from RQII I wouldn't take anything I say at face value these days. Cheers, Ash > from: Steve Perrin > date: Wed, 16 Apr 2003 15:14:41 > to: rq-rules at crashbox.com > subject: Re: [RQ-Rules] Temporal Spells > > Feel free to correct me, it has been ages since I wrote the rules. Then > again, we are both talking from ignorance. Anyone got a copy of the rules > handy and be willing to actually turn a page and look it up? > > Steve > > ----- Original Message ----- > From: > To: > Sent: Tuesday, April 15, 2003 11:49 PM > Subject: Re: [RQ-Rules] Temporal Spells > > > > Not wishing to correct the bloke that wrote the game (especially when I > haven't got the rules handy) but wasn't a "turn" defined as 5 minutes (25 > melee rounds)? > > > > Cheers, > > > > Ash > > > > > from: Steve Perrin > > > date: Wed, 16 Apr 2003 03:36:11 > > > to: rq-rules at crashbox.com > > > subject: Re: [RQ-Rules] Temporal Spells > > > > > > Around 10-12 seconds. > > > > > > Steve Perrin > > > > > > ----- Original Message ----- > > > From: "Gianni" > > > To: > > > Sent: Monday, April 14, 2003 11:49 PM > > > Subject: Re: [RQ-Rules] Temporal Spells > > > > > > > > > > By the way... what is the duration of a 'full turn'? > > > > > > > > Gianni > > > > > > > > _______________________________________________ > > > > RQ-Rules mailing list > > > > RQ-Rules at crashbox.com > > > > http://www.crashbox.com/rq-rules > > > > http://www.crashbox.com/mailman/listinfo/rq-rules > > > > > > > > > > _______________________________________________ > > > RQ-Rules mailing list > > > RQ-Rules at crashbox.com > > > http://www.crashbox.com/rq-rules > > > http://www.crashbox.com/mailman/listinfo/rq-rules > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://www.crashbox.com/rq-rules > > http://www.crashbox.com/mailman/listinfo/rq-rules > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From phl0nje at leeds.ac.uk Thu Apr 17 20:43:07 2003 From: phl0nje at leeds.ac.uk (Nikk Effingham) Date: Thu, 17 Apr 2003 11:43:07 +0100 Subject: [RQ-Rules] Re: RQ-Rules digest, Vol 1 #139 - 11 msgs In-Reply-To: <20030417084603.AEDFB4C4B4@thinbits.com> References: <20030417084603.AEDFB4C4B4@thinbits.com> Message-ID: <1050576187.3e9e853bc351c@webmail2.leeds.ac.uk> >The reason we put this rule into effect is that it >allows a character to target Dispel selectivly, or as >a whole. What happens if you cast a Dispell 4 at >someone who has Coordination 2, Vigor 1, and >Protection 5? IMC it would depend on how it is >worded. If the player says 'I am targeting spells >which enhance his abilities(stats), then Coordination >and Vigor will both go down, overwise the Dispel will >fail. IMG if you didn't name what spell, or generally what spell, you were aiming for you'd hit the protection 5 and the dispel magic would fail. I don't have a problem with the individual targetting of spells, I just think Countermagic should protect the caster just as much from Dispel magic as it should from Disrupts, Sever Spirits etc... As for Fireblade, you're right, it does balance quite nicely as you describe it. But why do you think the damage for a criticalling truesworded scimitar with Bladesharp 4 is 2d6+8+16? I've alawys played that an critcal from an impaling weapon does maximum damage possible, so an scimitar that imapled would do 2d6+4, so if it was a critical that'd be 16 points straight off the bat, if it was truesworded that'd be 32, plus the bladesharp 4 makes 36 points on a crit, plus damage bonus. Have I misread a rule all this time? Nikk From pontus.amberg at telia.com Thu Apr 17 23:20:45 2003 From: pontus.amberg at telia.com (Pontus Amberg) Date: Thu, 17 Apr 2003 15:20:45 +0200 Subject: SV: [RQ-Rules] Re: RQ-Rules digest, Vol 1 #139 - 11 msgs In-Reply-To: <1050576187.3e9e853bc351c@webmail2.leeds.ac.uk> Message-ID: <000501c304e4$2a6a25c0$3200a8c0@brainst8> Well I'm not sure if we both have misunderstood the RQ3 crit & impale rules but I have interpreted the rules in the exact same way. So I would also get 36 points on a crit and then roll the damage bonus. /Pontus -----Ursprungligt meddelande----- Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r Nikk Effingham Skickat: den 17 april 2003 12:43 Till: rq-rules at crashbox.com ?mne: [RQ-Rules] Re: RQ-Rules digest, Vol 1 #139 - 11 msgs >The reason we put this rule into effect is that it >allows a character to target Dispel selectivly, or as >a whole. What happens if you cast a Dispell 4 at >someone who has Coordination 2, Vigor 1, and >Protection 5? IMC it would depend on how it is >worded. If the player says 'I am targeting spells >which enhance his abilities(stats), then Coordination >and Vigor will both go down, overwise the Dispel will >fail. IMG if you didn't name what spell, or generally what spell, you were aiming for you'd hit the protection 5 and the dispel magic would fail. I don't have a problem with the individual targetting of spells, I just think Countermagic should protect the caster just as much from Dispel magic as it should from Disrupts, Sever Spirits etc... As for Fireblade, you're right, it does balance quite nicely as you describe it. But why do you think the damage for a criticalling truesworded scimitar with Bladesharp 4 is 2d6+8+16? I've alawys played that an critcal from an impaling weapon does maximum damage possible, so an scimitar that imapled would do 2d6+4, so if it was a critical that'd be 16 points straight off the bat, if it was truesworded that'd be 32, plus the bladesharp 4 makes 36 points on a crit, plus damage bonus. Have I misread a rule all this time? Nikk _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From leonbk at yahoo.com Thu Apr 17 23:44:41 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 17 Apr 2003 06:44:41 -0700 (PDT) Subject: [RQ-Rules] Scimitar Impale In-Reply-To: <1050576187.3e9e853bc351c@webmail2.leeds.ac.uk> Message-ID: <20030417134441.53319.qmail@web41106.mail.yahoo.com> --- Nikk Effingham wrote: > But why do you think the damage for a > criticalling truesworded scimitar > with Bladesharp 4 is 2d6+8+16? I've alawys played > that an critcal from an > impaling weapon does maximum damage possible, so an > scimitar that imapled would > do 2d6+4, so if it was a critical that'd be 16 > points straight off the bat, if > it was truesworded that'd be 32, plus the bladesharp > 4 makes 36 points on a > crit, plus damage bonus. Have I misread a rule all > this time? As far as I know, an impale does normal weapon damage plus maximum weapon damage. A critical ignores armor. An impaling critical does both, adds damage and ignores armor. Therefore: Scimitar 1d6+2 w/Truesword 2d6+4 w/Bladesharp 2d6+4+4 impale Max(2d6+4) = 16 impale 2d6+4+4+16 Leon Kirshtein __________________________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo http://search.yahoo.com From pontus.amberg at telia.com Fri Apr 18 00:53:20 2003 From: pontus.amberg at telia.com (Pontus Amberg) Date: Thu, 17 Apr 2003 16:53:20 +0200 Subject: SV: [RQ-Rules] Scimitar Impale In-Reply-To: <20030417134441.53319.qmail@web41106.mail.yahoo.com> Message-ID: <000601c304f1$17e021e0$3200a8c0@brainst8> In the "The Impale" section of the RQ3 rules the damage of an impale is "twice the weapon's rolled damage". So an impaling scimitar would do 2d6+4. If the impale also is an critical the damage is the weapons maximum max(2D6+4) = 16 and then the normal rolled damage bonus is added. The critical always ignores armor but not parries. The thing that's not so clear in the rules is when the bladesharp and truesword effect should be added. I've always added the bladesharp bonus last together with the characters own damage modifier. So bladesharp is not affected by impale or critical. The characters in my campaign have never had access to true so I'm not really sure of when to add its effect to weapon damage when a critical or impale is done with the affected weapon. /Pontus -----Ursprungligt meddelande----- Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r Leon Kirshtein Skickat: den 17 april 2003 15:45 Till: rq-rules at crashbox.com ?mne: [RQ-Rules] Scimitar Impale --- Nikk Effingham wrote: > But why do you think the damage for a > criticalling truesworded scimitar > with Bladesharp 4 is 2d6+8+16? I've alawys played > that an critcal from an > impaling weapon does maximum damage possible, so an > scimitar that imapled would > do 2d6+4, so if it was a critical that'd be 16 > points straight off the bat, if > it was truesworded that'd be 32, plus the bladesharp > 4 makes 36 points on a > crit, plus damage bonus. Have I misread a rule all > this time? As far as I know, an impale does normal weapon damage plus maximum weapon damage. A critical ignores armor. An impaling critical does both, adds damage and ignores armor. Therefore: Scimitar 1d6+2 w/Truesword 2d6+4 w/Bladesharp 2d6+4+4 impale Max(2d6+4) = 16 impale 2d6+4+4+16 Leon Kirshtein __________________________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo http://search.yahoo.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 leonbk at yahoo.com Fri Apr 18 01:29:14 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 17 Apr 2003 08:29:14 -0700 (PDT) Subject: SV: [RQ-Rules] Scimitar Impale In-Reply-To: <000601c304f1$17e021e0$3200a8c0@brainst8> Message-ID: <20030417152914.50872.qmail@web41109.mail.yahoo.com> --- Pontus Amberg wrote: > In the "The Impale" section of the RQ3 rules the > damage of an impale is "twice the weapon's rolled > damage". So an impaling scimitar > would do 2d6+4. If the impale also is an critical > the damage is the weapons maximum max(2D6+4) = 16 > and then the normal rolled > damage bonus is added. The critical always ignores > armor but not parries. T I guess I am using RQII version of criticals and specials which are: Special impale rolled weapon damage + maximum weapon damage slash rolled weapon damage + rolled weapon damage crush rolled weapon damage + damage bonus + maximum damage bonus Critial = special + ignore armor > the thing that's not so clear > in the rules is when the > bladesharp and truesword effect should be added. > I've always added the bladesharp bonus last together > with the characters own damage > modifier. So bladesharp is not affected by impale or > critical. Since bladesharp and/or damage boosting do not effect the base damage, they are not used in calculating damage for a special. > The characters in my campaign have never > had access to true What cults do they belong to? No, Humakties? Wow, I never thought I would hear about campaing without someone being a member of some "war" cult. > so I'm not really sure of when to add its effect to > weapon damage when a critical or impale is done with > the affected weapon. Well, it is up to you really. My opinion on the subject is that you should if the spell effects the base damage of the weapon such as Fireblade and True Leon Kirshtein __________________________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo http://search.yahoo.com From bick10 at attbi.com Fri Apr 18 01:44:18 2003 From: bick10 at attbi.com (bick10 at attbi.com) Date: Thu, 17 Apr 2003 15:44:18 +0000 Subject: SV: [RQ-Rules] Re: RQ-Rules digest, Vol 1 #139 - 11 msgs Message-ID: <20030417154438.C248C4C262@thinbits.com> > Well I'm not sure if we both have misunderstood the RQ3 crit & impale rules but > I have interpreted the rules in the exact same way. > So I would also get 36 points on a crit and then roll the damage bonus. > > /Pontus >> As for Fireblade, you're right, it does balance quite nicely as you describe >> it. But why do you think the damage for a criticalling truesworded scimitar >> with Bladesharp 4 is 2d6+8+16? I've alawys played that an critcal from an >> impaling weapon does maximum damage possible, so an scimitar that imapled would >> do 2d6+4, so if it was a critical that'd be 16 points straight off the bat, if >> it was truesworded that'd be 32, plus the bladesharp 4 makes 36 points on a >> crit, plus damage bonus. Have I misread a rule all this time? >> Nikk I am in the camp that separates Impale and Critical. I do not like the super powered Critical Impale. I prefer that a crit is max Weapon damage plus damage Bonus by passing armor AP. The Impale is Weapon damage twice plus damage Bonus (once). And the two do not combine. Flameblade. I did not allow the 3D6 to maxed out on Crits. My justification is, the spell specifies 3D6 damage replaces the weapon damage. (no book handy to verify so I maybe wrong on the specific) On impales I give the 3D6 plus original weapon damage and damage bonus. These are still deadly enough and common foes fall rapidly to the PC's onslaught. Yet powerful NPC's can withstand the initial assault. It is also powerful enough to scare the players when they see it used against them. From pontus.amberg at telia.com Fri Apr 18 02:59:38 2003 From: pontus.amberg at telia.com (Pontus Amberg) Date: Thu, 17 Apr 2003 18:59:38 +0200 Subject: SV: SV: [RQ-Rules] Scimitar Impale In-Reply-To: <20030417152914.50872.qmail@web41109.mail.yahoo.com> Message-ID: <000701c30502$beabcef0$3200a8c0@brainst8> --- Leon Kirshtein wrote: > I guess I am using RQII version of criticals and > specials which are: > Special > impale rolled weapon damage + maximum weapon damage > slash rolled weapon damage + rolled weapon damage > crush rolled weapon damage + damage bonus + maximum > damage bonus Ah! That explains it. It was ages since I played RQ2 so I had forgotten about those rules. > What cults do they belong to? No, Humakties? Wow, I > never thought I would hear about campaing without > someone being a member of some "war" cult. Well there's actually one Humakti initiate in the party. I don't know why but no player has divine spells. Maybe they value their POW and don't want to sacrifice it for divine spells. /Pontus From bick10 at attbi.com Fri Apr 18 03:11:20 2003 From: bick10 at attbi.com (bick10 at attbi.com) Date: Thu, 17 Apr 2003 17:11:20 +0000 Subject: SV: SV: [RQ-Rules] Scimitar Impale Message-ID: <20030417171136.8F3304C262@thinbits.com> > I don't know why but no player has divine spells. Maybe > they value their POW and don't want to sacrifice it for > divine spells. > > /Pontus My players were like that too. Too afraid of Demoralize and Befuddle. I changed that for some with a House Rule. One Use divine spells could be renewed by taking part in a successful ceremony on the god's holy day. They were more willing to sacrifice their POW after that for divine spells. I like the magic of RQ and wanted it used. Also, I wanted the players to have plenty of magic and to use it often. The Divine was an aspect they were mostly ignoring. I saw them as Initiates hoarding their divine spells in fear that they may not have it when really needed. The problem was corrected after that. This is my flavor. Your tastes may vary. Jim From dungeon_dweller at earthlink.net Fri Apr 18 04:18:28 2003 From: dungeon_dweller at earthlink.net (DD) Date: Thu, 17 Apr 2003 14:18:28 -0400 Subject: [RQ-Rules] (no subject) Message-ID: <000d01c3050d$bf69c6c0$8c5779a5@ELNparejf> unsub --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From leonbk at yahoo.com Fri Apr 18 05:00:25 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 17 Apr 2003 12:00:25 -0700 (PDT) Subject: SV: SV: [RQ-Rules] Scimitar Impale In-Reply-To: <000701c30502$beabcef0$3200a8c0@brainst8> Message-ID: <20030417190025.37792.qmail@web41110.mail.yahoo.com> --- Pontus Amberg wrote: > > What cults do they belong to? No, Humakties? Wow, > I > > never thought I would hear about campaing without > > someone being a member of some "war" cult. > > Well there's actually one Humakti initiate in the > party. > I don't know why but no player has divine spells. > Maybe > they value their POW and don't want to sacrifice it > for divine spells. That seems silly to me. They should carry some divine magic even if it is just a Heal Wound or a Spirit Block to use in an emergency. True Sword also fits into this category in my book. Leon __________________________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo http://search.yahoo.com From aescleal at btinternet.com Fri Apr 18 05:51:09 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Thu, 17 Apr 2003 20:51:09 +0100 (BST) Subject: [RQ-Rules] Scimitar Impale Message-ID: <4030813.1050609069560.JavaMail.root@127.0.0.1> Ah ha! That was definitely a RQII thang and not RQIII - impaling in RQIII was roll the damage twice. ~retrieves rule lawyer hat and sits smuggly~ Ash > from: Leon Kirshtein > date: Thu, 17 Apr 2003 14:44:41 > to: rq-rules at crashbox.com > subject: Re: [RQ-Rules] Scimitar Impale > > --- Nikk Effingham wrote: > > But why do you think the damage for a > > criticalling truesworded scimitar > > with Bladesharp 4 is 2d6 8 16? I've alawys played > > that an critcal from an > > impaling weapon does maximum damage possible, so an > > scimitar that imapled would > > do 2d6 4, so if it was a critical that'd be 16 > > points straight off the bat, if > > it was truesworded that'd be 32, plus the bladesharp > > 4 makes 36 points on a > > crit, plus damage bonus. Have I misread a rule all > > this time? > > As far as I know, an impale does normal weapon damage > plus maximum weapon damage. A critical ignores armor. > An impaling critical does both, adds damage and > ignores armor. > > Therefore: > > Scimitar 1d6 2 > w/Truesword 2d6 4 > w/Bladesharp 2d6 4 4 > impale Max(2d6 4) = 16 > impale 2d6 4 4 16 > > Leon Kirshtein > > > __________________________________________________ > Do you Yahoo!? > The New Yahoo! Search - Faster. Easier. Bingo > RQ-Rules at crashbox.com > References: <20030417154438.C248C4C262@thinbits.com> Message-ID: <43628.64.214.209.1.1050611807.squirrel@ibusy.com> Whoa. I think I may have been dozing off during the earlier stages of this debate. Criticals and Impales do not combine. A hit is either a normal hit, an Impale (slash/crush) or a Critical. A critical with an impaling weapon may have some of the aftereffects of an impale, such as the weapon lodged in the body of the target, but the two damages do not stack. THen again, there are reasons I've moved on to the "number of successes" rules in SPQR. Steve >> Well I'm not sure if we both have misunderstood the RQ3 crit & impale >> rules > but >> I have interpreted the rules in the exact same way. >> So I would also get 36 points on a crit and then roll the damage >> bonus. >> >> /Pontus > >>> As for Fireblade, you're right, it does balance quite nicely as you >>> describe it. But why do you think the damage for a criticalling >>> truesworded scimitar with Bladesharp 4 is 2d6+8+16? I've alawys >>> played that an critcal from an impaling weapon does maximum damage >>> possible, so an scimitar that imapled > would >>> do 2d6+4, so if it was a critical that'd be 16 points straight off >>> the bat, > if >>> it was truesworded that'd be 32, plus the bladesharp 4 makes 36 >>> points on a crit, plus damage bonus. Have I misread a rule all this >>> time? > >>> Nikk > > > I am in the camp that