From jurrubin at earthlink.net Sun Jun 1 08:31:02 2003 From: jurrubin at earthlink.net (D. Smart) Date: Sat, 31 May 2003 17:31:02 -0500 Subject: [RQ-Rules] Re:godlearner website References: <20030530133804.2F4A44C4AF@thinbits.com> <3ED89F89.1B21EFC3@get2net.dk> Message-ID: <3ED92D26.7000903@earthlink.net> And it works very well for me and Netscape 7.01 David Smart paul Sommer wrote: > >Works okay with me and netscape 4.72 :-) > >Ciao > >paul sommer > > > >>>www.godlearner.d2g.com >>> >>> >>Alas, I still can't get to this, IE 5.5 throws out a time out error: >> >> >> 10060 - Connection >> timeout >> Internet Security and >> Acceleration Server >> >> >> >> Technical Information >> (for support personnel) >> Background: >> The gateway could >> not receive a >> timely response >> from the Web site >> you are trying to >> access. This might >> indicate that the >> network is >> congested, or that >> the Web site is >> experiencing >> technical >> difficulties. >> ISA Server: >> chip-isa1 >> Via: >> URL: >> http://67.80.44.232 >> :8245/ >> Time: 30/05/2003 >> 11:19:39 GMT >> >> >>Cheers, >> >>Nick Middleton >> >>--__--__-- >> >>_______________________________________________ >>RQ-Rules mailing list >>RQ-Rules at crashbox.com >>http://www.crashbox.com/mailman/listinfo/rq-rules >> >>End of RQ-Rules Digest >> >> > >_______________________________________________ >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 lancelot at inetnebr.com Sun Jun 1 16:44:14 2003 From: lancelot at inetnebr.com (lance dyas) Date: Sat, 31 May 2003 23:44:14 -0700 Subject: [RQ-Rules] Re:godlearner website In-Reply-To: <3ED92D26.7000903@earthlink.net> References: <20030530133804.2F4A44C4AF@thinbits.com> <3ED89F89.1B21EFC3@get2net.dk> <3ED92D26.7000903@earthlink.net> Message-ID: <3ED9A0BE.3050107@inetnebr.com> Prior to changes already made it didnt work in either NS7.01 or Mozilla the css before didnt include body background-color.. and a few other ahem errors I speculate IE and Opera both made white as the assumed background Mozilla took a color defined as background for paragraph or something the other two ignored.or some such didnt make much more sense than what IE and Opera did...but was less viewable this time. From stolenbjorn at hotmail.com Mon Jun 2 21:18:03 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 02 Jun 2003 11:18:03 +0000 Subject: [RQ-Rules] (re:) Difference in magical availebility to the common man in RQ vs. Glorantha Message-ID: I don't have the cults compendium, so I wouldn't know : ) >Also I do not own Gods of Glorantha but I do own the Cult Compendium. Are >there any major differences? ------------------------------------------ ------------------------------------------ Hotmail snakker ditt spr?k! ------------------------------------------ - F? Hotmail p? norsk i dag ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Mon Jun 2 21:21:58 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 02 Jun 2003 11:21:58 +0000 Subject: [RQ-Rules] (re:) Difference in magical availebility to the common man in RQ vs. Glorantha Message-ID: I allso write a lot on my own or search the internet. That's how I found this mailring! In the beginning I hated how little info and available adventures that was available. Now that i have abuout 300 pages of unplayed adventures, i find it hard to not tinker with them, beeing so used to write the adventures myself! Gianni wrote: Also I do not own Gods of Glorantha but I do own the Cult Compendium. Are there any major differences? Gerall Kahla, he who codes wrote:  When I want more detail, I typically search the internet or write it myself. Pax Omnium Veritas -- ------------------------------------------ ------------------------------------------ Hotmail snakker ditt spr?k! ------------------------------------------ - F? Hotmail p? norsk i dag ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From vhaag at rim.net Mon Jun 2 23:28:21 2003 From: vhaag at rim.net (Viktor Haag) Date: Mon, 2 Jun 2003 09:28:21 -0400 Subject: [RQ-Rules] Vikings In-Reply-To: <18950.196.8.104.31.1054132684.squirrel@mail.wack.co.za> References: <18950.196.8.104.31.1054132684.squirrel@mail.wack.co.za> Message-ID: <16091.20725.262530.199993@suldrun.rim.net> Tony Den writes: > Gianni wrote: > > If the AD&D Vikings supplement they mention is the green > colour booklet, I must say it was pretty good though. A useful > addition to the RQ one. > > > Yes, the RQ Vikings got 4 stars and AD&D got three. I think > the reviewer rated them on how user friendly they were, RQ had > less factual info but was easier and more fiun to play with > while the D&Dand GURPs got bogged down with facts. In my opinion, the Vikings book written by Lee Gold, published by Iron Crown as part of their "Campaign Classics" series is equal to any of these other sources. Unfortunately, it's long since out of print, but I'm sure available to someone hunting for it used. -- Viktor Haag : Software & Information Design : Research In Motion +--+ "Mmmmm look at me! Mr. Balance!" From lancelot at inetnebr.com Tue Jun 3 01:37:14 2003 From: lancelot at inetnebr.com (lance dyas) Date: Mon, 02 Jun 2003 08:37:14 -0700 Subject: [RQ-Rules] Vikings In-Reply-To: <16091.20725.262530.199993@suldrun.rim.net> References: <18950.196.8.104.31.1054132684.squirrel@mail.wack.co.za> <16091.20725.262530.199993@suldrun.rim.net> Message-ID: <3EDB6F2A.30108@inetnebr.com> Viktor Haag wrote: >Tony Den writes: > > Gianni wrote: > > > > If the AD&D Vikings supplement they mention is the green > > colour booklet, I must say it was pretty good though. A useful > > addition to the RQ one. > > > > > > Yes, the RQ Vikings got 4 stars and AD&D got three. I think > > the reviewer rated them on how user friendly they were, RQ had > > less factual info but was easier and more fiun to play with > > while the D&Dand GURPs got bogged down with facts. > >In my opinion, the Vikings book written by Lee Gold, > Lee Gold is always seems a concise writer not a babbler.. .and always well researched. >published by >Iron Crown as part of their "Campaign Classics" series is equal >to any of these other sources. Unfortunately, it's long since out >of print, but I'm sure available to someone hunting for it used. > > > From tiberius at runequest.za.org Tue Jun 3 15:38:57 2003 From: tiberius at runequest.za.org (Tony Den) Date: Tue, 3 Jun 2003 07:38:57 +0200 (SAST) Subject: [RQ-Rules] TOTRM & Zorak Zoran Message-ID: <25574.196.8.104.31.1054618737.squirrel@mail.wack.co.za> Well now I am worried. It seems Zorak Zoran has taken interest in my humble self, having outbid me on eBay for some Tales of the reaching Moon mags. rocking name for eBay use though, wish I had thoughtof that myself. Tony -- Orcs are Great, Lizard Men are Greater, Tiberius is the Greatest! From gianni at basicrps.com Wed Jun 4 05:37:46 2003 From: gianni at basicrps.com (gianni at basicrps.com) Date: Tue, 3 Jun 2003 21:37:46 +0200 Subject: [RQ-Rules] TOTRM & Zorak Zoran In-Reply-To: <25574.196.8.104.31.1054618737.squirrel@mail.wack.co.za> References: <25574.196.8.104.31.1054618737.squirrel@mail.wack.co.za> Message-ID: <1054669066.3edcf90a6127a@imp.webhuset.no> Quoting Tony Den : > Well now I am worried. It seems Zorak Zoran has taken interest in my > humble self, having outbid me on eBay for some Tales of the reaching Moon > mags. Too bad. Which issues were you trying to buy? Gianni From kruch7 at cox.net Wed Jun 4 07:51:30 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Tue, 3 Jun 2003 17:51:30 -0400 Subject: [RQ-Rules] Of topic help request Message-ID: <001f01c32a1a$4ad7d180$1108a8c0@kenneith93j41k> My wife has decided to run her first campaign, and she is going to set it in the world of Thomas covenant, I know many years ago there was a white dwarf issue, that had stats and information for the books in AD&D format does any one know what issue it was? thanks 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 From slposey at concentric.net Wed Jun 4 08:06:24 2003 From: slposey at concentric.net (Stephen Posey) Date: Tue, 03 Jun 2003 16:06:24 -0600 Subject: [RQ-Rules] Of topic help request References: <001f01c32a1a$4ad7d180$1108a8c0@kenneith93j41k> Message-ID: <3EDD1BE0.9070508@concentric.net> Joseph Elric Smith Mormon minion of Arioch wrote: > My wife has decided to run her first campaign, and she is going to set it in > the world of Thomas covenant, I know many years ago there was a white dwarf > issue, that had stats and information for the books in AD&D format does any > one know what issue it was? There was an article on critters from the Thomas Covenant books in issue #16, and another on various classes and rules (IIRC) in issue #21. HTH Stephen Posey slposey at concentric.net From rog_benham at hotmail.com Wed Jun 4 08:12:04 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Tue, 03 Jun 2003 23:12:04 +0100 Subject: [RQ-Rules] Of topic help request Message-ID: Not the exact issue, it was a very early one- I'd have to dig through a mountain of stuff to dig out my WDs. It was reprinted in one of the best of WD though; thats where I saw it first, and even used it!  Nasty Ur-viles... >From: "Joseph Elric Smith Mormon minion of Arioch" >Reply-To: rq-rules at crashbox.com >To: , , , , , , , >Subject: [RQ-Rules] Of topic help request >Date: Tue, 3 Jun 2003 17:51:30 -0400 > >My wife has decided to run her first campaign, and she is going to set it in >the world of Thomas covenant, I know many years ago there was a white dwarf >issue, that had stats and information for the books in AD&D format does any >one know what issue it was? >thanks >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 > >_______________________________________________ >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 fun and it's free! ------------------------------------------ Click here to download MSN Messenger. ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From rog_benham at hotmail.com Wed Jun 4 08:16:57 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Tue, 03 Jun 2003 23:16:57 +0100 Subject: [RQ-Rules] Tschai Message-ID: Hello People, There was a site that turned up in a standard Altavista UK search that used BRP for the monsters of Jack Vance's Tschai; all the links to the actual information from the site were broken. Does anyone have anything on Tschai? I'd really appreciate a fuller map than the one in the book as well... oh to stalk the Carabas, and be stalked in return... Thanks! ------------------------------------------ It's fast, it's fun and it's free! ------------------------------------------ Click here to download MSN Messenger. ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From kruch7 at cox.net Wed Jun 4 08:16:33 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Tue, 3 Jun 2003 18:16:33 -0400 Subject: [RQ-Rules] Of topic help request References: Message-ID: <003e01c32a1d$ca51c300$1108a8c0@kenneith93j41k> thanks I'll start looking in the best of 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: "Roger Benham" To: Sent: Tuesday, June 03, 2003 6:12 PM Subject: Re: [RQ-Rules] Of topic help request > > Not the exact issue, it was a very early one- I'd have to dig through a mountain of stuff to dig out my WDs. It was reprinted in one of the best of WD though; thats where I saw it first, and even used it!  Nasty Ur-viles... > > > > > > >From: "Joseph Elric Smith Mormon minion of Arioch" > > > >Reply-To: rq-rules at crashbox.com > > >To: > , > , > , > , > , > , > , > > > >Subject: [RQ-Rules] Of topic help request > > >Date: Tue, 3 Jun 2003 17:51:30 -0400 > > > > > >My wife has decided to run her first campaign, and she is going to set it in > > >the world of Thomas covenant, I know many years ago there was a white dwarf > > >issue, that had stats and information for the books in AD&D format does any > > >one know what issue it was? > > >thanks > > >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 > > > > > >_______________________________________________ > > >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 fun and it's free! > ------------------------------------------ > Click here to download MSN Messenger. > ------------------------------------------ > > ------------------------------------------ > > > --- 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 kruch7 at cox.net Wed Jun 4 08:26:46 2003 From: kruch7 at cox.net (Joseph Elric Smith Mormon minion of Arioch) Date: Tue, 3 Jun 2003 18:26:46 -0400 Subject: [RQ-Rules] Of topic help request References: <001f01c32a1a$4ad7d180$1108a8c0@kenneith93j41k> <3EDD1BE0.9070508@concentric.net> Message-ID: <005201c32a1f$3832c530$1108a8c0@kenneith93j41k> thanks for the lead, now off to ebay and such places I go 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" To: Sent: Tuesday, June 03, 2003 6:06 PM Subject: Re: [RQ-Rules] Of topic help request > Joseph Elric Smith Mormon minion of Arioch wrote: > > My wife has decided to run her first campaign, and she is going to set it in > > the world of Thomas covenant, I know many years ago there was a white dwarf > > issue, that had stats and information for the books in AD&D format does any > > one know what issue it was? > > There was an article on critters from the Thomas Covenant books > in issue #16, and another on various classes and rules (IIRC) in > issue #21. > > HTH > > 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 DevinC at aol.com Wed Jun 4 09:09:45 2003 From: DevinC at aol.com (DevinC at aol.com) Date: Tue, 03 Jun 2003 19:09:45 -0400 Subject: [RQ-Rules] Of topic help request Message-ID: <3A6A64D0.22DDA9B1.00047AF1@aol.com> As usual, you can email me at devinc at aol.com and request me to send you a photocopy of the WD article on Thomas Covenant. I will require you to mail me a SASE. Devin (keeper of the magazines) From tiberius at runequest.za.org Wed Jun 4 16:13:30 2003 From: tiberius at runequest.za.org (Tony Den) Date: Wed, 4 Jun 2003 08:13:30 +0200 (SAST) Subject: [RQ-Rules] TOTRM & Zorak Zoran Message-ID: <42589.196.8.104.31.1054707210.squirrel@mail.wack.co.za> Gianni wrote: Too bad. Which issues were you trying to buy? No worries. Was issue 10 and 11, dude payed way too much for them anyway. Ciao Tony -- Orcs are Great, Lizard Men are Greater, Tiberius is the Greatest! From stolenbjorn at hotmail.com Wed Jun 4 17:57:09 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 04 Jun 2003 07:57:09 +0000 Subject: [RQ-Rules] Vikings Message-ID: >In my opinion, the Vikings book written by Lee Gold, published by >Iron Crown as part of their "Campaign Classics" series is equal >to any of these other sources. Unfortunately, it's long since out >of print, but I'm sure available to someone hunting for it used. In my oppinion the best scourcebooks on Vikings are available to all of you that have a library close to you! Njaalssaga is a darn good epos about Njaal and his "clan". The setting is on Iceland, and it's written down somewhere around 1200. So is "Heimskringla", written by the skald Snorre Sturlason. If wanting facts as hard as they get, there existe millions of historybooks that probably cover the viking era, just remember that nobody is certain on anything about the viking age, as all written documents from that time on the subject was written by Christians that wanted to make a theological and political point on exaggerating the Vikings' cruelty. Two good tips are to be sceptical to all you read; especially the books that have too many "100% certain" conclutions, and read more than one book on the subject. Books that says things like "Nobody can be certain, but finds in ..... suggests that the Vikings maby etc......" -are the kind of books i'd recomend! Stolenbjorn, hobby Viking. ------------------------------------------ ------------------------------------------ Hotmail snakker ditt spr?k! ------------------------------------------ - F? Hotmail p? norsk i dag ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From blacklocks at telus.net Sun Jun 8 13:05:27 2003 From: blacklocks at telus.net (The Blacklocks) Date: Sat, 7 Jun 2003 20:05:27 -0700 Subject: [RQ-Rules] Futuristic Runequest Message-ID: Has anybody seen or created any rules for a modern setting based on the Runequest rules. I'm thinking of doing a campaign based on our world after a cataclysm and magic has returned (something like Shadowrun). So what I need are rules for using modern weapons (damage and how to use in a SR system). Any help would be appreciated. Thanks, Northern DM From leonbk at yahoo.com Sun Jun 8 14:33:20 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sat, 7 Jun 2003 21:33:20 -0700 (PDT) Subject: [RQ-Rules] Futuristic Runequest In-Reply-To: Message-ID: <20030608043320.42314.qmail@web41107.mail.yahoo.com> Well the SR is simple, guns are missle weapons so the first shot should go on DEX SR. Take a look at Modern CoC. It has all the rules for modern weapons that you would need. Leon Kirshtein --- The Blacklocks wrote: > Has anybody seen or created any rules for a modern > setting based on the > Runequest rules. I'm thinking of doing a campaign > based on our world after > a cataclysm and magic has returned (something like > Shadowrun). So what I > need are rules for using modern weapons (damage and > how to use in a SR > system). > > Any help would be appreciated. > > 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! Calendar - Free online calendar with sync to Outlook(TM). http://calendar.yahoo.com From jurrubin at earthlink.net Sun Jun 8 21:23:19 2003 From: jurrubin at earthlink.net (D. Smart) Date: Sun, 08 Jun 2003 06:23:19 -0500 Subject: [RQ-Rules] Futuristic Runequest References: <20030608043320.42314.qmail@web41107.mail.yahoo.com> Message-ID: <3EE31CA7.2010106@earthlink.net> CoC is absolutely the way to go. I've used it to run a squad of Viet Nam soldiers transported to a medieval world. Worked out very well indeed until the players ran out of ammo. David Leon Kirshtein wrote: >Well the SR is simple, guns are missle weapons so the >first shot should go on DEX SR. Take a look at Modern >CoC. It has all the rules for modern weapons that you >would need. > >Leon Kirshtein > >--- The Blacklocks wrote: > > >>Has anybody seen or created any rules for a modern >>setting based on the >>Runequest rules. I'm thinking of doing a campaign >>based on our world after >>a cataclysm and magic has returned (something like >>Shadowrun). So what I >>need are rules for using modern weapons (damage and >>how to use in a SR >>system). >> >>Any help would be appreciated. >> >>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! Calendar - Free online calendar with sync to Outlook(TM). >http://calendar.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 > > > --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From rog_benham at hotmail.com Sun Jun 8 21:35:53 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Sun, 08 Jun 2003 12:35:53 +0100 Subject: [RQ-Rules] Futuristic Runequest Message-ID: I have done this quite successfully as well: my players are currently hunting vampires as part of a secret government section in Manchester (UK).  We're actually moving away from SRs, and heading more in the direction of the GURPS combat sequence, which suits us better. >From: Leon Kirshtein >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com >Subject: Re: [RQ-Rules] Futuristic Runequest >Date: Sat, 7 Jun 2003 21:33:20 -0700 (PDT) > >Well the SR is simple, guns are missle weapons so the >first shot should go on DEX SR. Take a look at Modern >CoC. It has all the rules for modern weapons that you >would need. > >Leon Kirshtein > >--- The Blacklocks wrote: > > Has anybody seen or created any rules for a modern > > setting based on the > > Runequest rules. I'm thinking of doing a campaign > > based on our world after > > a cataclysm and magic has returned (something like > > Shadowrun). So what I > > need are rules for using modern weapons (damage and > > how to use in a SR > > system). > > > > Any help would be appreciated. > > > > 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! Calendar - Free online calendar with sync to Outlook(TM). >http://calendar.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 ------------------------------------------ Be creative - with ------------------------------------------ with MSN 8 ------------------------------------------ you can use graphics and photos in your emails ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From Nick.Middleton at invensys.com Mon Jun 9 17:59:25 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Mon, 9 Jun 2003 08:59:25 +0100 Subject: [RQ-Rules] Futuristic Runequest Message-ID: >Has anybody seen or created any rules for a modern setting based on the >Runequest rules. I'm thinking of doing a campaign based on our world after >a cataclysm and magic has returned (something like Shadowrun). So what I >need are rules for using modern weapons (damage and how to use in a SR >system). Whilst I would concur with everybodies recommendation of CoC (it's superbly flexible and with the right supplements you can get quite a lot of technical detail - I have frequently adapted tech weapons into BRP on the basis of CoC and ran a successful Cthulhu-punk game using CoC), there are other alternatives. Worlds of Wonder has some very CoC-ish basic tech weapons rules and a little time with Google should dig up the RQ3 technical supplement (a fan effort which adapts both T2K and 2300AD tech weapons and armour to RQIII); if you want full on RQ rules compatibility (rather than BRP compatibility) the latter looked good IIRC. Cheers, Nick Middleton From tiberius at runequest.za.org Mon Jun 9 20:25:34 2003 From: tiberius at runequest.za.org (tiberius at runequest.za.org) Date: Mon, 9 Jun 2003 12:25:34 +0200 (SAST) Subject: [RQ-Rules] National Geographic - Poisonoust Insects Message-ID: <40928.196.8.104.31.1055154334.squirrel@mail.wack.co.za> Watched a show by National Geographic the other day, about the giant hornets of Japan. (I wonder why they aren't in land of ninja). anyway, they are pretty dangerous blighters, measure about 7 cm (from what I remember) and can kill someone with a sting - usually through an alergic reacton,although a small swarm can kill someone outright. So, great little encounter has developed in this devious GM's mind. Enough rambling: I wonder what POT I should give their poisen? What POT would, per example a bee have? (African bee, not them woosy american bees mind). Assuming a single bee sting would have a POT of 1 (reckon a criticle fumble on the resistance table would be the equivalent of a highly allergic reaction and oculd result in death), the average hornet/wasp would then be 2. I would make a giant hornet have