separates Impale and Critical. I do not like the > super powered Critical Impale. I prefer that a crit is max Weapon > damage plus damage Bonus by passing armor AP. The Impale is Weapon > damage twice plus damage Bonus (once). And the two do not combine. > > Flameblade. I did not allow the 3D6 to maxed out on Crits. My > justification is, the spell specifies 3D6 damage replaces the weapon > damage. (no book handy to verify so I maybe wrong on the specific) On > impales I give the 3D6 plus original weapon damage and damage bonus. > > These are still deadly enough and common foes fall rapidly to the PC's > onslaught. Yet powerful NPC's can withstand the initial assault. It is > also powerful enough to scare the players when they see it used against > them. _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From leonbk at yahoo.com Fri Apr 18 06:53:11 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 17 Apr 2003 13:53:11 -0700 (PDT) Subject: SV: [RQ-Rules] Impale or Crit, one or the other In-Reply-To: <43628.64.214.209.1.1050611807.squirrel@ibusy.com> Message-ID: <20030417205311.25167.qmail@web41105.mail.yahoo.com> --- steve at perrinworlds.com wrote: > Criticals and Impales do not combine. A hit is > either a normal hit, an > Impale (slash/crush) or a Critical. A critical with > an impaling weapon may > have some of the aftereffects of an impale, such as > the weapon lodged in > the body of the target, but the two damages do not > stack. Depending on the rules you are using. I have been playing this way for over 15 years and never had a problem of them stacking. I also use, reducing the level of success on a dodge or parry (if shaft on shaft weapons are used.) Leon Kirshtein __________________________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo http://search.yahoo.com From pontus.amberg at telia.com Fri Apr 18 07:11:51 2003 From: pontus.amberg at telia.com (Pontus Amberg) Date: Thu, 17 Apr 2003 23:11:51 +0200 Subject: SV: SV: [RQ-Rules] Impale or Crit, one or the other In-Reply-To: <43628.64.214.209.1.1050611807.squirrel@ibusy.com> Message-ID: <000a01c30525$fa7caf30$3200a8c0@brainst8> Now I feel completely disorientated! Are you sure about this? I'm sitting here with the RQ3 rules and the only way that I can interpret them is that Impale and Critical do combine in RQ3. /Pontus -----Ursprungligt meddelande----- Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r steve at perrinworlds.com Skickat: den 17 april 2003 22:37 Till: rq-rules at crashbox.com ?mne: Re: SV: [RQ-Rules] Impale or Crit, one or the other Whoa. I think I may have been dozing off during the earlier stages of this debate. Criticals and Impales do not combine. A hit is either a normal hit, an Impale (slash/crush) or a Critical. A critical with an impaling weapon may have some of the aftereffects of an impale, such as the weapon lodged in the body of the target, but the two damages do not stack. THen again, there are reasons I've moved on to the "number of successes" rules in SPQR. Steve From pontus.amberg at telia.com Fri Apr 18 07:13:20 2003 From: pontus.amberg at telia.com (Pontus Amberg) Date: Thu, 17 Apr 2003 23:13:20 +0200 Subject: SV: SV: SV: [RQ-Rules] Scimitar Impale In-Reply-To: <20030417190025.37792.qmail@web41110.mail.yahoo.com> Message-ID: <000b01c30526$2f086000$3200a8c0@brainst8> Well maybe it's time for me to give them a little hint again the next time we play. /Pontus -----Ursprungligt meddelande----- Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r Leon Kirshtein Skickat: den 17 april 2003 21:00 Till: rq-rules at crashbox.com ?mne: Re: SV: SV: [RQ-Rules] Scimitar Impale --- Pontus Amberg wrote: > > What cults do they belong to? No, Humakties? Wow, > I > > never thought I would hear about campaing without > > someone being a member of some "war" cult. > > Well there's actually one Humakti initiate in the > party. > I don't know why but no player has divine spells. > Maybe > they value their POW and don't want to sacrifice it > for divine spells. That seems silly to me. They should carry some divine magic even if it is just a Heal Wound or a Spirit Block to use in an emergency. True Sword also fits into this category in my book. Leon __________________________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo http://search.yahoo.com _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From leonbk at yahoo.com Fri Apr 18 07:19:24 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 17 Apr 2003 14:19:24 -0700 (PDT) Subject: SV: SV: [RQ-Rules] Impale or Crit, one or the other In-Reply-To: <000a01c30525$fa7caf30$3200a8c0@brainst8> Message-ID: <20030417211924.86570.qmail@web41111.mail.yahoo.com> --- Pontus Amberg wrote: > Now I feel completely disorientated! Are you sure > about this? I'm sitting here with the RQ3 rules and > the only way that I can > interpret them is that Impale and Critical do > combine in RQ3. Look, the way RQ rules are right now, it really sucks to be a rules lawer. The most anyone can do is pick the way to play it and stick with it. Use this list for ideas and pick the method you like. Leon Kirshtein __________________________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo http://search.yahoo.com From shannonwright_1966 at yahoo.com Fri Apr 18 10:07:33 2003 From: shannonwright_1966 at yahoo.com (shannon wright) Date: Thu, 17 Apr 2003 17:07:33 -0700 (PDT) Subject: [RQ-Rules] Scimitar Impale Message-ID: <20030418000733.94670.qmail@web13801.mail.yahoo.com> Is it just me , or is the "Impale" a mute point?? To me, a Scimitar is a heavy, 1-handed , single edged blade, usually curved and usually not capable of a Impale. More of a Slashing weapon. And in RQ 1 & 2 Slash's were always handled a little different than Impales. When I think of a Scimitar 'Indiana Jones' comes foremost to mind. The weapon the baddie is using that he is all flashy with, then Indy shoots him anyway- That to me is a classic Scimitar/Falchion . Something straight out of 'Arabian Nights' .. IMHO . Sloth Never in the course of Human conflict has so much been owed by so many, to so few. --------------------------------- Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From aescleal at btinternet.com Fri Apr 18 16:13:54 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Fri, 18 Apr 2003 07:13:54 +0100 (BST) Subject: SV: [RQ-Rules] Impale or Crit, one or the other Message-ID: <3909579.1050646434664.JavaMail.root@127.0.0.1> Aren't they? How come in the example of play ("Bint stabs lion with dagger") someone does 12 damage with a dagger? Or was this another change in the errata I missed? Ash > from: steve at perrinworlds.com > date: Thu, 17 Apr 2003 21:36:47 > to: rq-rules at crashbox.com > subject: Re: SV: [RQ-Rules] Impale or Crit, one or the other > > Whoa. I think I may have been dozing off during the earlier stages of this > debate. > > Criticals and Impales do not combine. A hit is either a normal hit, an > Impale (slash/crush) or a Critical. A critical with an impaling weapon may > have some of the aftereffects of an impale, such as the weapon lodged in > the body of the target, but the two damages do not stack. > > THen again, there are reasons I've moved on to the "number of successes" > rules in SPQR. > > Steve > > >> Well I'm not sure if we both have misunderstood the RQ3 crit & impale > >> rules > > but > >> I have interpreted the rules in the exact same way. > >> So I would also get 36 points on a crit and then roll the damage > >> bonus. > >> > >> /Pontus > > > >>> As for Fireblade, you're right, it does balance quite nicely as you > >>> describe it. But why do you think the damage for a criticalling > >>> truesworded scimitar with Bladesharp 4 is 2d6 8 16? I've alawys > >>> played that an critcal from an impaling weapon does maximum damage > >>> possible, so an scimitar that imapled > > would > >>> do 2d6 4, so if it was a critical that'd be 16 points straight off > >>> the bat, > > if > >>> it was truesworded that'd be 32, plus the bladesharp 4 makes 36 > >>> points on a crit, plus damage bonus. Have I misread a rule all this > >>> time? > > > >>> Nikk > > > > > > I am in the camp that separates Impale and Critical. I do not like the > > super powered Critical Impale. I prefer that a crit is max Weapon > > damage plus damage Bonus by passing armor AP. The Impale is Weapon > > damage twice plus damage Bonus (once). And the two do not combine. > > > > Flameblade. I did not allow the 3D6 to maxed out on Crits. My > > justification is, the spell specifies 3D6 damage replaces the weapon > > damage. (no book handy to verify so I maybe wrong on the specific) On > > impales I give the 3D6 plus original weapon damage and damage bonus. > > > > These are still deadly enough and common foes fall rapidly to the PC's > > onslaught. Yet powerful NPC's can withstand the initial assault. It is > > also powerful enough to scare the players when they see it used against > > them. _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://www.crashbox.com/rq-rules > > http://www.crashbox.com/mailman/listinfo/rq-rules > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules From rog_benham at hotmail.com Fri Apr 18 19:56:50 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Fri, 18 Apr 2003 10:56:50 +0100 Subject: SV: [RQ-Rules] Impale or Crit, one or the other Message-ID: 1D4+2+maximum damage for dagger... roll a 4 on the D4 and do the maths! I don't see how an impale and a crit ever stack.  You roll a fifth of your roll for an impale and a twentieth for a crit.  No stacking.  One ignores armour, the other doesn't.  In practice, we've found the actual distinction somewhat moot- 24 points of damage tends to kill or incapacitate whether or not you're wearing armour. >From: aescleal at btinternet.com >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com, rq-rules at crashbox.com >Subject: Re: SV: [RQ-Rules] Impale or Crit, one or the other >Date: Fri, 18 Apr 2003 07:13:54 +0100 (BST) > >Aren't they? How come in the example of play ("Bint stabs lion with dagger") someone does 12 damage with a dagger? > >Or was this another change in the errata I missed? > >Ash > > > from: steve at perrinworlds.com > > date: Thu, 17 Apr 2003 21:36:47 > > to: rq-rules at crashbox.com > > subject: Re: SV: [RQ-Rules] Impale or Crit, one or the other > > > > Whoa. I think I may have been dozing off during the earlier stages of this > > debate. > > > > Criticals and Impales do not combine. A hit is either a normal hit, an > > Impale (slash/crush) or a Critical. A critical with an impaling weapon may > > have some of the aftereffects of an impale, such as the weapon lodged in > > the body of the target, but the two damages do not stack. > > > > THen again, there are reasons I've moved on to the "number of successes" > > rules in SPQR. > > > > Steve > > > > >> Well I'm not sure if we both have misunderstood the RQ3 crit & impale > > >> rules > > > but > > >> I have interpreted the rules in the exact same way. > > >> So I would also get 36 points on a crit and then roll the damage > > >> bonus. > > >> > > >> /Pontus > > > > > >>> As for Fireblade, you're right, it does balance quite nicely as you > > >>> describe it. But why do you think the damage for a criticalling > > >>> truesworded scimitar with Bladesharp 4 is 2d6 8 16? I've alawys > > >>> played that an critcal from an impaling weapon does maximum damage > > >>> possible, so an scimitar that imapled > > > would > > >>> do 2d6 4, so if it was a critical that'd be 16 points straight off > > >>> the bat, > > > if > > >>> it was truesworded that'd be 32, plus the bladesharp 4 makes 36 > > >>> points on a crit, plus damage bonus. Have I misread a rule all this > > >>> time? > > > > > >>> Nikk > > > > > > > > > I am in the camp that separates Impale and Critical. I do not like the > > > super powered Critical Impale. I prefer that a crit is max Weapon > > > damage plus damage Bonus by passing armor AP. The Impale is Weapon > > > damage twice plus damage Bonus (once). And the two do not combine. > > > > > > Flameblade. I did not allow the 3D6 to maxed out on Crits. My > > > justification is, the spell specifies 3D6 damage replaces the weapon > > > damage. (no book handy to verify so I maybe wrong on the specific) On > > > impales I give the 3D6 plus original weapon damage and damage bonus. > > > > > > These are still deadly enough and common foes fall rapidly to the PC's > > > onslaught. Yet powerful NPC's can withstand the initial assault. It is > > > also powerful enough to scare the players when they see it used against > > > them. _______________________________________________ > > > RQ-Rules mailing list > > > RQ-Rules at crashbox.com > > > http://www.crashbox.com/rq-rules > > > http://www.crashbox.com/mailman/listinfo/rq-rules > > > > > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://www.crashbox.com/rq-rules > > http://www.crashbox.com/mailman/listinfo/rq-rules > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ Add photos to your messages with MSN 8. ------------------------------------------ More info here. ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From rog_benham at hotmail.com Fri Apr 18 19:59:11 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Fri, 18 Apr 2003 10:59:11 +0100 Subject: [RQ-Rules] Scimitar Impale Message-ID: Agreed.  The scmitar is either a curved sword where the cutting edge is used in a slashing manner.  In Cults of Terror (I think- I'm not a Glorantha fan) there's a description of the protagonist using the wieghted end of the blade to make his slashing cut go through the leg or some other appendage of a scorpion man.  Proof positive..? >From: shannon wright >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com >Subject: [RQ-Rules] Scimitar Impale >Date: Thu, 17 Apr 2003 17:07:33 -0700 (PDT) > >Is it just me , or is the "Impale" a mute point?? To me, a Scimitar is a heavy, 1-handed , single edged blade, usually curved and usually not capable of a Impale. More of a Slashing weapon. And in RQ 1 & 2 Slash's were always handled a little different than Impales. When I think of a Scimitar 'Indiana Jones' comes foremost to mind. The weapon the baddie is using that he is all flashy with, then Indy shoots him anyway- That to me is a classic Scimitar/Falchion . Something straight out of 'Arabian Nights' .. IMHO . Sloth > > >Never in the course of Human > > conflict has so much been > > owed by so many, > > to so few. > > > >--------------------------------- >Do you Yahoo!? >The New Yahoo! Search - Faster. Easier. Bingo. > >--- StripMime Report -- processed MIME parts --- >multipart/alternative > text/plain (text body -- kept) > text/html >--- >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ Add photos to your messages with MSN 8. ------------------------------------------ More info here. ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From Michael.Christian at corbis.com Sat Apr 19 01:14:38 2003 From: Michael.Christian at corbis.com (Michael Christian) Date: Fri, 18 Apr 2003 08:14:38 -0700 Subject: [RQ-Rules] Scimitar Impale Message-ID: <306F012D0A00D611BC9D0008C791927404AC9B01@seamail1.continuum.corbis.corp> The heavy chopping scimitar that is similar to a falchion is only one type, and probably less common. The scimitar as used by Arabic horsemen is both a slashing and a stabbing weapon. Similar in design to a sabre and designed to not get stuck in unmounted troops as you stab them while riding past (the reason for the curved blade). Michael -----Original Message----- From: shannon wright [mailto:shannonwright_1966 at yahoo.com] Sent: Thursday, April 17, 2003 5:08 PM To: rq-rules at crashbox.com Subject: [RQ-Rules] Scimitar Impale Is it just me , or is the "Impale" a mute point?? To me, a Scimitar is a heavy, 1-handed , single edged blade, usually curved and usually not capable of a Impale. More of a Slashing weapon. And in RQ 1 & 2 Slash's were always handled a little different than Impales. When I think of a Scimitar 'Indiana Jones' comes foremost to mind. The weapon the baddie is using that he is all flashy with, then Indy shoots him anyway- That to me is a classic Scimitar/Falchion . Something straight out of 'Arabian Nights' .. IMHO . Sloth Never in the course of Human conflict has so much been owed by so many, to so few. --------------------------------- Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From leonbk at yahoo.com Sat Apr 19 01:44:31 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 18 Apr 2003 08:44:31 -0700 (PDT) Subject: SV: [RQ-Rules] Impale or Crit, one or the other In-Reply-To: Message-ID: <20030418154431.59557.qmail@web41114.mail.yahoo.com> --- Roger Benham wrote: >In practice, we've found the actual > distinction somewhat moot - 24 points of damage tends > to kill or incapacitate whether or not you're > wearing armour. It depends on your style of play. If your characters wear armor, lets say chain plus padding 8AP, and cast a Protection 4, and parry with a shield the 24pts of damage is going to do nothing. While a critical will still do 12pts to the person. Leon Kirshtein ===== Leon Kirshtein (201) 785-9135 __________________________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo http://search.yahoo.com From jellen at ameritech.net Fri Apr 18 13:12:45 2003 From: jellen at ameritech.net (J and/or Ellen) Date: Thu, 17 Apr 2003 22:12:45 -0500 Subject: Fw: [RQ-RULES] Knockback Message-ID: <000201c305d0$b41afd70$3410fea9@frkt5> After watching dozens of episodes of "Buffy" and "Angel," I concur that knockback shouldn't be lethal. This is one rare instance in which I prefer Hollywood combat to realistic combat. I've just revised my house rules to replace lethal knockback damage with stunning. If the target is knocked back into another creature, both must make one CON x 5 roll per meter further the target should have traveled--failure indicates that the victim is stunned. If the object hit is solid and unyielding, the target must instead make a CON x 3 roll. ----- Original Message ----- From: "Bruce Probst" To: Sent: Friday, April 27, 2001 10:44 PM Subject: Re: [RQ-RULES] Knockback On Mon, 16 Apr 2001 14:26:09 -0700, Brad Furst wrote: >Andrew and I are agreed, despite the published rules, that Knockback >should not ordinarily deal damage of a magnitude like weapon damage. One way around this is to introduce the concept of "subdual" damage (lifted from "Bushido" originally, but there are lots of games, e.g., Hero system, that uses two *types* of damage -- real, serious, need-time-to-heal damage, and temporary, breath-knocked-out-of-you damage). If you rule that knockback causes "subdual" damage, not "real" damage, then I think the rules can be used as written. You could conceivably be knocked unconscious by being slammed into a wall, but it's unlikely to ever actually kill you. Adding the concept of "subdual" damage also allows for the introduction of various other concepts into the game -- for example, non-lethal fist