a POT of 3 then, so if an adventurer is stung by a swarm/or just repetedly by a single hornet, he could end up resisting against a huge POT. Or am I off track, are the effects of poisn cumulative like that, vis-a-vis 3 stings at 3 POT each means resisting CON (passive)aainst a POT of 9 (active)? Cheers Tony -- What does an Austrailin Ent say in greeting? . . Gidday Spruce. From jurrubin at earthlink.net Mon Jun 9 21:22:28 2003 From: jurrubin at earthlink.net (D. Smart) Date: Mon, 09 Jun 2003 06:22:28 -0500 Subject: [RQ-Rules] Futuristic Runequest References: Message-ID: <3EE46DF4.2060005@earthlink.net> If anyone can find a URL for the RQ3 tech supplement Nick refers to below, please don't be shy about posting it! David Smart Nick.Middleton at invensys.com wrote: Worlds of Wonder has some very CoC-ish basic tech weapons rules and a little time with Google should dig up the RQ3 technical supplement (a fan effort which adapts both T2K and 2300AD tech weapons and armour to RQIII); if you want full on RQ rules compatibility (rather than BRP compatibility) the latter looked good IIRC. From Nick.Middleton at invensys.com Mon Jun 9 21:37:08 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Mon, 9 Jun 2003 12:37:08 +0100 Subject: [RQ-Rules] Futuristic Runequest Message-ID: >If anyone can find a URL for the RQ3 tech supplement >Nick refers to below, please don't be shy about posting >it! > >David Smart David, http://seegras.discordia.ch/Roleplay/RuneQuest/Cyberpunk/rq31exp1.pdf is _I think_ the file I was talking about but I can't get at it to check due to the web-security screening on my work internet access. Let me know if it isn't and I'll see if I still have copy at home lurking on the hard drive. Cheers, Nick Middleton From grogthing at yahoo.com Mon Jun 9 23:44:54 2003 From: grogthing at yahoo.com (grogthing) Date: Mon, 9 Jun 2003 06:44:54 -0700 (PDT) Subject: [RQ-Rules] National Geographic - Poisonoust Insects In-Reply-To: <40928.196.8.104.31.1055154334.squirrel@mail.wack.co.za> Message-ID: <20030609134454.30063.qmail@web41501.mail.yahoo.com> Just to clarify a little mis-conception. The American Honey Bee's venom is much more potent than that that of the African Killer Bee. I believe it is something in the range of 3 times as powerful. African Killer Bees are just much more aggressive, and more defensive of thier territory. Thus "attack" anything near their hive. Greg --- tiberius at runequest.za.org wrote: > Watched a show by National Geographic the other day, > about the giant > hornets of Japan. (I wonder why they aren't in land > of ninja). anyway, > they are pretty dangerous blighters, measure about 7 > cm (from what I > remember) and can kill someone with a sting - > usually through an alergic > reacton,although a small swarm can kill someone > outright. So, great little > encounter has developed in this devious GM's mind. > Enough rambling: I > wonder what POT I should give their poisen? What POT > would, per example a > bee have? (African bee, not them woosy american bees > mind). Assuming a > single bee sting would have a POT of 1 (reckon a > criticle fumble on the > resistance table would be the equivalent of a highly > allergic reaction and > oculd result in death), the average hornet/wasp > would then be 2. I would > make a giant hornet have a POT of 3 then, so if an > adventurer is stung by > a swarm/or just repetedly by a single hornet, he > could end up resisting > against a huge POT. Or am I off track, are the > effects of poisn cumulative > like that, vis-a-vis 3 stings at 3 POT each means > resisting CON > (passive)aainst a POT of 9 (active)? > Cheers > Tony > > > -- > What does an Austrailin Ent say in greeting? > . > . > Gidday Spruce. > _______________________________________________ > 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! Calendar - Free online calendar with sync to Outlook(TM). http://calendar.yahoo.com From lancelot at inetnebr.com Tue Jun 10 02:04:21 2003 From: lancelot at inetnebr.com (lance dyas) Date: Mon, 09 Jun 2003 09:04:21 -0700 Subject: [RQ-Rules] National Geographic - Poisonoust Insects In-Reply-To: <20030609134454.30063.qmail@web41501.mail.yahoo.com> References: <20030609134454.30063.qmail@web41501.mail.yahoo.com> Message-ID: <3EE4B005.1020106@inetnebr.com> grogthing wrote: >Just to clarify a little mis-conception. > >The American Honey Bee's venom is much more potent >than that that of the African Killer Bee. I believe it >is something in the range of 3 times as powerful. > >African Killer Bees are just much more aggressive, and >more defensive of thier territory. Thus "attack" >anything near their hive. > >Greg > Another note repetitive stinging in many species is not possible the stinger is lodged in the victim and wripped from the bee and its loss may kill said bee.. So when they sting they .... really really mean it -- Lance Dyas Dragonlords Decision Driven Roleplay http://www.dyasdesigns.com/roleplay/ From jurrubin at earthlink.net Mon Jun 9 23:22:14 2003 From: jurrubin at earthlink.net (David Smart) Date: Mon, 9 Jun 2003 08:22:14 -0500 (CDT) Subject: [RQ-Rules] Futuristic Runequest Message-ID: <3013438.1055172139682.JavaMail.nobody@kermit.psp.pas.earthlink.net> Perfect! Oh, my. Everybody, get this download. It has info useful in almost any RQ setting, from Bronze Age through the modern times and into 2300AD. Nick, this is good. This is _very_ good. Thank you! David Smart -------Original Message------- From: Nick.Middleton at invensys.com Sent: 06/09/03 06:37 AM To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Futuristic Runequest > > >If anyone can find a URL for the RQ3 tech supplement >Nick refers to below, please don't be shy about posting >it! > >David Smart David, http://seegras.discordia.ch/Roleplay/RuneQuest/Cyberpunk/rq31exp1.pdf is _I think_ the file I was talking about but I can't get at it to check due to the web-security screening on my work internet access. Let me know if it isn't and I'll see if I still have copy at home lurking on the hard drive. 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 ollerenb at telus.net Tue Jun 10 02:04:50 2003 From: ollerenb at telus.net (Bruce Ollerenshaw) Date: Mon, 9 Jun 2003 10:04:50 -0600 Subject: [RQ-Rules] Futuristic Runequest References: Message-ID: <001c01c32ea0$db7db6c0$6401a8c0@ab.hsia.telus.net> WOW, those expansion rules are great! I would also recommend "Ringworld" if you can get your hands on a copy. It was designed at about the same time as RQ3 and is quite compatible. Bruce ----- Original Message ----- From: "The Blacklocks" To: "Runequest List" Sent: Saturday, June 07, 2003 9:05 PM Subject: [RQ-Rules] Futuristic Runequest > Has anybody seen or created any rules for a modern setting based on the > Runequest rules. I'm thinking of doing a campaign based on our world after > a cataclysm and magic has returned (something like Shadowrun). So what I > need are rules for using modern weapons (damage and how to use in a SR > system). > > Any help would be appreciated. > > 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 jurrubin at earthlink.net Tue Jun 10 01:33:17 2003 From: jurrubin at earthlink.net (David Smart) Date: Mon, 9 Jun 2003 10:33:17 -0500 (CDT) Subject: [RQ-Rules] Futuristic Runequest Message-ID: <4263742.1055179999167.JavaMail.nobody@statler.psp.pas.earthlink.net> I do indeed have a copy of Ringworld (and the Ringworld Companion). Pity I've misplaced the Technology book. *sigh* Both Ringworld publications work well but the expansion rules are much more detailed in terms of equipment. Also, a lot of the tech in Ringworld is of a much higher level than that in the RQ3.1 expansion; say, on the order of the TL16+ in Traveller and up to Traveller's "Ancients". The inertial armor suit in Ringworld is definitely doable by Traveller's Imperium though the General Products hulls are at (or past!) the level of the Ancients. David Smart -------Original Message------- From: Bruce Ollerenshaw Sent: 06/09/03 11:04 AM To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Futuristic Runequest > > WOW, those expansion rules are great! I would also recommend "Ringworld" if you can get your hands on a copy. It was designed at about the same time as RQ3 and is quite compatible. Bruce ----- Original Message ----- From: "The Blacklocks" To: "Runequest List" Sent: Saturday, June 07, 2003 9:05 PM Subject: [RQ-Rules] Futuristic Runequest > Has anybody seen or created any rules for a modern setting based on the > Runequest rules. I'm thinking of doing a campaign based on our world after > a cataclysm and magic has returned (something like Shadowrun). So what I > need are rules for using modern weapons (damage and how to use in a SR > system). > > Any help would be appreciated. > > 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 jurrubin at earthlink.net Tue Jun 10 02:12:16 2003 From: jurrubin at earthlink.net (David Smart) Date: Mon, 9 Jun 2003 11:12:16 -0500 (CDT) Subject: [RQ-Rules] Futuristic Runequest Message-ID: <2071174.1055182338837.JavaMail.nobody@statler.psp.pas.earthlink.net> All, If anyone wants a copy of the file, I've zipped the .pdf and will be happy to email it out this evening. I'm at work at the moment and it's 12:38p CST here so assume a send time about 6-7 hours from the time of this post. A number of the abbreviations used in the doc aren't defined but with all the BRPS (and other game systems) info at our disposal, we'll all be able to figure it out in no time. David Smart -------Original Message------- From: Bruce Ollerenshaw Sent: 06/09/03 11:04 AM To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Futuristic Runequest > > WOW, those expansion rules are great! From tiberius at runequest.za.org Tue Jun 10 16:24:25 2003 From: tiberius at runequest.za.org (tiberius at runequest.za.org) Date: Tue, 10 Jun 2003 08:24:25 +0200 (SAST) Subject: [RQ-Rules] National Geographic - Poisonous Insects Message-ID: <7048.196.8.104.31.1055226265.squirrel@mail.wack.co.za> Greg wrote: [Just to clarify a little mis-conception. The American Honey Bee's venom is much more potent than that that of the African Killer Bee. I believe it is something in the range of 3 times as powerful. African Killer Bees are just much more aggressive, and more defensive of thier territory. Thus "attack" anything near their hive.] Wasn't talking about killer bees, which are a hybred of american and african bees. Was talking about proper african bees, as found in africa. Having been stung a number of times, I can state that their venom is pretty potent. Lance Dyas wrote: [Another note repetitive stinging in many species is not possible the stinger is lodged in the victim and wripped from the bee and its loss may kill said bee.. So when they sting they .... really really mean it] Very true, I think all bees suffer this, except teh queens of course. But what I was getting at was hornets, which can sting a number of times. their sting is for hunting, so would be useless if they died after stinging something, whilst a bees sting is for defence. The bees sting is barbed, so when the bee is removed, its sting staysand continues pumping. Unfortunatly half the bees guuts are attached to the sting, so yes, the bee dies. But back to my question, is poisen for a swarm cumulative or would the victim just have to make a resistance roll for every