fights. ---------------------------------------------------------------- Bruce Probst bprobst at netspace.net.au ICQ 6563830 Melbourne, Australia MSTie #72759 "Stay together, cheeks!" ASL FAQ http://users.senet.com.au/~mantis/ASLFAQ *************************************************************************** To unsubscribe from this list send mail to majordomo at lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. From DevinC at aol.com Sat Apr 19 03:51:06 2003 From: DevinC at aol.com (DevinC at aol.com) Date: Fri, 18 Apr 2003 13:51:06 -0400 Subject: [RQ-Rules] Scimitar Impale Message-ID: <721BC10F.6EE0174D.00047AF1@aol.com> In a message dated 4/18/2003 4:59:11 AM Eastern Standard Time, rog_benham at hotmail.com writes: > >Is it just me , or is the "Impale" a mute point?? To me, a Scimitar is a heavy, 1-handed , single edged blade, usually curved and usually not capable of a Impale. More of a Slashing weapon. And in RQ 1 & 2 Slash's were always handled a little different than Impales. When I think of a Scimitar 'Indiana Jones' comes foremost to mind. The weapon the baddie is using that he is all flashy with, then Indy shoots him anyway- That to me is a classic Scimitar/Falchion . Something straight > out of 'Arabian Nights' .. IMHO . Sloth It's you. In real life the scimitar was used primarily as a thrusting weapon, despite what you might see in Hollywood. As such, RQ got it right when they made it an impaling weapon. A falchion, the curved sword you saw in Indiana Jones, is different from a scimitar in that it was heavier and had more surface area on the blade and was indeed designed to slash. But a scimitar's curvedness was actually helpful to curve around shields and parries and thrust into an opponent. Devin From blacklocks at telus.net Sat Apr 19 10:45:22 2003 From: blacklocks at telus.net (The Blacklocks) Date: Fri, 18 Apr 2003 17:45:22 -0700 Subject: [RQ-Rules] Critical hit and magical protection Message-ID: On a critical hit, armour is ignored. I have also included natural armour in this as I say you have found a weak spot in the creature. However, what about magical protection? Does is still block its full value or is it also ignored. For example, I'm wearing chainmail/padding (8AP) and I have Protection 4 on. I get hit by a critical. Does the blow ignore all armour or do I only have the Protection to protect me? Thanks, Northern DM From pontus.amberg at telia.com Sat Apr 19 12:43:14 2003 From: pontus.amberg at telia.com (Pontus Amberg) Date: Sat, 19 Apr 2003 04:43:14 +0200 Subject: SV: [RQ-Rules] Critical hit and magical protection In-Reply-To: Message-ID: <000801c3061d$6fffd000$3200a8c0@brainst8> Since the RQ3 rules say that Protection works as normal armor I've always ignored protection if the hit is a critical. I think that protection would be a bit too powerful otherwise. If protection works as normal armor then does acid corrode Protection as it does normal armor? So far I've ruled that it does so we keep track of the remaining points of Protection on each hit locations hit by acid. /Pontus -----Ursprungligt meddelande----- Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r The Blacklocks Skickat: den 19 april 2003 02:45 Till: Runequest List ?mne: [RQ-Rules] Critical hit and magical protection On a critical hit, armour is ignored. I have also included natural armour in this as I say you have found a weak spot in the creature. However, what about magical protection? Does is still block its full value or is it also ignored. For example, I'm wearing chainmail/padding (8AP) and I have Protection 4 on. I get hit by a critical. Does the blow ignore all armour or do I only have the Protection to protect me? Thanks, Northern DM _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From aescleal at btinternet.com Mon Apr 21 07:27:26 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Sun, 20 Apr 2003 22:27:26 +0100 (BST) Subject: [RQ-Rules] Criticals and impales Message-ID: <6635536.1050874046579.JavaMail.root@127.0.0.1> Watcha all, Just thought I'd clear up in my own mind how criticals and impales work (as stated in the rules) as all the misinformation was confusing the life out of me... RQII: Effect of impale: Add maximum potential damage for a normal hit to the rolled damage. Effect of critical hit: Against an armoured opponent damage ignores all armour; against a "naturally" armoured opponent, weapon or shield parry, it does double damage but doesn't ignore armour. Do they stack? The rules don't say either way (that I could find), but the game reference charts imply that they do by overlapping the ranges at which they occur. YMMV. RQIII: Effects of impale: Weapon damage is rolled twice and added together. Effects of critical: Weapon does maximum damage and ignores armour. Do they stack? Yep, says so EXPLICITLY in the rules and gives an example (Signy vs. the Lion). Page references available on request, Cheers, Ash - now confident he wasn't going barking mad all those years From jellen at ameritech.net Mon Apr 21 18:32:26 2003 From: jellen at ameritech.net (J and/or Ellen) Date: Mon, 21 Apr 2003 03:32:26 -0500 Subject: [RQ-Rules] Critical hit and magical protection References: <000801c3061d$6fffd000$3200a8c0@brainst8> Message-ID: <004c01c307e0$8a5d39a0$3410fea9@frkt5> Indeed, if Protection works as normal armor, isn't one casting of the spell required for the head, another for the chest, etc.? I've always thought of Protection as a sort of force field, so I can't imagine even a critical sneaking past it. ----- Original Message ----- From: "Pontus Amberg" To: Sent: Friday, April 18, 2003 9:43 PM Subject: SV: [RQ-Rules] Critical hit and magical protection Since the RQ3 rules say that Protection works as normal armor I've always ignored protection if the hit is a critical. I think that protection would be a bit too powerful otherwise. If protection works as normal armor then does acid corrode Protection as it does normal armor? So far I've ruled that it does so we keep track of the remaining points of Protection on each hit locations hit by acid. /Pontus -----Ursprungligt meddelande----- Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r The Blacklocks Skickat: den 19 april 2003 02:45 Till: Runequest List ?mne: [RQ-Rules] Critical hit and magical protection On a critical hit, armour is ignored. I have also included natural armour in this as I say you have found a weak spot in the creature. However, what about magical protection? Does is still block its full value or is it also ignored. For example, I'm wearing chainmail/padding (8AP) and I have Protection 4 on. I get hit by a critical. Does the blow ignore all armour or do I only have the Protection to protect me? Thanks, Northern DM _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From pontus.amberg at telia.com Tue Apr 22 03:08:15 2003 From: pontus.amberg at telia.com (Pontus Amberg) Date: Mon, 21 Apr 2003 19:08:15 +0200 Subject: SV: [RQ-Rules] Critical hit and magical protection In-Reply-To: <004c01c307e0$8a5d39a0$3410fea9@frkt5> Message-ID: <000001c30828$9c163140$3200a8c0@brainst8> We use one casting for the complete body. The Protection we use in our campaign enhances the AP of worn armor or the natural hide on all hit locations. So it is possible to get past the Protection with a critical just as any other armor. The protection does not only protect the character but it also protects the Armor against acid since the corrosive damage will affect Protection first, then armor and last the HP of the hit location. I have to admit that it took a while before I could persuade my players that acid did corrode Protection. Some of the players also thought of Protection as a force field and they thought that the corrosive damage on the Protection would affect the whole body. Obviously they didn't like that at all! But when I explained that it only was the hit locations that were hit by the acid that would have its Protection and armor damaged we agreed that it was a pretty reasonable rule. With these rules the Protection spell generate pretty good, but not perfect, protection and acid is still a pretty scary thing. /Pontus -----Ursprungligt meddelande----- Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r J and/or Ellen Skickat: den 21 april 2003 10:32 Till: rq-rules at crashbox.com ?mne: Re: [RQ-Rules] Critical hit and magical protection Indeed, if Protection works as normal armor, isn't one casting of the spell required for the head, another for the chest, etc.? I've always thought of Protection as a sort of force field, so I can't imagine even a critical sneaking past it. ----- Original Message ----- From: "Pontus Amberg" To: Sent: Friday, April 18, 2003 9:43 PM Subject: SV: [RQ-Rules] Critical hit and magical protection Since the RQ3 rules say that Protection works as normal armor I've always ignored protection if the hit is a critical. I think that protection would be a bit too powerful otherwise. If protection works as normal armor then does acid corrode Protection as it does normal armor? So far I've ruled that it does so we keep track of the remaining points of Protection on each hit locations hit by acid. /Pontus -----Ursprungligt meddelande----- Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r The Blacklocks Skickat: den 19 april 2003 02:45 Till: Runequest List ?mne: [RQ-Rules] Critical hit and magical protection On a critical hit, armour is ignored. I have also included natural armour in this as I say you have found a weak spot in the creature. However, what about magical protection? Does is still block its full value or is it also ignored. For example, I'm wearing chainmail/padding (8AP) and I have Protection 4 on. I get hit by a critical. Does the blow ignore all armour or do I only have the Protection to protect me? Thanks, Northern DM _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules _______________________________________________ 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 Tue Apr 22 04:48:37 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Mon, 21 Apr 2003 19:48:37 +0100 (BST) Subject: [RQ-Rules] Impales etc. In-Reply-To: <20030418175303.39A7E4C4AA@thinbits.com> Message-ID: <20030421184837.92582.qmail@web9602.mail.yahoo.com> I've just caught up with 5 digests, so I'm a bit behind. Dispel Magic: We always played that this had to overcome the caster's POW in order to dispel a spell. This was mainly to prevent the Multispell III Dispel Magic 8 X 4 from stripping away a PC's spells without a roll. Dispel Magic vs Coungtermagic/Shield: If the Dispel Magic is within 1 point of the Coungtermagic then the Countermagic will go down, unless it is part of the Shield spell. The trick is to boost the Dispel Magic with extra MPs to force through the Coungtermagic, tbhen aim it at Protection or whatever. Truesword: In RQ2 this doubled damage up to the wapon maximum, so rolling 6 with a Bastard Sword doubled up to 11. In RQ3 it rolled the damage twice, so a Bastard Swrd would do 2D10 + 2 damage. A slashing Bastard Sword would do 4D10 + 4 with Truesword. A slashing Greatsowrd with Truesword does 8D8 damage + Damage Bonus. Impales: We used a variant on the RQ2 rules, rather than the incredibly excessive RQ3 rules. Special Hit: Slashing - roll weapon damage twice, Crushing - roll damage bonus twice, impaling - nor mal weapon damage + maximum weapon damage. Critical - normal weapon damage ignoring armour (doubled if no armour)] Special Critical (1/100th of attack chance): Special damage ignoring armour (doubled if no armour) We also played that True(Weapon) doubled up on criticals and specials as well. Simon __________________________________________________ Yahoo! Plus For a better Internet experience http://www.yahoo.co.uk/btoffer From stolenbjorn at hotmail.com Tue Apr 22 17:07:13 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 22 Apr 2003 07:07:13 +0000 Subject: [RQ-Rules] Impalingrules and criticals Message-ID: I have discarded or altered the impaling and special successrules a bit, because I think the rules (RQIII) as they stand makes an imbalance between thrusting and cutting. In my rules, any weapon doing special dam. does rolled damage (including matrixdam. and dam.mod) x2 +cast spelldamage. A special successed impale does not do an additional d6 in dam. when retrieving it, unless the weapon have got "fishhoock"point. such equipped weapons do an additional d6 dam\up to the damage initially inflicted. So a vicious crossbowbolt doing 4 dam, would cause 1 - 4 additional damage when someone tries to pull it out... If it did 7 in dam, it would cause 1 - 6 additional damage. ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Tue Apr 22 17:14:31 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 22 Apr 2003 07:14:31 +0000 Subject: [RQ-Rules] Scimitar Impale Message-ID: >Is it just me , or is the "Impale" a mute point?? To me, a Scimitar is a heavy, 1-handed , single edged blade, usually curved and usually not capable of a Impale. Scimitars do not need to look like indianajonesarabianswordwieler-style. They could look very sleek as well.  -like the cavalerysabres in europa from the napoleon era. The Tuaregs in sahara have scimitars that is allmost like a katana, but very curved in the outer end, to enchance cutting abiliy. Reports from french and british observers state that when used from camel or horse, a single cut with such a scimitar could cleav a man from head to pelvis... ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Tue Apr 22 17:19:34 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 22 Apr 2003 07:19:34 +0000 Subject: Fw: [RQ-RULES] Knockback Message-ID: >After watching dozens of episodes of "Buffy" and "Angel," I concur >that knockback shouldn't be lethal. This is one rare instance in which I >prefer Hollywood combat to realistic combat. I allways thought that the knockbackdamage is only relevant when a brontosaurus or a gigant sends you sprawling...and then real damage is perhaps relevant too? The only time the knockback did lethal damage in any of mine games, was when a half-gigant sweeped a shipcaptain through his captainscabin and into his oak desk... ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From ulo at metrocast.net Wed Apr 23 03:03:45 2003 From: ulo at metrocast.net (Christopher E. Fasulo) Date: Tue, 22 Apr 2003 13:03:45 -0400 Subject: [RQ-Rules] Impalingrules and criticals References: Message-ID: <000f01c308f1$22f24870$0100a8c0@Beowulf> I have a special with slashing weapons get a reverse swing, they get to roll to hit again at a random location. I have a special with crushing weapons do max damage + knockback. I have a special with piercing weapons get the usual impale, rolled damage twice. I have crits with all weapons do thier special damage and bypass armor. ----- Original Message ----- From: "Bjorn Stolen" To: Sent: Tuesday, April 22, 2003 3:07 AM Subject: [RQ-Rules] Impalingrules and criticals > I have discarded or altered the impaling and special successrules a bit, because I think the rules (RQIII) as they stand makes an imbalance between thrusting and cutting. > > > In my rules, any weapon doing special dam. does rolled damage (including matrixdam. and dam.mod) x2 +cast spelldamage. > > > A special successed impale does not do an additional d6 in dam. when retrieving it, unless the weapon have got "fishhoock"point. such equipped weapons do an additional d6 dam\up to the damage initially inflicted. So a vicious crossbowbolt doing 4 dam, would cause 1 - 4 additional damage when someone tries to pull it out... If it did 7 in dam, it would cause 1 - 6 additional damage. > > > > ------------------------------------------ > > ------------------------------------------ > MSN Messenger > ------------------------------------------ > - Den korteste veien mellom deg og dine venner > ------------------------------------------ > > > --- StripMime Report -- processed MIME parts --- > text/html (html body -- converted) > --- > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From andrew at crashbox.com Wed Apr 23 08:55:36 2003 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Tue, 22 Apr 2003 15:55:36 -0700 Subject: [RQ-Rules] Columbia Games and Harn Changes Message-ID: Everyone, This isn't really RQ related, but the Harn supplements have made great RQ supplements for me so I thought I'd pass on the news. (I *love* their maps!) Forgive me if you receive their online newsletter and have read this. Clipped from their newsletter: +----------- DECLARATION OF INDEPENDENCE We at Columbia Games are changing our way of doing business. After 30+ years, we have concluded that our products can best be sold directly. To improve product output and customer service, all Columbia Games products will henceforth be sold ONLY by mail order, telephone, or via www.columbiagames.com. +----------- Also, Columbia Games has started "GamePlan" where people sign up for supplements, and when they get enough orders they work on it. For more info, check out their website. http://www.columbiagames.com -Andrew -- From Tony.Williamson at aucklandcity.govt.nz Wed Apr 23 11:34:46 2003 From: Tony.Williamson at aucklandcity.govt.nz (Williamson, Tony) Date: Wed, 23 Apr 2003 13:34:46 +1200 Subject: SV: [RQ-Rules] Impale or Crit, one or the other Message-ID: <03Apr22.133332nzst.118117@inetgate.akcity.govt.nz> Wow, we have always played that a critical was also an impale, slash, or crush, and not looked at it any other way. But looking through the rules (RQ II)I am shocked to say I can not find any mention of it, although it is not clear that it doesn't combine either. Since we have been playing this way for more years than I remember I not sure how we came to that conclusion. I guess if you think about it, if you roll 5% of your attack chance haven't you also rolled 20% of your attack chance as well ? Once again I guess it comes down to everyone's interpretation of the rules and what works for them best. Tony Williamson -----Original Message----- From: steve at perrinworlds.com [mailto:steve at perrinworlds.com] Sent: Friday, 18 April 2003 08:37 To: rq-rules at crashbox.com Subject: Re: SV: [RQ-Rules] Impale or Crit, one or the other Whoa. I think I may have been dozing off during the earlier stages of this debate. Criticals and Impales do not combine. A hit is either a normal hit, an Impale (slash/crush) or a Critical. A critical with an impaling weapon may have some of the aftereffects of an impale, such as the weapon lodged in the body of the target, but the two damages do not stack. THen again, there are reasons I've moved on to the "number of successes" rules in SPQR. Steve _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules This e-mail is confidential. If it is not intended for you please do not read, distribute or copy it or any attachments. Please notify the sender by return e-mail and delete the original message and any attachments. Any views expressed in this e-mail may be those of the individual sender and may not necessarily reflect the views of Auckland City Council. From phl0nje at leeds.ac.uk Wed Apr 23 19:13:35 2003 From: phl0nje at leeds.ac.uk (Nikk Effingham) Date: Wed, 23 Apr 2003 10:13:35 +0100 Subject: [RQ-Rules] Re: Impale/Critical In-Reply-To: <20030418175303.B22914C4AB@thinbits.com> References: <20030418175303.B22914C4AB@thinbits.com> Message-ID: <1051089215.3ea6593fc82ae@webmail1.leeds.ac.uk> > I don't see how an impale and a crit ever stack.  You roll a fifth of > your roll for an impale and a twentieth for a crit.  No stacking.  > One ignores armour, the other doesn't.  In practice, we've found the > actual distinction somewhat moot- 24 points of damage tends to kill or > incapacitate whether or not you're wearing armour. Yeah, it really does depend on your style of play. My group has ready access to some powerful magic, and can shrug off most special hits, even when they penetrate it's only a nick, whereas a critical normally lops off a limb, or sends a head rolling. Without the stacking of impales and crits, I don't think my game would work (far too late know to change the balance of power). From tiberius at runequest.za.org Wed Apr 23 19:29:54 2003 From: tiberius at runequest.za.org (Tony Den) Date: Wed, 23 Apr 2003 11:29:54 +0200 (SAST) Subject: [RQ-Rules] Columbia Games and Harn Changes Message-ID: <3788.196.8.104.31.1051090194.squirrel@mail.wack.co.za> Andrew O Mellinger wrote about Harn. I too have a few Harn suppliments, they are very good. My only probblem with Columbia games is their prices, combined with postage were pretty steep. Also, they seem to have lost their focus on Harnmaster and now dedicate themselves to D20. Tony -- Orcs are great, but the empire is eternal! From phl0nje at leeds.ac.uk Wed Apr 23 20:57:35 2003 From: phl0nje at leeds.ac.uk (Nikk Effingham) Date: Wed, 23 Apr 2003 11:57:35 +0100 Subject: [RQ-Rules] Re: Protection In-Reply-To: <20030423091604.051574C4AC@thinbits.com> References: <20030423091604.051574C4AC@thinbits.com> Message-ID: <1051095455.3ea6719f0a5b0@webmail1.leeds.ac.uk> I totally agree with Pontus, we play that protection is cast and extends across the whole body. However to keep acid even vaguely threatening I ruled that it corrodes away magical armour as well as natural armour. The "force field" idea seems to be to be D&D thinking :) Basically, I just imagine those who cast Protection to be covered by ghostly armour (or furs, or thick skins, depending on your culture) and see no particular reason why it should be treated differently (it's magic, it can work however I want it to work). If you had Boost Armour you'd probably rule that acid ate away that so I don't find reason to do it differently. I do rule that it doesn't affect Resist Damage, however, Nikk From andrew at crashbox.com Thu Apr 24 00:42:07 2003 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Wed, 23 Apr 2003 07:42:07 -0700 Subject: [RQ-Rules] Columbia Games and Harn Changes In-Reply-To: <3788.196.8.104.31.1051090194.squirrel@mail.wack.co.za> References: <3788.196.8.104.31.1051090194.squirrel@mail.wack.co.za> Message-ID: >Andrew O Mellinger wrote about Harn. > >I too have a few Harn suppliments, they are very good. My only probblem >with Columbia games is their prices, combined with postage were pretty >steep. Also, they seem to have lost their focus on Harnmaster and now >dedicate themselves to D20. I'm a regular Columbia Games subscriber and as far as I can tell the D20 stuff was a phase that was over. They just published a new version of HarnMaster rules which is basically the previous Harn Master Core (HM2) with some tweaks. Still great reference materail for RQ games because they are so close rule-wise. I agree the prices are a little high, but I think they are worth it for the quality. -Andrew -- From MurfNMurf at aol.com Thu Apr 24 02:04:50 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Wed, 23 Apr 2003 12:04:50 EDT Subject: [RQ-Rules] Random Name Generator Message-ID: <75.f669b27.2bd813a2@aol.com> Hi gang, Heres an address for a random name generator that can be tweaked from not-very-odd, to very-obscure and weird name selections. Came up on the Traveller Mailing List, and I thought it might prove useful to you :) Best. -Ken Murphy- Random Name Generator --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From stolenbjorn at hotmail.com Thu Apr 24 19:19:07 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Thu, 24 Apr 2003 09:19:07 +0000 Subject: [RQ-Rules] Random Name Generator Message-ID: > Hi gang, > Heres an address for a random name generator that can be tweaked from >not-very-odd, to very-obscure and weird name selections. > Came up on the Traveller Mailing List, and I thought it might prove useful >to you :) > Best. > -Ken Murphy- I prefere to make up my own names. All badguys in my games have German sillynames, as they sound so cool, and makes it easier for my players to solve the plot ; ) Just taste the names Gertrud Unterwasser, Dave Schnuskelstein, and Gerhard Schnabelhosen ! ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Thu Apr 24 19:21:29 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Thu, 24 Apr 2003 09:21:29 +0000 Subject: [RQ-Rules] More sillynames Message-ID: By the way, I made up a Duck Stormbull Khan that was named Moreale (he's not a badguy and thus doesn't have german name) In my games the Stormbulls are notoric drinkers, and their ale tastes very good, is very strong (more like spirit) and functions as acid on chaos... -Very good to flush out Ogres! ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Thu Apr 24 19:22:19 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Thu, 24 Apr 2003 09:22:19 +0000 Subject: [RQ-Rules] more Moreale... Message-ID: He allso have a special divine spell; find Alcohol. ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From soltakss at yahoo.com Thu Apr 24 23:24:35 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Thu, 24 Apr 2003 14:24:35 +0100 (BST) Subject: [RQ-Rules] Re: Protection/Knockback In-Reply-To: <20030423091603.6E3B34C4AB@thinbits.com> Message-ID: <20030424132435.34840.qmail@web9604.mail.yahoo.com> Northern DM: > On a critical hit, armour is ignored. I have also included natural armour > in this as I say you have found a weak spot in the creature. However, > what > about magical protection? Does is still block its full value or is it also > ignored. For example, I'm wearing chainmail/padding (8AP) and I have > Protection 4 on. I get hit by a critical. Does the blow ignore all armour > or do I only have the Protection to protect me? Critical hits ignore all armour, magical or physical, so they do damage direct. The dragon-magic spell "Dragon Armour" specifically protects against critical hits. We played that Damage Resistance could protect against a critical hit, but that the daamge is doubled when working out whether it was blocked. Pontus Amberg: > If protection works as normal armor then does acid corrode Protection as > it does normal armor? So far I've ruled that it does so we keep track of > the remaining points of Protection on each hit locations hit by acid. We played that Protection and Shield were not affected by acid and even protected against the damage, so someone with Protection 8 or Shield 4 could go gorp-diving. Mainly, this was because we couldn't be bothered to keep track of different hit locations with different levels of Protection. Also, the acid hits the Protection/Shield spell first, thus protecting armour from being dissolved. We also played that a critical hit with acid ignored all Protection and Shield and also ignored the armour, dissolving the flesh but leaving that precious iron intact. (The number of times that a player yelled with joy at having an acid spit critical is hard to believe.) Ash - now confident he wasn't going barking mad all those years: > Just thought I'd clear up in my own mind how criticals and impales work (as > stated in the rules) as all the misinformation was confusing the life out > of me... We always played a variant of the rules, since we used the crush/slash/impale alternatives in RQ2 and carried them across to RQ3. > RQII: > > Effect of impale: Add maximum potential damage for a normal hit to the > rolled damage. > > Effect of critical hit: Against an armoured opponent damage ignores all > armour; against a "naturally" armoured opponent, weapon or shield parry, it > does double damage but doesn't ignore armour. We always played that natural armour was armour, so it ignored the armour and didn't double. It only doubled for things with 0(zero) armour. > Do they stack? The rules don't say either way (that I could find), but the > game reference charts imply that they do by overlapping the ranges at which > they occur. YMMV. We've never played that they stack, in RQ2 or RQ3. In fact, in RQ2 examples show that an impale and a critical do different damage, I think. > RQIII: > > Effects of impale: Weapon damage is rolled twice and added together. > > Effects of critical: Weapon does maximum damage and ignores armour. > > Do they stack? Yep, says so EXPLICITLY in the rules and gives an example > (Signy vs. the Lion). That's why we used modifed RQ2 rules - the RQ3 ones don't work very well. Tony Williamson: > Wow, we have always played that a critical was also an impale, slash, or > crush, and not looked at it any other way. But looking through the rules > (RQ II)I am shocked to say I can not find any mention of it, although it is > not clear that it doesn't combine either. > > Since we have been playing this way for more years than I remember I not > sure how we came to that conclusion. I guess if you think about it, if you > roll 5% of your attack chance haven't you also rolled 20% of your attack > chance as well ? And you have also rolled a normal success, so do you add normal damage on as well? We thought that stacking damage was too powerful, so we used a Critical Impale for 1/100th skill which did Crush/Slash/Impale daamge direct. Bjorn Stolen: > I allways thought that the knockbackdamage is only relevant when a > brontosaurus or a gigant sends you sprawling...and then real damage is > perhaps relevant too? > > > The only time the knockback did lethal damage in any of mine games, was > when a half-gigant sweeped a shipcaptain through his captainscabin and into > his oak desk... When a giant smahes you into the ground - The Spike - then leg damage is probably fair. We had two Great Trolls fighting and knocking each other through walls, once. The knockback didn't kill them but it knocked the house down. Simon __________________________________________________ Yahoo! Plus For a better Internet experience http://www.yahoo.co.uk/btoffer From slposey at concentric.net Fri Apr 25 00:59:36 2003 From: slposey at concentric.net (Stephen Posey) Date: Thu, 24 Apr 2003 08:59:36 -0600 Subject: [RQ-Rules] Random Name Generator References: Message-ID: <3EA7FBD8.4030802@concentric.net> Bjorn Stolen wrote: > I prefere to make up my own names. All badguys in my games have German > sillynames, as they sound so cool, and makes it easier for my > players to solve the plot ; ) Kind of like the old US "Western" films where the bad guys always wore black. Doesn't that make it hard to have a more subtle plot with a "secret" villain? Or maybe that's not the tone of your campaign ;-) Stephen Posey slposey at concentric.net From aescleal at btinternet.com Fri Apr 25 01:44:33 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Thu, 24 Apr 2003 16:44:33 +0100 (BST) Subject: [RQ-Rules] Re: Protection/Knockback Message-ID: <5458452.1051199073920.JavaMail.root@127.0.0.1> Dunno, I always found allowing combo criticals/impales worked perfectly well - hence why I've always used them. There seemed no contradiction to me in the RQII rules - an impaling composite bow arrow did 1d8 + 9 ignoring armour, FREX, or 1d8 x 2 + 18 against naturally armoured critters. Likewise, we used slashes and crushes (probably 'cause most of the group were a bunch of sword swingers) and it seemed to fit in okay with critical hits. I've had a dig for the example that implied that criticals and specials didn't stack and I couldn't find it. Any more clues? Cheers, Ash > from: =?iso-8859-1?q?Simon=20Phipp?= > date: Thu, 24 Apr 2003 14:24:35 > to: rq-rules at crashbox.com > subject: Re: [RQ-Rules] Re: Protection/Knockback > > Northern DM: > > > On a critical hit, armour is ignored. I have also included natural armour > > in this as I say you have found a weak spot in the creature. However, > > what > > about magical protection? Does is still block its full value or is it also > > ignored. For example, I'm wearing chainmail/padding (8AP) and I have > > Protection 4 on. I get hit by a critical. Does the blow ignore all armour > > or do I only have the Protection to protect me? > > Critical hits ignore all armour, magical or physical, so they do damage > direct. The dragon-magic spell "Dragon Armour" specifically protects against > critical hits. We played that Damage Resistance could protect against a > critical hit, but that the daamge is doubled when working out whether it was > blocked. > > Pontus Amberg: > > > If protection works as normal armor then does acid corrode Protection as > > it does normal armor? So far I've ruled that it does so we keep track of > > the remaining points of Protection on each hit locations hit by acid. > > We played that Protection and Shield were not affected by acid and even > protected against the damage, so someone with Protection 8 or Shield 4 could > go gorp-diving. Mainly, this was because we couldn't be bothered to keep > track of different hit locations with different levels of Protection. Also, > the acid hits the Protection/Shield spell first, thus protecting armour from > being dissolved. > > We also played that a critical hit with acid ignored all Protection and > Shield and also ignored the armour, dissolving the flesh but leaving that > precious iron intact. (The number of times that a player yelled with joy at > having an acid spit critical is hard to believe.) > > > Ash - now confident he wasn't going barking mad all those years: > > > Just thought I'd clear up in my own mind how criticals and impales work (as > > stated in the rules) as all the misinformation was confusing the life out > > of me... > > We always played a variant of the rules, since we used the crush/slash/impale > alternatives in RQ2 and carried them across to RQ3. > > > RQII: > > > > Effect of impale: Add maximum potential damage for a normal hit to the > > rolled damage. > > > > Effect of critical hit: Against an armoured opponent damage ignores all > > armour; against a "naturally" armoured opponent, weapon or shield parry, it > > does double damage but doesn't ignore armour. > > We always played that natural armour was armour, so it ignored the armour and > didn't double. It only doubled for things with 0(zero) armour. > > > Do they stack? The rules don't say either way (that I could find), but the > > game reference charts imply that they do by overlapping the ranges at which > > they occur. YMMV. > > We've never played that they stack, in RQ2 or RQ3. In fact, in RQ2 examples > show that an impale and a critical do different damage, I think. > > > RQIII: > > > > Effects of impale: Weapon damage is rolled twice and added together. > > > > Effects of critical: Weapon does maximum damage and ignores armour. > > > > Do they stack? Yep, says so EXPLICITLY in the rules and gives an example > > (Signy vs. the Lion). > > That's why we used modifed RQ2 rules - the RQ3 ones don't work very well. > > > Tony Williamson: > > > Wow, we have always played that a critical was also an impale, slash, or > > crush, and not looked at it any other way. But looking through the rules > > (RQ II)I am shocked to say I can not find any mention of it, although it is > > not clear that it doesn't combine either. > > > > Since we have been playing this way for more years than I remember I not > > sure how we came to that conclusion. I guess if you think about it, if you > > roll 5% of your attack chance haven't you also rolled 20% of your attack > > chance as well ? > > And you have also rolled a normal success, so do you add normal damage on as > well? We thought that stacking damage was too powerful, so we used a Critical > Impale for 1/100th skill which did Crush/Slash/Impale daamge direct. > > > > Bjorn Stolen: > > > I allways thought that the knockbackdamage is only relevant when a > > brontosaurus or a gigant sends you sprawling...and then real damage is > > perhaps relevant too? > > > > > > The only time the knockback did lethal damage in any of mine games, was > > when a half-gigant sweeped a shipcaptain through his captainscabin and into > > his oak desk... > > When a giant smahes you into the ground - The Spike - then leg damage is > probably fair. We had two Great Trolls fighting and knocking each other > through walls, once. The knockback didn't kill them but it knocked the house > down. > > Simon > > > > __________________________________________________ > Yahoo! Plus > For a better Internet experience > http://www.yahoo.co.uk/btoffer > _______________________________________________ > 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 Fri Apr 25 11:06:47 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Thu, 24 Apr 2003 18:06:47 -0700 Subject: [RQ-Rules] Re: Stacking Impales and Criticals References: <5458452.1051199073920.JavaMail.root@127.0.0.1> Message-ID: <020601c30ac6$f3973040$f4407442@wizard> Tell you what, I'll retract my previous statement that they don't stack. Apparently they do. I had just forgotten how different my SPQR has gotten from the old RQ. BTW, I always thought of Protection as a force field that is not penetrated by a critical (except when I didn't, of course). But hey, what do I know. Steve Perrin ----- Original Message ----- From: To: Sent: Thursday, April 24, 2003 8:44 AM Subject: Re: [RQ-Rules] Re: Protection/Knockback > Dunno, I always found allowing combo criticals/impales worked perfectly well - hence why I've always used them. There seemed no contradiction to me in the RQII rules - an impaling composite bow arrow did 1d8 + 9 ignoring armour, FREX, or 1d8 x 2 + 18 against naturally armoured critters. > > Likewise, we used slashes and crushes (probably 'cause most of the group were a bunch of sword swingers) and it seemed to fit in okay with critical hits. > > I've had a dig for the example that implied that criticals and specials didn't stack and I couldn't find it. Any more clues? > > Cheers, > > Ash > > > from: =?iso-8859-1?q?Simon=20Phipp?