sting against its individual POT? Ciao Tony From Nick.Middleton at invensys.com Tue Jun 10 17:44:27 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Tue, 10 Jun 2003 08:44:27 +0100 Subject: [RQ-Rules] Futuristic Runequest Message-ID: >Perfect! > >Oh, my. > >Everybody, get this download. It has info useful in almost any RQ setting, from Bronze Age through the modern >times and into 2300AD. > >Nick, this is good. This is _very_ good. > >Thank you! Glad to be of help, but the thanks should really go to the chaps that compiled and posted it! I find it particularly useful as I have 2300AD and Dark Conspiracy (a GDW game related to Twilight 2K) so I have two of the main "reference games" the used to develop modern and futuristic weapons from. But it has always looked solid as a set of rules and stats - I have never played it properly as I tend toward BRP/CoC/Elric! in modern or cross genre games and the most likely options for playing RQ these days are either I persuade some players to visit my version of Sanctuary or a friend _finally_ runs Vikings (he's only been threatening/enthusing for ten years or so...). I must say, it is a shame the RQ III technical Expansion isn't better known, perhaps someone with a web-site could approach the authors about hosting it? Or posting it to the file section of the RQ Addicts group on Yahoo (although I gather there are Issues with the Yahoo ToS regarding uploaded files)? Regards, Nick Middleton From stolenbjorn at hotmail.com Tue Jun 10 22:42:42 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 10 Jun 2003 12:42:42 +0000 Subject: [RQ-Rules] Futuristic Runequest Message-ID: I've made "Lagnadstid, a futuristic Glorantha setting" In addition, I recomend you to take a loock at Call of Cthulhu rules, as that setting have plenty of stats for firearms. Personally, I'd go for making firearmsrules myself, as I find the CoC ones inadequate. >From: "The Blacklocks" >Reply-To: rq-rules at crashbox.com >To: "Runequest List" >Subject: [RQ-Rules] Futuristic Runequest >Date: Sat, 7 Jun 2003 20:05:27 -0700 > >Has anybody seen or created any rules for a modern setting based on the >Runequest rules. I'm thinking of doing a campaign based on our world after >a cataclysm and magic has returned (something like Shadowrun). So what I >need are rules for using modern weapons (damage and how to use in a SR >system). > >Any help would be appreciated. > >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 ------------------------------------------ ------------------------------------------ Hotmail snakker ditt spr?k! ------------------------------------------ - F? Hotmail p? norsk i dag ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Tue Jun 10 22:50:52 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 10 Jun 2003 12:50:52 +0000 Subject: [RQ-Rules] National Geographic - Poisonoust Insects Message-ID: I think you should do what you think is right for your setting! Personally, I like the consept of adding POT together, or give pot increase pr. size of swarm, perhaps? So a small japanese swarm should have a POT equal to a big european swarm? >From: tiberius at runequest.za.org >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com >Subject: [RQ-Rules] National Geographic - Poisonoust Insects >Date: Mon, 9 Jun 2003 12:25:34 +0200 (SAST) > >Watched a show by National Geographic the other day, about the giant >hornets of Japan. (I wonder why they aren't in land of ninja). anyway, >they are pretty dangerous blighters, measure about 7 cm (from what I >remember) and can kill someone with a sting - usually through an alergic >reacton,although a small swarm can kill someone outright. So, great little >encounter has developed in this devious GM's mind. Enough rambling: I >wonder what POT I should give their poisen? What POT would, per example a >bee have? (African bee, not them woosy american bees mind). Assuming a >single bee sting would have a POT of 1 (reckon a criticle fumble on the >resistance table would be the equivalent of a highly allergic reaction and >oculd result in death), the average hornet/wasp would then be 2. I would >make a giant hornet have a POT of 3 then, so if an adventurer is stung by >a swarm/or just repetedly by a single hornet, he could end up resisting >against a huge POT. Or am I off track, are the effects of poisn cumulative >like that, vis-a-vis 3 stings at 3 POT each means resisting CON >(passive)aainst a POT of 9 (active)? >Cheers >Tony > > >-- >What does an Austrailin Ent say in greeting? >. >. >Gidday Spruce. >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ ------------------------------------------ Hotmail snakker ditt spr?k! ------------------------------------------ - F? Hotmail p? norsk i dag ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Tue Jun 10 22:54:04 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 10 Jun 2003 12:54:04 +0000 Subject: [RQ-Rules] Futuristic Runequest Message-ID: Brilliant! I'm gonna print it out and watch it at home in peace and quietness... >Perfect! >Everybody, get this download. >Nick, this is good. This is _very_ good. >Thank you!   ------------------------------------------ ------------------------------------------ Hotmail snakker ditt spr?k! ------------------------------------------ - F? Hotmail p? norsk i dag ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Tue Jun 10 22:57:28 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 10 Jun 2003 12:57:28 +0000 Subject: [RQ-Rules] Futuristic Runequest Message-ID: I'm gonna use this in glorantha, as the GodLearners in my interpetation was on this kind of tech lvl. ------------------------------------------ ------------------------------------------ Hotmail snakker ditt spr?k! ------------------------------------------ - F? Hotmail p? norsk i dag ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From lancelot at inetnebr.com Wed Jun 11 01:14:38 2003 From: lancelot at inetnebr.com (lance dyas) Date: Tue, 10 Jun 2003 08:14:38 -0700 Subject: [RQ-Rules] National Geographic - Poisonoust Insects In-Reply-To: References: Message-ID: <3EE5F5DE.20408@inetnebr.com> Bjorn Stolen wrote: >I think you should do what you think is right for your setting! > >Personally, I like the consept of adding POT together, or give pot increase pr. size of swarm, perhaps? So a small japanese swarm should have a POT equal to a big european swarm? > Swarms are often treated as group entities so I would calculate their POT as an entitiy... -- Lance Dyas Dragonlords Decision Driven Roleplay http://www.dyasdesigns.com/roleplay/ From Nick.Middleton at invensys.com Tue Jun 10 23:26:33 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Tue, 10 Jun 2003 14:26:33 +0100 Subject: [RQ-Rules] National Geographic - Poisonoust Insects Message-ID: >Personally, I like the consept of adding POT together, or give pot increase pr. size of swarm, perhaps? So a >small japanese swarm should have a POT equal to a big european swarm? > Whilst I can see how the former seems plausible, I can't help feeling the latter approach is a better abstraction and fits the RQ rules better. >>Watched a show by National Geographic the other day, about the giant >>hornets of Japan. (I wonder why they aren't in land of ninja). anyway, >>they are pretty dangerous blighters, measure about 7 cm (from what I >>remember) and can kill someone with a sting - usually through an alergic >>reacton,although a small swarm can kill someone outright. So, great little >>encounter has developed in this devious GM's mind. Enough rambling: I >>wonder what POT I should give their poisen? What POT would, per example a >>bee have? (African bee, not them woosy american bees mind). Assuming a >>single bee sting would have a POT of 1 (reckon a criticle fumble on the >>resistance table would be the equivalent of a highly allergic reaction and >>oculd result in death), the average hornet/wasp would then be 2. I would >>make a giant hornet have a POT of 3 then, so if an adventurer is stung by >>a swarm/or just repetedly by a single hornet, he could end up resisting >>against a huge POT. Or am I off track, are the effects of poisn cumulative >>like that, vis-a-vis 3 stings at 3 POT each means resisting CON >>(passive)aainst a POT of 9 (active)? I think that one should quote a potency for single stings, and as Bjorn suggested (above), a separate potency for swarms, with perhaps some loose but reasonable definition of what is a swarm. Crucially, I think that (exceptionally gribblesome killer insects aside) you should treat ANY number of stings below the "swarm" threshold as a single sting, because 10 rolls potency 1 is a different proposition to one roll against potency 10. And the former approach involves far too many dice rolls, whilst the latter (simple linear addition of POT) makes large swarms very potent very quickly. Now that may be true of some creatures, although I'd want to check with my father in law (one of the UK's leading authorities on Social Wasps and Hornets, bizarrely enough...), but as a general game mechanic, I think a potency range for a swarm, with differing ranges dependant on species, is a model more usable in play. Mind, I've now got the feeling that I have seen stats for insect swarms, in the Monster Book? One of Gloranthan supplements? Anyone closer to their RQ books care to comment? Cheers, Nick Middleton >>What does an Austrailin Ent say in greeting? >> >>Gidday Spruce. This made me _howl_ with laughter... ah me thank you for that :-) From stolenbjorn at hotmail.com Wed Jun 11 21:48:26 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 11 Jun 2003 11:48:26 +0000 Subject: [RQ-Rules] The futuretech supplement Message-ID: Did anybody get the rules for full auto? I liked how to calculate wasted shots, but missed the bit where they describe how many bullets that actually hit, and how damage is rolled for those bullets. (In CoC, you simply add one damage to one bullet's base hit pr. extra bullet you blast away in a full auto action) I allso want to recomend any of you out there doing modern/future RPG'ing to pay attention to the fact that it is very difficult to decide actually how many rounds you want to fire when you fire full auto, and that it is very difficult to keep track of how many rounds you have left in a mag. (Talking from personal experience with the german G3 Nato assault rifle) ------------------------------------------ ------------------------------------------ Hotmail snakker ditt spr?k! ------------------------------------------ - F? Hotmail p? norsk i dag ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From leonbk at yahoo.com Fri Jun 20 22:59:48 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 20 Jun 2003 05:59:48 -0700 (PDT) Subject: [RQ-Rules] Divine Intervention In-Reply-To: Message-ID: <20030620125948.52195.qmail@web41108.mail.yahoo.com> Being that an avegare initiate has a power of somewhere between 12-15 where is at least a 1 in 10 chance of a successful DI by the NPC during every encounter. So, how often do you have NPCs (who are fighting the player charcters) ask for a DI? Leon Kirshtein www.godlearner.d2g.com ===== Leon Kirshtein (201) 785-9135 __________________________________ Do you Yahoo!? SBC Yahoo! DSL - Now only $29.95 per month! http://sbc.yahoo.com From Nick.Middleton at invensys.com Fri Jun 20 23:28:58 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Fri, 20 Jun 2003 14:28:58 +0100 Subject: [RQ-Rules] Cthulhu Dark Ages and BRP Message-ID: Has anyone else on the list spotted the announcement re Cthulhu Dark Ages at Chaosium? In particular Stephane Gesbert has hinted (In the forums at yog-sothoth.com) that Chaosium's edition might actually be a stand alone BRP game. Add this to the new bit at the Chaosium sight regarding submitting new games and one does wonder whether they may finally be trying to build something useful on the BRP foundation. Add to this Rick's comments at the turn of the year regarding the copyright on the runequest rules having reverted to the original authors and... and... and I'm not sure, but it certainly seems to be a cheerier time for the BRP/RQ family of games than a few years back ;-) Now if I can just persuade one of my regular gaming groups to play some BBRP/RQ... Cheers, Nick Middleton. From jellen at ameritech.net Sat Jun 21 01:45:58 2003 From: jellen at ameritech.net (J and/or Ellen) Date: Fri, 20 Jun 2003 10:45:58 -0500 Subject: [RQ-Rules] Divine Intervention References: <20030620125948.52195.qmail@web41108.mail.yahoo.com> Message-ID: <00f801c33743$0bf24870$3410fea9@frkt5> Only when the script calls for it. If Uberlord Bigbad is already cast as a lead heavy in the party's future, and if I couldn't imagine how anyone else could fill his shoes dramatically, I'll somehow negate a player's critical to his head. Such bias is more than offset by the fact that I never allow stormtroopers, the palace guard, the city watch, and other faceless types a chance at DI. --J ----- Original Message ----- From: "Leon Kirshtein" To: Sent: Friday, June 20, 2003 7:59 AM Subject: [RQ-Rules] Divine Intervention > Being that an avegare initiate has a power of > somewhere between 12-15 where is at least a 1 in 10 > chance of a successful DI by the NPC during every > encounter. So, how often do you have NPCs (who are > fighting the player charcters) ask for a DI? > > Leon Kirshtein > www.godlearner.d2g.com From jurrubin at earthlink.net Sat Jun 21 08:36:52 2003 From: jurrubin at earthlink.net (D. Smart) Date: Fri, 20 Jun 2003 17:36:52 -0500 Subject: [RQ-Rules] Divine Intervention References: <20030620125948.52195.qmail@web41108.mail.yahoo.com> Message-ID: <3EF38C84.4000603@earthlink.net> Since 1980..twice. One didn't make it and one did. The one who did came back with POW 2. Interestingly enough, I've had only two players use a DI. Again, one didn't make it while the other came back almost completely reamed of POW. David Leon Kirshtein wrote: >Being that an avegare initiate has a power of >somewhere between 12-15 where is at least a 1 in 10 >chance of a successful DI by the NPC during every >encounter. So, how often do you have NPCs (who are >fighting the player charcters) ask for a DI? > >Leon Kirshtein >www.godlearner.d2g.com > >===== >Leon Kirshtein >(201) 785-9135 > >__________________________________ >Do you Yahoo!? >SBC Yahoo! DSL - Now only $29.95 per month! >http://sbc.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 jurrubin at earthlink.net Sat Jun 21 08:39:06 2003 From: jurrubin at earthlink.net (D. Smart) Date: Fri, 20 Jun 2003 17:39:06 -0500 Subject: [RQ-Rules] Cthulhu Dark Ages and BRP References: Message-ID: <3EF38D0A.1060005@earthlink.net> WHOA! I missed this completely! Could there be..a BRP renaissance in the future? Hope so. David Smart Nick.Middleton at invensys.com wrote: >Has anyone else on the list spotted the announcement re Cthulhu Dark Ages >at Chaosium? In particular Stephane Gesbert has hinted (In the forums at >yog-sothoth.com) that Chaosium's edition might actually be a stand alone >BRP game. Add this to the new bit at the Chaosium sight regarding >submitting new games and one does wonder whether they may finally be trying >to build something useful on the BRP foundation. > >Add to this Rick's comments at the turn of the year regarding the copyright >on the runequest rules having reverted to the original authors and... >and... and I'm not sure, but it certainly seems to be a cheerier time for >the BRP/RQ family of games than a few years back ;-) > >Now if I can just persuade one of my regular gaming groups to play some >BBRP/RQ... > > >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 soltakss at yahoo.com Sun Jun 22 23:37:47 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Sun, 22 Jun 2003 14:37:47 +0100 (BST) Subject: [RQ-Rules] Re: Divine Intervention In-Reply-To: <20030620135603.EE2494C4AB@thinbits.com> Message-ID: <20030622133747.56716.qmail@web9605.mail.yahoo.com> Leon Kirshtein: > Being that an avegare initiate has a power of > somewhere between 12-15 where is at least a 1 in 10 > chance of a successful DI by the NPC during every > encounter. So, how often do you have NPCs (who are > fighting the player charcters) ask for a DI? What we used to do was to give each NPC a chance for DI upon death. Since we played that deities would grant their favourites (Rune Levels and Heroes) better DIs than initiates, an initiate DI normally resulted in: 1. The initiate being healed, resurrected and standing up if he had died 2. The initiate and some of his friends healed and put standing up if he was simply injured 3. The initiate transported away to a safe place, home temple or wherever if he had died 4. The initiate and a couple of friends transported away to a safe place, home temple or wherever if he was still alive We always believed that NPCs had exactly the same rights as PCs and would attempt DI in the same situation as PCs. So, generaly, when an initiate was killed, he would roll DI to see if he disappeared or came back fully healed and ready to go again. In a difficult fight, this could mean the difference between PC victory or defeat. If the situation was desparate then NPCs sometimes asked for DI before dying, sometimes to bog out, sometimes for reinforcements, sometimes just for healing. There was a danger here, because an initiate can only ask for DI once per week, so a success here means that he is stuck afterwards. By the way, we often called 3 and 4 above "Please destroy me and all of my magic items" as to a PC that's basically what happened. Simon ________________________________________________________________________ Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://uk.messenger.yahoo.com/ From steve at perrinworlds.com Mon Jun 23 05:14:20 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 22 Jun 2003 12:14:20 -0700 Subject: [RQ-Rules] Re: Divine Intervention References: <20030622133747.56716.qmail@web9605.mail.yahoo.com> Message-ID: <002d01c338f2$7e299000$f4407442@wizard> I "lost" two favorite characters that way, actually. One was Rurik Runespear, who was created as a RuneLord but I actually played on several occasions. He used DI to get himself out of a pickled situation (one of the reasons why we later said that DI from one god doesn't work in the holy place of another) but this clobbered his POW. When he later got critted by the trollkin, he didn't have enough POW to DI again (i.e. he failed the roll). The other was a character "started from scratch" who pulled the same trick except he got the whole team out of the problem. But with a POW of four he died miserably on a later adventure. SPQR has different DI rules. Steve Perrin ----- Original Message ----- From: "Simon Phipp" To: Sent: Sunday, June 22, 2003 6:37 AM Subject: [RQ-Rules] Re: Divine Intervention > Leon Kirshtein: > > > Being that an avegare initiate has a power of > > somewhere between 12-15 where is at least a 1 in 10 > > chance of a successful DI by the NPC during every > > encounter. So, how often do you have NPCs (who are > > fighting the player charcters) ask for a DI? > > What we used to do was to give each NPC a chance for DI upon death. Since we > played that deities would grant their favourites (Rune Levels and Heroes) > better DIs than initiates, an initiate DI normally resulted in: > > 1. The initiate being healed, resurrected and standing up if he had died > 2. The initiate and some of his friends healed and put standing up if he was > simply injured > 3. The initiate transported away to a safe place, home temple or wherever if > he had died > 4. The initiate and a couple of friends transported away to a safe place, > home temple or wherever if he was still alive > > We always believed that NPCs had exactly the same rights as PCs and would > attempt DI in the same situation as PCs. So, generaly, when an initiate was > killed, he would roll DI to see if he disappeared or came back fully healed > and ready to go again. In a difficult fight, this could mean the difference > between PC victory or defeat. > > If the situation was desparate then NPCs sometimes asked for DI before dying, > sometimes to bog out, sometimes for reinforcements, sometimes just for > healing. There was a danger here, because an initiate can only ask for DI > once per week, so a success here means that he is stuck afterwards. > > By the way, we often called 3 and 4 above "Please destroy me and all of my > magic items" as to a PC that's basically what happened. > > Simon > > > ________________________________________________________________________ > Want to chat instantly with your online friends? Get the FREE Yahoo! > Messenger http://uk.messenger.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 steve at perrinworlds.com Mon Jun 23 05:16:16 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 22 Jun 2003 12:16:16 -0700 Subject: [RQ-Rules] Cthulhu Dark Ages and BRP References: Message-ID: <003901c338f2$c12ed9a0$f4407442@wizard> The RuneQuest name has not "reverted to the creators." It has reverted to Issaries Inc. because Greg asked for it and they (I assume Hasbro or WotC) said he could have it. Actually, the last time I talked to Greg about this he said it was not yet final, but that was a few months ago. Steve Perrin ----- Original Message ----- From: To: Sent: Friday, June 20, 2003 6:28 AM Subject: [RQ-Rules] Cthulhu Dark Ages and BRP > > Has anyone else on the list spotted the announcement re Cthulhu Dark Ages > at Chaosium? In particular Stephane Gesbert has hinted (In the forums at > yog-sothoth.com) that Chaosium's edition might actually be a stand alone > BRP game. Add this to the new bit at the Chaosium sight regarding > submitting new games and one does wonder whether they may finally be trying > to build something useful on the BRP foundation. > > Add to this Rick's comments at the turn of the year regarding the copyright > on the runequest rules having reverted to the original authors and... > and... and I'm not sure, but it certainly seems to be a cheerier time for > the BRP/RQ family of games than a few years back ;-) > > Now if I can just persuade one of my regular gaming groups to play some > BBRP/RQ... > > > 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 jellen at ameritech.net Mon Jun 23 05:55:28 2003 From: jellen at ameritech.net (J and/or Ellen) Date: Sun, 22 Jun 2003 14:55:28 -0500 Subject: [RQ-Rules] Cthulhu Dark Ages and BRP References: <003901c338f2$c12ed9a0$f4407442@wizard> Message-ID: <01b501c338f8$3b2d1140$3410fea9@frkt5> Good to hear that you two are (or were, a few months ago) on speaking terms. --J ----- Original Message ----- From: "Steve Perrin" To: Sent: Sunday, June 22, 2003 2:16 PM Subject: Re: [RQ-Rules] Cthulhu Dark Ages and BRP > The RuneQuest name has not "reverted to the creators." It has reverted to > Issaries Inc. because Greg asked for it and they (I assume Hasbro or WotC) > said he could have it. > > Actually, the last time I talked to Greg about this he said it was not yet > final, but that was a few months ago. > > Steve Perrin > > ----- Original Message ----- > From: > To: > Sent: Friday, June 20, 2003 6:28 AM > Subject: [RQ-Rules] Cthulhu Dark Ages and BRP > > > > > > Has anyone else on the list spotted the announcement re Cthulhu Dark Ages > > at Chaosium? In particular Stephane Gesbert has hinted (In the forums at > > yog-sothoth.com) that Chaosium's edition might actually be a stand alone > > BRP game. Add this to the new bit at the Chaosium sight regarding > > submitting new games and one does wonder whether they may finally be > trying > > to build something useful on the BRP foundation. > > > > Add to this Rick's comments at the turn of the year regarding the > copyright > > on the runequest rules having reverted to the original authors and... > > and... and I'm not sure, but it certainly seems to be a cheerier time for > > the BRP/RQ family of games than a few years back ;-) > > > > Now if I can just persuade one of my regular gaming groups to play some > > BBRP/RQ... > > > > > > 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 > > > > _______________________________________________ > 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 Mon Jun 23 07:16:10 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 22 Jun 2003 14:16:10 -0700 Subject: [RQ-Rules] Cthulhu Dark Ages and BRP References: <003901c338f2$c12ed9a0$f4407442@wizard> <01b501c338f8$3b2d1140$3410fea9@frkt5> Message-ID: <006f01c33903$81713130$f4407442@wizard> Greg and I have always been on speaking terms. I got tired of Glorantha, but I've never stopped liking Greg. Steve ----- Original Message ----- From: "J and/or Ellen" To: Sent: Sunday, June 22, 2003 12:55 PM Subject: Re: [RQ-Rules] Cthulhu Dark Ages and BRP > Good to hear that you two are (or were, a few months ago) on speaking terms. > > --J > > ----- Original Message ----- > From: "Steve Perrin" > To: > Sent: Sunday, June 22, 2003 2:16 PM > Subject: Re: [RQ-Rules] Cthulhu Dark Ages and BRP > > > > The RuneQuest name has not "reverted to the creators." It has reverted to > > Issaries Inc. because Greg asked for it and they (I assume Hasbro or WotC) > > said he could have it. > > > > Actually, the last time I talked to Greg about this he said it was not yet > > final, but that was a few months ago. > > > > Steve Perrin > > > > ----- Original Message ----- > > From: > > To: > > Sent: Friday, June 20, 2003 6:28 AM > > Subject: [RQ-Rules] Cthulhu Dark Ages and BRP > > > > > > > > > > Has anyone else on the list spotted the announcement re Cthulhu Dark > Ages > > > at Chaosium? In particular Stephane Gesbert has hinted (In the forums at > > > yog-sothoth.com) that Chaosium's edition might actually be a stand alone > > > BRP game. Add this to the new bit at the Chaosium sight regarding > > > submitting new games and one does wonder whether they may finally be > > trying > > > to build something useful on the BRP foundation. > > > > > > Add to this Rick's comments at the turn of the year regarding the > > copyright > > > on the runequest rules having reverted to the original authors and... > > > and... and I'm not sure, but it certainly seems to be a cheerier time > for > > > the BRP/RQ family of games than a few years back ;-) > > > > > > Now if I can just persuade one of my regular gaming groups to play some > > > BBRP/RQ... > > > > > > > > > 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 > > > > > > > _______________________________________________ > > 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 ghoyle1 at airmail.net Mon Jun 23 12:21:23 2003 From: ghoyle1 at airmail.net (Guy Hoyle) Date: Sun, 22 Jun 2003 21:21:23 -0500 Subject: [RQ-Rules] Cthulhu Dark Ages and BRP In-Reply-To: <006f01c33903$81713130$f4407442@wizard> References: <003901c338f2$c12ed9a0$f4407442@wizard> <01b501c338f8$3b2d1140$3410fea9@frkt5> <006f01c33903$81713130$f4407442@wizard> Message-ID: <200306222121230119.0FF67028@smtp.airmail.net> On 6/22/2003 at 2:16 PM Steve Perrin wrote: >Greg and I have always been on speaking terms. I got tired of Glorantha, >but >I've never stopped liking Greg. If I can pursue this just a bit, at what point do you think you stopped liking Glorantha? I'm still a fan, but I find that I sometimes wish things could be simpler. Maybe not back to the RQ2 days, since there's a lot I like in the current manifestation of Glorantha, but it often goes way beyond what I consider useful in a gaming situation. Guy Hoyle _____ 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 steve at perrinworlds.com Mon Jun 23 13:08:05 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 22 Jun 2003 20:08:05 -0700 Subject: [RQ-Rules] Cthulhu Dark Ages and BRP References: <003901c338f2$c12ed9a0$f4407442@wizard> <01b501c338f8$3b2d1140$3410fea9@frkt5> <006f01c33903$81713130$f4407442@wizard> <200306222121230119.0FF67028@smtp.airmail.net> Message-ID: <004301c33934$aaec4780$f4407442@wizard> Exactly my problem. As Greg developed his plans for Glorantha, I felt like I had less and less input. It's Greg's world, and in the final result it is a very individual world and expresses his views entirely. Some of us contributed, but for the most part it is Greg's creation and Greg's baby. I needed to find my own worlds. Steve ----- Original Message ----- From: "Guy Hoyle" To: Sent: Sunday, June 22, 2003 7:21 PM Subject: Re: [RQ-Rules] Cthulhu Dark Ages and BRP On 6/22/2003 at 2:16 PM Steve Perrin wrote: >Greg and I have always been on speaking terms. I got tired of Glorantha, >but >I've never stopped liking Greg. If I can pursue this just a bit, at what point do you think you stopped liking Glorantha? I'm still a fan, but I find that I sometimes wish things could be simpler. Maybe not back to the RQ2 days, since there's a lot I like in the current manifestation of Glorantha, but it often goes way beyond what I consider useful in a gaming situation. Guy Hoyle _____ 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. _______________________________________________ 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 Mon Jun 23 18:35:01 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Mon, 23 Jun 2003 09:35:01 +0100 Subject: [RQ-Rules] Cthulhu Dark Ages and BRP Message-ID: >The RuneQuest name has not "reverted to the creators." It has reverted to >Issaries Inc. because Greg asked for it and they (I assume Hasbro or WotC) >said he could have it. > >Actually, the last time I talked to Greg about this he said it was not yet >final, but that was a few months ago. > >Steve Perrin Oops, my apologies Steve, I didn't mean the Trademark, sorry if I wasn't clear about that! I had recalled the business about Issaries acquiring the Rune Quest Trademark, and I presume that as you say it's because Hasbro/WotC have decided to let it go (I gather they have been pretty lenient about some of the old SPI Trademarks, although that arises out of the long and tortuous trail from SPI to TSR to WotC to Hasbro). What I was actually referring to was this post of Rick's: http://www.crashbox.com/pipermail/rq-rules/2003/001108.html Specifically, the last paragraph: "The rights to the Runequest 2/3 edition rules have reverted to the authors, plus Chaosium has an interest in retaining control of its BRP "percentile" based system. While I cannot say so for certain, I found it interesting that they brought back into print the BRP rules, possessively entitled "a Chaosium system" with the possible intent of helping reassert/retain their ownership of the system." Now that was posted here 07/01/2003, and as I said, combine that with Chaosium's interest in new game submissions (possibly based on BRP) and the launch of CoC Dark Ages as a stand alone BRP game and, well, it just seems a more positive vibe for BRP/RQ than for a while. The problems with the copyright (as opposed to Trademark) of the 2nd and 3rd edition rules of the-game-formerly-known-as-RuneQuest having reverted to the author(s) is 1) establishing that this is legally the case (!) and 2)tracking all the authors down - my memory is that certainly for RQ3 the list of authors is quite extensive, and wasn't the line for RQII something like Steve Perrin, Ray Turney and friends? But if it _could_ be done, there are some exciting possibilities, depending on what you and the others wanted to do... Cheers, Nick Middleton From vhaag at rim.net Tue Jun 24 00:06:36 2003 From: vhaag at rim.net (Viktor Haag) Date: Mon, 23 Jun 2003 10:06:36 -0400 Subject: [RQ-Rules] Cthulhu Dark Ages and BRP In-Reply-To: <3EF38D0A.1060005@earthlink.net> References: <3EF38D0A.1060005@earthlink.net> Message-ID: <16119.2412.202901.605179@suldrun.rim.net> D. Smart writes: > WHOA! I missed this completely! > > Could there be..a BRP renaissance in the future? Given the plethora of "Dark Ages" stuff that's already available I would have thought that a CoC Renaissance would have been a better idea. However, perhaps it's exactly *because* of the plethora of dark ages stuff that they did it this way.. I'll probably buy it just to put some money in Chaosium's pocket by way of encouragement for stuff like this, but I'm more interested in Elizabethan CoC than Norman CoC. -- Viktor From Rjmeints at aol.com Tue Jun 24 01:47:14 2003 From: Rjmeints at aol.com (Rjmeints at aol.com) Date: Mon, 23 Jun 2003 11:47:14 -0400 Subject: [RQ-Rules] Re: RQ Trademarks and Copyrights Message-ID: <163A1E5B.01B018A9.00817004@aol.com> > >Add to this Rick's comments at the turn of the year > >regarding the copyright on the runequest rules > >having reverted to the original authors and... > >Cheers, > >Nick Middleton. > Message: 6 > From: "Steve Perrin" > The RuneQuest name has not "reverted to the creators." > It has reverted to Issaries Inc. because Greg asked > for it and they (I assume Hasbro or WotC) > said he could have it. > > Steve Perrin Being the "Rick" who was quoted, please let me clarify a few things. My original post proved that a little knowledge can be a dangerous thing. If you want to know about the status of the Runequest Trademark and the Copyright on the RQ2 or RQ3 rules, please ask Issaries. I am not their spokesman, and not a lawyer. Sorry for the confusion. All I can say is that I know of no plans to reprint Runequest, and I know for certain that I do not have the permission to reprint the rules as part of the Gloranthan Classics series. My offer was declined. Rick Meints Gloranthan Classics From jurrubin at earthlink.net Tue Jun 24 00:14:40 2003 From: jurrubin at earthlink.net (David Smart) Date: Mon, 23 Jun 2003 09:14:40 -0500 (CDT) Subject: [RQ-Rules] Cthulhu Dark Ages and BRP Message-ID: <6991404.1056384887164.JavaMail.nobody@beaker.psp.pas.earthlink.net> Heck, I'd buy practically anything BRP-related if it was of decent quality, regardless of the time period. Mixing different time periods is a plus for me. I love messing with players' minds. *grin* David Smart -------Original Message------- From: Viktor Haag Sent: 06/23/03 09:06 AM To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Cthulhu Dark Ages and BRP > > D. Smart