= > > date: Thu, 24 Apr 2003 14:24:35 > > to: rq-rules at crashbox.com > > subject: Re: [RQ-Rules] Re: Protection/Knockback > > > > Northern DM: > > > > > On a critical hit, armour is ignored. I have also included natural armour > > > in this as I say you have found a weak spot in the creature. However, > > > what > > > about magical protection? Does is still block its full value or is it also > > > ignored. For example, I'm wearing chainmail/padding (8AP) and I have > > > Protection 4 on. I get hit by a critical. Does the blow ignore all armour > > > or do I only have the Protection to protect me? > > > > Critical hits ignore all armour, magical or physical, so they do damage > > direct. The dragon-magic spell "Dragon Armour" specifically protects against > > critical hits. We played that Damage Resistance could protect against a > > critical hit, but that the daamge is doubled when working out whether it was > > blocked. > > > > Pontus Amberg: > > > > > If protection works as normal armor then does acid corrode Protection as > > > it does normal armor? So far I've ruled that it does so we keep track of > > > the remaining points of Protection on each hit locations hit by acid. > > > > We played that Protection and Shield were not affected by acid and even > > protected against the damage, so someone with Protection 8 or Shield 4 could > > go gorp-diving. Mainly, this was because we couldn't be bothered to keep > > track of different hit locations with different levels of Protection. Also, > > the acid hits the Protection/Shield spell first, thus protecting armour from > > being dissolved. > > > > We also played that a critical hit with acid ignored all Protection and > > Shield and also ignored the armour, dissolving the flesh but leaving that > > precious iron intact. (The number of times that a player yelled with joy at > > having an acid spit critical is hard to believe.) > > > > > > Ash - now confident he wasn't going barking mad all those years: > > > > > Just thought I'd clear up in my own mind how criticals and impales work (as > > > stated in the rules) as all the misinformation was confusing the life out > > > of me... > > > > We always played a variant of the rules, since we used the crush/slash/impale > > alternatives in RQ2 and carried them across to RQ3. > > > > > RQII: > > > > > > Effect of impale: Add maximum potential damage for a normal hit to the > > > rolled damage. > > > > > > Effect of critical hit: Against an armoured opponent damage ignores all > > > armour; against a "naturally" armoured opponent, weapon or shield parry, it > > > does double damage but doesn't ignore armour. > > > > We always played that natural armour was armour, so it ignored the armour and > > didn't double. It only doubled for things with 0(zero) armour. > > > > > Do they stack? The rules don't say either way (that I could find), but the > > > game reference charts imply that they do by overlapping the ranges at which > > > they occur. YMMV. > > > > We've never played that they stack, in RQ2 or RQ3. In fact, in RQ2 examples > > show that an impale and a critical do different damage, I think. > > > > > RQIII: > > > > > > Effects of impale: Weapon damage is rolled twice and added together. > > > > > > Effects of critical: Weapon does maximum damage and ignores armour. > > > > > > Do they stack? Yep, says so EXPLICITLY in the rules and gives an example > > > (Signy vs. the Lion). > > > > That's why we used modifed RQ2 rules - the RQ3 ones don't work very well. > > > > > > Tony Williamson: > > > > > Wow, we have always played that a critical was also an impale, slash, or > > > crush, and not looked at it any other way. But looking through the rules > > > (RQ II)I am shocked to say I can not find any mention of it, although it is > > > not clear that it doesn't combine either. > > > > > > Since we have been playing this way for more years than I remember I not > > > sure how we came to that conclusion. I guess if you think about it, if you > > > roll 5% of your attack chance haven't you also rolled 20% of your attack > > > chance as well ? > > > > And you have also rolled a normal success, so do you add normal damage on as > > well? We thought that stacking damage was too powerful, so we used a Critical > > Impale for 1/100th skill which did Crush/Slash/Impale daamge direct. > > > > > > > > Bjorn Stolen: > > > > > I allways thought that the knockbackdamage is only relevant when a > > > brontosaurus or a gigant sends you sprawling...and then real damage is > > > perhaps relevant too? > > > > > > > > > The only time the knockback did lethal damage in any of mine games, was > > > when a half-gigant sweeped a shipcaptain through his captainscabin and into > > > his oak desk... > > > > When a giant smahes you into the ground - The Spike - then leg damage is > > probably fair. We had two Great Trolls fighting and knocking each other > > through walls, once. The knockback didn't kill them but it knocked the house > > down. > > > > Simon > > > > > > > > __________________________________________________ > > Yahoo! Plus > > For a better Internet experience > > http://www.yahoo.co.uk/btoffer > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://www.crashbox.com/rq-rules > > http://www.crashbox.com/mailman/listinfo/rq-rules > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From Tony.Williamson at aucklandcity.govt.nz Fri Apr 25 15:40:27 2003 From: Tony.Williamson at aucklandcity.govt.nz (Williamson, Tony) Date: Fri, 25 Apr 2003 17:40:27 +1200 Subject: [RQ-Rules] Re: Stacking Impales and Criticals Message-ID: <03Apr24.174003nzst.118094@inetgate.akcity.govt.nz> We've always played that protection and shield spells count against criticals. That seems only practical as the spell would cover your whole body and wouldn't really have any weak points as such. Works well in our games and makes having those spells really worth while. Tony W -----Original Message----- From: Steve Perrin [mailto:steve at perrinworlds.com] Sent: Friday, 25 April 2003 13:07 To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Re: Stacking Impales and Criticals Tell you what, I'll retract my previous statement that they don't stack. Apparently they do. I had just forgotten how different my SPQR has gotten from the old RQ. BTW, I always thought of Protection as a force field that is not penetrated by a critical (except when I didn't, of course). But hey, what do I know. Steve Perrin ----- Original Message ----- From: To: Sent: Thursday, April 24, 2003 8:44 AM Subject: Re: [RQ-Rules] Re: Protection/Knockback > Dunno, I always found allowing combo criticals/impales worked perfectly well - hence why I've always used them. There seemed no contradiction to me in the RQII rules - an impaling composite bow arrow did 1d8 + 9 ignoring armour, FREX, or 1d8 x 2 + 18 against naturally armoured critters. > > Likewise, we used slashes and crushes (probably 'cause most of the group were a bunch of sword swingers) and it seemed to fit in okay with critical hits. > > I've had a dig for the example that implied that criticals and specials didn't stack and I couldn't find it. Any more clues? > > Cheers, > > Ash > > > from: =?iso-8859-1?q?Simon=20Phipp?= > > date: Thu, 24 Apr 2003 14:24:35 > > to: rq-rules at crashbox.com > > subject: Re: [RQ-Rules] Re: Protection/Knockback > > > > Northern DM: > > > > > On a critical hit, armour is ignored. I have also included natural armour > > > in this as I say you have found a weak spot in the creature. However, > > > what > > > about magical protection? Does is still block its full value or is it also > > > ignored. For example, I'm wearing chainmail/padding (8AP) and I have > > > Protection 4 on. I get hit by a critical. Does the blow ignore all armour > > > or do I only have the Protection to protect me? > > > > Critical hits ignore all armour, magical or physical, so they do damage > > direct. The dragon-magic spell "Dragon Armour" specifically protects against > > critical hits. We played that Damage Resistance could protect against a > > critical hit, but that the daamge is doubled when working out whether it was > > blocked. > > > > Pontus Amberg: > > > > > If protection works as normal armor then does acid corrode Protection as > > > it does normal armor? So far I've ruled that it does so we keep track of > > > the remaining points of Protection on each hit locations hit by acid. > > > > We played that Protection and Shield were not affected by acid and even > > protected against the damage, so someone with Protection 8 or Shield 4 could > > go gorp-diving. Mainly, this was because we couldn't be bothered to keep > > track of different hit locations with different levels of Protection. Also, > > the acid hits the Protection/Shield spell first, thus protecting armour from > > being dissolved. > > > > We also played that a critical hit with acid ignored all Protection and > > Shield and also ignored the armour, dissolving the flesh but leaving that > > precious iron intact. (The number of times that a player yelled with joy at > > having an acid spit critical is hard to believe.) > > > > > > Ash - now confident he wasn't going barking mad all those years: > > > > > Just thought I'd clear up in my own mind how criticals and impales work (as > > > stated in the rules) as all the misinformation was confusing the life out > > > of me... > > > > We always played a variant of the rules, since we used the crush/slash/impale > > alternatives in RQ2 and carried them across to RQ3. > > > > > RQII: > > > > > > Effect of impale: Add maximum potential damage for a normal hit to the > > > rolled damage. > > > > > > Effect of critical hit: Against an armoured opponent damage ignores all > > > armour; against a "naturally" armoured opponent, weapon or shield parry, it > > > does double damage but doesn't ignore armour. > > > > We always played that natural armour was armour, so it ignored the armour and > > didn't double. It only doubled for things with 0(zero) armour. > > > > > Do they stack? The rules don't say either way (that I could find), but the > > > game reference charts imply that they do by overlapping the ranges at which > > > they occur. YMMV. > > > > We've never played that they stack, in RQ2 or RQ3. In fact, in RQ2 examples > > show that an impale and a critical do different damage, I think. > > > > > RQIII: > > > > > > Effects of impale: Weapon damage is rolled twice and added together. > > > > > > Effects of critical: Weapon does maximum damage and ignores armour. > > > > > > Do they stack? Yep, says so EXPLICITLY in the rules and gives an example > > > (Signy vs. the Lion). > > > > That's why we used modifed RQ2 rules - the RQ3 ones don't work very well. > > > > > > Tony Williamson: > > > > > Wow, we have always played that a critical was also an impale, slash, or > > > crush, and not looked at it any other way. But looking through the rules > > > (RQ II)I am shocked to say I can not find any mention of it, although it is > > > not clear that it doesn't combine either. > > > > > > Since we have been playing this way for more years than I remember I not > > > sure how we came to that conclusion. I guess if you think about it, if you > > > roll 5% of your attack chance haven't you also rolled 20% of your attack > > > chance as well ? > > > > And you have also rolled a normal success, so do you add normal damage on as > > well? We thought that stacking damage was too powerful, so we used a Critical > > Impale for 1/100th skill which did Crush/Slash/Impale daamge direct. > > > > > > > > Bjorn Stolen: > > > > > I allways thought that the knockbackdamage is only relevant when a > > > brontosaurus or a gigant sends you sprawling...and then real damage is > > > perhaps relevant too? > > > > > > > > > The only time the knockback did lethal damage in any of mine games, was > > > when a half-gigant sweeped a shipcaptain through his captainscabin and into > > > his oak desk... > > > > When a giant smahes you into the ground - The Spike - then leg damage is > > probably fair. We had two Great Trolls fighting and knocking each other > > through walls, once. The knockback didn't kill them but it knocked the house > > down. > > > > Simon > > > > > > > > __________________________________________________ > > Yahoo! Plus > > For a better Internet experience > > http://www.yahoo.co.uk/btoffer > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://www.crashbox.com/rq-rules > > http://www.crashbox.com/mailman/listinfo/rq-rules > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules This e-mail is confidential. If it is not intended for you please do not read, distribute or copy it or any attachments. Please notify the sender by return e-mail and delete the original message and any attachments. Any views expressed in this e-mail may be those of the individual sender and may not necessarily reflect the views of Auckland City Council. From tiberius at runequest.za.org Fri Apr 25 15:42:49 2003 From: tiberius at runequest.za.org (Tony Den) Date: Fri, 25 Apr 2003 07:42:49 +0200 (SAST) Subject: [RQ-Rules] Columbia Games and Harn Changes Message-ID: <11128.196.8.104.31.1051249369.squirrel@mail.wack.co.za> {I'm a regular Columbia Games subscriber and as far as I can tell the D20 stuff was a phase that was over. They just published a new version of HarnMaster rules which is basically the previous Harn Master Core (HM2) with some tweaks.} Interesting, I suppose I had best go and take a look at their site. {Still great reference materail for RQ games because they are so close rule-wise.} Oddly enough, I have never played harnmaster per se. I have the 2nd ed rules and my brother has read them but we have yet to get a game together. He reckons the rules are like the author has read RQ and some otehr good systems and merged the best rules of the lot. {I agree the prices are a little high, but I think they are worth it for the quality.} Very true, I belonged to their autoship for a bit, but it just got a bit much, rather get the gear I want (Original version if Iviana enyone?) from eBay and such. Tony -- Orcs are Great, Lizard Men are Greater, Tiberius is the Greatest! From stolenbjorn at hotmail.com Fri Apr 25 16:22:50 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Fri, 25 Apr 2003 06:22:50 +0000 Subject: [RQ-Rules] Random Name Generator Message-ID: >Bjorn Stolen wrote: >>I prefere to make up my own names. All badguys in my games have >>German > > sillynames, as they sound so cool, and makes it easier for my > > players to solve the plot ; ) >Kind of like the old US "Western" films where the bad guys always >wore black. >Doesn't that make it hard to have a more subtle plot with a "secret" >villain? In the secret plots, the badguys use false names : ) >Or maybe that's not the tone of your campaign ;-) Actually, my experience is that Agatha Cristie -like plots are far to difficult for players to think out, and those games ends up with a frustrated GM having to hand over clues increasingly more obvious. -or just let the evil dudes win...(This is specially the case with LARP's) The plots that have worked best for me, is the ones inspired by sope opera episodes, or plain drama film plots... ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From Alain.RAMEAU at totalfinaelf.com Fri Apr 25 17:40:10 2003 From: Alain.RAMEAU at totalfinaelf.com (RAMEAU Alain) Date: Fri, 25 Apr 2003 09:40:10 +0200 Subject: [RQ-Rules] Defense in RQII Message-ID: Could someone remind me how was calculated and used in combat the Defense stats in RQII ? Thanks. Alain. --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From aragan at ucla.edu Sat Apr 26 01:08:54 2003 From: aragan at ucla.edu (Anthony Ragan) Date: Fri, 25 Apr 2003 08:08:54 -0700 Subject: [RQ-Rules] Columbia Games and Harn Changes In-Reply-To: <11128.196.8.104.31.1051249369.squirrel@mail.wack.co.za> References: <11128.196.8.104.31.1051249369.squirrel@mail.wack.co.za> Message-ID: <20030425080729.0CB3.ARAGAN@ucla.edu> While scanning the heavens for a sign, "Tony Den" wrote on Fri, 25 Apr 2003 07:42:49 +0200 (SAST): > I have the 2nd ed > rules and my brother has read them but we have yet to get a game together. > He reckons the rules are like the author has read RQ and some otehr good > systems and merged the best rules of the lot. Crossby's original Harn campaigns used Chivalry and Sorcery, and I think, but I'm not sure, Harnmaster was his attempt to improve on it. ************** --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 tcantine at incentre.net Sat Apr 26 02:45:57 2003 From: tcantine at incentre.net (Thomas M. Cantine) Date: Fri, 25 Apr 2003 09:45:57 -0700 Subject: [RQ-Rules] Unifying Knockback and Falling Damage Message-ID: >When a giant smahes you into the ground - The Spike - then leg damage is >probably fair. We had two Great Trolls fighting and knocking each other >through walls, once. The knockback didn't kill them but it knocked the house >down. > >Simon I think the problem with knockback as it's written in RQ3 is that it is completely out of touch with the falling damage. You take way more damage being shoved three meters into a tree than you would falling three meters straight down onto solid rock. I have therefore written up the following, my own treatment of knockback and falling damage: Falling The damage for falling can be left as it is in RQ3 (i.e. 1d6 per 3 m of height). I agree that armour should not substantially affect falling damage, which is primarily due to rapid deceleration on impact. However, a tiny amount of incidental damage is from contact with the surface of the ground itself, and armour should help against that, hard armour being slightly more effective. Thus, for falling damage, allow soft armour (of any type) to count for 1 armour point, and hard armour (of any type) as 2 armour points. This won't make much difference when someone falls off a 30 m cliff, but will save someone tripping over a cobblestone from a few scratches and bruises. The better protection from falling damage should be provided by the Jump skill, but one critical detail seems to have been omitted from the RQ3 rules: the benefit of landing on your feet instead of your head. Since all falling damage goes to total hit points anyway, a successful Jump roll will have no effect on one's likelihood of surviving a fall whatsoever. Solution: allow legs to have 3 armour points each for the purposes of falling damage, and arms to have 2 armour points, not cumulative with the worn armour protection mentioned above. On a failed Jump, a lucky faller might still land on an arm or leg and enjoy the benefit of this protection, but on a fumbled Jump limbs have no armour points for falling damage. A special success allows the faller to spread the impact over two chosen locations, and on a critical success the faller may distribute the impact over any number of chosen locations. Note: The basic principles for falling damage also apply to adventurers colliding with surfaces at any angle, such as when one sprints into a brick wall. The damage given in RQ3 for knockback into solid objects (1D6 for every meter of movement) is way out of line with falling damage. In general, a movement rate of 5 m per strike rank is equivalent to a fall from 3 m of height. Unfortunately, while kinetic energy increases linearly with height, it does not do so for speed. I offer therefore the following simplified scale of impact damage for typical speeds: Damage Equivalent speed Typical situation 1D3 1-2 m/SR Walking into wall; tripping over cat 1D4 3-4 m/SR Running into wall; falling from 1 m 1D6 5-6 m/SR Sprinting into wall; falling from 2-3 m. 2D6 7-8 m/SR Trotting horse. 3D6 9-10 m/SR Charging horse While it may not be necessary to calculate beyond this speed, it's interesting to note that kinetic energy increases as the square of velocity. This means that an unhappy adventurer travelling at 60 m/SR should suffer approximately 100D6 damage on impact, demonstrating why trebuchets are not a viable means of personal transportation. In any case, since the same amount of kinetic energy is applied to the adventurer on launch (though over several meters of acceleration) for maybe 50D6, it doesn't matter how one lands; the launch will kill you. One might wonder how it is that a person being hit with a boulder flung by a trebuchet would take only 12D6 damage, but 100D6 damage from a wall at the same relative speed of impact. While dead is dead, the ballistic adventurer will leave fewer recognizable bits behind, because every one of those bits will make the same abrupt splattering deceleration. In contrast, the trebuchet ball might carry away with it a couple of hit locations, leaving behind several relatively intact portions. Indeed, an adventurer struck in the arm by a trebuchet might well survive, since no more than twice a limb's hit points may be done to total hit points through ordinary damage. No such luck with falling damage. Knockback When does knockback happen? There are four basic types of situations in RQ which call for knockback. (1) Someone receives a hit which, before armour, does more damage than the character's SIZ characteristic. I modify this from basic RQ3 by saying that this only applies to blunt weapons, since a major part of the damage taken from a slashing or impaling weapon has nothing to do with a transfer of momentum. (The damage STOPPED by armour should definitely contribute to knockback, but it's much simpler just to say only blunt weapons do knockback this way.) (2) Special success with a blunt or slashing weapon. I have omitted slashing weapons from this, for reasons discussed above. (3) A moving adventurer or monster collides with another. This can happen when one adventurer is knocked back into another, or when one runs (deliberately or blindly) into another. To determine if knockback takes place, match the mover's SIZ + current movement rate (in meters per strike rank) against the stationary adventurer's SIZ on the resistance table. If the stationary adventurer is aware of the impending collision, he may include his DEX with his SIZ on the resistance roll, or he might already be bracing against knockback with STR instead (as per RQ3). If the moving adventurer is moving under her own power (rather than simply having been knocked back herself), and actually intends to collide, she may also add her DEX for the resistance roll. On a success, knockback occurs; see below for magnitude and effects. On a failed resistance roll, the moving character suffers knockback of 0 meters; see below for effects. (The stationary character could alternatively Set Spear vs. Charge, precluding the use of DEX in the resistance roll if the spear attack misses. If it hits, though, it preempts the knockback attempt...) (4) An adventurer or monster deliberately pushes, shoves, trips or otherwise attempts to knockback (or knockdown) someone. This is similar to RQ3's old intentional knockback rules, with the resistance roll of (SIZ+STR) vs (SIZ+DEX), but requires the establishment of a connection for the transmission of force in the first place. This is done with a successful attack roll, and the weapons usable for this are Fist, Kick (for swashbucklers especially), Grapple, Shield Attack, or any hafted weapon used with both hands (the classic quarterstaff shove). A successful attack does no damage, but if it is neither parried nor dodged, it allows the attacker to attempt the same old resistance roll as per RQ3. This takes place on the same strike rank as the attack. How much knockback? The amount of knockback is easy to calculate: it's usually just the attacker's rolled damage bonus in meters, minus the target's rolled damage bonus, plus the attacker's current movement rate in meters per strike rank. When a character is knocked back, you may treat that character's movement rate at any point as the number of meters remaining in the knockback. Thus, if Throg is knocked back 5 meters by Lulu, and he bumps into Grothnar 2 meters away, his movement rate on impact with Grothnar for damage and knockback purposes is 3. What is the effect of knockback? First, and most obviously, the target is displaced a certain number of meters. Second, if knocked into a solid object with sufficient force, the target may suffer damage from that impact. Third, the target may fall to the ground. The damage suffered from impact with a wall or other solid object is calculated as in falling damage according to the movement rate of the knocked back adventurer. Impact with an object that can itself be knocked back (like another adventurer) does half this amount, rounded down. To avoid falling down when knocked back, a DEX x 5 roll is required. Another DEX roll is needed to avoid falling down on every subsequent impact, so in the above example, Throg would need to roll once when knocked back by Lulu and then again when bumping into Grothnar. /=================================\ | Thomas M. Cantine | | "Will Think For Food" | \=================================/ http://www.incentre.net/tcantine From jurrubin at earthlink.net Sat Apr 26 22:02:57 2003 From: jurrubin at earthlink.net (D. Smart) Date: Sat, 26 Apr 2003 07:02:57 -0500 Subject: [RQ-Rules] Unifying Knockback and Falling Damage References: Message-ID: <3EAA7571.4030804@earthlink.net> *Sound of email being saved to hard drive* Nice! Thank you! David Smart Thomas M. Cantine wrote: >>When a giant smahes you into the ground - The Spike - then leg damage is >>probably fair. We had two Great Trolls fighting and knocking each other >>through walls, once. The knockback didn't kill them but it knocked the house >>down. >> >>Simon >> >> > >I think the problem with knockback as it's written in RQ3 is that it is >completely out of touch with the falling damage. You take way more damage >being shoved three meters into a tree than you would falling three meters >straight down onto solid rock. I have therefore written up the following, >my own treatment of knockback and falling damage: > > >Falling > >The damage for falling can be left as it is in RQ3 (i.e. 1d6 per 3 m of >height). I agree that armour should not substantially affect falling >damage, which is primarily due to rapid deceleration on impact. However, a >tiny amount of incidental damage is from contact with the surface of the >ground itself, and armour should help against that, hard armour being >slightly more effective. Thus, for falling damage, allow soft armour (of >any type) to count for 1 armour point, and hard armour (of any type) as 2 >armour points. This won't make much difference when someone falls off a 30 >m cliff, but will save someone tripping over a cobblestone from a few >scratches and bruises. > >The better protection from falling damage should be provided by the Jump >skill, but one critical detail seems to have been omitted from the RQ3 >rules: the benefit of landing on your feet instead of your head. Since all >falling damage goes to total hit points anyway, a successful Jump roll will >have no effect on one's likelihood of surviving a fall whatsoever. >Solution: allow legs to have 3 armour points each for the purposes of >falling damage, and arms to have 2 armour points, not cumulative with the >worn armour protection mentioned above. On a failed Jump, a lucky faller >might still land on an arm or leg and enjoy the benefit of this protection, >but on a fumbled Jump limbs have no armour points for falling damage. A >special success allows the faller to spread the impact over two chosen >locations, and on a critical success the faller may distribute the impact >over any number of chosen locations. > >Note: The basic principles for falling damage also apply to adventurers >colliding with surfaces at any angle, such as when one sprints into a brick >wall. The damage given in RQ3 for knockback into solid objects (1D6 for >every meter of movement) is way out of line with falling damage. In >general, a movement rate of 5 m per strike rank is equivalent to a fall >from 3 m of height. Unfortunately, while kinetic energy increases linearly >with height, it does not do so for speed. I offer therefore the following >simplified scale of impact damage for typical speeds: > > Damage Equivalent speed Typical situation > 1D3 1-2 m/SR Walking into wall; tripping >over cat > 1D4 3-4 m/SR Running into wall; falling >from 1 m > 1D6 5-6 m/SR Sprinting into wall; >falling from 2-3 m. > 2D6 7-8 m/SR Trotting horse. > 3D6 9-10 m/SR Charging horse > > While it may not be necessary to calculate beyond this speed, it's >interesting to note that kinetic energy increases as the square of >velocity. This means that an unhappy adventurer travelling at 60 m/SR >should suffer approximately 100D6 damage on impact, demonstrating why >trebuchets are not a viable means of personal transportation. In any case, >since the same amount of kinetic energy is applied to the adventurer on >launch (though over several meters of acceleration) for maybe 50D6, it >doesn't matter how one lands; the launch will kill you. > One might wonder how it is that a person being hit with a boulder >flung by a trebuchet would take only 12D6 damage, but 100D6 damage from a >wall at the same relative speed of impact. While dead is dead, the >ballistic adventurer will leave fewer recognizable bits behind, because >every one of those bits will make the same abrupt splattering deceleration. >In contrast, the trebuchet ball might carry away with it a couple of hit >locations, leaving behind several relatively intact portions. Indeed, an >adventurer struck in the arm by a trebuchet might well survive, since no >more than twice a limb's hit points may be done to total hit points through >ordinary damage. No such luck with falling damage. > >Knockback > >When does knockback happen? >There are four basic types of situations in RQ which call for knockback. > (1) Someone receives a hit which, before armour, does more damage >than the character's SIZ characteristic. I modify this from basic RQ3 by >saying that this only applies to blunt weapons, since a major part of the >damage taken from a slashing or impaling weapon has nothing to do with a >transfer of momentum. (The damage STOPPED by armour should definitely >contribute to knockback, but it's much simpler just to say only blunt >weapons do knockback this way.) > (2) Special success with a blunt or slashing weapon. I have >omitted slashing weapons from this, for reasons discussed above. > (3) A moving adventurer or monster collides with another. This can >happen when one adventurer is knocked back into another, or when one runs >(deliberately or blindly) into another. To determine if knockback takes >place, match the mover's SIZ + current movement rate (in meters per strike >rank) against the stationary adventurer's SIZ on the resistance table. If >the stationary adventurer is aware of the impending collision, he may >include his DEX with his SIZ on the resistance roll, or he might already be >bracing against knockback with STR instead (as per RQ3). If the moving >adventurer is moving under her own power (rather than simply having been >knocked back herself), and actually intends to collide, she may also add >her DEX for the resistance roll. On a success, knockback occurs; see below >for magnitude and effects. On a failed resistance roll, the moving >character suffers knockback of 0 meters; see below for effects. (The >stationary character could alternatively Set Spear vs. Charge, precluding >the use of DEX in the resistance roll if the spear attack misses. If it >hits, though, it preempts the knockback attempt...) > (4) An adventurer or monster deliberately pushes, shoves, trips or >otherwise attempts to knockback (or knockdown) someone. This is similar to >RQ3's old intentional knockback rules, with the resistance roll of >(SIZ+STR) vs (SIZ+DEX), but requires the establishment of a connection for >the transmission of force in the first place. This is done with a >successful attack roll, and the weapons usable for this are Fist, Kick (for >swashbucklers especially), Grapple, Shield Attack, or any hafted weapon >used with both hands (the classic quarterstaff shove). A successful attack >does no damage, but if it is neither parried nor dodged, it allows the >attacker to attempt the same old resistance roll as per RQ3. This takes >place on the same strike rank as the attack. > >How much knockback? > The amount of knockback is easy to calculate: it's usually just the >attacker's rolled damage bonus in meters, minus the target's rolled damage >bonus, plus the attacker's current movement rate in meters per strike rank. >When a character is knocked back, you may treat that character's movement >rate at any point as the number of meters remaining in the knockback. Thus, >if Throg is knocked back 5 meters by Lulu, and he bumps into Grothnar 2 >meters away, his movement rate on impact with Grothnar for damage and >knockback purposes is 3. > >What is the effect of knockback? > First, and most obviously, the target is displaced a certain number >of meters. Second, if knocked into a solid object with sufficient force, >the target may suffer damage from that impact. Third, the target may fall >to the ground. > The damage suffered from impact with a wall or other solid object >is calculated as in falling damage according to the movement rate of the >knocked back adventurer. Impact with an object that can itself be knocked >back (like another adventurer) does half this amount, rounded down. > To avoid falling down when knocked back, a DEX x 5 roll is >required. Another DEX roll is needed to avoid falling down on every >subsequent impact, so in the above example, Throg would need to roll once >when knocked back by Lulu and then again when bumping into Grothnar. > > >/=================================\ >| Thomas M. Cantine | >| "Will Think For Food" | >\=================================/ >http://www.incentre.net/tcantine > > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules > > > --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From talmeta at talmeta.net Sun Apr 27 02:55:14 2003 From: talmeta at talmeta.net (Tal Meta) Date: Sat, 26 Apr 2003 12:55:14 -0400 Subject: [RQ-Rules] Unifying Knockback and Falling Damage References: Message-ID: <3EAAB9F2.6040307@talmeta.net> Thomas M. Cantine wrote: > tiny amount of incidental damage is from contact with the surface of the > ground itself, and armour should help against that, hard armour being > slightly more effective. Thus, for falling damage, allow soft armour (of I'd think the reverse; falling onto a ile of padded armor would hurt alot less than falling onto a pile of plate; wearing it should feel about the same, yes? -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - I went to the doctor because I'd swallowed a bottle of sleeping pills. My doctor told me to have a few drinks and get some rest. From alan.richards75 at ntlworld.com Sun Apr 27 03:52:30 2003 From: alan.richards75 at ntlworld.com (Alan Richards) Date: Sat, 26 Apr 2003 18:52:30 +0100 Subject: [RQ-Rules] Re: supplements from other games and other thoughts In-Reply-To: <20030426120603.7004B4C4A9@thinbits.com> Message-ID: 1. I have just stumbled across 'GURPS Character sheet' (for Mac only) on www.macupdate.com. Although not a great fan of GURPs I do like this little program (dice rollers, name genrators and gurt long lists of skills, advantages, etc). 2. I hated Harnmaster and Chivalry and Sorcery as rule systems, (No complaints about either for the background material and attempts at flavour) for much the same reason too many goddamn rules. (And I speak as someone who constantly fiddles with rules systems). 3. There's been a bit of discussion on the nature of specials and criticals recently. If you look on Lawrence Whittaker's Eternal Champion site you can see the set of rules I used for a long time in such situations. However for about a Year now we've subsumed damage roll and skill roll. Damage = (STR+SIZ/6) + (Fixed Weapon) + (Roll-skill) /10 i.e. damage bonus is now fixed. Weapon damage is now fixed. And each full 10% below the character's skill level their roll is adds +1 damage. Usually we limit this to no more than base weapon + damage bonus. (i.e. skill can do no more than double the weapon's damage). Still keep Critical which is now 1/100 skill. A Critical automatically kills or KOs the target at Player's discretion. From slposey at concentric.net Sun Apr 27 13:48:47 2003 From: slposey at concentric.net (Stephen Posey) Date: Sat, 26 Apr 2003 21:48:47 -0600 Subject: [RQ-Rules] Re: supplements from other games and other thoughts References: Message-ID: <3EAB531F.E2C82939@concentric.net> Alan Richards wrote: > > 1. > > I have just stumbled across 'GURPS Character sheet' (for Mac only) on > www.macupdate.com. > > Although not a great fan of GURPs I do like this little program (dice > rollers, name genrators and gurt long lists of skills, advantages, etc). I've been pondering putting together some kind of character generator/GM Utility program for BRP/RuneQuest, but wasn't clear how much demand for it there might be. Can folks answer a few questions about what they'd want?: * What features would you consider essential? * What features would be "nice to have"? * Would you be willing to pay something for it (e.g. as shareware)? If so, how much seems reasonable? > 2. > > I hated Harnmaster and Chivalry and Sorcery as rule systems, (No > complaints about either for the background material and attempts at > flavour) for much the same reason too many goddamn rules. (And I speak > as someone who constantly fiddles with rules systems). IMO, both have some interesting things to offer. I remain fond of original C&S for its take on the various types of Magic User (esp. Alchemists), and I really like the "SkillScape" system from 3rd Edition. I personally found Harn as a gaming world to be a bit bland and predictable. OTOH, the rules had some interesting ideas, and are sufficiently BRP-like that cross-adapting presents no great challenge. Stephen Posey slposey at concentric.net From soltakss at yahoo.com Mon Apr 28 04:05:16 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Sun, 27 Apr 2003 19:05:16 +0100 (BST) Subject: [RQ-Rules] Re: Plots, Defense in RQII, Unifying Knockback and Falling Damage In-Reply-To: <20030426120603.7004B4C4A9@thinbits.com> Message-ID: <20030427180516.94124.qmail@web9602.mail.yahoo.com> Bjorn Stolen: > Actually, my experience is that Agatha Cristie -like plots are far to > difficult for players to think out, and those games ends up with a > frustrated GM having to hand over clues increasingly more obvious. -or just > let the evil dudes win...(This is specially the case with LARP's) We used the "Big Fluorescent Arrows" techniques whenever players were struggling with a complex (or even simple) plot. Basically, the GM dropped massive hints, left behind a piece of paper when he went to the bar (which players never, ever read, oh no) or had NPCs pop up and drop hints. > The plots that have worked best for me, is the ones inspired by sope > opera episodes, or plain drama film plots... Best to keep it simple. If I wanted a detective RPG then I would play one. Alain: > Could someone remind me how was calculated and used in combat the Defense > stats in RQII ? From gianni at basicrps.com Mon Apr 28 06:35:51 2003 From: gianni at basicrps.com (Gianni) Date: Sun, 27 Apr 2003 22:35:51 +0200 Subject: [RQ-Rules] Re: Plots, Defense in RQII, Unifying Knockback and Falling Damage References: <20030427180516.94124.qmail@web9602.mail.yahoo.com> Message-ID: <001c01c30cfc$98fd87f0$084b6a20@otvfrap043> > Alain: > > > Could someone remind me how was calculated and used in combat the Defense > > stats in RQII ? Simon: > From memory, each character had a Defense skill that starts at 5%. IIRC, a good DEX improves the starting value of the Defence skill up to 10% or 15%. Gianni From stolenbjorn at hotmail.com Mon Apr 28 22:33:50 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 28 Apr 2003 12:33:50 +0000 Subject: [RQ-Rules] Unifying Knockback and Falling Damage Message-ID: I love when people open for discussing reality! Plate armor is usually always worn with some kind of padding under. (Just try and put pots or pans on your head and ask someone to swing a blow with a hammer...) The question is: Is the plate armour in RQ(3) calculating some padding into the stats for "plate"? I've revised my armorrules, introdusing 3 stats; bashing, cutting and piercing, and have altered enc. cost and armor points, but the way the original stats are, I think that the plate armour is unerasonabely bulky\heavy (enc), and that there are two solutions: 1: The armourers in RQ are lousy incompetent cheats, that marvel in making plate moure cumbersome to wear than brigantine\scale. 2: That the rules include a layer of padding in the plate armor. >Thomas M. Cantine wrote: >>tiny amount of incidental damage is from contact with the surface >>of the >>ground itself, and armour should help against that, hard armour >>being >>slightly more effective. Thus, for falling damage, allow soft >>armour (of > >I'd think the reverse; falling onto a ile of padded armor would hurt >alot less than falling onto a pile of plate; wearing it should feel >about the same, yes? > >-- >talmeta at talmeta.net - Heretic, Dilettante, & God-Machine   ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Mon Apr 28 22:38:33 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 28 Apr 2003 12:38:33 +0000 Subject: [RQ-Rules] Re: supplements from other games and other thoughts Message-ID: I too wanted to introduce fixed damage in my RQ game. After doing testcutting and Longsword fighting + medieval dagger for allmost 2 years, I've changed my mind. It's very difficult to make a cut!(why did the samurais train so much on it), -So now I think it makes perfect sense that a swordcut to a unprotected scull can do only 2 dam. (The damage rules are about the only rules I haven't altered in some way or the other.) >From: Alan Richards >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com >Subject: [RQ-Rules] Re: supplements from other games and other thoughts >Date: Sat, 26 Apr 2003 18:52:30 +0100 >However for about a Year now we've subsumed damage roll and skill >roll. > >Damage = (STR+SIZ/6) + (Fixed Weapon) + (Roll-skill) /10 > >i.e. damage bonus is now fixed. Weapon damage is now fixed. And each >full 10% below the character's skill level their roll is adds +1 >damage. > >Usually we limit this to no more than base weapon + damage bonus. >(i.e. skill can do no more than double the weapon's damage). > >Still keep Critical which is now 1/100 skill. A Critical >automatically kills or KOs the target at Player's discretion.   ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Mon Apr 28 22:45:57 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 28 Apr 2003 12:45:57 +0000 Subject: [RQ-Rules] Re: Plots, Defense in RQII, Unifying Knockback and Falling Damage Message-ID: > >How does this work? If Lulu has a 3D6 damage bonus and Throg has a 2D6 damage >bonus, does Lulu roll 3D6 and subtract Throg's 2D6 from the result? Do you >add movement to the result? So, if Lulu rolls 11 and Throg rolls 8, does >Throg move back 3m? What if Lulu runs at Throg with Movement 3, does Throg >move back 6m? The best thing is perhaps to start playing ducks, where such problems are irellevant? (conserning dam. mod) ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From Nick.Middleton at invensys.com Mon Apr 28 22:46:57 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Mon, 28 Apr 2003 13:46:57 +0100 Subject: [RQ-Rules] Unifying Knockback and Falling Damage Message-ID: >I love when people open for discussing reality! Plate armor is usually always worn with some kind of padding under. >(Just try and put pots or pans on your head and ask someone to swing a blow with a hammer...) > > >The question is: Is the plate armour in RQ(3) calculating some padding into the stats for "plate"? > > >I've revised my armorrules, introdusing 3 stats; bashing, cutting and piercing, and have altered enc. cost and >armor points, but the way the original stats are, I think that the plate armour is unerasonabely bulky\heavy (enc), >and that there are two solutions: > >1: The armourers in RQ are lousy incompetent cheats, that marvel in making plate moure cumbersome to wear than >brigantine\scale. > > >2: That the rules include a layer of padding in the plate armor. Again, from my days bashing 'tinnies', it really has to be the latter: plate armour (especially helms) with NO padding will actually injure the wearer and whilst it will still stop immediate cutting injuries, and spread the force of a blow, it will absorb very little of it (that's what the padding is for!). I thought plate was reasonably well done, in that it had great protection value but became a liability in extended combats. As for various damage types, I have varied over the years between liking that sort of break down and finding it a faff to keep track of. At present (But I reserve the right to change my mind...) I find that the RQIII rules for Impales and blunt weapons vs. non-rigid armour cover the bases adequately for me... Cheers, Nick Middleton From stolenbjorn at hotmail.com Mon Apr 28 22:58:37 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 28 Apr 2003 12:58:37 +0000 Subject: [RQ-Rules] Unifying Knockback and Falling Damage Message-ID: >I thought plate was reasonably well done, in that it had great protection >value but became a liability in extended combats. Acording to a blacksmith that makes full plate armor, you can do anything in full plate that you can do without (perhaps exept pissing, etc.). The critical factor in all armor is temperature, but even bambersons, (Linen padded with "sossages" of horsetailhair) is hot as hell! (I know, because I fight in one.) You allso slow a bit down, due to the extra mass you're moving, try to imagine a fight between two dudes in full plate and a hellebard each as a "Robin Hood vs. Little John" at 70% speed. >I have varied over the years between liking >that sort of break down and finding it a faff to keep track of. At present >(But I reserve the right to change my mind...) My system only slows things down when buying armor and during character creation. I've introduced 27 hit locations (!) and 3 armour values for each... -But once this is done, the game flows as normal speed (just a bit more figures to keep track on) >I find that the RQIII rules >for Impales and blunt weapons vs. non-rigid armour cover the bases >adequately for me... I don't. I thought the critical impale -stuff , to be too lethal, and, for instance, only retain the "extra d6 dam. for pulling out an impaled weapon" for arrows with fishbonestyle \ tridents. ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From Nick.Middleton at invensys.com Mon Apr 28 23:40:05 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Mon, 28 Apr 2003 14:40:05 +0100 Subject: [RQ-Rules] Unifying Knockback and Falling Damage Message-ID: >I thought plate was reasonably well done, in that it had great protection >value but became a liability in extended combats. >Acording to a blacksmith that makes full plate armor, you can do anything in full plate that you can do without >(perhaps exept pissing, etc.). Try swimming - a well made leather faced Jack will _initialy_ act as a buoyancy aid (but will be a liability once saturated): Plate will simply sink you. But by and large I agree, plate is less restrictive of mobility than people think; all that business about winching Knights onto their horses is Hollywood nonsense. One could do combat rolls in well made English field plate of the 1470's... >The critical factor in all armor is temperature, but even bambersons, (Linen padded with "sossages" of >horsetailhair) is hot as hell! (I know, because I fight in one.) You allso slow a bit down, due to the extra mass >you're moving, try to imagine a fight between two dudes in full plate and a hellebard each as a "Robin Hood vs. >Little John" at 70% speed. Well, people stupid enough to use a dog of a weapon like a Halberd deserve everything they get... not that I'm biased or anything ;-), but I always hated Halberds (never liked the balance and they always seemed outclassed by other pole-weapons). I fought in steel weapon re-enactments in half and full plate using an english bill-hook and regularly chased swordsman (and other bill-hook users for that matter off the field) because I was too fast for them - provided plate is strapped on correctly over well fitted padding (a good arming doublet for example), it is slows you down no more than a decent padded jack, but because it has multiple layers, is even worse at shedding heat... although the worse armour IME is ill-fitting chain (another armour that really requires padding underneath) as all the weight hangs from your shoulders and, if it is poorly maintained and thus rusty, chain really does impede ones movement as the links bind against each other... I still have flash-backs to a small battle re-enactment some ten years back where I collapsed due to heat exhaustion thanks to a lousy set of chain... >I have varied over the years between liking >that sort of break down and finding it a faff to keep track of. At present >(But I reserve the right to change my mind...) >My system only slows things down when buying armor and during character creation. I've introduced 27 hit locations >(!) and 3 armour values for each... -But once this is done, the game flows as normal speed (just a bit more figures >to keep track on) Oh, quite possibly. It's just that (at present as I said), I'm really not convinced that the added maths etc really adds anything I would personally want in my games. But I was at one time very fond of Other Suns, which I IIRC did something similar? >I find that the RQIII rules >for Impales and blunt weapons vs. non-rigid armour cover the bases >adequately for me... >I don't. I thought the critical impale -stuff , to be too lethal, and, > >for instance, only retain the "extra d6 dam. for pulling out an impaled weapon" for arrows with fishbonestyle \ >tridents. Hmm, well RQIII Impales (which stack with Crits) are VERY scary, but that's why one should IMO use the associated rules (weapon damages on parry, closing rules) to mitigate their effectiveness. As for weapons getting stuck, I think the extra d6 does a reasonable job of representing the standard first aid instruction that wounds involving significant inpalement (where the item is still lodged in the wound) should NOT be disturbed, as removing the item (even where it appears a clean thrust wound) will cause more harm (usually from additional bleeding IIRC). On the other hand I have (fortunately) never had such a wound so I can't speak from personal experience there! Perhaps the additional damage should be applied as bleeding in the book-keeping phase? In the end, I like the RQ combat rule because they _felt_ plausible and, when I started steel weapon re-enacting, I was pleasantly surprised to discover that they _remained_ plausible. These days I tend more to Stormbringer/Elric/CoC/BRP, because I'm more interested in a flowing game that de-emphasises combat and those systems are easier to explain to the current game group. I may yet lure them into RQ though... Cheers, Nick Middleton From steve at perrinworlds.com Tue Apr 29 00:17:03 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Mon, 28 Apr 2003 07:17:03 -0700 Subject: [RQ-Rules] Unifying Knockback and Falling Damage References: Message-ID: <005f01c30d90$d89ff840$f4407442@wizard> I've fought in plate armor inside a room with little air circulation. You go down fast from heat exhaustion, and I wasn't wearing full plate. Of course, the RQ rules came from my experience fighting, so I'm glad that they seem to model others' experience who played the rules and then fought in armor... Steve Perrin ----- Original Message ----- From: To: Sent: Monday, April 28, 2003 6:40 AM Subject: Re: [RQ-Rules] Unifying Knockback and Falling Damage > > >I thought plate was reasonably well done, in that it had great > protection > >value but became a liability in extended combats. > > >Acording to a blacksmith that makes full plate armor, you can do anything > in full plate that you can do without >(perhaps exept pissing, etc.). > > Try swimming - a well made leather faced Jack will _initialy_ act as a > buoyancy aid (but will be a liability once saturated): Plate will simply > sink you. But by and large I agree, plate is less restrictive of mobility > than people think; all that business about winching Knights onto their > horses is Hollywood nonsense. One could do combat rolls in well made > English field plate of the 1470's... > > >The critical factor in all armor is temperature, but even bambersons, > (Linen padded with "sossages" of >horsetailhair) is hot as hell! (I know, > because I fight in one.) You allso slow a bit down, due to the extra mass > >you're moving, try to imagine a fight between two dudes in full plate and > a hellebard each as a "Robin Hood vs. >Little John" at 70% speed. > > > Well, people stupid enough to use a dog of a weapon like a Halberd deserve > everything they get... not that I'm biased or anything ;-), but I always > hated Halberds (never liked the balance and they always seemed outclassed > by other pole-weapons). I fought in steel weapon re-enactments in half and > full plate using an english bill-hook and regularly chased swordsman (and > other bill-hook users for that matter off the field) because I was too fast > for them - provided plate is strapped on correctly over well fitted padding > (a good arming doublet for example), it is slows you down no more than a > decent padded jack, but because it has multiple layers, is even worse at > shedding heat... although the worse armour IME is ill-fitting chain > (another armour that really requires padding underneath) as all the weight > hangs from your shoulders and, if it is poorly maintained and thus rusty, > chain really does impede ones movement as the links bind against each > other... I still have flash-backs to a small battle re-enactment some ten > years back where I collapsed due to heat exhaustion thanks to a lousy set > of chain... > > >I have varied over the years between liking > > >that sort of break down and finding it a faff to keep track of. At > present > > >(But I reserve the right to change my mind...) > > >My system only slows things down when buying armor and during character > creation. I've introduced 27 hit locations >(!) and 3 armour values for > each... -But once this is done, the game flows as normal speed (just a bit > more figures >to keep track on) > > Oh, quite possibly. It's just that (at present as I said), I'm really not > convinced that the added maths etc really adds anything I would personally > want in my games. But I was at one time very fond of Other Suns, which I > IIRC did something similar? > > >I find that the RQIII rules > > >for Impales and blunt weapons vs. non-rigid armour cover the bases > > >adequately for me... > > > >I don't. I thought the critical impale -stuff , to be too lethal, and, > > > >for instance, only retain the "extra d6 dam. for pulling out an impaled > weapon" for arrows with fishbonestyle \ >tridents. > > Hmm, well RQIII Impales (which stack with Crits) are VERY scary, but that's > why one should IMO use the associated rules (weapon damages on parry, > closing rules) to mitigate their effectiveness. As for weapons getting > stuck, I think the extra d6 does a reasonable job of representing the > standard first aid instruction that wounds involving significant inpalement > (where the item is still lodged in the wound) should NOT be disturbed, as > removing the item (even where it appears a clean thrust wound) will cause > more harm (usually from additional bleeding IIRC). On the other hand I have > (fortunately) never had such a wound so I can't speak from personal > experience there! Perhaps the additional damage should be applied as > bleeding in the book-keeping phase? > > In the end, I like the RQ combat rule because they _felt_ plausible and, > when I started steel weapon re-enacting, I was pleasantly surprised to > discover that they _remained_ plausible. These days I tend more to > Stormbringer/Elric/CoC/BRP, because I'm more interested in a flowing game > that de-emphasises combat and those systems are easier to explain to the > current game group. I may yet lure them into RQ though... > > Cheers, > > 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 > From tiberius at runequest.za.org Tue Apr 29 18:26:43 2003 From: tiberius at runequest.za.org (Tony Den) Date: Tue, 29 Apr 2003 10:26:43 +0200 (SAST) Subject: [RQ-Rules] Bastard Sword Damage Message-ID: <5421.196.8.104.27.1051604803.squirrel@mail.wack.co.za> A recent discussion in my group has necessitated me taking this question to the RQ Rules list: Bastard Swords - Is it fair that when used one handed, they do the same damage as when wielded two handed, vis 1D10+1. In my view, a bastard sword can best be described as he "hand and a half" sword which was quite popular among the Vikings. (I am sure Bjorn Stollen can clarify this further). As such, it would be quite heavy and maybe even a bit hard to wield one handed. In my group, we are proposing to reduce its damage if you use it one handed, to say 1D8+1. What say the rules listers? Tony -- Orcs are Great, Lizard Men are Greater, Tiberius is the Greatest! From Nick.Middleton at invensys.com Tue Apr 29 18:44:50 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Tue, 29 Apr 2003 09:44:50 +0100 Subject: [RQ-Rules] Bastard Sword Damage Message-ID: >A recent discussion in my group has necessitated me taking this question >to the RQ Rules list: > >Bastard Swords - Is it fair that when used one handed, they do the same >damage as when wielded two handed, vis 1D10+1. In my view, a bastard sword >can best be described as he "hand and a half" sword which was quite >popular among the Vikings. (I am sure Bjorn Stollen can clarify this >further). As such, it would be quite heavy and maybe even a bit hard to >wield one handed. In my group, we are proposing to reduce its damage if >you use it one handed, to say 1D8+1. What say the rules listers? >Tony "Bastard" or "Hand and half swords" were common in a number of era's. My old re-enactment one is still hanging in the hall (sans hilt furniture alas, keeping company with the crocodile head and my longbow...) and it was easily wielded one-handed. Hand and a half swords had extended hilts to allow a two-handed grip _when necessary_ if the sword _required_ two hands to wield effectively then it's a two-handed sword IMO. I seem to re-call a rule (RQII? Optional RQII rule?) that wielded one-handed a bastard sword indeed only did 1d8+1 which is one option. Another might be to adjust the SR rating (one handed is less controllable so increase the weapon SR?), or perhaps wielded one-handed there should be no damage bonus allowed? My personal instinct would be to reduce the sword damage as you suggest: the sword still has it's reach and is perfectly usable one-handed (allowing use of a shielded) but this is traded off against better damage from wielding it fully two-handed. However this is a compromise: on Wars of the Roses re-enactment battlefields my (limited) sword experience was that the _most_ effective use of a bastard sword involved frequent switching between one and two handed use (Pole arm users always look startled when you pull them in by grabbing the haft of their weapon with your off hand: the lesson is never bring a pole arm to a one on one duel unless you are _very_ good). And switching round by round between one and two-handed grips precludes using a shield (other than something small like a buckler). I have a copy of the RQ II game aids at home and I'm sure one and two handed bastard swords get separate entries. If no-one else can confirm it I'll try and look tonight... Cheers, Nick Middleton From Rjmeints at aol.com Tue Apr 29 21:52:25 2003 From: Rjmeints at aol.com (Rjmeints at aol.com) Date: Tue, 29 Apr 2003 07:52:25 -0400 Subject: [RQ-Rules] Runequest Rummage Sale Message-ID: <6F4013B0.13765F11.00817004@aol.com> All, I've recently moved house and have taken the opportunity to finally condense my RQ/Glorantha collection onto a few bookcases. While doing so, I've discovered that I have a number of out-of-print supplements that I would be happy to sell to other people if the price is right. Just email me with your best offer in US Dollars, Euros, or UK Pounds, for any or all of the following. Whatever doesn't sell will wind up on Ebay. Everything listed below is complete and in near mint condition (if not mint), unless otherwise noted. I've posted this over the weekend on a couple of the yahoogroups, so some of the items already have offers on them. I have the following for sale to the best offers: Gloranthan Independent Publications --------------------------------------- Book of Drastic Rseolutions: Prax $55 Book of Drastic Rseolutions: Darkness $35 Enclosure $35 Enclosure 2 $35 Meints Index to Glorantha 1 (MiG 1) Meints Index to Glorantha 2 (MiG 2) Rough Guide to Boldhome $55 Rough Guide to Glamour $25 Tortured Souls magazine (issues 1-8) Ye Book of Tentacles $30 Ye Book of Tentacles 2 $40 Ye Book of Tentacles 3 $25 Runequest 2 - Chaosium ----------------------- Apple Lane - 2nd printing Hardcover Rulebook (no dust jacket) $50 Softcover Rulebook $30 Cults of Prax - 1st edition Cults of Terror Chaosium RQ2 Rules (boxed set, taped) Griffin Mountain (no map) Games Workshop RQ2 Rules (boxed set) Pavis (boxed set) Runemaesters $35 Runequest Cities Runequest Companion $35 Snakepipe Hollow - 1st printing Snakepipe Hollow - 3rd printing Soloquest 1 Soloquest 2 Soloquest 3 Tulan of the Isles Castle Paths Village Paths Authentic Thaumaturgy - first edition Authentic Thaumaturgy - second edition Runequest 2 - Judges Guild ---------------------------- Broken Tree Inn City of Lei Tabor Duck Pond Duck Tower Runequest 3 ---------------------------- Apple Lane Basic Runequest Games Workshop hardcover $20 Advanced Runequest Games Workshop hardcover $20 Monsters Games Workshop hardcover $20 Dorastor: Land of Doom Players Set (boxed rules) RQ3 Deluxe Rules (perfectbound) Runequest Cities Snakepipe Hollow Troll Gods (box set 10) Troll Realms White Wolf #20 (Lodril Cult) White Wolf #22 (Bagog Cult) Heroes magazine - various issues That's all for now, Rick Meints www.glorantha.info From jurrubin at earthlink.net Tue Apr 29 21:16:13 2003 From: jurrubin at earthlink.net (David Smart) Date: Tue, 29 Apr 2003 06:16:13 -0500 (CDT) Subject: [RQ-Rules] Bastard Sword Damage Message-ID: <3535985.1051622176942.JavaMail.nobody@gonzo.psp.pas.earthlink.net> Keep in mind that there is a different STR requirement when wielding a bastard sword one-handed and a penalty if a character doesn't have the minimum required STR a weapon calls for. David Smart -------Original Message------- From: Nick.Middleton at invensys.com Sent: 04/29/03 03:44 AM To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Bastard Sword Damage "Bastard" or "Hand and half swords" were common in a number of era's. My old re-enactment one is still hanging in the hall (sans hilt furniture alas, keeping company with the crocodile head and my longbow...) and it was easily wielded one-handed. Hand and a half swords had extended hilts to allow a two-handed grip _when necessary_ if the sword _required_ two hands to wield effectively then it's a two-handed sword IMO. I seem to re-call a rule (RQII? Optional RQII rule?) that wielded one-handed a bastard sword indeed only did 1d8+1 which is one option. Another might be to adjust the SR rating (one handed is less controllable so increase the weapon SR?), or perhaps wielded one-handed there should be no damage bonus allowed? My personal instinct would be to reduce the sword damage as you suggest: the sword still has it's reach and is perfectly usable one-handed (allowing use of a shielded) but this is traded off against better damage from wielding it fully two-handed. However this is a compromise: on Wars of the Roses re-enactment battlefields my (limited) sword experience was that the _most_ effective use of a bastard sword involved frequent switching between one and two handed use (Pole arm users always look startled when you pull them in by grabbing the haft of their weapon with your off hand: the lesson is never bring a pole arm to a one on one duel unless you are _very_ good). And switching round by round between one and two-handed grips precludes using a shield (other than something small like a buckler). I have a copy of the RQ II game aids at home and I'm sure one and two handed bastard swords get separate entries. If no-one else can confirm it I'll try and look tonight... Cheers, 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 > From Nick.Middleton at invensys.com Tue Apr 29 23:43:33 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Tue, 29 Apr 2003 14:43:33 +0100 Subject: [RQ-Rules] Bastard Sword Damage Message-ID: >Keep in mind that there is a different STR requirement when wielding a bastard sword one-handed and a penalty if a >character doesn't have the minimum required STR a weapon calls for. > >David Smart D'Oh! Ahem, yes David, that's what I meant about the separate entry on the weapon table (he fibbed, the differing STR and DEX requirements having _completely_ slipped his mind). I happen to have a scan of the RQIII Game Aids sheet on this machine and it quotes 1H Bastard sword as STR 13 DEX 9 and base chance 10% (as opposed to 9/9 base chance 5% 2Handed), but I also have a RQII derived weapon list that does indeed list 1H bastard sword as 1d8+1 (but otherwise as per RQIII). Thinking about it, I definitely favour the RQII approach (higher strength required but lower damage) but it would be nice to have some (simple) mechanism to reflect the ease of switching between 1 and 2 handed modes.. Anyway, thanks for pointing out that slip David. Hope this has been of some use to everyone! Cheers, Nick Middleton From leonbk at yahoo.com Wed Apr 30 00:02:22 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Tue, 29 Apr 2003 07:02:22 -0700 (PDT) Subject: [RQ-Rules] Bastard Sword Damage In-Reply-To: Message-ID: <20030429140222.4789.qmail@web41111.mail.yahoo.com> --- Nick.Middleton at invensys.com wrote: > >Keep in mind that there is a different STR > requirement when wielding a > bastard sword one-handed and a penalty if a > >character doesn't have the > minimum required STR a weapon calls for. > quotes 1H Bastard sword as STR 13 DEX 9 and base > chance 10% (as opposed to 9/9 base chance 5% 2Handed), but I also have a RQII > derived weapon list > that does indeed list 1H bastard sword as 1d8+1 (but > otherwise as per > RQIII). The other things to consider are: It has a SR1 if used two handed and SR2 if used one handed. If used two handed a character may attack and parry with it in the same round. Leon Kirshtein __________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com From stolenbjorn at hotmail.com Wed Apr 30 00:32:45 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 29 Apr 2003 14:32:45 +0000 Subject: [RQ-Rules] Stolenbjorn's houserule for armour and damage. Message-ID: >Of course, the RQ rules came from my experience fighting, so I'm glad that >they seem to model others' experience who played the rules and then fought >in armor... I think that the RQ(3) rules are brilliant. But rules can be wieved as a diagram with two axes; flow and detail. I want a bit more of detail in my games, and thus have to alter them a bit. Personally, I think that my rules don't fuck up the flow that much, apart from that it takes more work to make NPC's and fresh characters. In my games all weapons do the same damage as in RQ(3), but the armour is altered. Armour now have 3 types of AP; Bashing cutting and piercing. In addition when you attack somebody with a melee weapon, you can inflict 4 types of damage; grapple, bashing, cutting and piercing. Some weapons don't have 4 options (blunt weapons can only do grapple and bashing). You either state a speciffic attackmode, or let a tandom d10 dice decide what mode you attacked in. The reason for this, is that there exists several teqnices for every type of weapon, that asserts all the potential of the weapon. Thus you can with a longsword grapple, thrust, cut and ram the pommel\crossguard (bashink). If you state an attackmode, you have to wait 1d4 sr's, and loose 10% of your attack chanse. This is to simulate that you narrow your options and have to time it to find an opening. If you hit, you apply the damage on the relevant armourvalue. Plate, for instance, have the following stats: Cutting:@, Piercing:@\9, Bashing: 6. This means that if a troll takes a swing with a lt.mace, it does 1d8damage that is reduced with the bashing AP. If an elf shoots you with an arrow, it does 1d8 damage. Since the GM rules that the arrow doesn't have an armor piercing arrowhead, the arrow cannot do piercingdamage, the damage is converted to bashingdamage (to simulate the impact), and 1 is subtracted from the damage, before reducing it with the bashing AP. If a Dwarf takes a swing with a Warhammer that the GM rules have armourpiercingcapassity, then it does (?)1d10+2 damage, and subtracts the piercing AP. If a Lunar soldier swings at the plate with a sabre for cutting, then it is converted to bashingdamage, subtracting one dam.(still to simulate impact), before subtracting the bashing AP. Finally; if someone tries a grappelingtecniqe with his quarterstaff and succeeds, the wearer takes 1d6 damage, and armour doesn't count (because when breaking fingers or dislocating joints, AP is irrellevant). The only other major change to the rules, is that any special success does rolled damage x 2 wether it's bashing, cutting, piercing or grappeling, and that only piercingweapons with "counterhooks" (thingies that makes the tip stick in the wound) does any aditional d6 damage for retracting it. ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Wed Apr 30 01:02:02 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 29 Apr 2003 15:02:02 +0000 Subject: [RQ-Rules] bastard sword Message-ID: A bastardsword was never used by the vikings, unless you count the normans (vikings that was given normandie by the french king for stopping looting) -as vikings. (they really were not; adapted the local language, culture and habits in a matter of 30 years). The normans started hadving swords with longer blades so they could easier reach their opponents when on horseback. But the swords became harder to wield. The solution was -as described in other mails -to enlarge the grip to make it possible to wield it two handed. When in full plate, shield (at least before the crossbow, longbow and guns) became unnessecary. So a knight would ride into battle with the sword wielded 1handed. If he for any reason dismounted, he discharged of his shield, and wielded the bastardsword as a multitool (not nessecarily with both hands on the grip; sometimes with one hand 2\3 out on the blade, using it like a quarterstaff). Wether a bastardsword should do 1d8+1 dam when wielded 1handed, I don't know; the str. restrictions as in the original rules is IMO suficcient. If you have 14 in str, the extra 0.2 kg weight compared to a "broadsword" don't hamper. Remember; to cut with a sword have much more to do with skill than sheer strength. It's perfectly possible to take a full swing with a sword at a unprotected head, and still cause minor damage. The extra damage for a bastardsword could just as well simulate the extra inches the blade can slide in a wound, than the extra force for having two hands. In my rules, I've been inspired by the Kenjutsu skill in "Land of Ninja". So if a dude have a Kenjutsuskill of 35%, he can use a broadsword 2h or 1h with the same skilllevel. If he only posess 1h sword skill; f.instance 49%, he'd have only 5% when wielding a bastardsword\longsword\katana\greatsword\wakisashi twohanded. -And a dude that have a 2h skill of -say49% would have only 10% if using a broadsword\ gladius\ sabre\bastardsword 1handed. Finally, I'd like to say that you actually get a longer reach when wielding such weapons 1H (have somthing to do with elipseshapes compared to sircles). ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From pontus.amberg at telia.com Wed Apr 30 02:01:01 2003 From: pontus.amberg at telia.com (Pontus Amberg) Date: Tue, 29 Apr 2003 18:01:01 +0200 Subject: SV: [RQ-Rules] Re: supplements from other games and other thoughts In-Reply-To: <3EAB531F.E2C82939@concentric.net> Message-ID: <002c01c30e68$8adcf530$3200a8c0@brainst8> I'm working on almost the same thing as a hobby project. It is a tool for RQ3 GMs that can handle almost all the information needed for a RQ3 GM (NPCs, races, skills, spells, weapons, tools, cults and some other stuff). I started this a couple of years ago as a simple Win32/Database application that I could use to generate monsters and NPC characters. It has evolved and the current version I'm working on now is a J2EE based application that is accessed through the web. I'm still working on the core parts of the system so it will take some time (months) before this can be available for public use. Answers to your questions 1. I consider it important to be able to generate and keep track of complete characters with stats, skills, equipment & spells that I can print on paper or access directly though a client to assist me in my work as a GM. 2. A simple GUI where I can keep track of all character stats with HP, MP, Fatigue, Weapon AP, active spells and other stuff in a fight. The client for this must probably be a browser since then it would run any most OSes and PDAs. The possibility to view and move characters and NPCs on some kind of map during a fight in a web browser or client (this was a request from a friend who has moved to another country and still wants to be able to join the game over the internet) 3. I'm not sure how much I would like to pay for this kind of software. I'm planning on releasing my RQ3 service for free since I don't need to pay for the application server if it is used in a non commercial system. /Pontus Stephen Posey wrote: > I've been pondering putting together some kind of character generator/GM > Utility program for BRP/RuneQuest, but wasn't clear how much demand for > it there might be. > Can folks answer a few questions about what they'd want?: > * What features would you consider essential? > * What features would be "nice to have"? > * Would you be willing to pay something for it (e.g. as shareware)? If > so, how much seems reasonable? From tiberius at runequest.za.org Wed Apr 30 15:48:50 2003 From: tiberius at runequest.za.org (Tony Den) Date: Wed, 30 Apr 2003 07:48:50 +0200 (SAST) Subject: [RQ-Rules] Bastard Sword Damage Message-ID: <47755.196.8.104.27.1051681730.squirrel@mail.wack.co.za> Thanks to Nick, Dave etc for the comments. Yes, I did remember that there are SR and STR/DEX connotations to the one handed vs two handed approach, but still reckon the damage 1 handed is too much. I like that RQII rule of less damage, thanks Nick. Of course the base SR thing is mostly negated by characters taking the sword as a cultural weapon. Anyways, reckon I am going to propose the 1D8+1 damage to my group and hear them winge and moan. cheers Tony -- Orcs are Great, Lizard Men are Greater, Tiberius is the Greatest! From paul.s.sommer at get2net.dk Wed Apr 30 03:50:32 2003 From: paul.s.sommer at get2net.dk (paul Sommer) Date: Tue, 29 Apr 2003 19:50:32 +0200 Subject: [RQ-Rules] Re: RQ-Rules :Humakti? are they always so dull? References: <20030429143603.DAC304C4A8@thinbits.com> Message-ID: <3EAEBB68.3AB0C447@get2net.dk> Hey all Has anybody got some updated decent Humakti Gifts and geas tables? My humakti are feeling kinda low ...what with all the black armour and dour attitudes...any advice for them? playing humakti I mean.... I'm working on converting "Who is Who In Prax " into a searchable Access database, anyone want a copy when its ready? Ciao Paul Sommer http://hjem.get2net.dk/royalpanto