writes: > WHOA! I missed this completely! > > Could there be..a BRP renaissance in the future? Given the plethora of "Dark Ages" stuff that's already available I would have thought that a CoC Renaissance would have been a better idea. However, perhaps it's exactly *because* of the plethora of dark ages stuff that they did it this way.. I'll probably buy it just to put some money in Chaosium's pocket by way of encouragement for stuff like this, but I'm more interested in Elizabethan CoC than Norman CoC. -- Viktor _______________________________________________ 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 Jun 24 03:06:40 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Mon, 23 Jun 2003 10:06:40 -0700 Subject: [RQ-Rules] Cthulhu Dark Ages and BRP References: Message-ID: <00c901c339a9$d11e8380$f4407442@wizard> Would have been nice if anyone had told the authors that the rights (such as they are) had reverted to them. First I've heard of it. Your url implies that it showed up on this list, but if it did and I read it, I must have had a senior moment about it, because I don't recall any such things. Maybe that's why I haven't heard a thing from the Chaosium despite trying to contact them on at least two occasions in the last six months. As for tracking the authors down, RQII was me, Steve Henderson, Ray Turney, and Warren James, the same lineup as RQI. Last I heard, Ray was still active in gaming in the Bay Area. I think I saw him at the last DunDraCon. Steve H. and I are still in continual correspondence and both still doing DunDraCon. Warren, on the other hand, dropped off the map. Last heard of living in Texas, and that was years ago. I'd say the only significant additions to that list for RQIII were Sandy Petersen and Greg himself. I'm trying to remember if anyone else had a major impact insofar as the actual writing is concerned and I'm coming up blank, though certainly folks like Charlie Krank and Lynn Willis and others had some input. Steve Perrin ----- Original Message ----- From: >snip< >What I was > actually referring to was this post of Rick's: > http://www.crashbox.com/pipermail/rq-rules/2003/001108.html Specifically, > the last paragraph: > > "The rights to the Runequest 2/3 edition rules have reverted to the > authors, plus Chaosium has an interest in retaining control of its > BRP "percentile" based system. While I cannot say so for certain, > I found it interesting that they brought back into print the BRP rules, > possessively entitled "a Chaosium system" with the possible intent > of helping reassert/retain their ownership of the system." > > Now that was posted here 07/01/2003, and as I said, combine that with > Chaosium's interest in new game submissions (possibly based on BRP) and the > launch of CoC Dark Ages as a stand alone BRP game and, well, it just seems > a more positive vibe for BRP/RQ than for a while. > > The problems with the copyright (as opposed to Trademark) of the 2nd and > 3rd edition rules of the-game-formerly-known-as-RuneQuest having reverted > to the author(s) is 1) establishing that this is legally the case (!) and > 2)tracking all the authors down - my memory is that certainly for RQ3 the > list of authors is quite extensive, and wasn't the line for RQII something > like Steve Perrin, Ray Turney and friends? But if it _could_ be done, there > are some exciting possibilities, depending on what you and the others > wanted to do... > > 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 DevinC at aol.com Wed Jun 25 04:33:23 2003 From: DevinC at aol.com (DevinC at aol.com) Date: Tue, 24 Jun 2003 14:33:23 -0400 Subject: [RQ-Rules] Re: Divine Intervention Message-ID: <42BB0569.588780D6.00047AF1@aol.com> I really despised DI in RQ, at least for Initiates. Take a fight between 6 PCs and 6 broo and chances are a DI will occur assuming it is a fight to the death. That's just too often for DI to occur. It basically ended up determining the outcome of every battle. So, I toyed around with changing Initiate DI to a 1% chance per year of being an initiate, with a +1 for a POW of 13-14, +2 for POW 15-16, and +3 for 17-18. When a DI was made, the year count reset to zero. Also, an Initiate could not request a DI more than once per week and could never be granted DI more than 1/year. Devin From leonbk at yahoo.com Wed Jun 25 07:11:39 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Tue, 24 Jun 2003 14:11:39 -0700 (PDT) Subject: [RQ-Rules] Cult of Magma In-Reply-To: Message-ID: <20030624211139.30193.qmail@web41103.mail.yahoo.com> This is something I dreamed up last night and I am looking for some feedback. Enjoy and let me know what you think. I added work from several people and will them credit in the final version. Leon The Cult Of Magma I. Mythos and History While Stone lived many were his children. His sons stout granite, sharp flint, porous limestone and beautiful daughters sapphire, emerald, diamond spread far and were loved by all. When the life fled Stone his children shared his fate and while their bodies remained upon the world, they are without will, soul, and choice. Yet not all of Stones children went quietly many struggled for lust for life was strong within them. One, Magma, in particular rebelled against this injustice. Magma was a creature of action and the force immobility of centuries held little appeal. He sought the protection of Gata to hide him, but she was not able to help him for his very nature did not allow him to be still in one place. In his quest to hide Magma sought the deepest places and eventually came to Hell itself where he met Yelm, who like his father had experienced Death first hand. Yelm sent Magma to Lodril for Magma was of Earth tribe and beneath Yelm. Lodril on the other hand made a deal with Magma to help each other in the trials to come. With Lodril?s help Magma would live and Lodril?s children could count on Magmas hardness to shield them. From what time on stone retains life as long as the fires within burn hot. Cult Runes are Mobility, Fire and Earth. II. Cult Ecology Because of his very nature the cult of Magma is closely associated with Lodril and his children particularly the Volcano Twins. The Cult is also closely allied to Mostali as the last living son of Stone. Any dwarf who joins this cult is not considered as heretics, even though they are no longer a member of the Cult of Mostal. However, such individuals do not remain within the normal Mostali society for they are seekers and wanders. Members duty is to seek ways to repair the World Machine, but unlike the followers of Mostal who toil at this task on a daily basis, the followers of Magma look to reclaim things which were lost and find new things to restore the World Machine. The Cult?s holy days generally follow Lodril?s but with the main one being on Fireday of Movement week in Earth Season. III. The Cult in the World Few dwarfs, ?The Recast Ones?, follow this cult. By joining the guaranties his continued acceptance within the society but in effect sentences himself to a life of exile. As such there are no major centers of worship within the dwarven society, although any forge or other place there rock and fire mix are considered holy. This cult is much more popular with humans in Caladraland where they work closely with the cults of Lodril and the Volcano Twins. Often members of Magma?s cult can be found leading the battle versus the forces of water since even with their death their bodies serve as a way to reclaim land. IV. LAY MEMBERSHIP REQUIREMENTS TO JOIN Lay membership is open to all intelligent beings who are not Aldrymi or of Chaos. Humans and dwarves are the most common worshipers, others may join. Even a Mermen have been known to join the cult, but they are usually considered as traitors to their kind. REQUIREMENTS TO BELONG Lay members must never worship Chaos. A standard fee of 10L usually in gems must be given to the temple. All Mostali are considered to be at least Lay members and do not need to pay this fee. MUNDANE BENEFITS The temple provide room and board for traveling members and will shelter any Mostali dwarf for as long as he requests it. SKILLS Lay members may receive training in Mineral Lore, Firespeech, Earthtongue and Warhammer at standard prices. SPELLS Lay members may also purchase the following spells at the usual prices: Detect , Ignite, Strength, and Vigor. The spell of Extinguish is prohibited. V. INITIATE MEMBERSHIP REQUIREMENTS FOR INITIATION A worshipper who wishes to become an initiate must first have been a permanent lay member in good standing for at least years or must be a dwarf. He must pass a standard test of cult skills. The prospective initiate must make a gift to the priest (at least 100L in value in gems) regardless of his acceptance. If this test is failed, it may be tried again next year. Initiates may be sorcerers. REQUIREMENTS TO REMAIN INITIATED Standard. Initiates may not be a member of any Water or Stasis cults. MUNDANE BENEFITS Standard. May sacrifice for one use divine magic. CULT SKILLS Evaluate, Warhammer, Spear, Crystal Lore, Mineral Lore, Craft , Craft , Firespeech, Earthtongue, Ceremony, Enchant, Persuade. CULT SPIRIT SPELLS Det , Ignite, Fireblade, Protection, Strength, Vigor, and Coordination. VI. RUNE LORD MEMBERSHIP A Rune Lord of Magma is usually a loner driven by a need to change that which seems to be unavoidable. He burns with inner fire, metaphorically and sometimes literally, which if it ever goes out will result in his death. REQUIREMENTS TO BECOME A RUNE LORD Candidates for Rune Lord must have been initiates for at least two years. They must have a 90% Mineral Lore and four of any other cult skills. RESTRICTIONS A Rune Lord of Magma must spend no more than one season in any one place. At the time they become a Rune Lord a candidate must proclaim a goal, which he must then actively pursue until it is completed or the Rune Lord is dead. If a Rune Lord ever accomplishes his stated goal then he loses his status as a Rune Lord and becomes an Acolyte of the cult. A Rune Lord of Magma donates 90% of his income to the cult, but need only donate 30% of his time. BENEFITS A Rune Lord of Magma gets the usual benefits of an allied spirit, divine intervention on D10, and the use of iron. The allied spirit is usually placed in awakened rock. More mundane benefits they receive are room and board from the temple, a ransom of 2000L (in addition to their own), and cult spells for free. They also receive free training in any cult skills and literacy in their native tongue. Rune Lords may be sorcerers, but few have the time to devote to improvement of these skills. VII. RUNE PRIEST MEMBERSHIP Priests of Magma are known as Deep Fires. They are the keeper of life and seekers of lore to help re-establish the ancient ways. Realizing that the world is slowly mending, he maintains the crafts and lore of the old days and seeks new ways to make things work. REQUIREMENTS FOR ACCEPTANCE Standard. RESTRICTIONS Standard. Deep Fires? cult Craft and Manipulation skills are not limited by their Dex *5. BENEFITS Standard. They receive an allied spirit and gain access to reusable divine magic. Deep Fires may be sorcerers. DIVINE MAGIC Common: All Special Divine: Enchant Stone, Summon/Command Lava Gnome, Fix Intelligence, Release Intelligence, Stone Speak Release Intelligence 2 point ranged, non-stackable, non-reusable Similar to the Waha spell of the same name, but will function only on Mostali or other beings made out of stone or crystal. Fix Intelligence 2 point ranged, non-stackable, non-reusable Similar to the Waha spell of the same name, but will function only on Mostali or other beings made out of stone or crystal. Stone Speak 1 point ranged, non-stackable, reusable This spell allows the caster to determine an individual stone?s or gem?s type, the nature of any enchantments placed on it and its value. The size of the object does not mater, but it must be a single piece. This spell will work on crystals. Lava Gnome Characteristics Average STR 1d6+6 9-10 SIZ 1cm POW 1d6 3-4 HP 2d6+6 13 Move 1 1 Lava Gnomes normally take the form of lava flows; relentlessly pouring over and around rocks, etc., but are also able to appear as walls, columns, cylinders, waves, or even as a large, vaguely humanoid mass of molten earth; wading across the surface, but unable to cross any major expanse of water. As the Lava Gnome sweeps across an area, anyone or anything caught in its wake, or otherwise coming into contact with it, will automatically be engulfed and immolated. The Elemental ignites any flammable objects it touches, and can rapidly reduce the strongest metals or stone to slag. In addition, it can be used as a terrible weapon to burn people. burning, its victims. The Lava Gnome radiates a field of intense heat to its HP x1m. Thus, the area affected by the field shrinks as the Creature takes damage. All humans within the area must flee, or be scorched by the intense heat associated with it; losing 1HP per Melee at SR 10, regardless of armor or magical protection, for as long as they stay within or pass through the field. These are automatic effects of all Lava Gnomes, and cannot be turned off. VIII. SUBSERVIENT CULTS SPIRITS OF REPRISAL: STONE FACE Members of the cult who transgress are attacked by a spirit of reprisal which saps the heat from their bodies making them more susceptible to cold of all type. Priests and Rune Lord may lose all of their body heat in this process, which will most likely result in their death. IX. ASSOCIATED CULTS The Volcano Twins (Firedwell) Sister Diamond (Diamond Edge) Lodril (Enhance Gustbran) - This spell will work on Salamanders and Lavas but will do 1d6 points of damage per round directly to their hit points. Stone - Although Stone is dead his cult is still active amongst the Mostali as such the Cult of Stone may teach skills and sorceries to high ranking Deep Fires. __________________________________ Do you Yahoo!? SBC Yahoo! DSL - Now only $29.95 per month! http://sbc.yahoo.com From stolenbjorn at hotmail.com Wed Jun 25 19:25:53 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 25 Jun 2003 09:25:53 +0000 Subject: [RQ-Rules] Re: Divine Intervention Message-ID:   >I really despised DI in RQ, at least for Initiates. Take a fight between 6 PCs and 6 broo and chances are a DI will occur assuming it is a fight to the death. That's just too often for DI to occur. It basically ended up determining the outcome of every battle. > >So, I toyed around with changing Initiate DI to a 1% chance per year of being an initiate, with a +1 for a POW of 13-14, +2 for POW 15-16, and +3 for 17-18. > >When a DI was made, the year count reset to zero. Also, an Initiate could not request a DI more than once per week and could never be granted DI more than 1/year. > >Devin I like your system! The way I deal with it though, is by not letting the gods beeing able to interfere very directly. Orlanth could perhaps muster a wind sylph, carrying the DI'er (or the enemy) far away.. Charlana Arroy can relieve all present of their anger, frustrations, etc (like a supershrink) etc. And the sourcebooks state that (many of) the chaosgods are uncapable of coming themselves. This way it doesn't matter if the chanses for DI are somewhat high... -Besides I like the ever presence of magics in (my version of) Glorantha, as it makes assembling epic armies a very risky venture indeed; it's better to spread your units out so you don't risk loosing the entire army in one big magical sweep. (This way, I have an -in game -excuse to use the warhammer fantasy battle rules that is best suited for battles with no more than 500 participants) ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From aescleal at btinternet.com Mon Jun 30 06:00:25 2003 From: aescleal at btinternet.com (Ashley Munday) Date: Sun, 29 Jun 2003 21:00:25 +0100 Subject: [RQ-Rules] Re: Divine Intervention In-Reply-To: Message-ID: <000201c33e79$14bcfa80$448d7ad5@mastakos> Not really - A lot of DI's just look like flukes to us modern day folks: - An initiate of Vanganth falling off a mountain hits an unexpected updraft which breaks his fall; - An initiate of Yelmalio finds a crtically impaling blow slid under his armpit missing his heart by inches; - An initiate of Eiritha seperated from her herd and clan walks through a genert storm for two days and finds her way unerringly back to them; - "We was beaten - over 30 Zombies surrounding us and only left Hrolf Truesword standing. He screamed at them, blade shining in the twilight and all the undead keeled over into the marsh." - An initiate of Lanbril caught red handed in Sor-Eel's office tells the guard that caught him that he's a spy. The guard laughs it off and wanders off - "Spy, good one, these Heartland Agents are bloody good - he looked just like a common thief." Instead of having fate points, hero points, plot points, script points or blanchmange points for initiates, in RQ you have Divine Intervention. Cheers, Ash > -----Original Message----- > From: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com]On > Behalf Of Bjorn Stolen > Sent: 25 June 2003 10:26 > To: rq-rules at crashbox.com > Subject: Re: [RQ-Rules] Re: Divine Intervention > > > > >   > >I really despised DI in RQ, at least for Initiates. Take a > fight between 6 PCs and 6 broo and chances are a DI will occur > assuming it is a fight to the death. That's just too often for DI > to occur. It basically ended up determining the outcome of every battle. > > > > > >So, I toyed around with changing Initiate DI to a 1% chance > per year of being an initiate, with a +1 for a POW of 13-14, +2 > for POW 15-16, and +3 for 17-18. > > > > > >When a DI was made, the year count reset to zero. Also, an > Initiate could not request a DI more than once per week and could > never be granted DI more than 1/year. > > > > > >Devin > > I like your system! > > > The way I deal with it though, is by not letting the gods beeing > able to interfere very directly. Orlanth could perhaps muster a > wind sylph, carrying the DI'er (or the enemy) far away.. Charlana > Arroy can relieve all present of their anger, frustrations, etc > (like a supershrink) etc. And the sourcebooks state that (many > of) the chaosgods are uncapable of coming themselves. This way it > doesn't matter if the chanses for DI are somewhat high... > > -Besides I like the ever presence of magics in (my version of) > Glorantha, as it makes assembling epic armies a very risky > venture indeed; it's better to spread your units out so you don't > risk loosing the entire army in one big magical sweep. (This way, > I have an -in game -excuse to use the warhammer fantasy battle > rules that is best suited for battles with no more than 500 > participants) > > > > ------------------------------------------ > > ------------------------------------------ > MSN Messenger > ------------------------------------------ > - Den raskeste 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 ulo at metrocast.net Mon Jun 30 09:16:09 2003 From: ulo at metrocast.net (Christopher E. Fasulo) Date: Sun, 29 Jun 2003 19:16:09 -0400 Subject: [RQ-Rules] Re: Divine Intervention References: <000201c33e79$14bcfa80$448d7ad5@mastakos> Message-ID: <000801c33e94$6d43fd00$0100a8c0@Beowulf> Bravo! ----- Original Message ----- From: "Ashley Munday" To: Sent: Sunday, June 29, 2003 4:00 PM Subject: RE: [RQ-Rules] Re: Divine Intervention > Not really - A lot of DI's just look like flukes to us modern day folks: > > - An initiate of Vanganth falling off a mountain hits an unexpected updraft > which breaks his fall; > > - An initiate of Yelmalio finds a crtically impaling blow slid under his > armpit missing his heart by inches; > > - An initiate of Eiritha seperated from her herd and clan walks through a > genert storm for two days and finds her way unerringly back to them; > > - "We was beaten - over 30 Zombies surrounding us and only left Hrolf > Truesword standing. He screamed at them, blade shining in the twilight and > all the undead keeled over into the marsh." > > - An initiate of Lanbril caught red handed in Sor-Eel's office tells the > guard that caught him that he's a spy. The guard laughs it off and wanders > off - "Spy, good one, these Heartland Agents are bloody good - he looked > just like a common thief." > > Instead of having fate points, hero points, plot points, script points or > blanchmange points for initiates, in RQ you have Divine Intervention. > > Cheers, > > Ash > > > -----Original Message----- > > From: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com]On > > Behalf Of Bjorn Stolen > > Sent: 25 June 2003 10:26 > > To: rq-rules at crashbox.com > > Subject: Re: [RQ-Rules] Re: Divine Intervention > > > > > > > > > >   > > >I really despised DI in RQ, at least for Initiates. Take a > > fight between 6 PCs and 6 broo and chances are a DI will occur > > assuming it is a fight to the death. That's just too often for DI > > to occur. It basically ended up determining the outcome of every battle. > > > > > > > > > >So, I toyed around with changing Initiate DI to a 1% chance > > per year of being an initiate, with a +1 for a POW of 13-14, +2 > > for POW 15-16, and +3 for 17-18. > > > > > > > > > >When a DI was made, the year count reset to zero. Also, an > > Initiate could not request a DI more than once per week and could > > never be granted DI more than 1/year. > > > > > > > > > >Devin > > > > I like your system! > > > > > > The way I deal with it though, is by not letting the gods beeing > > able to interfere very directly. Orlanth could perhaps muster a > > wind sylph, carrying the DI'er (or the enemy) far away.. Charlana > > Arroy can relieve all present of their anger, frustrations, etc > > (like a supershrink) etc. And the sourcebooks state that (many > > of) the chaosgods are uncapable of coming themselves. This way it > > doesn't matter if the chanses for DI are somewhat high... > > > > -Besides I like the ever presence of magics in (my version of) > > Glorantha, as it makes assembling epic armies a very risky > > venture indeed; it's better to spread your units out so you don't > > risk loosing the entire army in one big magical sweep. (This way, > > I have an -in game -excuse to use the warhammer fantasy battle > > rules that is best suited for battles with no more than 500 > > participants) > > > > > > > > ------------------------------------------ > > > > ------------------------------------------ > > MSN Messenger > > ------------------------------------------ > > - Den raskeste 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 > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules >