From bick10 at attbi.com Thu May 1 04:47:48 2003 From: bick10 at attbi.com (bick10 at attbi.com) Date: Wed, 30 Apr 2003 18:47:48 +0000 Subject: [RQ-Rules] Re: RQ-Rules :Humakti? are they always so dull? Message-ID: <20030430184952.89F0B4C262@thinbits.com> > Paul Sommer > Has anybody got some updated decent Humakti Gifts and geas tables? The list works fine for me. Personally I think it is usable non-Glorantha for a War/Honor god. > My humakti are feeling kinda low ...what with all the black armour and dour > attitudes...any advice for them? playing humakti I mean.... Why does worshipping a War/Death god mean the PC must be Dark and Dour and dressed in dark colors? Why not a greater exerparance of life? Bright shiny armor or brightly colored clothing? Just because they 'Know' death does not mean they are in a bad mood all the time. Also, because they know death, then they can live life to the fullest. No need to save something for old age, they probably won't make it that long. And if they do, then so be. Maybe they should be more fatalistic in mood than dour. In my Prax campaign, I had a new-to-RQ player run a Humakt. While an experince gamer he had no background in RQ or Glorantha. So he ran a lady killer. No! Not as in serial killer but as in getting them to bed. Mostly done with a 19 APP and 90% Orate. He rolled an high APP and increased it with a gift. Was honor important to him. Oh yea. His word was a bond. In combat, he charged head long into it forsaking any type of missile weapon. Hand to Hand or no Fight was his method. In town he lived it up and was well known at certian establishments. The brooding and dour charactors are interesting in movies, but do not carry over very well into gaming. I could not play one for very long. It would over shadow any other aspects of the charator. So tell your players to be Fatalistic and drop the Dour mood. Get a gold trimmed helm and start carousing. For tommorrow we die! Jim Bickmeyer From stolenbjorn at hotmail.com Thu May 1 06:36:04 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 30 Apr 2003 20:36:04 +0000 Subject: [RQ-Rules] Re: RQ-Rules :Humakti? are they always so dull? Message-ID: >Why does worshipping a War/Death god mean the PC must be Dark and Dour and >dressed in dark colors? I play that Humakt's way is a rather philosophical one; allmost like "fighting monks of China", etc. So my Humakti; Gjermund, is rather calm with a pragmatic wiev on death: We're all gonna die someday; better to realise this, and spend ones time on this plane trying to commit memorable feats, than fiddeling around, desperately grasping tricks to avoid\porspond death. >Why not a greater exerparance of life? Bright shiny armor or brightly colored >clothing? Just because they 'Know' death does not mean they are in a bad mood >all the time. >Also, because they know death, then they can live life to the fullest. No need >to save something for old age, they probably won't make it that long. And if >they do, then so be. Maybe they should be more fatalistic in mood than dour. >In my Prax campaign, I had a new-to-RQ player run a Humakt. While an experince >gamer he had no background in RQ or Glorantha. So he ran a lady killer. No! >Not as in serial killer but as in getting them to bed. Mostly done with a 19 >APP and 90% Orate. He rolled an high APP and increased it with a gift. Was >honor important to him. Oh yea. His word was a bond. In combat, he charged >head long into it forsaking any type of missile weapon. Hand to Hand or no >Fight was his method. In town he lived it up and was well known at certian >establishments. Gjermund actually have ended up as a Uleria acolyte, and don't see anything impossible with combining lust\love with the fact that we'll all die someday. >The brooding and dour charactors are interesting in movies, but do not carry >over very well into gaming. I could not play one for very long. It would over >shadow any other aspects of the charator. So tell your players to be >Fatalistic and drop the Dour mood. Get a gold trimmed helm and start >carousing. For tommorrow we die! >Jim Bickmeyer I have to agree with Jim; can't say it any better myself (other than that the Storm Bulls in my setting are constantly drinking) ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Thu May 1 06:36:11 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 30 Apr 2003 20:36:11 +0000 Subject: [RQ-Rules] Re: RQ-Rules :Humakti? are they always so dull? Message-ID: >Why does worshipping a War/Death god mean the PC must be Dark and Dour and >dressed in dark colors? I play that Humakt's way is a rather philosophical one; allmost like "fighting monks of China", etc. So my Humakti; Gjermund, is rather calm with a pragmatic wiev on death: We're all gonna die someday; better to realise this, and spend ones time on this plane trying to commit memorable feats, than fiddeling around, desperately grasping tricks to avoid\porspond death. >Why not a greater exerparance of life? Bright shiny armor or brightly colored >clothing? Just because they 'Know' death does not mean they are in a bad mood >all the time. >Also, because they know death, then they can live life to the fullest. No need >to save something for old age, they probably won't make it that long. And if >they do, then so be. Maybe they should be more fatalistic in mood than dour. >In my Prax campaign, I had a new-to-RQ player run a Humakt. While an experince >gamer he had no background in RQ or Glorantha. So he ran a lady killer. No! >Not as in serial killer but as in getting them to bed. Mostly done with a 19 >APP and 90% Orate. He rolled an high APP and increased it with a gift. Was >honor important to him. Oh yea. His word was a bond. In combat, he charged >head long into it forsaking any type of missile weapon. Hand to Hand or no >Fight was his method. In town he lived it up and was well known at certian >establishments. Gjermund actually have ended up as a Uleria acolyte, and don't see anything impossible with combining lust\love with the fact that we'll all die someday. >The brooding and dour charactors are interesting in movies, but do not carry >over very well into gaming. I could not play one for very long. It would over >shadow any other aspects of the charator. So tell your players to be >Fatalistic and drop the Dour mood. Get a gold trimmed helm and start >carousing. For tommorrow we die! >Jim Bickmeyer I have to agree with Jim; can't say it any better myself (other than that the Storm Bulls in my setting are constantly drinking) ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From jurrubin at earthlink.net Sat May 3 03:06:00 2003 From: jurrubin at earthlink.net (David Smart) Date: Fri, 2 May 2003 12:06:00 -0500 (CDT) Subject: [RQ-Rules] Help! Braindead GM Alert! Message-ID: <3986516.1051902362706.JavaMail.nobody@bert.psp.pas.earthlink.net> For the first time in over 15 years, I have a starting group of players who know nothing about BRPS and none of them are interested in religious cults! I'm trying to figure out an adventure for a RQIII apprentice sorceror so that he can hook up with a mid-range thief and dwarf tank. All three characters are currently running around independently, have never met, and the dwarf is a bouncer in a tavern in the same town as the other two. The local environment is basically a small walled town on grassy plains lightly surrounded by some farmland and without a major body of water nearby (town wells are hitting a rather high water table). To make to make it worse, the adventure has to take place within a four-hour evening as that's the only time we all can play (the guy playing the dwarf lives in New Orleans and the rest of us are in Dallas, TX). It's been far too long since I've started a campaign with weak and strong characters, I'm having to teach them the very basics of the RQ rules, and I'm drawing a complete blank on how to go about this in quick yet fun manner. Any ideas would be greatly appreciated. David From slposey at concentric.net Sat May 3 05:34:43 2003 From: slposey at concentric.net (Stephen Posey) Date: Fri, 02 May 2003 13:34:43 -0600 Subject: [RQ-Rules] Help! Braindead GM Alert! References: <3986516.1051902362706.JavaMail.nobody@bert.psp.pas.earthlink.net> Message-ID: <3EB2C853.6090508@concentric.net> > For the first time in over 15 years, I have a starting group > of players who know nothing about BRPS && none of them are > interested in religious cults! I"m trying to figure out an > adventure for a RQIII apprentice sorceror so that he can > hook up with a mid-range thief && dwarf tank. > > All three characters are currently running around > independently, have never met, && the dwarf is a bouncer in > a tavern in the same town as the other two. The local > environment is basically a small walled town on grassy > plains lightly surrounded by some farmland && without a > major body of water nearby (town wells are hitting a rather > high water table). > > To make to make it worse, the adventure has to take place > within a four-hour evening as that"s the only time we all > can play (the guy playing the dwarf lives in New Orleans && > the rest of us are in Dallas, TX). > > It"s been far too long since I"ve started a campaign with > weak && strong characters, I"m having to teach them the very > basics of the RQ rules, && I"m drawing a complete blank on > how to go about this in quick yet fun manner. > > Any ideas would be greatly appreciated. If the dwarf is a bouncer, and the others can be made to frequent the tavern, seems to me a "barroom brawl" would be an obvious (if not hackneyed) place to start. If they're all put in the same cell by the watch afterwards, that would give them time to get to know each other. You could then have them perform some service for the local magistrate in exchange for leniency. Is that any help? Stephen Posey slposey at concentric.net From bick10 at attbi.com Sat May 3 05:56:15 2003 From: bick10 at attbi.com (bick10 at attbi.com) Date: Fri, 02 May 2003 19:56:15 +0000 Subject: [RQ-Rules] Help! Braindead GM Alert! Message-ID: <20030502195837.B209E4C262@thinbits.com> > It's been far too long since I've started a campaign with weak and strong > characters, I'm having to teach them the very basics of the RQ rules, and I'm > drawing a complete blank on how to go about this in quick yet fun manner. Okay David fist you need to calm down. Take a deep breath and hold it for 3 seconds, let it out slowly. Now take another breath and again let it out slow. Better? You can do that until you feel the tension leaving. Are you ready for my advice? Good. Cheat! Change the backgrounds so that they are already acquitted. As you didn?t mention the race of the Sorcerer or Thief I am assuming they are human. If so, make them cousins. Try their mothers were sisters and they spend their days together being watched by one aunt while the other worked. The thief one day while practicing his trade came upon a dwarf getting a very bad time for bigoted kids or merchants. The thief helps the dwarf and maybe made sure he got all his coins back. Well that is how it looked to the dwarf. Now latter the dwarf returns the favor by bouncing some heads of muggers waiting outside the dwarfs tavern. Everyone goes inside for a late night mug and low stake game of cards, starting a weekly or bi-weekly friendly game of cards. Now they are friends and you can use which ever one you want to draw the others in. I greatly suggest you simply tell them this before the session starts. Even emailing them in a story format playing out the whole event. Preface it with a statement that you decided how they all got together and just give it to them. You are the GM, and you are in charge. Heavy handedness is not always warranted, but sometime is it. When starting a group the my players NEVER know how they get together. They look to me and accept my explanation. If it is lame or corny at the beginning the bonds will build latter during play, so don?t worry. Where is the weakness and strength? If it is in fighting abilities you will have to be very careful. If they are fairly equal, then things should go smooth. Jim Bickmeyer From jgould at io.com Sat May 3 06:20:14 2003 From: jgould at io.com (Jim Gould) Date: Fri, 02 May 2003 15:20:14 -0500 Subject: [RQ-Rules] Help! Braindead GM Alert! In-Reply-To: <3986516.1051902362706.JavaMail.nobody@bert.psp.pas.earthli nk.net> Message-ID: <5.2.0.9.1.20030502150546.03522268@webmail.io.com> At 12:06 PM 5/2/2003 -0500, you wrote: >For the first time in over 15 years, I have a starting group of players >who know nothing about BRPS and none of them are interested in religious >cults! I'm trying to figure out an adventure for a RQIII apprentice >sorceror so that he can hook up with a mid-range thief and dwarf tank. > >All three characters are currently running around independently, have >never met, and the dwarf is a bouncer in a tavern in the same town as the >other two. The local environment is basically a small walled town on >grassy plains lightly surrounded by some farmland and without a major body >of water nearby (town wells are hitting a rather high water table). Well, an apprentice implies a master; the master could hire a couple of layabouts to keep his apprentice alive. Alternatively, the local authority figure (headman, mayor, clan chief, sheriff) could use an opportunity to occupy three otherwise useless warm bodies in productive tasks. He could also suborn the sorcerer and the dwarf to gather evidence against the thief. :) Problems to solve could include an external threat such as barbarian raiders, or an internal threat such as a conspiracy to commit theft/murder/mayhem/land grabs, or even a plot to poison some or all of the wells. Since your players are not rules-savvy, it might be best to stick with an adventure with minimal combat. Crime-solving and problem-solving adventures are often heavy on roleplaying and NPC interactions, and light on actual fights. Avoiding fights also reduces the obvious differences in skill between strong and weak PC's. You could also run down to Austin and I'll put something together. :) -- "Dammit" Jim Gould jgould at io.com http://www.io.com/~jgould http://www.britanniamanor.org The plural of anecdote is not evidence. From jurrubin at earthlink.net Sat May 3 05:10:27 2003 From: jurrubin at earthlink.net (David Smart) Date: Fri, 2 May 2003 14:10:27 -0500 (CDT) Subject: [RQ-Rules] Help! Braindead GM Alert! Message-ID: <7543076.1051909829713.JavaMail.nobody@huey.psp.pas.earthlink.net> Actually there already was a barroom brawl and the dwarf defeated all three opponents. The other two weren't able to play that evening so I'm hesitant to start another one when everyone has seen the dwarf be very competent against three opponents. David -------Original Message------- From: Stephen Posey Sent: 05/02/03 02:34 PM To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Help! Braindead GM Alert! > > > For the first time in over 15 years, I have a starting group > of players who know nothing about BRPS && none of them are > interested in religious cults! I"m trying to figure out an > adventure for a RQIII apprentice sorceror so that he can > hook up with a mid-range thief && dwarf tank. > > All three characters are currently running around > independently, have never met, && the dwarf is a bouncer in > a tavern in the same town as the other two. The local > environment is basically a small walled town on grassy > plains lightly surrounded by some farmland && without a > major body of water nearby (town wells are hitting a rather > high water table). > > To make to make it worse, the adventure has to take place > within a four-hour evening as that"s the only time we all > can play (the guy playing the dwarf lives in New Orleans && > the rest of us are in Dallas, TX). > > It"s been far too long since I"ve started a campaign with > weak && strong characters, I"m having to teach them the very > basics of the RQ rules, && I"m drawing a complete blank on > how to go about this in quick yet fun manner. > > Any ideas would be greatly appreciated. If the dwarf is a bouncer, and the others can be made to frequent the tavern, seems to me a "barroom brawl" would be an obvious (if not hackneyed) place to start. If they're all put in the same cell by the watch afterwards, that would give them time to get to know each other. You could then have them perform some service for the local magistrate in exchange for leniency. Is that any help? 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 jurrubin at earthlink.net Sat May 3 05:12:07 2003 From: jurrubin at earthlink.net (David Smart) Date: Fri, 2 May 2003 14:12:07 -0500 (CDT) Subject: [RQ-Rules] Help! Braindead GM Alert! Message-ID: <7777822.1051909931227.JavaMail.nobody@huey.psp.pas.earthlink.net> Unfortunately, I've already generated rather details backgrounds for each of them. The weakness in the group is that it's imbalanced in terms of melee. The dwarf definitely is more effectiveness that the other two, who are human. David -------Original Message------- From: bick10 at attbi.com Sent: 05/02/03 02:56 PM To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Help! Braindead GM Alert! > > > It's been far too long since I've started a campaign with weak and strong > characters, I'm having to teach them the very basics of the RQ rules, and I'm > drawing a complete blank on how to go about this in quick yet fun manner. Okay David fist you need to calm down. Take a deep breath and hold it for 3 seconds, let it out slowly. Now take another breath and again let it out slow. Better? You can do that until you feel the tension leaving. Are you ready for my advice? Good. Cheat! Change the backgrounds so that they are already acquitted. As you didn???t mention the race of the Sorcerer or Thief I am assuming they are human. If so, make them cousins. Try their mothers were sisters and they spend their days together being watched by one aunt while the other worked. The thief one day while practicing his trade came upon a dwarf getting a very bad time for bigoted kids or merchants. The thief helps the dwarf and maybe made sure he got all his coins back. Well that is how it looked to the dwarf. Now latter the dwarf returns the favor by bouncing some heads of muggers waiting outside the dwarfs tavern. Everyone goes inside for a late night mug and low stake game of cards, starting a weekly or bi-weekly friendly game of cards. Now they are friends and you can use which ever one you want to draw the others in. I greatly suggest you simply tell them this before the session starts. Even emailing them in a story format playing out the whole event. Preface it with a statement that you decided how they all got together and just give it to them. You are the GM, and you are in charge. Heavy handedness is not always warranted, but sometime is it. When starting a group the my players NEVER know how they get together. They look to me and accept my explanation. If it is lame or corny at the beginning the bonds will build latter during play, so don???t worry. Where is the weakness and strength? If it is in fighting abilities you will have to be very careful. If they are fairly equal, then things should go smooth. Jim Bickmeyer _______________________________________________ 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 May 3 05:14:21 2003 From: jurrubin at earthlink.net (David Smart) Date: Fri, 2 May 2003 14:14:21 -0500 (CDT) Subject: [RQ-Rules] Help! Braindead GM Alert! Message-ID: <3753429.1051910063671.JavaMail.nobody@huey.psp.pas.earthlink.net> Great ideas! I'm already seriously considering a mentor for the apprentice since his background details hinted at that. Funny you should mention heading to Austin; I'll wave on my way down this weekend to Galveston for a fast boat to Cozumel. Fortunately, I'm able to bring my RQ books with me for those days at sea. David -------Original Message------- From: Jim Gould Sent: 05/02/03 03:20 PM To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Help! Braindead GM Alert! > > At 12:06 PM 5/2/2003 -0500, you wrote: >For the first time in over 15 years, I have a starting group of players >who know nothing about BRPS and none of them are interested in religious >cults! I'm trying to figure out an adventure for a RQIII apprentice >sorceror so that he can hook up with a mid-range thief and dwarf tank. > >All three characters are currently running around independently, have >never met, and the dwarf is a bouncer in a tavern in the same town as the >other two. The local environment is basically a small walled town on >grassy plains lightly surrounded by some farmland and without a major body >of water nearby (town wells are hitting a rather high water table). Well, an apprentice implies a master; the master could hire a couple of layabouts to keep his apprentice alive. Alternatively, the local authority figure (headman, mayor, clan chief, sheriff) could use an opportunity to occupy three otherwise useless warm bodies in productive tasks. He could also suborn the sorcerer and the dwarf to gather evidence against the thief. :) Problems to solve could include an external threat such as barbarian raiders, or an internal threat such as a conspiracy to commit theft/murder/mayhem/land grabs, or even a plot to poison some or all of the wells. Since your players are not rules-savvy, it might be best to stick with an adventure with minimal combat. Crime-solving and problem-solving adventures are often heavy on roleplaying and NPC interactions, and light on actual fights. Avoiding fights also reduces the obvious differences in skill between strong and weak PC's. You could also run down to Austin and I'll put something together. :) -- "Dammit" Jim Gould jgould at io.com http://www.io.com/~jgould http://www.britanniamanor.org The plural of anecdote is not evidence. _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules > From steve at perrinworlds.com Sat May 3 09:18:06 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Fri, 2 May 2003 16:18:06 -0700 Subject: [RQ-Rules] Help! Braindead GM Alert! References: <3753429.1051910063671.JavaMail.nobody@huey.psp.pas.earthlink.net> Message-ID: <007101c31101$175ee3c0$f4407442@wizard> Might I suggest a variant on Apple Lane? I introduced at least a dozen people to RQ by using that scenario... Steve Perrin ----- Original Message ----- From: "David Smart" To: Sent: Friday, May 02, 2003 12:14 PM Subject: Re: Re: [RQ-Rules] Help! Braindead GM Alert! > Great ideas! I'm already seriously considering a mentor for the apprentice since his background details hinted at that. > > Funny you should mention heading to Austin; I'll wave on my way down this weekend to Galveston for a fast boat to Cozumel. Fortunately, I'm able to bring my RQ books with me for those days at sea. > > David > -------Original Message------- > From: Jim Gould > Sent: 05/02/03 03:20 PM > To: rq-rules at crashbox.com > Subject: Re: [RQ-Rules] Help! Braindead GM Alert! > > > > > At 12:06 PM 5/2/2003 -0500, you wrote: > >For the first time in over 15 years, I have a starting group of players > >who know nothing about BRPS and none of them are interested in religious > >cults! I'm trying to figure out an adventure for a RQIII apprentice > >sorceror so that he can hook up with a mid-range thief and dwarf tank. > > > >All three characters are currently running around independently, have > >never met, and the dwarf is a bouncer in a tavern in the same town as the > > >other two. The local environment is basically a small walled town on > >grassy plains lightly surrounded by some farmland and without a major > body > >of water nearby (town wells are hitting a rather high water table). > > Well, an apprentice implies a master; the master could hire a couple of > layabouts to keep his apprentice alive. Alternatively, the local authority > > figure (headman, mayor, clan chief, sheriff) could use an opportunity to > occupy three otherwise useless warm bodies in productive tasks. He could > also suborn the sorcerer and the dwarf to gather evidence against the > thief. :) > > Problems to solve could include an external threat such as barbarian > raiders, or an internal threat such as a conspiracy to commit > theft/murder/mayhem/land grabs, or even a plot to poison some or all of > the > wells. > > Since your players are not rules-savvy, it might be best to stick with an > adventure with minimal combat. Crime-solving and problem-solving > adventures > are often heavy on roleplaying and NPC interactions, and light on actual > fights. Avoiding fights also reduces the obvious differences in skill > between strong and weak PC's. > > You could also run down to Austin and I'll put something together. :) > > -- > "Dammit" Jim Gould > jgould at io.com > href="http://www.io.com/~jgould">http://www.io.com/~jgould > href="http://www.britanniamanor.org">http://www.britanniamanor.org > The plural of anecdote is not evidence. > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > href="http://www.crashbox.com/rq-rules">http://www.crashbox.com/rq-rules > href="http://www.crashbox.com/mailman/listinfo/rq-rules">http://www.crashbox .com/mailman/listinfo/rq-rules > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From pontus.amberg at telia.com Sat May 3 10:55:05 2003 From: pontus.amberg at telia.com (Pontus Amberg) Date: Sat, 3 May 2003 02:55:05 +0200 Subject: SV: [RQ-Rules] Help! Braindead GM Alert! In-Reply-To: <3986516.1051902362706.JavaMail.nobody@bert.psp.pas.earthlink.net> Message-ID: <000201c3110e$a65f3ea0$3200a8c0@brainst8> Let's see... There's another NPC group in town that also consist of 3 characters. The 3 other characters do something that the players get accused of because of mistaken identities. Let the players be arrested by the local guards and thrown into a dungeon/cell. After this you have at least solved the part about bringing them together :) Maybe the 3 NPCs was at the dwarf's tavern so he knows that at least 1 other dwarf was in town when the crime was pulled off and that group might be the true villains. Perhaps all the players where in the tavern when the NPCs where there so they have all seen their "look alike". Let the true villains have false alibis so that the characters can't get away by telling who the true bad guys might be. You might even add a small incident (doesn't have to be a big fight) in the bar that the NPCs will say is the "true" reason the characters are accusing them of the crime (if they are accused by the characters). Let the players know that the crime that they are being accused of will probably lead to a death sentence. None of them has any alibi for the time the crime was committed so their only hope is to somehow escape and try to expose the real bad guys or flee town. Maybe one of the ways that death sentence is executed is to let the convicted fight like gladiators. Don't let them flee at once instead have them thrown into the arena for a simple fight where they have to fight as a group against another small group of convicts or animals. After the fight you can let them steal some small trinket (knife or a small piece of metal) that can help them kick off their escape. If they want to stay in town it would be wise to make a classy escape where they don't kill any guards. If they kill guards it might be hard to convince anyone of their innocence. Let them obtain (find, take from subdued guards) some stuff during the escape, a couple of coins, a weapon or two, a piece of armor and other things that they might need. After they have escaped they will probably want to get some more equipment and a place to hide. They can get help from old friends but they might need to convince them that they are innocent. So now the characters are on the run, they have to stay away from guards and maybe from people who might recognize them as the surviving "criminals" from the magnificent battle at the arena :) They also have some info about the true bad guys and probably also know about another NPC that possibly has given the bad guys a false alibi. With this info they can start to search after the bad guys or they can try to locate and persuade the NPC who gave the bad guys the false alibi to tell the truth. The NPC that gave the bad guys their alibi might be too afraid to tell the truth until the bad guys are dead or out of action in some other way. But perhaps he can give the players some other useful information. Maybe one of them, the most dangerous one, has a phobia of some sort (fear of spiders, fear of darkness, you can find more here http://phobialist.com) that the players can use to their advantage. Or one of the bad guys has murdered the partner of one of the other bad guys. The murderer used the NPC that gave the alibi to help cover up the tracks and put the blame on someone else. If the bad guy who lost his/here partner can be persuaded that this is true he/she will probably attack the murderer. To really spice up the story during the game I would try to make some of the players suspect each other of being one of the true perpetrators of the crime. You can easily do this by secretly telling a player that the night in the tavern when he saw the guys that probably did the crime there was only 2 people that could be mistaken for him and one other character. There never was a third "look alike" so the third bad guy is the third character! You should probably add that he was a bit drunk and there was quite a lot of people at the tavern that night so he isn't 100% sure (just to make sure he doesn't chop down the other player right away :) Maybe it is true and one of the players is one of the perpetrators! The thief might have been the lookout on a burglary that went wrong and an important person got killed. Well this is just some quick thoughts and the story is a bit simple and full of holes but maybe you can use something. I just read some of the other replies and it looks like the dungeon/cell is a common place for meeting other players :) /Pontus -----Ursprungligt meddelande----- Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r David Smart Skickat: den 2 maj 2003 19:06 Till: rq-rules at crashbox.com ?mne: [RQ-Rules] Help! Braindead GM Alert! For the first time in over 15 years, I have a starting group of players who know nothing about BRPS and none of them are interested in religious cults! I'm trying to figure out an adventure for a RQIII apprentice sorceror so that he can hook up with a mid-range thief and dwarf tank. All three characters are currently running around independently, have never met, and the dwarf is a bouncer in a tavern in the same town as the other two. The local environment is basically a small walled town on grassy plains lightly surrounded by some farmland and without a major body of water nearby (town wells are hitting a rather high water table). To make to make it worse, the adventure has to take place within a four-hour evening as that's the only time we all can play (the guy playing the dwarf lives in New Orleans and the rest of us are in Dallas, TX). It's been far too long since I've started a campaign with weak and strong characters, I'm having to teach them the very basics of the RQ rules, and I'm drawing a complete blank on how to go about this in quick yet fun manner. Any ideas would be greatly appreciated. David _______________________________________________ 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 Sat May 3 13:41:08 2003 From: DevinC at aol.com (DevinC at aol.com) Date: Fri, 02 May 2003 23:41:08 -0400 Subject: [RQ-Rules] Help! Braindead GM Alert! Message-ID: <40F15850.33A1E3FA.00047AF1@aol.com> In a message dated 5/2/2003 2:12:07 PM Eastern Standard Time, jurrubin at earthlink.net writes: > Unfortunately, I've already generated rather details backgrounds for each of them. > > The weakness in the group is that it's imbalanced in terms of melee. The dwarf definitely is more effectiveness that the > other two, who are human. > > David You know what, getting a disparate party together at the beginning of a campaign is one of my least favourite activites as a GM. Why? Invariably some players, even experienced ones, seem to enjoy making the GM squirm and won't cooperate. I say screw it. Put the onus on the players. Email them and tell them to come up with a plausible connection between their characters or a reason why they would adventure. You say their backgrounds are detailed...but who's to say you can't change a few things? Devin From rog_benham at hotmail.com Sat May 3 21:13:52 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Sat, 03 May 2003 12:13:52 +0100 Subject: [RQ-Rules] Missiles vs Flying Creatrures Message-ID: Hello All, Are there any specific rules for modifying the chance to hit a flying creature?  I would imagine it would depend on the movement rate of the creature, its SIZ and its maneuverability; only the last one needs to be clarified I suppose.  My players are due to settle accounts with a bunch of giant thieving corvines by raiding their lair; as such the need for some rules becomes apparent! ------------------------------------------ Message your friends in real time - and for free. ------------------------------------------ Get MSN Messenger today! ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From gerall at chromebob.com Sat May 3 22:26:13 2003 From: gerall at chromebob.com (Gerall Kahla) Date: Sat, 03 May 2003 07:26:13 -0500 Subject: [RQ-Rules] Missiles vs Flying Creatrures In-Reply-To: References: Message-ID: <3EB3B565.9060809@chromebob.com> Roger Benham wrote: > Hello All, > > Are there any specific rules for modifying the chance to hit a > flying creature? Well, there aren't any *published* rules, but I've got a house-system that might help... > I would imagine it would depend on the > movement rate of the creature, its SIZ and its maneuverability; > only the last one needs to be clarified I suppose. First off, IMG creatures that fly are limited while airborne in any skill to their Flying skill percentage. This works much like the Riding skill... Got a 75% sword attack and a 34% Riding skill? Enjoy a lower percentage for any engagement from horseback! Flyers are similarly handicapped while in the air. Now, as for hitting them; this gets a little tricky. Our group uses a battlemat and miniatures for gaming, so it makes this a little easier. Characters attacking a flying creature get -2% to their roll per 1m difference in Move Rates. However, this is further modified if the creature is moving away or toward the attacker. If the creature is moving directly away or toward, there is no penalty. If the creature is moving perpendicular, I assign the above penalties for speed. For less-angled moves, I assign a lesser penalty. Also, be aware of the creatures' Dodge skills! That's how I rate maneuverability in the air, myself. Anything more and my system gets too complicated... Dodge incorporates penalties for SIZ and DEX. I find it really easy to let it determine how agile an airborne foe is. For example, an elf takes a bead on a windchild who's flying straight towards the archer's woodland home. I'd assign no penalty for the elf, except to be sure range is not an issue. If the windchild becomes aware of the elf, it would get to Dodge. If it does not (contested Hide/Scan roll, anyone?), things look grim for the feathered one... If a griffon were to make a fly-by attack on a wandering party, it would fly in and swipe at the characters from the air. Assuming a Move of 12 while flying, I'd give the characters on the ground a -24% penalty to hit this creature, then the griffon would be able to declare who it's Dodging in it's statement of intent. As a note, this also applies for flying creatures. Two flying creatures trying to hit each other in the air get these penalties as well. It's a matter of determining the difference in their relative speeds and bearing. > My players > are due to settle accounts with a bunch of giant thieving corvines > by raiding their lair; as such the need for some rules becomes > apparent! I'm running a game where windchildren and griffons are prevalent. Hence the need for these house-rules. I'm sure your players will never forget their trek into the corvine lair! Have fun! -- G. Kahla - he who codes From stolenbjorn at hotmail.com Sun May 4 16:30:03 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Sun, 04 May 2003 06:30:03 +0000 Subject: [RQ-Rules] Help! Braindead GM Alert! Message-ID: A true challenge! I hate when when the players are fooling around on their own; I find it a typical beginnertrait, and try to avoid beginners that don't get my initial hints that RPG's are about interaction between players, but when you can't pick your players... What If you force them together? Find somthing that you know will appeal to all three players? The beginneradventure in "Pavis" is a good one, where people are stuck in a riverdelta, blessed by a rivergod, and they really don't know why they deserved this.. When the truely puny river cultists approach them, prais them and asks them for help, they really can't say no. (who would after getting one divine spell, and one spirit spell matrix for free? (Its like the viking society where the earls and chieftains reined through throwing gifts around making the subjects for his spendure feeling obliged to assist him) >For the first time in over 15 years, I have a starting group of players who know nothing about BRPS and none of them are interested in religious cults! I'm trying to figure out an adventure for a RQIII apprentice sorceror so that he can hook up with a mid-range thief and dwarf tank. > >All three characters are currently running around independently, have never met, and the dwarf is a bouncer in a tavern in the same town as the other two. The local environment is basically a small walled town on grassy plains lightly surrounded by some farmland and without a major body of water nearby (town wells are hitting a rather high water table). > >To make to make it worse, the adventure has to take place within a four-hour evening as that's the only time we all can play (the guy playing the dwarf lives in New Orleans and the rest of us are in Dallas, TX). > >It's been far too long since I've started a campaign with weak and strong characters, I'm having to teach them the very basics of the RQ rules, and I'm drawing a complete blank on how to go about this in quick yet fun manner. > >Any ideas would be greatly appreciated. > >David >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Sun May 4 16:39:43 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Sun, 04 May 2003 06:39:43 +0000 Subject: [RQ-Rules] Missiles vs Flying Creatrures Message-ID: Not that I'm aware of. Personally I just apply a modifier that I see fit. Factors I'd put into consideration would be: Targets SIZ, targets speed, range(compared to range of the missile weapon an wether the shooter stands still or not. )>Hello All, > >Are there any specific rules for modifying the chance to hit a flying creature?  I would imagine it would depend on the movement rate of the creature, its SIZ and its maneuverability; only the last one needs to be clarified I suppose.  My players are due to settle accounts with a bunch of giant thieving corvines by raiding their lair; as such the need for some rules becomes apparent! > > > > > >------------------------------------------ >Message your friends in real time - and for free. >------------------------------------------ >Get MSN Messenger today! >------------------------------------------ > >------------------------------------------ > > >--- StripMime Report -- processed MIME parts --- >text/html (html body -- converted) >--- >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From jellen at ameritech.net Sun May 4 20:51:58 2003 From: jellen at ameritech.net (J and/or Ellen) Date: Sun, 4 May 2003 05:51:58 -0500 Subject: [RQ-Rules] Help! Braindead GM Alert! References: <40F15850.33A1E3FA.00047AF1@aol.com> Message-ID: <065f01c3122b$30128680$3410fea9@frkt5> Making one's GM squirm seems like an awfully risky endeavor. ----- Original Message ----- From: To: Sent: Friday, May 02, 2003 10:41 PM Subject: Re: [RQ-Rules] Help! Braindead GM Alert! In a message dated 5/2/2003 2:12:07 PM Eastern Standard Time, jurrubin at earthlink.net writes: > Unfortunately, I've already generated rather details backgrounds for each of them. > > The weakness in the group is that it's imbalanced in terms of melee. The dwarf definitely is more effectiveness that the > other two, who are human. > > David You know what, getting a disparate party together at the beginning of a campaign is one of my least favourite activites as a GM. Why? Invariably some players, even experienced ones, seem to enjoy making the GM squirm and won't cooperate. I say screw it. Put the onus on the players. Email them and tell them to come up with a plausible connection between their characters or a reason why they would adventure. You say their backgrounds are detailed...but who's to say you can't change a few things? Devin _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From soltakss at yahoo.com Mon May 5 06:48:26 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Sun, 4 May 2003 21:48:26 +0100 (BST) Subject: [RQ-Rules] Re: Help! Braindead GM Alert!, Missiles vs Flying Creatrures In-Reply-To: <20030504064403.1ACA04C4A8@thinbits.com> Message-ID: <20030504204826.4507.qmail@web9606.mail.yahoo.com> > For the first time in over 15 years, I have a starting group of players = > who know nothing about BRPS and none of them are interested > in religious cults! I'm trying to figure out an adventure for a RQIII = > apprentice sorceror so that he can hook up with a mid-range > thief and dwarf tank. > > All three characters are currently running around independently, have = > never met, and the dwarf is a bouncer in a tavern in the same > town as the other two. The local environment is basically a small walled = > town on grassy plains lightly surrounded by some farmland > and without a major body of water nearby (town wells are hitting a = > rather high water table). My standard approach to this kind of thing is to have the human PCs happen to be in the tavern at the same time, then have something incredibly nasty happen to them, for instance a higher level bandit gang come in and start causing trouble, at which point the noble dwarf steps in, sorts the bandit gang out (as he is the best fighter, this should be easy). Afterwards, the bandit gang takes revenge on the dwarf and the two humans notice and help out as the dwarf has already helped them. Since they are now enemies of the bandit gang, who are themselves friends of the local authorities, the three are forced to leave town and have a common bond. In this way, the humans and dwarf are joined together in adversity, have a common long-term enemy, have a goal (to prove their innocence of any trumped up charges) and may feel some loyalty to each other. Of course, this can always go wrong. THe dwarf may not want to get involved, the humans might start on the bandits and have the dwarf throw them out, they might actually kill the bandit chief or each other. If so, then start again and make them do it right. After all, playing the game is far more fun than rolling up new characters and (horror of horrors) thinking up new names. > To make to make it worse, the adventure has to take place within a = > four-hour evening as that's the only time we all can play (the > guy playing the dwarf lives in New Orleans and the rest of us are in = > Dallas, TX). In my experience, the best way tp speed up an adventure is to get ass-kicking straight away. It certainly beats all this role-playing mumbo-jumbo. > It's been far too long since I've started a campaign with weak and = > strong characters, I'm having to teach them the very basics of > the RQ rules, and I'm drawing a complete blank on how to go about this = > in quick yet fun manner. Play on each character's weaknesses. Out of town, the dwarf is short-sighted and can't see enemies creeping up on them. In caves, he can sense how deep he is and knows which ones are stalactites and which ones are stalagmites. In town, he can't reach the top-shelf scrolls and keeps getting refused service in taverns. Have the others help the characters with problems out. Can they all read? If only one can read then he becomes very important. What languages can they speak? If one can speak to another group then that can be useful. Have any of them any skills that the others do not possess, apart from sorcery? Roger Benham: > Are there any specific rules for modifying the chance to hit a flying > creature?  I would imagine it would depend on the movement rate of the > creature, its SIZ and its maneuverability; only the last one needs to be > clarified I suppose.  My players are due to settle accounts with a > bunch of giant thieving corvines by raiding their lair; as such the need > for some rules becomes apparent! Didn't RQ2 triple the defence of small flying creatures? That's about the only rule I know of, off hand. It also ends up in hour-long arguments as to what constitutes a "small" flying creature (ho,ho). (To a giant, a human is small, to a pixie a vrok hawk is huge.) My answer has always been - if they have a single hit location for the whole bird then it is small, if the locations are diferentiated then it is large. SO vrok hawks are small, pixies are large. Giant crows are definitely large. This came to a head when our party met a group of zombie pole-axe-wielding pixies (I kid you not, they had pole-axes because they were zombies and were strong enough to hold them) - not only were they invisible and could attack with surprise, but the GM claimed that as they were small flying creatures, they benefited from triple defence. Boy, did we whinge. Surely the problem here is not how to stop the PCs from shooting the birdies before reaching their lair, but how to stop them falling to their deaths as they try to shoot a bow and hang on to the crumbling clifs while the birdies are dropping rocks on them. Gerall Kahla: > Now, as for hitting them; this gets a little tricky. Our group uses > a battlemat and miniatures for gaming, so it makes this a little > easier. Characters attacking a flying creature get -2% to their roll > per 1m difference in Move Rates. However, this is further modified if > the creature is moving away or toward the attacker. If the creature > is moving directly away or toward, there is no penalty. If the > creature is moving perpendicular, I assign the above penalties for > speed. For less-angled moves, I assign a lesser penalty. Way-hay! Time to get the calculators out! Do we take into account vector calculations of relative speeds for creatures flying at different angles or on diferent geometric planes? :-) See Ya Simon __________________________________________________ Yahoo! Plus For a better Internet experience http://www.yahoo.co.uk/btoffer From dahak at dahak.free-online.co.uk Mon May 5 07:30:19 2003 From: dahak at dahak.free-online.co.uk (Adam Canning) Date: Sun, 04 May 2003 22:30:19 +0100 Subject: [RQ-Rules] Re: RQ-Rules digest, Vol 1 #148 - 9 msgs In-Reply-To: <20030504064403.9671D4C4A9@thinbits.com> Message-ID: <3EB5947B.7123.83E3F@localhost> > From: "Steve Perrin" > To: > Subject: Re: Re: [RQ-Rules] Help! Braindead GM Alert! > Date: Fri, 2 May 2003 16:18:06 -0700 > Reply-To: rq-rules at crashbox.com > > Might I suggest a variant on Apple Lane? I introduced at least a dozen > people to RQ by using that scenario... Or the old Vampire atttacks are interrupting the Beer shipments. Vivamort, a cult players love to hate. Or Thanatar, got to pickle the heads in best quality alcohol. Adam From jpw at gtemail.net Mon May 5 07:58:22 2003 From: jpw at gtemail.net (John Whitehead) Date: Sun, 04 May 2003 16:58:22 -0500 Subject: [RQ-Rules] Re: Help! Braindead GM Alert!, Missiles vs Flying Creatrures Message-ID: <20030504215822.20051.qmail@verizonmail.com> ----- Original Message ----- From: Simon Phipp Date: Sun, 4 May 2003 21:48:26 +0100 (BST) To: rq-rules at crashbox.com Subject: [RQ-Rules] Re: Help! Braindead GM Alert!, Missiles vs Flying Creatrures > > For the first time in over 15 years, I have a starting group of players = >>snip<< > In my experience, the best way tp speed up an adventure is to get ass-kicking > straight away. It certainly beats all this role-playing mumbo-jumbo. > If you don't care for "all this role-playing mumbo-jumbo, just what are you doing on a role-playing list, talking about a role-playing game? Squad Leader does have a discussion group. Maybe you would feel more at home there. -- _______________________________________________ Get your free Verizonmail at www.verizonmail.com From pontus.amberg at telia.com Mon May 5 08:36:48 2003 From: pontus.amberg at telia.com (Pontus Amberg) Date: Mon, 5 May 2003 00:36:48 +0200 Subject: SV: [RQ-Rules] Re: Help! Braindead GM Alert!, Missiles vs Flying Creatrures In-Reply-To: <20030504215822.20051.qmail@verizonmail.com> Message-ID: <000701c3128d$a9519290$3200a8c0@brainst8> Well I have to admit that I don't like the "role-playing mumbo-jumbo" that much either. The RQ I play is more roll-playing than role-playing. But I still enjoy this discussion group since it about rules and you do use rules a lot when roll-playing. /Pontus -----Ursprungligt meddelande----- Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r John Whitehead Skickat: den 4 maj 2003 23:58 Till: rq-rules at crashbox.com ?mne: Re: [RQ-Rules] Re: Help! Braindead GM Alert!, Missiles vs Flying Creatrures ----- Original Message ----- From: Simon Phipp Date: Sun, 4 May 2003 21:48:26 +0100 (BST) To: rq-rules at crashbox.com Subject: [RQ-Rules] Re: Help! Braindead GM Alert!, Missiles vs Flying Creatrures > > For the first time in over 15 years, I have a starting group of players = >>snip<< > In my experience, the best way tp speed up an adventure is to get ass-kicking > straight away. It certainly beats all this role-playing mumbo-jumbo. > If you don't care for "all this role-playing mumbo-jumbo, just what are you doing on a role-playing list, talking about a role-playing game? Squad Leader does have a discussion group. Maybe you would feel more at home there. -- _______________________________________________ Get your free Verizonmail at www.verizonmail.com _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From alanchambers at attbi.com Mon May 5 09:08:01 2003 From: alanchambers at attbi.com (Alan Chambers) Date: Sun, 4 May 2003 19:08:01 -0400 Subject: [RQ-Rules] Missiles vs Flying Creatrures References: Message-ID: <008701c31292$0326b760$84446218@se1.client2.attbi.com> IIRC the Viking supplement had Modifications for Missiles Vs. Flying creatures in the Thule adventure. Alan ----- Original Message ----- From: "Bjorn Stolen" To: Sent: Sunday, May 04, 2003 2:39 AM Subject: Re: [RQ-Rules] Missiles vs Flying Creatrures > > > > > > Not that I'm aware of. Personally I just apply a modifier that I see fit. Factors I'd put into consideration would be: Targets SIZ, targets speed, range(compared to range of the missile weapon an wether the shooter stands still or not. > > )>Hello All, > > > > > > > >Are there any specific rules for modifying the chance to hit a flying creature?  I would imagine it would depend on the movement rate of the creature, its SIZ and its maneuverability; only the last one needs to be clarified I suppose.  My players are due to settle accounts with a bunch of giant thieving corvines by raiding their lair; as such the need for some rules becomes apparent! > > > > > > > > > > > > > > > > > >------------------------------------------ > > >Message your friends in real time - and for free. > > >------------------------------------------ > > >Get MSN Messenger today! > > >------------------------------------------ > > > > > >------------------------------------------ > > > > > > > > >--- StripMime Report -- processed MIME parts --- > > >text/html (html body -- converted) > > >--- > > >_______________________________________________ > > >RQ-Rules mailing list > > >RQ-Rules at crashbox.com > > >http://www.crashbox.com/rq-rules > > >http://www.crashbox.com/mailman/listinfo/rq-rules > > > > > ------------------------------------------ > > ------------------------------------------ > MSN Messenger > ------------------------------------------ > - Den korteste veien mellom deg og dine venner > ------------------------------------------ > > > --- StripMime Report -- processed MIME parts --- > text/html (html body -- converted) > --- > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From dungeon_dweller at earthlink.net Mon May 5 11:24:06 2003 From: dungeon_dweller at earthlink.net (DD) Date: Sun, 4 May 2003 21:24:06 -0400 Subject: [RQ-Rules] Re: Help! Braindead GM Alert!, Missiles vs Flying Creatrures References: <20030504215822.20051.qmail@verizonmail.com> Message-ID: <000a01c312a5$06c0ac60$bc5c79a5@ELNparejf> > In my experience, the best way tp speed up an adventure is to get ass-kicking > straight away. It certainly beats all this role-playing mumbo-jumbo. Damn, with this killer combat system, you must have short campaigns.. Just give them reasons to do certain things, or skip parts of the adventure that are not "really" important... DD From tiberius at runequest.za.org Mon May 5 18:13:09 2003 From: tiberius at runequest.za.org (Tony Den) Date: Mon, 5 May 2003 10:13:09 +0200 (SAST) Subject: [RQ-Rules] Role Playing Points Awarded Message-ID: <36220.196.8.104.27.1052122389.squirrel@mail.wack.co.za> Posted this as a forum on my site ( http://www.runequest.za.org ) , but herewith: What do other Rune Questers think of the use of a role playing awards system in RQ. The problem in RQ is that increasing stats via experience checks tends toward players constantly trying to do something to get a check and thirsting for combat like a Knight of The Dinner Table. My brother and I were discussing a system to award points for actual role playing (like we use in Cyberpuke), so that after each session, the whole group discusses who played the best and then the GM awards a few points. These points can be transferred direct as percentils to increase a stat, or can maybe be hoarded and "exchanged" with the GM for some special boon at a later stage. Ciao Tony -- Orcs are Great, Lizard Men are Greater, Tiberius is the Greatest! From rog_benham at hotmail.com Mon May 5 19:14:37 2003 From: rog_benham at hotmail.com (Roger Benham) Date: Mon, 05 May 2003 10:14:37 +0100 Subject: [RQ-Rules] Role Playing Points Awarded Message-ID: I agree entirely- we run something similar in my campaign where we have abandoned the experience system completly; you get 3% a month (Its a 10 month year on the gameworld) but in addition you get brownie points too for good role playing, clever planning, smart remarks even! 10 brownies equal one percent in any skill they already have; ie they cannot suddenly master a skill they don't have. So far, it has really worked well- the problem came about when the entire party kept making track rolls in the rolling mosslands of the steppe, since then everything has been a lot smoother. On a general note, all of my players felt they advanced too quickly in their skills using the existing check and roll system; they were keen to get away from it! >From: "Tony Den" >Reply-To: rq-rules at crashbox.com >To: >Subject: [RQ-Rules] Role Playing Points Awarded >Date: Mon, 5 May 2003 10:13:09 +0200 (SAST) > >Posted this as a forum on my site ( http://www.runequest.za.org ) , but >herewith: > >What do other Rune Questers think of the use of a role playing awards >system in RQ. The problem in RQ is that increasing stats via experience >checks tends toward players constantly trying to do something to get a >check and thirsting for combat like a Knight of The Dinner Table. > >My brother and I were discussing a system to award points for actual role >playing (like we use in Cyberpuke), so that after each session, the whole >group discusses who played the best and then the GM awards a few points. >These points can be transferred direct as percentils to increase a stat, >or can maybe be hoarded and "exchanged" with the GM for some special boon >at a later stage. > >Ciao >Tony >-- >Orcs are Great, Lizard Men are Greater, Tiberius is the Greatest! > > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ It's fast, it's easy and it's free! ------------------------------------------ Click here to download MSN Messenger ------------------------------------------ ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Mon May 5 21:33:03 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 05 May 2003 11:33:03 +0000 Subject: [RQ-Rules] Re: Thinking out names... Message-ID: >From: Simon Phipp >After all, playing the game is far more fun than >rolling up new characters and (horror of horrors) thinking up new names. Thinking out names is great fun! I live for (at least GM for) thinking out new NPC names. (Allthough my players have made some comments on my overstating uninportaint NPC by giving them names like "totally uninterresting peassent number three from the right", etc.) ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Mon May 5 21:47:08 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 05 May 2003 11:47:08 +0000 Subject: SV: [RQ-Rules] Re: Help! Braindead GM Alert!, Missiles vs Flying Creatrures Message-ID: To me, the rolE playing is the whole point. Nothing bores me more than a fight that lasts on and on and on and... Without the intreagues, the combat loose it's meaning. I even don't play strategy boardgames without roleplaying inbetween. Have you ever tried to fight a battle with Warhammer fantasy battles, where you agree on a point score, and buy units for that sum. Then you fight for some objectives. What I think is: Why are theese fractions fighting? Why is that fleggin' bridge so damn important? Why are the forces evenly matched? No barbarian\military leader with some sense within his helmet charges into an evenly matched opponet. So I mix the warhammer fantasy battle rules into Rune Quest, and when the intreagues warrants a battle in my setting; I pull forth the Warhammer gameboard! This way the point of the battle is decided by the plot, so a underdog unit might try to hold a bridge for X rounds so that the playing characters are able to escape with the Adamant sword of Humakt, etc. Actually, the Glorantha setting blends perfect with the Warhammer rules: Unless you are a millionare, and have serfs to paint models, you never end up with much more than 150 pieces in Warhammer. In Glorantha, you never see epic sized battles, because of the magic presence. The Kethaelans won't ever mass 19.000 soldiers into one grand phalanx, just so see it eaten by some divine entety a peassant called forth... Last tuesday, we had a battle between a duck stronghold island and a scorponman horde, total 680 individuals involved. (The ducks were backed by 10 priests of mostly Orlanthi cults, some dark troll allies, some Newtlings and the playing characters) >Well I have to admit that I don't like the "role-playing mumbo-jumbo" that much either. The RQ I play is more roll-playing than >role-playing. But I still enjoy this discussion group since it about rules and you do use rules a lot when roll-playing. ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Mon May 5 21:57:52 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 05 May 2003 11:57:52 +0000 Subject: [RQ-Rules] Role Playing Points Awarded Message-ID: Shouldn't be a big problem to introduce. I've been playing with very liberal skillincreaserules the past weeks, and after some 6 sessions, the characters have increased considerabely! But as the skills gets higher, the likability to get a check is less. They have allso allmost died in every fight they'vebeen into, so they don't charge into the fights as readily as your players seem to. They rather stick to training and research. Their players spent most of their spare time on the Duck island (see another post) training their weapons, or reading their books. I let them decide how many Hours they get to train, as they usually are stricter with awarding themselves points than I'd been... An idea for awarding, is to have secret voting, awarding X% pr. vote you got. I would allso suggest that such skills only could be spent on Non-combat skills. -Hmmm, I liked that! I think I'll introduce it in my game! >From: "Tony Den" >Reply-To: rq-rules at crashbox.com >To: >Subject: [RQ-Rules] Role Playing Points Awarded >Date: Mon, 5 May 2003 10:13:09 +0200 (SAST) > >Posted this as a forum on my site ( http://www.runequest.za.org ) , but >herewith: > >What do other Rune Questers think of the use of a role playing awards >system in RQ. The problem in RQ is that increasing stats via experience >checks tends toward players constantly trying to do something to get a >check and thirsting for combat like a Knight of The Dinner Table. > >My brother and I were discussing a system to award points for actual role >playing (like we use in Cyberpuke), so that after each session, the whole >group discusses who played the best and then the GM awards a few points. >These points can be transferred direct as percentils to increase a stat, >or can maybe be hoarded and "exchanged" with the GM for some special boon >at a later stage. > >Ciao >Tony >-- >Orcs are Great, Lizard Men are Greater, Tiberius is the Greatest! > > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Mon May 5 22:00:40 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 05 May 2003 12:00:40 +0000 Subject: [RQ-Rules] Role Playing Points Awarded Message-ID: I have been too strict on awarding skill checks; only granting it when the skilroll promotes somthing spectacular, or rolling special,critical successes, and only one X pr. session. Therefore, we this time wanted to try a more liberal approach. Yes, they advance very quicly, but the skillincreases ware off after reaching some 70% >I agree entirely- we run something similar in my campaign where we have abandoned the experience system completly; you get 3% a month (Its a 10 month year on the gameworld) but in addition you get brownie points too for good role playing, clever planning, smart remarks even! 10 brownies equal one percent in any skill they already have; ie they cannot suddenly master a skill they don't have. So far, it has really worked well- the problem came about when the entire party kept making track rolls in the rolling mosslands of the steppe, since then everything has been a lot smoother. >On a general note, all of my players felt they advanced too quickly in their skills using the existing check and roll system; they were keen to get away from it! > > > > > > >>From: "Tony Den" > > >>Reply-To: rq-rules at crashbox.com > >>To: > > >>Subject: [RQ-Rules] Role Playing Points Awarded > >>Date: Mon, 5 May 2003 10:13:09 +0200 (SAST) > >> > >>Posted this as a forum on my site ( http://www.runequest.za.org ) , but > >>herewith: > >> > >>What do other Rune Questers think of the use of a role playing awards > >>system in RQ. The problem in RQ is that increasing stats via experience > >>checks tends toward players constantly trying to do something to get a > >>check and thirsting for combat like a Knight of The Dinner Table. > >> > >>My brother and I were discussing a system to award points for actual role > >>playing (like we use in Cyberpuke), so that after each session, the whole > >>group discusses who played the best and then the GM awards a few points. > >>These points can be transferred direct as percentils to increase a stat, > >>or can maybe be hoarded and "exchanged" with the GM for some special boon > >>at a later stage. > >> > >>Ciao > >>Tony > >>-- > >>Orcs are Great, Lizard Men are Greater, Tiberius is the Greatest! > >> > >> > >>_______________________________________________ > >>RQ-Rules mailing list > >>RQ-Rules at crashbox.com > >>http://www.crashbox.com/rq-rules > >>http://www.crashbox.com/mailman/listinfo/rq-rules > > > > >------------------------------------------ >It's fast, it's easy and it's free! >------------------------------------------ >Click here to download MSN Messenger >------------------------------------------ > >------------------------------------------ > > >--- StripMime Report -- processed MIME parts --- >text/html (html body -- converted) >--- >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From joemills at columbus.rr.com Tue May 6 00:32:10 2003 From: joemills at columbus.rr.com (Joe Mills) Date: Mon, 5 May 2003 10:32:10 -0400 Subject: [RQ-Rules] Role-playing awards References: <20030505120203.177414C4A7@thinbits.com> Message-ID: <003201c31313$1d7d4080$eae6a618@mills> I've never been a fan of role-playing awards, as I feel it pits the players vs. other players in a competition (as opposed to the player's characters been in competition, which is just fine). Some guys role-play more easily than others -- why should their characters benefit more than others? And voting for and against other players might create hard feelings, which is no fun. As far as players who go out of their way to acquire skill checks in idle situations, I usually allow the skill checks, then inform the player that no skill check tick will be gained in those types of situations. After you establish the precedent, the skill-check hunting goes down and the players spend more time role-playing instead. Otherwise, I think the skill check system helps create a more interesting combat. Instead of a player having his character draw sword and attack ad nauseum, in RQ a player is more likely to try to "jump" onto a table for a height advantage, or "throw" a bottle of ale in a tavern brawl, for instance. Yes, that means combats take more time that way. I try to keep combat down to about one melee per session, and more than half the time keep the combats as non-lethal as possible (tavern brawls, skirmishing newtlings, etc.) Again, that leaves more time for role-playing and problem-solving. My two cents and my group's style of play, YGMV. -- Joe --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From dungeon_dweller at earthlink.net Tue May 6 00:55:39 2003 From: dungeon_dweller at earthlink.net (DD) Date: Mon, 5 May 2003 10:55:39 -0400 Subject: [RQ-Rules] Sandy's Sorcery Rules question References: <20030505120203.177414C4A7@thinbits.com> <003201c31313$1d7d4080$eae6a618@mills> Message-ID: <000801c31316$65adc0c0$665c79a5@ELNparejf> We love the rules for this sorcery system, but it mentions Presence. We are not sure what this is and how much one starts out with... Can someone explain this to us.. We are idiots.... DD From steve at perrinworlds.com Tue May 6 01:00:11 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Mon, 5 May 2003 08:00:11 -0700 Subject: [RQ-Rules] Role-playing awards References: <20030505120203.177414C4A7@thinbits.com> <003201c31313$1d7d4080$eae6a618@mills> Message-ID: <00cd01c31317$08b65b10$f4407442@wizard> For SPQR I initiated an Experience point system that is based on the roleplaying or whatever the GM considers important. The experience points tell the player how many skill checks he can actually use. So if he has used ten skills, but only has four experience points, then he has to pick the four skills he will try to improve. For that matter, I even let him use the points to get repeated tries to improve a skill, but only one improvement per session/adventure/stopping place. The revised Traveller of about five years ago used a similar system. Steve Perrin www.perrinworlds.com/SPQR.html ----- Original Message ----- From: "Joe Mills" To: Sent: Monday, May 05, 2003 7:32 AM Subject: [RQ-Rules] Role-playing awards I've never been a fan of role-playing awards, as I feel it pits the players vs. other players in a competition (as opposed to the player's characters been in competition, which is just fine). Some guys role-play more easily than others -- why should their characters benefit more than others? And voting for and against other players might create hard feelings, which is no fun. As far as players who go out of their way to acquire skill checks in idle situations, I usually allow the skill checks, then inform the player that no skill check tick will be gained in those types of situations. After you establish the precedent, the skill-check hunting goes down and the players spend more time role-playing instead. Otherwise, I think the skill check system helps create a more interesting combat. Instead of a player having his character draw sword and attack ad nauseum, in RQ a player is more likely to try to "jump" onto a table for a height advantage, or "throw" a bottle of ale in a tavern brawl, for instance. Yes, that means combats take more time that way. I try to keep combat down to about one melee per session, and more than half the time keep the combats as non-lethal as possible (tavern brawls, skirmishing newtlings, etc.) Again, that leaves more time for role-playing and problem-solving. My two cents and my group's style of play, YGMV. -- Joe --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From phl0nje at leeds.ac.uk Tue May 6 21:17:24 2003 From: phl0nje at leeds.ac.uk (Nikk Effingham) Date: Tue, 6 May 2003 12:17:24 +0100 Subject: [RQ-Rules] Missile weapons versus flying creatures/Role playing awards In-Reply-To: <20030505120203.9F87A4C4A8@thinbits.com> References: <20030505120203.9F87A4C4A8@thinbits.com> Message-ID: <1052219844.3eb799c49b0d2@webmail4.leeds.ac.uk> MISSILE WEAPONS VERSUS FLYING CREATURES Aren't there already rules to cover this, simplistic as they may be? IIRC the modifier chart gives modifiers for trying to hit a moving target, as well as negative modifiers if the target is below a certain SIZ (I think it's 5 or something) and increased chances to hit for above a certain SIZ (I think it's anything over SIZ 20). That should sort you out. The big problem is that because of these modifiers a character has +1000% or something against the Crimson Bat, meaing all combatants will always score a critical hit. I think I dealt with that by ruling positive modifiers can never more than double your chance to hit. ROLE PLAYING AWARDS An excellent idea. I award between 0-3 ticks at the end of the session where PCs can place them wherever they wish. Normally one goes on POW, which means that POW increases are slightly quicker than normal, but this isn't an undue influence on the power level of the game, it just means that a bit more rune magic gets flung around and DI takes only two or three sessions to recover from as oppossed to six or seven. From soltakss at yahoo.com Tue May 6 23:38:00 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Tue, 6 May 2003 14:38:00 +0100 (BST) Subject: [RQ-Rules] Re: Help! Braindead GM Alert!, Role Playing Points Awarded, Thinking out names... In-Reply-To: <20030505120203.177414C4A7@thinbits.com> Message-ID: <20030506133800.60612.qmail@web9607.mail.yahoo.com> John Whitehead: > > In my experience, the best way tp speed up an adventure is to get > ass-kicking > > straight away. It certainly beats all this role-playing mumbo-jumbo. > > > > > If you don't care for "all this role-playing mumbo-jumbo, just what are you > doing on a role-playing list, talking about a role-playing game? I believe the original question related to fitting a single adventure into a four hour time period as one of the players was from Texas and the others from somewhere equally as far away. If you are playing a campaign with 8 hour sessions a couple of times a week for a long period of time, then indulging roleplaying is viable. If you have an adventure that must be finished in 4 hours and you have to introduce the characters, set the scene, get the players to interact and to act as a group, do something and achieve some kind of goal, depending on the scenario, the last thing the GM needs is for them to sit around for a couple of hours "interacting". That can come later when the group is more settled and the characters more developed. If you want to see some of this role-playing mumbo-jumbo then check out www.geocities.com/soltakss and perhaps you will see why I am interested in this particular group. > Squad Leader does have a discussion group. Maybe you would feel more at > home there. What's Squad Leader, then? Is it as good as RuneQuest? DD: > > In my experience, the best way tp speed up an adventure is to get > ass-kicking > > straight away. It certainly beats all this role-playing mumbo-jumbo. > > Damn, with this killer combat system, you must have short campaigns.. No, just lots and lots of resurrects and DIs. :-) > Just give them reasons to do certain things, or skip parts of the adventure > that are not "really" important... Or time the adventure so that it fits into the allotted period. If the players are having too much fun roleplaying, then change the scenario to suit what they are doing. Maybe the scenario will fit into two sessions instead. Tony Den: > What do other Rune Questers think of the use of a role playing awards > system in RQ. The problem in RQ is that increasing stats via experience > checks tends toward players constantly trying to do something to get a > check and thirsting for combat like a Knight of The Dinner Table. We got around this problem, eventually, by giving out a number of Experience Points per game session. The players could allocate the EPs to ticked skills in order to gain an automatic increase of 1D6 or 3, Easy skills cost 0.5 EPs, Medium Skills 1 EP, Difficult Skills 2 EPs and so on. I restricted the number of EPs given out so that the tick-race was no longer an issue and also so that PCs could concentrate on certain skills and could become specialists. This had the following benefits: 1. Players did not feel hard done by because "Derak always makes his and Brankist never makes his" 2. There is no need to tick all the skills you can and attempt to roll the skill for an increase 3. PCs could specialise and increase certain skills 4. More difficult skills were harder to increase 5. The GM could give out bonus EPs if a particular PC did something extraordinary. > My brother and I were discussing a system to award points for actual role > playing (like we use in Cyberpuke), so that after each session, the whole > group discusses who played the best and then the GM awards a few points. > These points can be transferred direct as percentils to increase a stat, > or can maybe be hoarded and "exchanged" with the GM for some special boon > at a later stage. In our games, the rewards for good roleplaying actually came out in the game itself, in a mixture of: 1. A satisfying session 2. Benefits gained by the PCs when interacting with NPCs 3. The GM being more inclined to be flexible with players who roleplayed than players who didn't. The problem with awarding points for the best roleplayer is that it can cause ill-feeling in the group. Also, someone could roleplay his character perfectly and make it look as though he is not making an effort, whereas someone else could make a point of doing odd things and could look as though they are roleplaying. Bjorn Stolen: > >From: Simon Phipp > > > >After all, playing the game is far more fun than > > >rolling up new characters and (horror of horrors) thinking up new > names. > > > > Thinking out names is great fun! I live for (at least GM for) thinking out > new NPC names. (Allthough my players have made some comments on my > overstating uninportaint NPC by giving them names like "totally > uninterresting peassent number three from the right", etc.) So, you're not into Broo 1, Broo 2, Broo 3 and so on, then? One of our players rolled up a dark troll and for the first two or three sessions he was known as "the dark troll" until the GM forced him to give it a name. "Oh, in that case, he's Derak" he said, and was henceforth known as "DDT" (Derak the Dark Troll). So names have always been tricky in our campaigns. Simon (Who sometimes likes this role-playing mumbo-jumbo, but don't tell anyone) __________________________________________________ Yahoo! Plus For a better Internet experience http://www.yahoo.co.uk/btoffer From stolenbjorn at hotmail.com Wed May 7 00:28:12 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 06 May 2003 14:28:12 +0000 Subject: [RQ-Rules] Missile weapons versus flying creatures/Role playing awards Message-ID: >MISSILE WEAPONS VERSUS FLYING CREATURES > >Aren't there already rules to cover this, simplistic as they may be? IIRC the >modifier chart gives modifiers for trying to hit a moving target, as well as >negative modifiers if the target is below a certain SIZ (I think it's 5 or >something) and increased chances to hit for above a certain SIZ (I think it's >anything over SIZ 20). That should sort you out. It's not as easy as you suggest. When I was in the army, I was trained on a norwegian version of the old ragged M113 APC. It had an archaic turret, hand driven, with a 20mm machinecannon, that had a rate of fire of some 7rounds pr, second. Hillariously lousy shit compared to modern airtrackingsystems, but still far better than most missileweapons in RQ!!!! When shooting at groundtargets, the hit% was very good; One shot on scemiauto 2 - 3 rounds until hitting the target, then blasting away with full auto. (cool effect, seeing 7 x 20mm grenades exploding in a target...) When shooting at drones, the story got different. One hit on a drone during one day at the shooting range, was not unusual, and acieving 5% hit rate was considered an achievement. So I'd say that the request for additional hit modifiers for air targets is a valid question. ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Wed May 7 00:37:21 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 06 May 2003 14:37:21 +0000 Subject: [RQ-Rules] Re: Help! Braindead GM Alert!, Role Playing Points Awarded, Thinking out names... Message-ID: > > Squad Leader does have a discussion group. Maybe you would feel more at > > home there. > >What's Squad Leader, then? Is it as good as RuneQuest? > Squad Leader is a boardgame where one counter is a squad of 8 -14 people, and the setting is 2nd ww. It's on a tactical level, and is best suited to fight battles up to Battalion size. It's big brother, ASL (a= advanced), is IMO the ultimate modern counterbased combatsystem for this sized battles! The "Close Combat"-games for computers have many of the same principles as SL and ASL. >DD: > > > > In my experience, the best way tp speed up an adventure is to get > > ass-kicking > > > straight away. It certainly beats all this role-playing mumbo-jumbo. > > > > Damn, with this killer combat system, you must have short campaigns.. > >No, just lots and lots of resurrects and DIs. :-) I just don't agree with you, I hate games that is like that. I'll respect your wiev, but never game with you! (as if that was possible, me beeing in Norway and you...?) (Me in a previous mail:) > > Thinking out names is great fun! I live for (at least GM for) thinking out > > new NPC names. (Allthough my players have made some comments on my > > overstating uninportaint NPC by giving them names like "totally > > uninterresting peassent number three from the right", etc.) > >So, you're not into Broo 1, Broo 2, Broo 3 and so on, then? My characters never ask the broos what their name is..... > >One of our players rolled up a dark troll and for the first two or three >sessions he was known as "the dark troll" until the GM forced him to give it >a name. "Oh, in that case, he's Derak" he said, and was henceforth known as >"DDT" (Derak the Dark Troll). So names have always been tricky in our >campaigns. My Humakti Gjermund was given two darktrolls on his birthday. Their names were..."One" and "Two" ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From carpgachair at yahoo.com Wed May 7 02:03:13 2003 From: carpgachair at yahoo.com (Paul Cardwell) Date: Tue, 6 May 2003 09:03:13 -0700 (PDT) Subject: [RQ-Rules] Role Playing Points Awarded In-Reply-To: Message-ID: <20030506160313.39594.qmail@web12408.mail.yahoo.com> Help, please. What does > stand for? I have often encountered such gobbledygook in documents where five or six characters substitute for quotes, apostrophes, hypens, etc., and am assuming this is a similar problem with not-quite-compatible systems. I occasionally find material worth downloading to hardcopy and filing for future reference and in such cases change these to the proper character. A bullet is a possibility, but I would like to know for sure. Paul Cardwell __________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com From slaanesh at szafir.univ.szczecin.pl Wed May 7 02:12:50 2003 From: slaanesh at szafir.univ.szczecin.pl (Slaanesh) Date: Tue, 6 May 2003 18:12:50 +0200 (CEST) Subject: [RQ-Rules] Role Playing Points Awarded In-Reply-To: <20030506160313.39594.qmail@web12408.mail.yahoo.com> Message-ID: > Help, please. > > What does > stand for? I have often encountered it stands for ">" greater than sign. -- /Grzegorz GG: 1279462 http://szafir.univ.szczecin.pl/~slaanesh/ArsMagica/index.html From pontus.amberg at telia.com Wed May 7 02:09:18 2003 From: pontus.amberg at telia.com (Pontus Amberg) Date: Tue, 6 May 2003 18:09:18 +0200 Subject: SV: [RQ-Rules] Role Playing Points Awarded In-Reply-To: <20030506160313.39594.qmail@web12408.mail.yahoo.com> Message-ID: <002a01c313e9$dc8bc100$3200a8c0@brainst8> It?s the "code" used in HTML, XML and other Markup Languages for the "greater than" sign ">". I think there's some kind of HTML filter used on this discussion group and that it messes up the messages where ">" is used. /Pontus -----Ursprungligt meddelande----- Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r Paul Cardwell Skickat: den 6 maj 2003 18:03 Till: rq-rules at crashbox.com ?mne: Re: [RQ-Rules] Role Playing Points Awarded Help, please. What does > stand for? I have often encountered such gobbledygook in documents where five or six characters substitute for quotes, apostrophes, hypens, etc., and am assuming this is a similar problem with not-quite-compatible systems. I occasionally find material worth downloading to hardcopy and filing for future reference and in such cases change these to the proper character. A bullet is a possibility, but I would like to know for sure. Paul Cardwell __________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From steve at perrinworlds.com Wed May 7 11:27:18 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Tue, 6 May 2003 18:27:18 -0700 Subject: [RQ-Rules] Role Playing Points Awarded References: <002a01c313e9$dc8bc100$3200a8c0@brainst8> Message-ID: <01a701c31437$cd1b6fb0$f4407442@wizard> Does anyone have this problem besides Bjorn? His is the only correspondence I've noticed it appear on. Is he the only one who is showing others' messages with ">"? Steve Perrin ----- Original Message ----- From: "Pontus Amberg" To: Sent: Tuesday, May 06, 2003 9:09 AM Subject: SV: [RQ-Rules] Role Playing Points Awarded It's the "code" used in HTML, XML and other Markup Languages for the "greater than" sign ">". I think there's some kind of HTML filter used on this discussion group and that it messes up the messages where ">" is used. /Pontus -----Ursprungligt meddelande----- Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r Paul Cardwell Skickat: den 6 maj 2003 18:03 Till: rq-rules at crashbox.com ?mne: Re: [RQ-Rules] Role Playing Points Awarded Help, please. What does > stand for? I have often encountered such gobbledygook in documents where five or six characters substitute for quotes, apostrophes, hypens, etc., and am assuming this is a similar problem with not-quite-compatible systems. I occasionally find material worth downloading to hardcopy and filing for future reference and in such cases change these to the proper character. A bullet is a possibility, but I would like to know for sure. Paul Cardwell __________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From ghoyle1 at airmail.net Wed May 7 15:18:40 2003 From: ghoyle1 at airmail.net (Guy Hoyle) Date: Wed, 07 May 2003 00:18:40 -0500 Subject: [RQ-Rules] Role Playing Points Awarded In-Reply-To: <01a701c31437$cd1b6fb0$f4407442@wizard> References: <002a01c313e9$dc8bc100$3200a8c0@brainst8> <01a701c31437$cd1b6fb0$f4407442@wizard> Message-ID: <200305070018400002.0C81905B@smtp.airmail.net> I see it too, on occasion. Guy *********** REPLY SEPARATOR *********** On 5/6/2003 at 6:27 PM Steve Perrin wrote: >Does anyone have this problem besides Bjorn? His is the only >correspondence >I've noticed it appear on. Is he the only one who is showing others' >messages with ">"? > >Steve Perrin > >----- Original Message ----- >From: "Pontus Amberg" >To: >Sent: Tuesday, May 06, 2003 9:09 AM >Subject: SV: [RQ-Rules] Role Playing Points Awarded > > >It's the "code" used in HTML, XML and other Markup Languages for the >"greater than" sign ">". I think there's some kind of HTML >filter used on this discussion group and that it messes up the messages >where ">" is used. > >/Pontus > > >-----Ursprungligt meddelande----- >Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r >Paul Cardwell >Skickat: den 6 maj 2003 18:03 >Till: rq-rules at crashbox.com >?mne: Re: [RQ-Rules] Role Playing Points Awarded > >Help, please. > >What does > stand for? I have often encountered >such gobbledygook in documents where five or six >characters substitute for quotes, apostrophes, hypens, >etc., and am assuming this is a similar problem with >not-quite-compatible systems. > >I occasionally find material worth downloading to >hardcopy and filing for future reference and in such >cases change these to the proper character. A bullet >is a possibility, but I would like to know for sure. > >Paul Cardwell > > >__________________________________ >Do you Yahoo!? >The New Yahoo! Search - Faster. Easier. Bingo. >http://search.yahoo.com >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules > >_______________________________________________ >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 _____ 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 stolenbjorn at hotmail.com Wed May 7 18:03:17 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 07 May 2003 08:03:17 +0000 Subject: [RQ-Rules] Role Playing Points Awarded Message-ID: Is it better now?   From: "Guy Hoyle" Reply-To: rq-rules at crashbox.com To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Role Playing Points Awarded Date: Wed, 07 May 2003 00:18:40 -0500 I see it too, on occasion. Guy REPLY SEPARATOR *********** On 5/6/2003 at 6:27 PM Steve Perrin wrote: Does anyone have this problem besides Bjorn? His is the only correspondence I've noticed it appear on. Is he the only one who is showing others' messages with ">"? Steve Perrin ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Wed May 7 19:23:46 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 07 May 2003 09:23:46 +0000 Subject: [RQ-Rules] Role Playing Points Awarded Message-ID: Is it better now? Yes it was, but what the h... is that &nbsp  -thingie? ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den korteste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Wed May 7 20:49:58 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 07 May 2003 10:49:58 +0000 Subject: [RQ-Rules] Experience points + attributes Message-ID: After reading this discussion and the one on RuneQuest za.org -thingie, Me and my little group of three faitful players have ended up with this system: -Non combat skills: 1exp pr % up to 40%, 2exp pr % up to 80% and 3exp pr % up to 100% -Combat and magic related skills/spells: 10% rounded up exp pr %. (So somebody with a combatskill of 55%, have to spend 6 exp to reach 56%) POW, STR, SIZ(mass only, houserule), CON: current level worth of exp INT, APP, DEX: Current level x 2 worth of exp I want to award between 4 and 10 exp pr. session, and they have to be given promission before applying them, especially on attributes, otherways it would become dangerously easy to increase the attributes. I have allso introduced a housrule that you can increase any of your stats, exept SIZ with 50% of original attribute, limited by racial maximum... I let it be tecnically possible to increase attributes to one above racial maximum, but only through training; (I roll 1d3-1: if somebody have one below racial max, they have 05% chanse of getting an increase. If they roll 3 on a d3, then they go up 2 levels, ending up one above racial maximum.) This is inspired by Mechwarrior where you have an advantage that you have an "exeptional attribute". This way, I encourage people to increase the non-violent aspects of their characters. After all, there's three ways to increase combatskills from before; training, research and ticks, so I don't mind those skills beeing exp-consuming...   ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From gerall at chromebob.com Wed May 7 22:49:36 2003 From: gerall at chromebob.com (Gerall Kahla) Date: Wed, 07 May 2003 07:49:36 -0500 Subject: [RQ-Rules] Role Playing Points Awarded In-Reply-To: References: Message-ID: <3EB900E0.1070905@chromebob.com> Bjorn Stolen wrote: > Is it better now? > > > Yes it was, but what the h... is that &nbsp  -thingie? & == ampersand (shift 7 on most keyboards)   == nonbreaking space (a cheater character used to create more than one space between elements on a line in HTML... Mostly used by Microsoft products to break HTML compatibility.) Normally, when an email is replied to, the original message text is embedded in the reply and prefaced (once per line) with a greater than symbol. '>' Bjorn and many others *probably* have their email clients set to render HTML email. The line on the left side of the text will look like a fuzzy vertical bar instead of a column of '>'s. It's only when he (or anyone using an HTML-default email client) /replies/ that things get a little hairy... The HTML embeds as flat-text instead of code and people get to see the wiring under the board. It's not really a problem for me, but I understand how the system works. For people looking to archive and print gaming supplements, there might be more of an issue. The only way I could see it going away completely is if everyone set their email clients to read / send flat-text email only. Some people don't have this option, though... Just my $0.02 USD... Hope this helps -- -- G. Kahla - he who codes From tcantine at incentre.net Thu May 8 07:49:06 2003 From: tcantine at incentre.net (Thomas M. Cantine) Date: Wed, 7 May 2003 14:49:06 -0700 Subject: [RQ-Rules] Anti-Avian Artillery Message-ID: Nikk, I think I agree with you that the existing attack modifiers for size, movement and range are probably sufficient for shooting at flying creatures. As for the problem of the attack chance going astronomically high with a target like the Crimson Bat and affecting the chance for a critical or impale, why not use the principle in the divine spell Sureshot? That spell, if I recall correctly, puts the to-hit chance of the next arrow at 100%, but leaves the chances of a critical or an impale at the user's native pre-Sureshot level. Alternatively, one could rule that against natural armour, or at least certain types of natural armour (such as those resulting from sheer bulk), critical hits have no particular effect. (I think of Lilliputians shooting tiny slivers at me, and no matter how accurately they may shoot, the worst effect on me would be annoyance, and maybe a tiny skin rash around where the poisoned barbed arrow stuck, like that accursed cactus at my mom's house that would always seem to jab my hand when I was watering it.) >Message: 5 >Date: Tue, 6 May 2003 12:17:24 +0100 >From: Nikk Effingham >To: rq-rules at crashbox.com >Subject: [RQ-Rules] Missile weapons versus flying creatures/Role playing awards >Reply-To: rq-rules at crashbox.com > >MISSILE WEAPONS VERSUS FLYING CREATURES > >Aren't there already rules to cover this, simplistic as they may be? IIRC the >modifier chart gives modifiers for trying to hit a moving target, as well as >negative modifiers if the target is below a certain SIZ (I think it's 5 or >something) and increased chances to hit for above a certain SIZ (I think it's >anything over SIZ 20). That should sort you out. > >The big problem is that because of these modifiers a character has +1000% or >something against the Crimson Bat, meaing all combatants will always score a >critical hit. I think I dealt with that by ruling positive modifiers can never >more than double your chance to hit. /=================================\ | Thomas M. Cantine | | "Will Think For Food" | \=================================/ http://www.incentre.net/tcantine From jpw at gtemail.net Thu May 8 13:19:05 2003 From: jpw at gtemail.net (John Whitehead) Date: Wed, 07 May 2003 22:19:05 -0500 Subject: [RQ-Rules] Re: Help! Braindead GM Alert!, Credit Where Credit Is Due Message-ID: <20030508031905.2735.qmail@verizonmail.com> ----- Original Message ----- From: Simon Phipp Date: Tue, 6 May 2003 14:38:00 +0100 (BST) To: rq-rules at crashbox.com Subject: [RQ-Rules] Re: Help! Braindead GM Alert!, Role Playing Points Awarded, Thinking out names... > John Whitehead: > > > > In my experience, the best way tp speed up an adventure is to get > > ass-kicking > > > straight away. It certainly beats all this role-playing mumbo-jumbo. > > > > > > > > > If you don't care for "all this role-playing mumbo-jumbo, just what are you > > doing on a role-playing list, talking about a role-playing game? > > I believe the original question related to fitting a single adventure into a > four hour time period as one of the players was from Texas and the others > from somewhere equally as far away. If you are playing a campaign with 8 hour > sessions a couple of times a week for a long period of time, then indulging > roleplaying is viable. If you have an adventure that must be finished in 4 > hours and you have to introduce the characters, set the scene, get the > players to interact and to act as a group, do something and achieve some kind > of goal, depending on the scenario, the last thing the GM needs is for them > to sit around for a couple of hours "interacting". That can come later when > the group is more settled and the characters more developed. Point taken. The dig was uncalled for on my part. > If you want to see some of this role-playing mumbo-jumbo then check out > www.geocities.com/soltakss and perhaps you will see why I am interested in > this particular group. > > > Squad Leader does have a discussion group. Maybe you would feel more at > > home there. > > What's Squad Leader, then? Is it as good as RuneQuest? Squad Leader is a two-player Avalon Hill boardgame of excruciating detail, set during World War II, on the Infantry squad level(hence 'Squad Leader'). It did have mechanics for character improvement, but I never found anyone who either, a) played anything that could be called a campaign, or, b) could keep a Squad Leader, of any army, alive for more than one or two games. Also, to give credit where it is due, the idea of starting in the middle of the action is one of the easier ways of getting the characters to react. In the words of Raymond Chandler: "When in doubt, always have two men with guns burst in the door." It's amazing how that gets their attention. > DD: > > > > In my experience, the best way tp speed up an adventure is to get > > ass-kicking > > > straight away. It certainly beats all this role-playing mumbo-jumbo. > > > > Damn, with this killer combat system, you must have short campaigns.. > > No, just lots and lots of resurrects and DIs. :-) > > > Just give them reasons to do certain things, or skip parts of the adventure > > that are not "really" important... > > Or time the adventure so that it fits into the allotted period. If the > players are having too much fun roleplaying, then change the scenario to suit > what they are doing. Maybe the scenario will fit into two sessions instead. > -- _______________________________________________ Get your free Verizonmail at www.verizonmail.com From stolenbjorn at hotmail.com Thu May 8 19:23:09 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Thu, 08 May 2003 09:23:09 +0000 Subject: [RQ-Rules] Anti-Avian Artillery Message-ID: From: tcantine at incentre.net (Thomas M. Cantine) Nikk, I think I agree with you that the existing attack modifiers for size, movement and range are probably sufficient for shooting at flying creatures. Stolenbjorn's reply: And I don't agree with you! This is what you do to prove I'm right: Take a bow/crossbow. Take a footballsized target (let it be american or european, doesn't matter) Attach a thread to it and have an assistant pull it as you shoot at it. Then try to shoot at flying crows or seagulls.... I think you'll end up realizing that it's a bit more difficult hitting airtargets.... (Hint: -have you ever wondered why the coalition forces lost so few aircraft flying over Iraq the past 11 years?) ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From soltakss at yahoo.com Fri May 9 00:25:00 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Thu, 8 May 2003 15:25:00 +0100 (BST) Subject: [RQ-Rules] Re: Missile weapons versus flying creatures, Help! Braindead GM Alert! In-Reply-To: <20030506161403.A041C4C4AC@thinbits.com> Message-ID: <20030508142500.71162.qmail@web9606.mail.yahoo.com> Nikk Effingham: > Aren't there already rules to cover this, simplistic as they may be? IIRC > the > modifier chart gives modifiers for trying to hit a moving target, as well > as > negative modifiers if the target is below a certain SIZ (I think it's 5 or > something) and increased chances to hit for above a certain SIZ (I think > it's > anything over SIZ 20). That should sort you out. > > The big problem is that because of these modifiers a character has +1000% > or > something against the Crimson Bat, meaing all combatants will always score > a > critical hit. I think I dealt with that by ruling positive modifiers can > never > more than double your chance to hit. According to the rules, you can stand on a True Dragon's head and drill straight into its brain. We never used the increased chances to hit for large creatures because they were patently silly. Bjorn Stolen: > When shooting at groundtargets, the hit% was very good; One shot on > scemiauto 2 - 3 rounds until hitting the target, then blasting away with > full auto. (cool effect, seeing 7 x 20mm grenades exploding in a target...) Sounds positively dwarven. > When shooting at drones, the story got different. One hit on a drone during > one day at the shooting range, was not unusual, and acieving 5% hit rate > was considered an achievement. > > > So I'd say that the request for additional hit modifiers for air targets is > a valid question. Either that or you had 5% in "Hit flying targets with big gun" :-) Bjorn Stolen: > > > Damn, with this killer combat system, you must have short > campaigns.. > >No, just lots and lots of resurrects and DIs. :-) > > I just don't agree with you, I hate games that is like that. I'll respect > your wiev, but never game with you! Well, that's very nice, isn't it. I've played and GMed all kinds of games, ranging from starting characters to high level ones and pretty much enjoyed all of them. I've no objection to playing a heavily role-playing-oriented game and have played them before. Still, it looks as though I won't get the chance. Anyway, RQ isn't a killer combat system, Call of Cthulhu is. Now that's a game where I've never had a character last more than 2 scenarios. > (as if that was possible, me beeing in Norway and you...?) Not being in Norway :-) > (Me in a previous mail:) > > > Thinking out names is great fun! I live for (at least GM for) > thinking out > > > > new NPC names. (Allthough my players have made some comments on > my > > > > overstating uninportaint NPC by giving them names like > "totally > > > > uninterresting peassent number three from the right", etc.) > > > > > >So, you're not into Broo 1, Broo 2, Broo 3 and so on, then? > > > My characters never ask the broos what their name is..... How impolite! How can you ever learn to understand your opponent if you are not properly introduced? Simon __________________________________________________ Yahoo! Plus For a better Internet experience http://www.yahoo.co.uk/btoffer From Nick.Middleton at invensys.com Fri May 9 00:31:56 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Thu, 8 May 2003 15:31:56 +0100 Subject: [RQ-Rules] Re: Missile weapons versus flying creatures, Help! Braindead GM Alert! Message-ID: >> >So, you're not into Broo 1, Broo 2, Broo 3 and so on, then? >> >> >> My characters never ask the broos what their name is..... > >How impolite! How can you ever learn to understand your opponent if you are >not properly introduced? Given a Broo's typical understanding of what is involved in being "properly introduced", I'm with Bjorn here... ;-) Cheers, Nick Middleton From carpgachair at yahoo.com Fri May 9 01:03:55 2003 From: carpgachair at yahoo.com (Paul Cardwell) Date: Thu, 8 May 2003 08:03:55 -0700 (PDT) Subject: [RQ-Rules] Re: Help! Braindead GM Alert!, Credit Where Credit Is Due In-Reply-To: <20030508031905.2735.qmail@verizonmail.com> Message-ID: <20030508150355.82974.qmail@web12408.mail.yahoo.com> There is a need for a library of four-hour scenarios. After all, that is the traditional time limit for convention games too. Conventions being a traditional introduction to new (to the player, RQ definitely could qualify) systems, we should be able to produce one or more from the files whenever needed. And they should illustrate the system in all its variety, not just a hack'n'slash gorefest. In the immortal words of Tevya, the milkman, "You ask me why is it a tradition, I will tell you; I don't know, but it is a tradition." Paul Cardwell __________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com From rico at ricosweb.com Fri May 9 01:06:36 2003 From: rico at ricosweb.com (Rich Allen) Date: Thu, 8 May 2003 09:06:36 -0600 Subject: [RQ-Rules] Anti-Avian Artillery In-Reply-To: Message-ID: <2003589636.215432@laptop> On Thu, 08 May 2003 09:23:09 +0000, Bjorn Stolen wrote: >Take a bow/crossbow. > >Take a footballsized target (let it be american or european, doesn't >matter) Attach a thread to it and have an assistant pull it as you >shoot at it. > >Then try to shoot at flying crows or seagulls.... Apples to Oranges. Most of us on this list would have, what, maybe a 40% attack rating with a missile weapon? PCs with attack ratings in the 90% and higher range would NOT be compare to most of us at all. I was into archery way back in my high-school days, and I was pretty good. I saw exhibition shoots where a guy was able to put arrows into apples thrown into the air, he only missed one out of the six thrown, and these were regular red apples going about 30 feet into the air from about 20 feet away from him. I have also heard of pheasant and duck hunting with bows, although I haven't seen it personally. My point is that someone who is an expert shooter will have absolutely no problem with flying targets, at least not to the point where more rules need to be added to the game. Military ground to air is about saturation, not accuracy. If you want accuracy, you fire a guided missile. Rich Allen From stolenbjorn at hotmail.com Fri May 9 16:56:59 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Fri, 09 May 2003 06:56:59 +0000 Subject: [RQ-Rules] Re: Missile weapons versus flying creatures, Help! Braindead GM Alert! Message-ID: When shooting at drones, the story got different. One hit on a drone during one day at the shooting range, was not unusual, and acieving 5% hit rate was considered an achievement. So I'd say that the request for additional hit modifiers for air targets is a valid question. -Either that or you had 5% in "Hit flying targets with big gun" :-) That's actually a good idea! -To have separate skills for airtargets and groundtargets. Then, I'd might agree with those claiming that the existing modifiers are sufficient, starting with a flat bs. of 05% pr weapongroup So, you're not into Broo 1, Broo 2, Broo 3 and so on, then? My characters never ask the broos what their name is..... -How impolite! How can you ever learn to understand your opponent if you are not properly introduced? Simon Well, my players (and Norwegians) are in general impolite ; ) ------------------------------------------ ------------------------------------------ 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 Fri May 9 17:01:01 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Fri, 09 May 2003 07:01:01 +0000 Subject: [RQ-Rules] Anti-Avian Artillery Message-ID: >Then try to shoot at flying crows or seagulls.... Apples to Oranges. Most of us on this list would have, what, maybe a 40% attack rating with a missile weapon? PCs with attack ratings in the 90% and higher range would NOT be compare to most of us at all. I was into archery way back in my high-school days, and I was pretty good. I saw exhibition shoots where a guy was able to put arrows into apples thrown into the air, he only missed one out of the six hrown, and these were regular red apples going about 30 feet into the air from about 20 feet away from him. I have also heard of pheasant and duck hunting with bows, although I haven't seen it personally. My point is that someone who is an expert shooter will have absolutely no problem with flying targets, at least not to the point where more rules need to be added to the game. Military ground to air is about saturation, not accuracy. If you want accuracy, you fire a guided missile. Rich Allen My reply: Did those oranges change path in the air? Did the pitcher throw them in random directions? Did the distance to the targets change? It's like throwingknifes; even i can get a knife to stand in the door in my boysroom if laying 3 years in my bed throwing the same dagger into the same door. That doesn't make me hit random targets on an evening out... ------------------------------------------ ------------------------------------------ Hotmail snakker ditt spr?k! ------------------------------------------ - F? Hotmail p? norsk i dag ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From gianni at basicrps.com Fri May 9 22:32:06 2003 From: gianni at basicrps.com (Gianni) Date: Fri, 9 May 2003 14:32:06 +0200 Subject: [RQ-Rules] Panic spell Message-ID: <000901c31627$01086990$9002600a@otvfrap043> Hello all 'Lords of Terror' mentions a divine magic spell called Panic. Could someone explain me what the spell does? (I own neither Gods of Glorantha, nor FC #4, nor Questlines) Cheers, Gianni webmaster of basicrps.com From pontus.amberg at telia.com Fri May 9 22:51:34 2003 From: pontus.amberg at telia.com (Pontus Amberg) Date: Fri, 9 May 2003 14:51:34 +0200 Subject: SV: [RQ-Rules] Panic spell In-Reply-To: <000901c31627$01086990$9002600a@otvfrap043> Message-ID: <001301c31629$bc174e20$3200a8c0@brainst8> From rico at ricosweb.com Sat May 10 00:16:26 2003 From: rico at ricosweb.com (Rich Allen) Date: Fri, 9 May 2003 08:16:26 -0600 Subject: [RQ-Rules] Anti-Avian Artillery In-Reply-To: Message-ID: <20035981626.399659@laptop> On Fri, 09 May 2003 07:01:01 +0000, Bjorn Stolen wrote: >Did those oranges change path in the air? Did the pitcher throw them >in random directions? Did the distance to the targets change? Yes, they were thrown in random directions, at random heights. Obviously, the apples could not change course in mid-flight, but also obviously a flying target in RQ will be quite a bit bigger than an apple. Rich Allen From stolenbjorn at hotmail.com Sat May 10 04:41:43 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Fri, 09 May 2003 18:41:43 +0000 Subject: [RQ-Rules] Anti-Avian Artillery Message-ID: Obviously, the apples could not change course in mid-flight, but also obviously a flying target in RQ will be quite a bit bigger than an apple. So pidgeons and sparrows are not appearing in Rune Quest? And do you really, really mean that it is just as easy to hit a flying target as a ground target? Just by changing altitude, will the missile be avoided, in addition to the options allso available to a ground target. ------------------------------------------ ------------------------------------------ Hotmail snakker ditt spr?k! ------------------------------------------ - F? Hotmail p? norsk i dag ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From rico at ricosweb.com Sat May 10 05:00:46 2003 From: rico at ricosweb.com (Rich Allen) Date: Fri, 9 May 2003 13:00:46 -0600 Subject: [RQ-Rules] Anti-Avian Artillery In-Reply-To: Message-ID: <20035913046.940511@laptop> On Fri, 09 May 2003 18:41:43 +0000, Bjorn Stolen wrote: >So pidgeons and sparrows are not appearing in Rune Quest? Not in combat! If you're talking about hunting, then a hunter will most likely wait until the target has stopped flying before shooting at it. If you really are talking about combat against a sparrow, then the PC deserves to loose every single arrow for being stupid. A sparrow attacking a PC can easily be captured with a cloak, net, whatever. Why shoot it?? I'm not sure that you and I are talking about the same thing anymore. > And do you >really, really mean that it is just as easy to hit a flying target >as a ground target? No, I'm saying that within the context of the game rules, it is similar enough to hit a flying target and a ground target that is moving around in a pitched battle. Why add more rules to a system that already has enough? If you like having a rule for every situation, then go ahead and make them. I just feel that the rules as written are broad enough to cover both situations, as is. Rich Allen From paul.s.sommer at get2net.dk Sat May 10 21:36:21 2003 From: paul.s.sommer at get2net.dk (paul Sommer) Date: Sat, 10 May 2003 13:36:21 +0200 Subject: [RQ-Rules] Re: Flying targets and character generator References: <20030508150903.4098C4C4AC@thinbits.com> Message-ID: <3EBCE435.5FDA8651@get2net.dk> Message: 9 From: "Bjorn Stolen" To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] Anti-Avian Artillery Nikk, I think I agree with you that the existing attack modifiers for size, movement and range are probably sufficient for shooting at flying creatures. Stolenbjorn's reply: And I don't agree with you! This is what you do to prove I'm right: Take a bow/crossbow. Take a footballsized target (let it be american or european, doesn't matter) Attach a thread to it and have an assistant pull it as you shoot at it. Then try to shoot at flying crows or seagulls.... I think you'll end up realizing that it's a bit more difficult hitting airtargets.... (Hint: -have you ever wondered why the coalition forces lost so few aircraft flying over Iraq the past 11 years?) ------------------------------------------------------------------------ Yup must agree with this ...flying target are incredibly difficult to it wuth runequest missle weapons . I use this to great effect on heavily armoured warrior types who now quail at the approach of harpies , gargolyes enlo mounted giant insects etc. Truely the leveler for tanklike warriors ....a huge stone dropped from on high by a fast moving gargoyle with 6 or 8 point Armour points.A sort of A10 tank buster :-) Makes the players respect flying critters for sure . Make the creatures fly out of spirit magic range for extra fun of course Ciao Paul sommer ps Squad leader and advanced squad leader are great fun and beautiful designed ..its just the rules lawyers who play it that get me. pss RQ character generator version 2 is out ,a boon (freeware) to all GM for making quick characters and npc's sheets at http://users.senet.com.au/~kspencer/rq3.htm by kevin spencer---------------excellent--------------I am updating the database behind this for enlo(trollkin) and newtlings + weapons + spells updated.ready soon. Best of all it converts the character sheet to HTML for publihing on the web as in here a sundome templaar in my game: http://hjem.get2net.dk/royalpanto/leon.htm --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From gianni at basicrps.com Mon May 12 17:02:27 2003 From: gianni at basicrps.com (Gianni) Date: Mon, 12 May 2003 09:02:27 +0200 Subject: [RQ-Rules] Missiles vs Flying Creatrures References: <008701c31292$0326b760$84446218@se1.client2.attbi.com> Message-ID: <006501c31854$72e16740$9002600a@otvfrap043> Hey > IIRC the Viking supplement had Modifications for Missiles Vs. Flying > creatures in the Thule adventure. On what page is that rule? I had a look at the supplement you mention but couldn't locate it. Gianni From stolenbjorn at hotmail.com Wed May 14 22:14:10 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 14 May 2003 12:14:10 +0000 Subject: [RQ-Rules] Stilt på site'n Message-ID: So vart det stilt at... (Norwegian -ha ha!) ------------------------------------------ ------------------------------------------ Hotmail snakker ditt spr?k! ------------------------------------------ - F? Hotmail p? norsk i dag ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From phl0nje at leeds.ac.uk Thu May 15 00:12:11 2003 From: phl0nje at leeds.ac.uk (Nikk Effingham) Date: Wed, 14 May 2003 15:12:11 +0100 Subject: [RQ-Rules] Sandy's Current Contact Details Message-ID: <1052921531.3ec24ebbe4246@webmail2.leeds.ac.uk> Should anyone have Sandy's current contact details via e-mail, can someone drop them to me, Cheers, Nikk From andrew at crashbox.com Thu May 15 00:30:30 2003 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Wed, 14 May 2003 07:30:30 -0700 Subject: [RQ-Rules] Sandy's Current Contact Details In-Reply-To: <1052921531.3ec24ebbe4246@webmail2.leeds.ac.uk> References: <1052921531.3ec24ebbe4246@webmail2.leeds.ac.uk> Message-ID: >Should anyone have Sandy's current contact details via e-mail, can >someone drop >them to me, This is his work address. I'm not sure how much personal mail he wants here, but this is all I have. SPetersen at EnsembleStudios.com -Andrew -- From tiberius at runequest.za.org Thu May 15 18:43:49 2003 From: tiberius at runequest.za.org (Tony Den) Date: Thu, 15 May 2003 10:43:49 +0200 (SAST) Subject: [RQ-Rules] GW RQ2 For Sale Message-ID: <17873.196.8.104.27.1052988229.squirrel@mail.wack.co.za> A bloke called Mick (in UK) contacted me via my site. He is selling what sounds like a brand spanking new Games Workshop RQ2 set. it was opened but from what I know (seen similar items on eBay) everything is still present, even the dice. Its the box with the purplish cover and amazon slaying big lizard thingie. Details at http://www.runequest.za.org/forum/message/188 or just advise me via return mail and I will forward to Mick. He is open to offers. I have seen items like this going for over GBP20 on eBay. Cheers Tony -- Orcs are Great, Lizard Men are Greater, Tiberius is the Greatest! From leonbk at yahoo.com Fri May 16 22:55:44 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 16 May 2003 05:55:44 -0700 (PDT) Subject: [RQ-Rules] New shamans In-Reply-To: Message-ID: <20030516125544.19668.qmail@web41115.mail.yahoo.com> I have recently noticed on how weak newly created shamans really are. In most rules which I seen (I currently use a version of Sandy's shaman rules) the fetch is created in the initial stage of the shaman initiation ritual by the applicant from his own power. This creates ever a very small fetch or a very vulnerable shaman. Compare this to a brand new acolyte who at this point would usually have a POW in the 12-15 range and 10pts of re-usable divine magic. The main difference is that an acolyte had the opportunity to sacrifice for his divine spells piecemeal, while a shaman must do it all at once. Has anyone thought of a more balanced way to create a shaman? Or is this something which "does not need to be fixed, because ...."? Leon Kirshtein __________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com From dungeon_dweller at earthlink.net Sun May 18 05:04:19 2003 From: dungeon_dweller at earthlink.net (Dungeon Dweller) Date: Sat, 17 May 2003 15:04:19 -0400 Subject: [RQ-Rules] Conan Hyborea God Sample Message-ID: <000901c31ca7$1f6d9fa0$295979a5@ELNparejf> Hi, I had mentioned before that we are to be playing in Hyborea, what I concider the "perfect" Non-Glorantha setting for RQ. Here is a sample of one of the Gods MITRA. I did use spells listed in Tal Meta's Greyquest list, and I hope this is not an infringement of Copyrights, as the spells are not written out. He gave me a copy, and I am sure he will do the same for you... MITRA Mitra, Lord of Light. Mitra does not tolerate or accept living sacrifices. Large tithes in both money and services make up for this. Cult in the World Mitrians are required to live a life of virtue. This includes truthfulness, honor, and trustworthiness. Priest (all of which are male) must remain celibate and avoid those things that distract them from Mitra, such as alcohol and drugs. Due to Mitra's insatiable hatred for Set, Chaos, and sorcery, the cult forbids the use of Sorcery. The High Holy Day of Mitra are every 1st of Snow Ape, the celebration of the Summer Solstice. It is celebrated in all areas that openly worship Mitra. There are many festivals, parades, and a mock battle between Mitra and Set. Lesser Holy Days are the first day of Summer, the beginning of each year, and Solar Eclipses. Weekly services are held on the third day of the week. The symbol of Mitra varies per locale. In general a solar disk is the chosen symbol. Others include the sun, a glowing face, and a glowing foot crushing a serpent. Priests adorn themselves in yellow flowing robes, Acolytes in White. All are bearded. Initiates and Rune Lords have no set dress. Skills: Ceremony, Orate, Lore Chaos, 1 Handed Weapon Attack and Parry, Shield Parry. Skills Taught: As Above, Sense Chaos, Sense Assassin, Treat Poison, Treat Disease, Lore History, Lore Religion (Mitra & Set). Initiate Membership: Standard. NOTE: Rather than pay the standard tithe, Initiates of Mitra must pay 50% of their annual income to the cult. They are also, at any time, required to participate in all cult Holy Days. Spirit Magic: Blade Sharp, Countermagic, Detect Enemy, Detect Magic, Dispel Magic, Heal, Light, Lightwall. Acolyte Membership: As per Priest. NOTE: They must pay 3000 pennies for each test of Holiness. They may perform all Priest functions in the absence of a Priest. Priest Membership: Standard. Also, they must never turn away (unless it is a no-win situation) from the forces Chaos or the Cult of Set. Common Divine Magic: All except Summon [Species] Special Divine Magic: Bless Worshippers, Clear Sight, Counter Chaos, Cure Chaos Wound, Detect Truth, Inspire Worshippers, Produce Light, Require Truth, Resurrection, Sun Bright, Sun Spear, Turn Undead. Rune Lord Membership: Standard. Rune Lords in Mitra's Cult are highly respected and well taken care in areas where he is worshipped. They must have a minimum score of 60% in Sense Assassin. --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From joemills at columbus.rr.com Sun May 18 10:12:18 2003 From: joemills at columbus.rr.com (Joe Mills) Date: Sat, 17 May 2003 20:12:18 -0400 Subject: [RQ-Rules] Re: RQ-Rules digest, Vol 1 #152 - 17 msgs References: <20030517190903.E91CD4C4AE@thinbits.com> Message-ID: <001301c31cd2$259f1b80$eae6a618@mills> I have recently noticed on how weak newly created shamans really are. In most rules which I seen (I currently use a version of Sandy's shaman rules) the fetch is created in the initial stage of the shaman initiation ritual by the applicant from his own power. This creates ever a very small fetch or a very vulnerable shaman. I don't think there's a problem. Remember, the acolyte has spent 10 points of power already. The Shaman probably spent those on MP-storing tattoos or that sort of thing, or on getting his power up to 21 before he creates a fetch. Shamanism might be a slower route to power than the priesthood, but a fully developed shaman is just as or maybe even more terrifying than a mere High Priest. -- Joe --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From ulo at metrocast.net Sun May 18 12:39:21 2003 From: ulo at metrocast.net (Christopher E. Fasulo) Date: Sat, 17 May 2003 22:39:21 -0400 Subject: [RQ-Rules] Conan Hyborea God Sample References: <000901c31ca7$1f6d9fa0$295979a5@ELNparejf> Message-ID: <000801c31ce6$b04280b0$0100a8c0@Beowulf> Theres this site at http://hyboria.xoth.net though its not RQ it does have some good background info on hyborea. ----- Original Message ----- From: "Dungeon Dweller" To: Sent: Saturday, May 17, 2003 3:04 PM Subject: [RQ-Rules] Conan Hyborea God Sample Hi, I had mentioned before that we are to be playing in Hyborea, what I concider the "perfect" Non-Glorantha setting for RQ. Here is a sample of one of the Gods MITRA. I did use spells listed in Tal Meta's Greyquest list, and I hope this is not an infringement of Copyrights, as the spells are not written out. He gave me a copy, and I am sure he will do the same for you... MITRA Mitra, Lord of Light. Mitra does not tolerate or accept living sacrifices. Large tithes in both money and services make up for this. Cult in the World Mitrians are required to live a life of virtue. This includes truthfulness, honor, and trustworthiness. Priest (all of which are male) must remain celibate and avoid those things that distract them from Mitra, such as alcohol and drugs. Due to Mitra's insatiable hatred for Set, Chaos, and sorcery, the cult forbids the use of Sorcery. The High Holy Day of Mitra are every 1st of Snow Ape, the celebration of the Summer Solstice. It is celebrated in all areas that openly worship Mitra. There are many festivals, parades, and a mock battle between Mitra and Set. Lesser Holy Days are the first day of Summer, the beginning of each year, and Solar Eclipses. Weekly services are held on the third day of the week. The symbol of Mitra varies per locale. In general a solar disk is the chosen symbol. Others include the sun, a glowing face, and a glowing foot crushing a serpent. Priests adorn themselves in yellow flowing robes, Acolytes in White. All are bearded. Initiates and Rune Lords have no set dress. Skills: Ceremony, Orate, Lore Chaos, 1 Handed Weapon Attack and Parry, Shield Parry. Skills Taught: As Above, Sense Chaos, Sense Assassin, Treat Poison, Treat Disease, Lore History, Lore Religion (Mitra & Set). Initiate Membership: Standard. NOTE: Rather than pay the standard tithe, Initiates of Mitra must pay 50% of their annual income to the cult. They are also, at any time, required to participate in all cult Holy Days. Spirit Magic: Blade Sharp, Countermagic, Detect Enemy, Detect Magic, Dispel Magic, Heal, Light, Lightwall. Acolyte Membership: As per Priest. NOTE: They must pay 3000 pennies for each test of Holiness. They may perform all Priest functions in the absence of a Priest. Priest Membership: Standard. Also, they must never turn away (unless it is a no-win situation) from the forces Chaos or the Cult of Set. Common Divine Magic: All except Summon [Species] Special Divine Magic: Bless Worshippers, Clear Sight, Counter Chaos, Cure Chaos Wound, Detect Truth, Inspire Worshippers, Produce Light, Require Truth, Resurrection, Sun Bright, Sun Spear, Turn Undead. Rune Lord Membership: Standard. Rune Lords in Mitra's Cult are highly respected and well taken care in areas where he is worshipped. They must have a minimum score of 60% in Sense Assassin. --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From slposey at concentric.net Sun May 18 14:41:23 2003 From: slposey at concentric.net (Stephen Posey) Date: Sat, 17 May 2003 22:41:23 -0600 Subject: [RQ-Rules] Conan Hyborea God Sample References: <000901c31ca7$1f6d9fa0$295979a5@ELNparejf> Message-ID: <3EC70EF3.1C96BEC5@concentric.net> Dungeon Dweller wrote: > > Hi, > I had mentioned before that we are to be playing in Hyborea, what I concider the > "perfect" Non-Glorantha setting for RQ. > Here is a sample of one of the Gods MITRA. > I did use spells listed in Tal Meta's Greyquest list, and I hope this is not an infringement > of Copyrights, as the spells are not written out. He gave me a copy, and I am sure he will do > the same for you... You may care to have a look at the BRP-Conan rules that I've been (slowly) translating from French, you can get the latest version here: http://www.concentric.net/~slposey/Gamelinks.htm The rules are completely done, as is most of the example scenario; I'm still working on the "Gazetteer" materials (characters, gods, countries, etc.). I will be interested to hear anyone's opinion about the document. The translation program I'm using (I'm hardly fluent in French :-/) sometimes produces odd or stilted English; I've tried to make it more flowing and colloquial, but would appreciate feedback on any unclear or awkward areas. Questionable translations are highlighted in the text, so any native or fluent French speakers are also invited to comment on proper translation. The original is by JeePee and can be found (along with other French BRP material) here: http://users.swing.be/jeepee/basicrps/ Stephen Posey slposey at concentric.net From soltakss at yahoo.com Sun May 18 22:44:32 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Sun, 18 May 2003 13:44:32 +0100 (BST) Subject: [RQ-Rules] Re: Missile weapons versus flying creatures, Conan Hyborea God Sample In-Reply-To: <20030517190903.E91CD4C4AE@thinbits.com> Message-ID: <20030518124432.28367.qmail@web9607.mail.yahoo.com> Bjorn Stolen: : > -Either that or you had 5% in "Hit flying targets with big gun" :-) > > That's actually a good idea! -To have separate skills for airtargets and > groundtargets. Then, I'd might agree with those claiming that the existing > modifiers are sufficient, starting with a flat bs. of 05% pr weapongroup Working in a similar way to Kuschile Horse Archery or Hawk Archery, where the chance to hit is not affected by the fact that the creature is flying (or the fact that you are on horseback/hawkback). It means an awful lot of extra skills, though, and I'm not sure if it is worth it. What it means in actual RQ play is that someone will try to shoot at a flying creature each time they are met, just to get the tick, and that the skill will increase at roughly the same rate as a normal attack, so the rationale behind it is lost as the two skils will end up at a similar percentage. Dungeon Dweller: > I had mentioned before that we are to be playing in Hyborea, what I = > concider the "perfect" Non-Glorantha setting for RQ. > Here is a sample of one of the Gods MITRA. Have you got any more? This kind of thing would be ideal for the Alternate Earth stuff we are trying to put together. Even though Hyborea could be claimed not to be ALternate Earth, it covers the steppe barbnarians of the bronze/iron age and fits perfectly, in my opinion. Simon __________________________________________________ Yahoo! Plus For a better Internet experience http://www.yahoo.co.uk/btoffer From soltakss at yahoo.com Sun May 18 22:50:18 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Sun, 18 May 2003 13:50:18 +0100 (BST) Subject: [RQ-Rules] Re: New Shamans In-Reply-To: <20030517190903.E91CD4C4AE@thinbits.com> Message-ID: <20030518125018.51907.qmail@web9608.mail.yahoo.com> Leon Kirshtein: > I have recently noticed on how weak newly created > shamans really are. In most rules which I seen (I > currently use a version of Sandy's shaman rules) the > fetch is created in the initial stage of the shaman > initiation ritual by the applicant from his own power. > This creates ever a very small fetch or a very > vulnerable shaman. Don't forget that a shaman who has successfuly defeated Bad Man retains his fetch and uses its POW to increase his chance of resisting magic. So, if we have a shaman who had 16 POW, sacrifices 6 POW to create his fetch and is left with POW 10 and a 6 POW fetch, he resists magic with a POW of 16, has a POW of 10 for the purposes of increasing POW and has a small fetch for the purposes of Spirit Plane navigation and holding spirits. > Compare this to a brand new acolyte who at this point > would usually have a POW in the 12-15 range and 10pts > of re-usable divine magic. The main difference is > that an acolyte had the opportunity to sacrifice for > his divine spells piecemeal, while a shaman must do it > all at once. Actually, a new acolyte does not have 10pts of reusable divine magic, a priest has to have 10 points of divine magic, an acolyte need not have any divine magic. A newly-created shaman is more akin to an acolyte than a priest, an experienced shaman is more akin to a priest than an acolyte. However, a starting shaman does not only use his fetch to control spirits. He may have access to Spirit Magic enchant spells to make Spirit Binding enchantments, he can summon spirits and bind them to these enchantments, he also has access to far more spirits than an acolyte. So, as an apprentice, he may have been able to make Spirit Binding enchantments and fill them with spirits, so he could well have more spirits available to him than an acolyte. Also, in Glorantha in particular and Alternate Earth in general, shamans can also belong to Divine Cults and as such can have access to divine magic. So, a Shaman of Kyger Litor is a Priestess and has access to a bucketload of spells. In this case, starting shamans are exactly the equivalent of Priests and get the Priestly benefits of reusable divine magic as well as the shamanic benefits of a fetch and higher resisting POW. Some shamans are not part of a divine cult, but even they can gain access to divine magic using Spirit Cults, of which they are the effective priests. A starting shaman may have been worshipping Spirits in Spirit Cults for some years and may have access to their spells on a one-use basis, when he becomes a shaman and next worships the Spirit he gains those spells reusably. Even those shamans who do not access Spirit Cults or do not belong to a Divine Cult can contact powerful spirits directly, sacrificing POW for Divine Magic, Spirit Magic or skill increases on a one-off basis. This makes them more powerful than would otherwise appear. The main problem that shamans have, in this resepct, is that they have so many ways of using POW that they are not very good at any of them. They can make enchantments, build up their fetch, sacrifice for Divine Magic and sacrifice to individual spirits. Pity the poor shaman. > Has anyone thought of a more balanced way to create a > shaman? Or is this something which "does not need to > be fixed, because ...."? I think it comes under the latter for the reasons given above. Simon __________________________________________________ Yahoo! Plus For a better Internet experience http://www.yahoo.co.uk/btoffer From steve at perrinworlds.com Mon May 19 04:02:32 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 18 May 2003 11:02:32 -0700 Subject: [RQ-Rules] Re: Conan Hyborea God Sample References: <20030518124432.28367.qmail@web9607.mail.yahoo.com> Message-ID: <006e01c31d67$a7bfaea0$f4407442@wizard> I'll second Simon on this one. Howard used very thinly disguised Mesopotamian gods for his Hyborian dieties. The two can be exchanged back and forth fairly easily. On a similar vein, I am thinking of doing a CofC game based on the hints of ancient civilizations in Lovecraft mythos stories (essentially everything but Howard, which has an estate keeping guard on its material). But I am not that much of a Lovecraft scholar. Anyone out there have a good idea of the Lovecraft and other contributors stories to look at to get an idea of city names, power groups, etc.? Steve Perrin ----- Original Message ----- From: "Simon Phipp" To: Sent: Sunday, May 18, 2003 5:44 AM Subject: [RQ-Rules] Re: Missile weapons versus flying creatures, Conan Hyborea God Sample > > Dungeon Dweller: > > > I had mentioned before that we are to be playing in Hyborea, what I = > > concider the "perfect" Non-Glorantha setting for RQ. > > Here is a sample of one of the Gods MITRA. > > Have you got any more? This kind of thing would be ideal for the Alternate > Earth stuff we are trying to put together. Even though Hyborea could be > claimed not to be ALternate Earth, it covers the steppe barbnarians of the > bronze/iron age and fits perfectly, in my opinion. > > Simon > > > __________________________________________________ > Yahoo! Plus > For a better Internet experience > http://www.yahoo.co.uk/btoffer > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From leonbk at yahoo.com Mon May 19 04:18:44 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sun, 18 May 2003 11:18:44 -0700 (PDT) Subject: [RQ-Rules] Re: RQ-Rules digest, Vol 1 #152 - 17 msgs In-Reply-To: <001301c31cd2$259f1b80$eae6a618@mills> Message-ID: <20030518181844.77220.qmail@web41102.mail.yahoo.com> --- Joe Mills wrote: > This creates ever a very small fetch or a very > vulnerable shaman. > > I don't think there's a problem. Remember, the > acolyte has spent 10 points of power already. Yes, but he now gets to use them om a reusable basis. > The > Shaman probably spent those on MP-storing tattoos or > that sort of thing, Well assuming his enchant and ceremony are somewhere around 50% (for a begining shaman, since I am looking to compare them to a new acolyte), this means he would have about 7pts of enchtments. This already means 2 to 3 pts of Power loss. > or on getting his power up to 21 before he creates a fetch. Not practicle since the higher your power is the less chance there is of increasing it. The optimal level for a character is about 15 this gives a 30% to increase in POW gain rolls, 75% chance to cast spirit spells, and at the same time a good chance of surviving adventuring. However, this is not a good number to become a shaman. > > Shamanism might be a slower route to power than the > priesthood, but a fully developed shaman is just as > or maybe even more terrifying than a mere High > Priest. I argee with this, but I am looking for a more even progression. Leon __________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com From leonbk at yahoo.com Mon May 19 04:35:46 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sun, 18 May 2003 11:35:46 -0700 (PDT) Subject: [RQ-Rules] Re: New Shamans In-Reply-To: <20030518125018.51907.qmail@web9608.mail.yahoo.com> Message-ID: <20030518183546.87979.qmail@web41112.mail.yahoo.com> --- Simon Phipp wrote: > Don't forget that a shaman who has successfuly > defeated Bad Man retains his > fetch and uses its POW to increase his chance of > resisting magic. So, if we > have a shaman who had 16 POW, sacrifices 6 POW to > create his fetch and is > left with POW 10 and a 6 POW fetch, he resists magic > with a POW of 16, has a > POW of 10 for the purposes of increasing POW and has > a small fetch for the > purposes of Spirit Plane navigation and holding > spirits. Yes, but his chances of casting a spirit spell are only 50% and if engaged in spirit combat or casting a spell on someone he still attacks with only his power, thus making his chances of getting a power gain roll are small. > Actually, a new acolyte does not have 10pts of > reusable divine magic, a > priest has to have 10 points of divine magic, an > acolyte need not have any divine magic. This depends on the cult. Most cults say that requirements for acolytes are same as per priest, which I take to mean 10pt of divine magic as well. > > Has anyone thought of a more balanced way to > create a > > shaman? Or is this something which "does not need > to > > be fixed, because ...."? > > I think it comes under the latter for the reasons > given above. I guess that I am looking for is a way by an apprentice shaman to store away power untill he is ready to become a shaman something like: Create Fetch Ceremony, Self By means of this spell a caster may sacrifice power to his fetch in advance of becoming a shaman. This power will be added to the newly created fetch at the time the applicant attempts to become a shaman. Note, at least one point of power must still be sacrificed by the new shaman at the time the fetch is created. __________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com From steve at perrinworlds.com Mon May 19 05:30:48 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 18 May 2003 12:30:48 -0700 Subject: [RQ-Rules] Re: New Shamans References: <20030518183546.87979.qmail@web41112.mail.yahoo.com> Message-ID: <001c01c31d73$fcf97fc0$f4407442@wizard> ----- Original Message ----- From: "Leon Kirshtein" To: Sent: Sunday, May 18, 2003 11:35 AM Subject: Re: [RQ-Rules] Re: New Shamans >snip< > I guess that I am looking for is a way by an > apprentice shaman to store away power untill he is > ready to become a shaman something like: > > Create Fetch > Ceremony, Self > > By means of this spell a caster may sacrifice power to > his fetch in advance of becoming a shaman. This power > will be added to the newly created fetch at the time > the applicant attempts to become a shaman. Note, at > least one point of power must still be sacrificed by > the new shaman at the time the fetch is created. > So you are essentially advocating the shaman setting up a savings account on the spirit plane. He puts in a point of POW here and a point of POW there until he has enough to get a viable Fetch, but still have a decent POW for adventuring. I could say that a normal shaman doesn't need to be an adventurer, but a high POW is good for a shaman who just sits around the village and helps his people, like a good shaman should. Actually, I think this is a good idea. I suggest, though, that it be called something like Imbue Shadow, and essentially it symbolically involves giving power to one's shadow (after all, the shadow of a person with high mana is supposed to be very potent and mustn't be messed with). When the Shaman is ready to jump into the Spirit Plane, he uses the shadow POW to create the Fetch. His shadow continues to be a residual "residence" of the Fetch and is still very potent magically. Oh, I also suggest that the POW put toward the Shadow has to be gained POW. Starting POW doesn't work. Moreover, the POW must be put in the Shadow when the POW is gained (or within a reasonable time span) rather than stuck in later. In essence, the proto-shaman must make the decision when POW is gained whether to set it aside or add it to his own. One might even say that a shaman's mentor could perform the ceremony to give his apprentice his first point of POW in the shadow. Thoughts? Steve Perrin > __________________________________ > Do you Yahoo!? > The New Yahoo! Search - Faster. Easier. Bingo. > http://search.yahoo.com > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From slposey at concentric.net Mon May 19 05:42:51 2003 From: slposey at concentric.net (Stephen Posey) Date: Sun, 18 May 2003 13:42:51 -0600 Subject: [RQ-Rules] Re: Conan Hyborea God Sample References: <20030518124432.28367.qmail@web9607.mail.yahoo.com> <006e01c31d67$a7bfaea0$f4407442@wizard> Message-ID: <3EC7E23B.3B96EA03@concentric.net> Steve Perrin wrote: > > I'll second Simon on this one. Howard used very thinly disguised > Mesopotamian gods for his Hyborian dieties. The two can be exchanged back > and forth fairly easily. > > On a similar vein, I am thinking of doing a CofC game based on the hints of > ancient civilizations in Lovecraft mythos stories (essentially everything > but Howard, which has an estate keeping guard on its material). But I am not > that much of a Lovecraft scholar. Anyone out there have a good idea of the > Lovecraft and other contributors stories to look at to get an idea of city > names, power groups, etc.? What time period are you planning on? Is this known Earth history more or less "as-is/was" with the addition of the Cthulhoid elements or were you planning something more radical? Stephen Posey slposey at concentric.net From dungeon_dweller at earthlink.net Mon May 19 05:53:02 2003 From: dungeon_dweller at earthlink.net (Dungeon Dweller) Date: Sun, 18 May 2003 15:53:02 -0400 Subject: [RQ-Rules] Re: Conan Hyborea God Sample References: <20030518124432.28367.qmail@web9607.mail.yahoo.com> <006e01c31d67$a7bfaea0$f4407442@wizard> Message-ID: <000801c31d77$1832c500$bf5979a5@ELNparejf> SIMON Have you got any more? This kind of thing would be ideal for the Alternate > Earth stuff we are trying to put together. Even though Hyborea could be > claimed not to be ALternate Earth, it covers the steppe barbnarians of the > bronze/iron age and fits perfectly, in my opinion. Yes, I have more. They could be used in any setting, I guess. I can send them later to your personal address, via PDF. Let me know, DD From dungeon_dweller at earthlink.net Mon May 19 05:56:14 2003 From: dungeon_dweller at earthlink.net (Dungeon Dweller) Date: Sun, 18 May 2003 15:56:14 -0400 Subject: [RQ-Rules] Re: Conan Hyborea God Sample References: <20030518124432.28367.qmail@web9607.mail.yahoo.com> <006e01c31d67$a7bfaea0$f4407442@wizard> <3EC7E23B.3B96EA03@concentric.net> Message-ID: <001301c31d77$8a313420$bf5979a5@ELNparejf> Steve, On a similar vein, I am thinking of doing a CofC game based on the hints of > ancient civilizations in Lovecraft mythos stories (essentially everything Was not alot of Lovecraft's Work on CofC Mythos incorprotated in to Hyborea? Seems though different in many way, there was a lot of similarities, mostly with the use of Demons, and a few names of the Gods.. Particulary Yog and others.. From dungeon_dweller at earthlink.net Mon May 19 06:00:15 2003 From: dungeon_dweller at earthlink.net (Dungeon Dweller) Date: Sun, 18 May 2003 16:00:15 -0400 Subject: [RQ-Rules] BRP-Conan References: <000901c31ca7$1f6d9fa0$295979a5@ELNparejf> <3EC70EF3.1C96BEC5@concentric.net> Message-ID: <002201c31d78$19d86940$bf5979a5@ELNparejf> I downloaded it and it was very well put together. I was hoping more Gods would be detailed, but what you did the spells was fanstastic.. When I get all this work done, I will post it on my site. All for RQ of course. Right now, I am using Gurps Conan as the main source... Very well put together also... It just seems the perfect setting for RQ... ----- Original Message ----- From: "Stephen Posey" To: Sent: Sunday, May 18, 2003 12:41 AM Subject: Re: [RQ-Rules] Conan Hyborea God Sample > Dungeon Dweller wrote: > > > > Hi, > > I had mentioned before that we are to be playing in Hyborea, what I concider the > > "perfect" Non-Glorantha setting for RQ. > > Here is a sample of one of the Gods MITRA. > > I did use spells listed in Tal Meta's Greyquest list, and I hope this is not an infringement > > of Copyrights, as the spells are not written out. He gave me a copy, and I am sure he will do > > the same for you... > > > > You may care to have a look at the BRP-Conan rules that I've been > (slowly) translating from French, you can get the latest version here: > > http://www.concentric.net/~slposey/Gamelinks.htm > > The rules are completely done, as is most of the example scenario; I'm > still working on the "Gazetteer" materials (characters, gods, countries, > etc.). > > I will be interested to hear anyone's opinion about the document. The > translation program I'm using (I'm hardly fluent in French :-/) > sometimes produces odd or stilted English; I've tried to make it more > flowing and colloquial, but would appreciate feedback on any unclear or > awkward areas. > > Questionable translations are highlighted in the text, so any native or > fluent French speakers are also invited to comment on proper > translation. > > The original is by JeePee and can be found (along with other French BRP > material) here: > > http://users.swing.be/jeepee/basicrps/ > > 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 gerall at chromebob.com Mon May 19 05:56:39 2003 From: gerall at chromebob.com (Gerall Kahla) Date: Sun, 18 May 2003 14:56:39 -0500 Subject: [RQ-Rules] Re: New Shamans In-Reply-To: <001c01c31d73$fcf97fc0$f4407442@wizard> References: <20030518183546.87979.qmail@web41112.mail.yahoo.com> <001c01c31d73$fcf97fc0$f4407442@wizard> Message-ID: <3EC7E577.5090808@chromebob.com> Steve Perrin wrote: [snip] >>I guess that I am looking for is a way by an >>apprentice shaman to store away power untill he is >>ready to become a shaman something like: >> >>Create Fetch >>Ceremony, Self >> >>By means of this spell a caster may sacrifice power to >>his fetch in advance of becoming a shaman. This power >>will be added to the newly created fetch at the time >>the applicant attempts to become a shaman. Note, at >>least one point of power must still be sacrificed by >>the new shaman at the time the fetch is created. I'd recommend not making this a spell. There are enough spells for shamen to learn as it is. This could probably be wrapped up in the lore and teachings of the shaman's mentor... > So you are essentially advocating the shaman setting up a savings account on > the spirit plane. He puts in a point of POW here and a point of POW there > until he has enough to get a viable Fetch, but still have a decent POW for > adventuring. I could say that a normal shaman doesn't need to be an > adventurer, but a high POW is good for a shaman who just sits around the > village and helps his people, like a good shaman should. Having a POW 'pool' on the Spirit Plane has been something I've used since RQ2. Technically, the shaman back then had to have a point of POW on the Spirit Plane for each spirit he had dealings with. IMG, I've extended this to be a reservoir for storing POW for any purpose the magician needs to keep in reserve (and incidentally get a better chance to gain POW because his personal score was lower). > Actually, I think this is a good idea. I suggest, though, that it be called > something like Imbue Shadow, and essentially it symbolically involves giving > power to one's shadow (after all, the shadow of a person with high mana is > supposed to be very potent and mustn't be messed with). When the Shaman is > ready to jump into the Spirit Plane, he uses the shadow POW to create the > Fetch. His shadow continues to be a residual "residence" of the Fetch and is > still very potent magically. This is how shamen used their POW pools. Sorcerers used them to store away POW for enchantments, bindings, etc... IMG, only shamen can use the pool to resist incoming magic. Sorcerers aren't that closely tied to the Spirit Plane. > Oh, I also suggest that the POW put toward the Shadow has to be gained POW. > Starting POW doesn't work. Moreover, the POW must be put in the Shadow when > the POW is gained (or within a reasonable time span) rather than stuck in > later. In essence, the proto-shaman must make the decision when POW is > gained whether to set it aside or add it to his own. I like these rules. IMG, no player has been interested in whittling away his character's POW (and becoming spell-bait) in the interest of a future pay-off. With these suggestions as rules, it's only the spiritually-developing magician who gains the benefits of a fetch or powerful enchantments. I *really* like these suggestions! In fact, from now on, they are rules IMG. > One might even say that a shaman's mentor could perform the ceremony to give > his apprentice his first point of POW in the shadow. Again, IMG, the apprentice must give the mentor a point of POW to begin his training. This point allows the mentor to cast a spell on the apprentice without range penalties (or having to see them, in fact). Teachers become powerful over time due to this, but that's what they're supposed to do, innit? The mentor doesn't grant anything like this to most of her disciples, but I suppose there could be exceptions... Also, you might want to look at - a write-up for RQ/BRP gaming in the Athas/Dark Sun world. In this game, I use the POW pool idea for this world's Preserver/Defiler sorcerous magic system. It worked well in all the games I ran it in. -- G. Kahla - he who codes From leonbk at yahoo.com Mon May 19 06:40:59 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sun, 18 May 2003 13:40:59 -0700 (PDT) Subject: [RQ-Rules] Re: New Shamans In-Reply-To: <001c01c31d73$fcf97fc0$f4407442@wizard> Message-ID: <20030518204059.79491.qmail@web41105.mail.yahoo.com> --- Steve Perrin wrote: > So you are essentially advocating the shaman setting > up a savings account on > the spirit plane. He puts in a point of POW here and > a point of POW there > until he has enough to get a viable Fetch, but still > have a decent POW for adventuring. > Actually, I think this is a good idea. I suggest, > though, that it be called > something like Imbue Shadow, and essentially it > symbolically involves giving > power to one's shadow (after all, the shadow of a > person with high mana is > supposed to be very potent and mustn't be messed > with). When the Shaman is > ready to jump into the Spirit Plane, he uses the > shadow POW to create the > Fetch. His shadow continues to be a residual > "residence" of the Fetch and is still very potent > magically. > > Oh, I also suggest that the POW put toward the > Shadow has to be gained POW. > Starting POW doesn't work. Moreover, the POW must be > put in the Shadow when > the POW is gained (or within a reasonable time span) > rather than stuck in > later. In essence, the proto-shaman must make the > decision when POW is > gained whether to set it aside or add it to his own. > > One might even say that a shaman's mentor could > perform the ceremony to give > his apprentice his first point of POW in the shadow. > > Thoughts? Yes, I think this is a good idea. In fact having the mentor give the first point of power may explain the reluctance on the part of the shaman to take an apprentice. I think this may work better as a spell however, but should be learned by the mentor shaman and cast by him, if he wishes to. If the shaman does not wish to do so then the old rules can still apply. Imbue Shadow Ceremony, Touch By means of this spell a shaman opens a conection between his aprentice and the aprentice's shadow self on the spirit plain. Once the link is established the aprentice is able to sacrifice newly gained power (only) to his shadow. This power will become the newly created fetch at the time the applicant attempts to become a shaman. Note, at least one point of power must still be sacrificed by the mentor shaman at the time this ceremony is performed. __________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com From slposey at concentric.net Mon May 19 13:24:09 2003 From: slposey at concentric.net (Stephen Posey) Date: Sun, 18 May 2003 21:24:09 -0600 Subject: [RQ-Rules] BRP-Conan References: <000901c31ca7$1f6d9fa0$295979a5@ELNparejf> <3EC70EF3.1C96BEC5@concentric.net> <002201c31d78$19d86940$bf5979a5@ELNparejf> Message-ID: <3EC84E59.83906610@concentric.net> Dungeon Dweller wrote: > > I downloaded it and it was very well put together. > I was hoping more Gods would be detailed, but what you did the spells was > fanstastic.. Thank JeePee, all I did was translate. I've thought that a RQ-Like treatment of Hyborian "Cults" would make sense too, but haven't had the time/gumption to do it. > When I get all this work done, I will post it on my site. All for RQ of > course. > > Right now, I am using Gurps Conan as the main source... > Very well put together also... It's one of my personal favorite GURPS supplements (actually one of my favorites of ANY game), and not just because I was good friends with the author ;-) Have you ever seen the old TSR Conan game? It's very interesting in its own right as well as being a good gaming reference for Hyboria. > It just seems the perfect setting for RQ... I've actually thought that adapting Hyboria as an alternate setting for Call of Cthulhu would make sense, given the close ties between REH and HPL and the Mythos references in the Conan stories. I don't suppose Chaosium would go for that though, it would probably end up being too close to Stormbringer in style and probable audience. Though with a new Conan movie reportedly in the works, seems like SOMEBODY ought to pick up the RPG rights... Stephen Posey slposey at concentric.net From steve at perrinworlds.com Mon May 19 16:23:58 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 18 May 2003 23:23:58 -0700 Subject: [RQ-Rules] BRP-Conan References: <000901c31ca7$1f6d9fa0$295979a5@ELNparejf> <3EC70EF3.1C96BEC5@concentric.net> <002201c31d78$19d86940$bf5979a5@ELNparejf> <3EC84E59.83906610@concentric.net> Message-ID: <007201c31dcf$3c08eec0$f4407442@wizard> First of all, I just had an exchange with Dustin Wright of the Chaosium, who says that Call of Cthulhu Dark Ages is coming out very soon. I've got some ideas on the subject and I will be interested in seeing what the Chaosium does. Among other things, it seems to me that Medieval people are so inured to really terrible things and so accepting of concepts like angels and devils having existence that Sanity would not be as much of a factor with them. Not to mention that a little insanity was no big thing to Medieval people. It happened. Since Howard was a pen-pal of HPL and had a lot of the same attitudes, there was a lot of crossover between the Cthulhu mythos and related stories and Howard's Hyboria and earlier works. I believe Howard invented one of the mystic books of the mythos: Das Kultes >something<. What I am looking for is hints of the pre-history ancient lands created by Lovecraft and Clark Ashton Smith and the others except for Howard. Howard's estate keeps a pretty close control on all of his stuff, so I am looking for pre-history stories by the others that could be tied to Call of Cthulhu/BRP, and therefore SPQR. Probably the most developed aspect of this is the Dreamlands, but Chaosium already did that book. Steve ----- Original Message ----- From: "Stephen Posey" To: Sent: Sunday, May 18, 2003 8:24 PM Subject: Re: [RQ-Rules] BRP-Conan > Dungeon Dweller wrote: > > > > I downloaded it and it was very well put together. > > I was hoping more Gods would be detailed, but what you did the spells was > > fanstastic.. > > Thank JeePee, all I did was translate. > > I've thought that a RQ-Like treatment of Hyborian "Cults" would make > sense too, but haven't had the time/gumption to do it. > > > When I get all this work done, I will post it on my site. All for RQ of > > course. > > > > Right now, I am using Gurps Conan as the main source... > > Very well put together also... > > It's one of my personal favorite GURPS supplements (actually one of my > favorites of ANY game), and not just because I was good friends with the > author ;-) > > Have you ever seen the old TSR Conan game? It's very interesting in its > own right as well as being a good gaming reference for Hyboria. > > > It just seems the perfect setting for RQ... > > I've actually thought that adapting Hyboria as an alternate setting for > Call of Cthulhu would make sense, given the close ties between REH and > HPL and the Mythos references in the Conan stories. > > I don't suppose Chaosium would go for that though, it would probably end > up being too close to Stormbringer in style and probable audience. > Though with a new Conan movie reportedly in the works, seems like > SOMEBODY ought to pick up the RPG rights... > > 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 gianni at basicrps.com Mon May 19 20:06:01 2003 From: gianni at basicrps.com (Gianni) Date: Mon, 19 May 2003 12:06:01 +0200 Subject: [RQ-Rules] Goblins in RQ2? Message-ID: <004501c31dee$40753170$9002600a@otvfrap043> Hello all I was reading the Thanatar cult description in Gloranthan Classics vol.III (Cult Compendium) and was surprised to find references to 'Goblins' amongst the races worshipping Thanatar. Where can I find reference to these RQ2 Goblins? Is it a typo or some kind of error? Cheers Gianni webmaster of basicrps.com From jpw at gtemail.net Mon May 19 20:38:42 2003 From: jpw at gtemail.net (John Whitehead) Date: Mon, 19 May 2003 05:38:42 -0500 Subject: [RQ-Rules] Goblins in RQ2? Message-ID: <20030519103842.27282.qmail@verizonmail.com> ----- Original Message ----- From: "Gianni" Date: Mon, 19 May 2003 12:06:01 +0200 To: Subject: [RQ-Rules] Goblins in RQ2? > > Where can I find reference to these RQ2 Goblins? Is it a typo or some kind > of error? No error, just a -very- obscure reference to an article in one of the Wyrms Footnotes. I forget the number, but it was the one with the red cover. -- _______________________________________________ Get your free Verizonmail at www.verizonmail.com From slposey at concentric.net Tue May 20 02:26:16 2003 From: slposey at concentric.net (Stephen Posey) Date: Mon, 19 May 2003 10:26:16 -0600 Subject: [RQ-Rules] BRP-Conan References: <000901c31ca7$1f6d9fa0$295979a5@ELNparejf> <3EC70EF3.1C96BEC5@concentric.net> <002201c31d78$19d86940$bf5979a5@ELNparejf> <3EC84E59.83906610@concentric.net> <007201c31dcf$3c08eec0$f4407442@wizard> Message-ID: <3EC905A8.9080500@concentric.net> Steve Perrin wrote: > First of all, I just had an exchange with Dustin Wright of the Chaosium, who > says that Call of Cthulhu Dark Ages is coming out very soon. I've got some > ideas on the subject and I will be interested in seeing what the Chaosium > does. "Cthulhu Dark Ages", as in the fine supplement created by Stephane Gesbert? I knew it had been produced in German and French (IIRC), but I'd be VERY glad to see it come out in English as a full blown product. You can get a .PDF version on Stephane's web site: http://home.wanadoo.nl/s.gesbert/ > Among other things, it seems to me that Medieval people are so > inured > to really terrible things and so accepting of concepts like angels and > devils having existence that Sanity would not be as much of a factor with > them. Not to mention that a little insanity was no big thing to Medieval > people. It happened. On the other tentacle, part of the mythos' horror involves the discovering that human ideals and sense of centrality are irrelevant to the universe at large. Those were (if anything) STRONGER in the middle ages. I can imagine a medieval Christian having a pretty hard time with discovering everything he thought was true about the structure of the world ("A little three-layer cake centered around the middle East" to quote Joseph Campbell) blown away by Mythos revelations. Your observation about a little insanity being "no big thing" is probably right on, but I'd beware of how a LOT of insanity would be handled, I wouldn't want to be relegated to a medieval asylum. OTOH, someone in a position of power who goes off the deep end would be in a position to cause a great deal of havoc (e.g. a mad King, a leader of the inquisition). > Since Howard was a pen-pal of HPL and had a lot of the same attitudes, there > was a lot of crossover between the Cthulhu mythos and related stories and > Howard's Hyboria and earlier works. I believe Howard invented one of the > mystic books of the mythos: Das Kultes >something<. "Unausprechlichen Kulten" (by von Juntz) usually translated as "Nameless Cults". It think you're conflating it with "Cultes Des Goules" ("Ghoul Cults") by the Comte d'Erlette; which was the creation of HPL himself (d'Erlette supposedly being a play on August Derleth's name). > What I am looking for is hints of the pre-history ancient lands created by > Lovecraft and Clark Ashton Smith and the others except for Howard. Howard's > estate keeps a pretty close control on all of his stuff, so I am looking for > pre-history stories by the others that could be tied to Call of Cthulhu/BRP, > and therefore SPQR. > Probably the most developed aspect of this is the Dreamlands, > but Chaosium already did that book. Oooh, I'm definitely game for such an analysis of CAS (he's my fave!) Are you looking to create a commercial product? Do you need a collaborator? ;-) Clearly you'd be interested in Hyperboria, which includes some of CAS's best, IMO. Chaosium relatively recently published The Book of Eibon which includes a number of Smith's stories as well as other author's contributions to the Hyperboria. Smith also wrote several stories nominally set in Poseidonis, supposedly the last remaining portion of Atlantis. You may care to have a look at the Eldritch Dark web site: http://www.eldritchdark.com/ And perhaps subscribe to the Zothique Nights mailing list: http://groups.yahoo.com/group/ZothiqueNights/ HPL made oblique references to both Atlantis and Mu in some stories (I'd have to research that more). I'm sure there's others we could dig up with a bit of thought and research, though I can't speak for their compatibility (unlikely I should think). Stephen Posey slposey at concentric.net From DevinC at aol.com Tue May 20 02:38:04 2003 From: DevinC at aol.com (DevinC at aol.com) Date: Mon, 19 May 2003 12:38:04 -0400 Subject: [RQ-Rules] Goblins in RQ2? Message-ID: <783A806C.39A11FE6.00047AF1@aol.com> In a message dated 5/19/2003 5:06:01 AM Eastern Standard Time, gianni at basicrps.com writes: > Hello all > > I was reading the Thanatar cult description in Gloranthan Classics vol.III > (Cult Compendium) and was surprised to find references to 'Goblins' amongst > the races worshipping Thanatar. > > Where can I find reference to these RQ2 Goblins? Is it a > typo or some kind > of error? > > Cheers > > Gianni > webmaster of basicrps.com Goblins in Glorantha morphed from a quasi darkness creature in RQ2 to a weird plant-like creature in RQ3. The only place I saw goblins are in an old Wyrms Footnotes. If you request it, I can post the RQ2 stats here. Goblins are also a unit in Dragon Pass, the wargame. They emanate from Sir Ethilirist's cloak and are a powerful unit associated with darkness. RQ3 plant-like goblins can be found in the green Creatures of Glorantha booklet. These are not darkness connected and are more like swamp-Aldryami, native to the swamps of the southern continent I believe. Devin From slposey at concentric.net Tue May 20 02:54:08 2003 From: slposey at concentric.net (Stephen Posey) Date: Mon, 19 May 2003 10:54:08 -0600 Subject: [RQ-Rules] BRP-Conan References: <000901c31ca7$1f6d9fa0$295979a5@ELNparejf> <3EC70EF3.1C96BEC5@concentric.net> <002201c31d78$19d86940$bf5979a5@ELNparejf> <3EC84E59.83906610@concentric.net> <007201c31dcf$3c08eec0$f4407442@wizard> Message-ID: <3EC90C30.1090401@concentric.net> Speaking of pre-modern alternate CoC settings, I just stumbled across this: http://www.geocities.com/mithrapolis/tudor.html Stephen Posey slposey at concentric.net From gianni at basicrps.com Tue May 20 16:59:52 2003 From: gianni at basicrps.com (Gianni) Date: Tue, 20 May 2003 08:59:52 +0200 Subject: [RQ-Rules] Goblins in RQ2? References: <783A806C.39A11FE6.00047AF1@aol.com> Message-ID: <003701c31e9d$69b23010$9002600a@otvfrap043> Hello Devin > Goblins in Glorantha morphed from a quasi darkness creature in RQ2 to a weird plant-like creature in RQ3. > > The only place I saw goblins are in an old Wyrms Footnotes. If you request it, I can post the RQ2 stats here. Please do! > Goblins are also a unit in Dragon Pass, the wargame. They emanate from Sir Ethilirist's cloak and are a powerful unit associated with darkness. My referee owns a French-language copy of Dragon Pass. I wonder how they translated the name 'goblins'. Cheers, Gianni webmaster of basicrps.com From gianni at basicrps.com Mon May 19 20:03:39 2003 From: gianni at basicrps.com (Gianni) Date: Mon, 19 May 2003 12:03:39 +0200 Subject: [RQ-Rules] BRP-Conan References: <000901c31ca7$1f6d9fa0$295979a5@ELNparejf> <3EC70EF3.1C96BEC5@concentric.net> <002201c31d78$19d86940$bf5979a5@ELNparejf> <3EC84E59.83906610@concentric.net> <007201c31dcf$3c08eec0$f4407442@wizard> Message-ID: <003d01c31ded$ebd69870$9002600a@otvfrap043> Hello Steve > First of all, I just had an exchange with Dustin Wright of the Chaosium, who > says that Call of Cthulhu Dark Ages is coming out very soon. Is that the same as the Cthulhu Dark Ages that used to be available for free on the net? (http://home.wanadoo.nl/s.gesbert/cda/) That would explain why it's not there any longer.... Gianni webmaster of basicrps.com From slposey at concentric.net Wed May 21 01:26:58 2003 From: slposey at concentric.net (Stephen Posey) Date: Tue, 20 May 2003 09:26:58 -0600 Subject: [RQ-Rules] BRP-Conan References: <000901c31ca7$1f6d9fa0$295979a5@ELNparejf> <3EC70EF3.1C96BEC5@concentric.net> <002201c31d78$19d86940$bf5979a5@ELNparejf> <3EC84E59.83906610@concentric.net> <007201c31dcf$3c08eec0$f4407442@wizard> <003d01c31ded$ebd69870$9002600a@otvfrap043> Message-ID: <3ECA4942.3090207@concentric.net> Gianni wrote: > Hello Steve > > >>First of all, I just had an exchange with Dustin Wright of the Chaosium, > > who > >>says that Call of Cthulhu Dark Ages is coming out very soon. > > > Is that the same as the Cthulhu Dark Ages that used to be available for free > on the net? > (http://home.wanadoo.nl/s.gesbert/cda/) > That would explain why it's not there any longer.... I can still get to it there, maybe the site was down temporarily? Stephen Posey slposey at concentric.net From jurrubin at earthlink.net Wed May 21 02:07:38 2003 From: jurrubin at earthlink.net (David Smart) Date: Tue, 20 May 2003 11:07:38 -0500 (CDT) Subject: [RQ-Rules] BRP-Conan Message-ID: <4750612.1053454060474.JavaMail.nobody@ernie.psp.pas.earthlink.net> I also am able to get to the website without problems. In fact, I just downloaded all the .PDFs for perusal this evening. David Smart -------Original Message------- From: Stephen Posey Sent: 05/20/03 10:26 AM To: rq-rules at crashbox.com Subject: Re: [RQ-Rules] BRP-Conan I can still get to it there, maybe the site was down temporarily? 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 stolenbjorn at hotmail.com Wed May 21 19:35:02 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 21 May 2003 09:35:02 +0000 Subject: [RQ-Rules] Re: Missile weapons versus flying creatures Message-ID: The way I see it after this brief discussion is that one have 3 alternate ways of dealing with the problem with flying targets. 1: Don't consider it a problem, the existing modifiers are sufficient 2: You make additional modifiers; I'd have some for speed and angles, perhaps. 3: You as GM just makes up modifiers as you go. This might cause some grumbeling among the players, but in many RPG's the GM makes subjetive decitions all the time (World of Darkness, for instance...) ------------------------------------------ ------------------------------------------ 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 Wed May 21 20:31:26 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 21 May 2003 10:31:26 +0000 Subject: [RQ-Rules] RQ boardgame Message-ID: I have for some time been tinkering and experimenting with an epic dimention to Rune Quest rpg and therefore the Dragon Pass boardgame interests me. I live in norway and here the wargame was never published, i think... So: Do any of you lot have a link with info on the rules/ or know about some site on the net that have info on the wargame? (Devin wrote: Goblins are also a unit in Dragon Pass, the wargame. They emanate from Sir Ethilirist's cloak and are a powerful unit associated with darkness.)   ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From steve at perrinworlds.com Thu May 22 03:14:08 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Wed, 21 May 2003 10:14:08 -0700 Subject: [RQ-Rules] Re: Missile weapons versus flying creatures References: Message-ID: <006a01c31fbc$652ee270$f4407442@wizard> I was giving this some thought, and decided that the best way to deal with this in basic RQ (rather than SPQR) would be to give the bonus to the target, not the penalty to the archer. In other words, establish an automatic "Dodge" for the act of flying and use it to avoid the shots coming in. How much Dodge? Base it on SIZ and maneuverabilty of the target. Steve Perrin ----- Original Message ----- From: "Bjorn Stolen" To: Sent: Wednesday, May 21, 2003 2:35 AM Subject: Re: [RQ-Rules] Re: Missile weapons versus flying creatures > > > > > The way I see it after this brief discussion is that one have 3 alternate ways of dealing with the problem with flying targets. > > > 1: Don't consider it a problem, the existing modifiers are sufficient > > 2: You make additional modifiers; I'd have some for speed and angles, > perhaps. > 3: You as GM just makes up modifiers as you go. This might cause some grumbeling among the players, but in many RPG's the GM makes subjetive decitions all the time (World of Darkness, for instance...) > > > > ------------------------------------------ > > ------------------------------------------ > Hotmail snakker ditt spr?k! > ------------------------------------------ > - F? Hotmail p? norsk i dag > ------------------------------------------ > > > --- 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 grogthing at yahoo.com Thu May 22 03:28:39 2003 From: grogthing at yahoo.com (grogthing) Date: Wed, 21 May 2003 10:28:39 -0700 (PDT) Subject: [RQ-Rules] Re: Missile weapons versus flying creatures In-Reply-To: <006a01c31fbc$652ee270$f4407442@wizard> Message-ID: <20030521172839.93832.qmail@web41509.mail.yahoo.com> Beautiful. That is what I was thinking. There is a difference between an apple thrown in the air (which has a stable and predictable trajectory)and a bird flying unaware of being a target (a somewhat less stable trajectory but not actively avoiding) and a flying target trying not to be hit , are three different things completely. The apple would have no defence. The unaware bird may have a lower percentage because the bird could veer off of your targeted point. But the aware critter would have a flying dodge that it applied to its defence. Greg --- Steve Perrin wrote: > I was giving this some thought, and decided that the > best way to deal with > this in basic RQ (rather than SPQR) would be to give > the bonus to the > target, not the penalty to the archer. > > In other words, establish an automatic "Dodge" for > the act of flying and use > it to avoid the shots coming in. > > How much Dodge? Base it on SIZ and maneuverabilty of > the target. > > Steve Perrin > > ----- Original Message ----- > From: "Bjorn Stolen" > To: > Sent: Wednesday, May 21, 2003 2:35 AM > Subject: Re: [RQ-Rules] Re: Missile weapons versus > flying creatures > > > > > > > > > > > > The way I see it after this brief discussion is > that one have 3 alternate > ways of dealing with the problem with flying > targets. > > > > > > 1: Don't consider it a problem, the existing > modifiers are sufficient > > > > 2: You make additional modifiers; I'd have some > for speed and angles, > > perhaps. > > 3: You as GM just makes up modifiers as you go. > This might cause some > grumbeling among the players, but in many RPG's the > GM makes subjetive > decitions all the time (World of Darkness, for > instance...) > > > > > > > > ------------------------------------------ > > > > ------------------------------------------ > > Hotmail snakker ditt spr?k! > > ------------------------------------------ > > - F? Hotmail p? norsk i dag > > ------------------------------------------ > > > > > > --- 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 __________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com From DevinC at aol.com Thu May 22 06:14:15 2003 From: DevinC at aol.com (DevinC at aol.com) Date: Wed, 21 May 2003 16:14:15 -0400 Subject: [RQ-Rules] RQ boardgame Message-ID: <60A2CE53.76724878.00047AF1@aol.com> In a message dated 5/21/2003 5:31:26 AM Eastern Standard Time, stolenbjorn at hotmail.com writes: > I have for some time been tinkering and experimenting with an epic dimention to Rune Quest rpg and therefore the Dragon Pass boardgame interests me. I live in norway and here the wargame was never published, i think... So: Do any of you lot have a link with info on the rules/ or know about some site on > the net that have info on the wargame? I don't but let me say this, as a veteran wargamer who plays ASL and WIF and other very intense wargames. Dragon Pass, from a purely non-Gloranthan point of view, is quite interesting as an abstract exercise. By this I mean the variety of movement capabilities and attack capabilities (something you really have to see to believe) is very entertaining and requires an immense learning curve and amount of thought. There are just so many uber exotic magic counters (like Cragspider and dragons) with differing catastrophic attack capabilities that precise positioning of elements and conservation of your one-off exotic magic is the key to the game. As I said, that makes for a great mind exercise. Bluntly put, DP is a great game of chess. But as a simulation of what combat must be like in Glorantha or RQ, it is sorely lacking. There are no concepts for supply and the actual combat rules are minimal at best. The combat chart is amazingly variable. The difference between rolling a 1 in combat or a 6 in combat is the widest variation of any wargame I have ever seen. I would recommend anyone wishing to simulate large scale RQ combat instead look to Warhamster (features in Tales of the Reaching Moon), or use Warhammer or even the deaded old AD&D Battlesystem or Chainmail system. Devin From gianni at basicrps.com Thu May 22 17:08:57 2003 From: gianni at basicrps.com (Gianni) Date: Thu, 22 May 2003 09:08:57 +0200 Subject: [RQ-Rules] RQ boardgame References: <60A2CE53.76724878.00047AF1@aol.com> Message-ID: <001701c32031$0359a9c0$9002600a@otvfrap043> > I would recommend anyone wishing to simulate large scale RQ combat instead look to Warhamster (features in Tales of the Reaching Moon), or use Warhammer or even the deaded old AD&D Battlesystem or Chainmail system. Personally I would recommend 'Hordes of the Things' (see http://www.btinternet.com/~alan.catherine/wargames/intro.htm) Gianni webmaster of basicrps.com From stolenbjorn at hotmail.com Thu May 22 20:44:41 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Thu, 22 May 2003 10:44:41 +0000 Subject: [RQ-Rules] Re: Missile weapons versus flying creatures Message-ID: Steve Perrin wrote: I was giving this some thought, and decided that the best way to deal with this in basic RQ (rather than SPQR) would be to give the bonus to the target, not the penalty to the archer. In other words, establish an automatic "Dodge" for the act of flying and use it to avoid the shots coming in. How much Dodge? Base it on SIZ and maneuverabilty of the target. (My reply:) -Absolutely an option, I liked it! (It would fall under the option of making new modifiers.) ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From stolenbjorn at hotmail.com Thu May 22 20:58:52 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Thu, 22 May 2003 10:58:52 +0000 Subject: [RQ-Rules] RQ boardgame Message-ID: I actually have adopted the Warhammer Ancient battles for My Rune Quest; RQ actually fits better to the scale of warhammergaming than the warhammer setting itself when explaining the puny sizes of the armies. (If gaming a realistically sized Warhammerbattle, one would need 50.000$ and .... They had a cool scale; the epic scale, but that was only for their silly WH40.000 setting, and they terminated it as well, (People apparently didn't buy as much stuff as they wanted with that consept; you could actually make a realistic army for only 1000$... In RQ (one of the wero wars stuff I've downloaded, an article suggests that really massive armies seldom do occur, as they'd be overly exposed to monsters, magics and divine interventions that are much more common in Glorantha (RQ) than in our world/the Warhammerworld. (I once wiped out the entire Krarsht-cult of Sartar and the nabouring regions in a battle as they was so stupid that they gathered in the hundreds... (Easy to wipe out when divine intervining to Humakt....) Anyway... the bit that doesn't fit from WHAB is the magic, and it is the magic aspect of the DP-game I'm interested in. (Not less from what you tell me...) >From: DevinC at aol.com >Reply-To: rq-rules at crashbox.com >To: rq-rules at crashbox.com >Subject: Re: [RQ-Rules] RQ boardgame >Date: Wed, 21 May 2003 16:14:15 -0400 >I don't but let me say this, as a veteran wargamer who plays ASL and WIF and other very intense wargames. Dragon Pass, from a purely non-Gloranthan point of view, is quite interesting as an abstract exercise. By this I mean the variety of movement capabilities and attack capabilities (something you really have to see to believe) is very entertaining and requires an immense learning curve and amount of thought. There are just so many uber exotic magic counters (like Cragspider and dragons) with differing catastrophic attack capabilities that precise positioning of elements and conservation of your one-off exotic magic is the key to the game. As I said, that makes for a great mind exercise. Bluntly put, DP is a great game of chess. > >But as a simulation of what combat must be like in Glorantha or RQ, it is sorely lacking. There are no concepts for supply and the actual combat rules are minimal at best. The combat chart is amazingly variable. The difference between rolling a 1 in combat or a 6 in combat is the widest variation of any wargame I have ever seen. > >I would recommend anyone wishing to simulate large scale RQ combat instead look to Warhamster (features in Tales of the Reaching Moon), or use Warhammer or even the deaded old AD&D Battlesystem or Chainmail system. > >Devin ------------------------------------------ ------------------------------------------ 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 Thu May 22 21:02:50 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Thu, 22 May 2003 11:02:50 +0000 Subject: [RQ-Rules] RQ boardgame Message-ID: >Personally I would recommend 'Hordes of the Things' (see >http://www.btinternet.com/~alan.catherine/wargames/intro.htm) > >Gianni >webmaster of basicrps.com How would you say the magical aspect fits with Glorantha? That's the bit where I find all wargemes insuficcient, and I have problems making rules that both reflects the aspects of the magics in RQ/Glorantha and have playability that one can live with... PS: I've been looking at Warhamster, but wasn't satisfied with the way they dealt with the magics. The rest of it is ok, but it's basically rip off from Warhammer, hence the name. So I settled with the Warhammer Ancient Battles rulebook, and plan to make magical rules that I'm satisfied with. (Seems to be very challenging though...) ------------------------------------------ ------------------------------------------ Hotmail snakker ditt spr?k! ------------------------------------------ - F? Hotmail p? norsk i dag ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From gianni at basicrps.com Thu May 22 21:51:12 2003 From: gianni at basicrps.com (Gianni) Date: Thu, 22 May 2003 13:51:12 +0200 Subject: [RQ-Rules] RQ boardgame References: Message-ID: <002401c32058$718b6ec0$9002600a@otvfrap043> > How would you say the magical aspect fits with Glorantha? That's the bit where I find all wargemes insuficcient Well, as they say on the page whose URL I sent, at such a scale it is pointless to know what exact spell the magicians cast. It's just the mass effect that counts. In miniature war gaming you usually win by routing the opposite army rather than by destroying it. G. From steve at perrinworlds.com Fri May 23 03:03:30 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Thu, 22 May 2003 10:03:30 -0700 Subject: [RQ-Rules] RQ boardgame References: <002401c32058$718b6ec0$9002600a@otvfrap043> Message-ID: <008801c32084$12c79ef0$f4407442@wizard> For "Gloranthan" warfare, Dragon Pass and its predecessor, White Bear, Red Moon, is just as valid or more so than RuneQuest. The boardgames, after all, are direct from Greg Stafford, rather than filtered through me. The basic message of Gloranthan warfare is don't be a grunt. You die in droves whenever you run into one of the big magics. The basic effect is more or less Napoleanic (with magicians substituting for cannon) with atomic bombs. The power level between the big magics and the common adventurer is so different that trying to model it in an rpg is just about impossible. Any attempt we made to simulate things like the Crimson Bat failed miserably. Just about any rules can deal with conflicts of armies backed with magicians, or even exotics like the Beast Men, but once you bring in most of the major "flavor" units of Glorantha, it all goes out the window. If you want a reasonable set of fantasy wargame rules, then the various rules proposed all have their strengths and weaknesses. Pick whichever you like. But don't assume you're modeling Gloranthan warfare. Steve Perrin ----- Original Message ----- From: "Gianni" To: Sent: Thursday, May 22, 2003 4:51 AM Subject: Re: [RQ-Rules] RQ boardgame > > How would you say the magical aspect fits with Glorantha? That's the bit > where I find all wargemes insuficcient > > Well, as they say on the page whose URL I sent, at such a scale it is > pointless to know what exact spell the magicians cast. It's just the mass > effect that counts. In miniature war gaming you usually win by routing the > opposite army rather than by destroying it. > > G. > > _______________________________________________ > 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 Fri May 23 06:40:42 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Thu, 22 May 2003 21:40:42 +0100 (BST) Subject: [RQ-Rules] Re: New Shamans In-Reply-To: <20030519170103.272A04C4A7@thinbits.com> Message-ID: <20030522204042.60530.qmail@web9606.mail.yahoo.com> Gerall Kahla: > Steve Perrin wrote: > [snip] > >>I guess that I am looking for is a way by an > >>apprentice shaman to store away power untill he is > >>ready to become a shaman something like: > >> > >>Create Fetch > >>Ceremony, Self > I'd recommend not making this a spell. There are enough spells for > shamen to learn as it is. This could probably be wrapped up in the > lore and teachings of the shaman's mentor... I see no problem with this being a ritual spirit magic spell. It need only be a 1 or 2 point spell not have an impact on storage etc. In fact, if this is a spell then it could be learned by Apprentice Shamans and others. What the efects of this Spirit POW would be, I'm not sure. If we use it in the same way as RQ2 Spirit Plane POW then it becomes effectively a Magic Point Storage pool, so why not just use a Magic Point Enchantment? If it only allows the user to presacrifice for a fetch then it is no point to anyone else. > > So you are essentially advocating the shaman setting up a savings account > on > > the spirit plane. He puts in a point of POW here and a point of POW there > > until he has enough to get a viable Fetch, but still have a decent POW > for > > adventuring. I could say that a normal shaman doesn't need to be an > > adventurer, but a high POW is good for a shaman who just sits around the > > village and helps his people, like a good shaman should. > > Having a POW 'pool' on the Spirit Plane has been something I've used > since RQ2. Technically, the shaman back then had to have a point of > POW on the Spirit Plane for each spirit he had dealings with. IMG, > I've extended this to be a reservoir for storing POW for any purpose > the magician needs to keep in reserve (and incidentally get a better > chance to gain POW because his personal score was lower). In my opinion, the RQ3 Fetch is directly analogous to the RQ2 Spirit Plane POW Pool. Don't forget that in RQ2 a fetch was an independant entity and could make POW gains on its own, whereas in RQ3 a Fetch is created by the shaman sacrificing his own POW and increased by the shaman transferring his POW to the Fetch. It is his Spirit Self, an extension of his Soul on the Spirit Plane. In RQ3, do we need both? > > Actually, I think this is a good idea. I suggest, though, that it be > called > > something like Imbue Shadow, and essentially it symbolically involves > giving > > power to one's shadow (after all, the shadow of a person with high mana > is > > supposed to be very potent and mustn't be messed with). When the Shaman > is > > ready to jump into the Spirit Plane, he uses the shadow POW to create the > > Fetch. His shadow continues to be a residual "residence" of the Fetch and > is > > still very potent magically. > > This is how shamen used their POW pools. Sorcerers used them to store > away POW for enchantments, bindings, etc... IMG, only shamen can use > the pool to resist incoming magic. Sorcerers aren't that closely tied > to the Spirit Plane. I don't like the idea of other magic users having this kind of ability. If everyone could store POW on the Spirit Plane, it devalues Shamans quite a bit. Simon __________________________________________________ It's Samaritans' Week. Help Samaritans help others. Call 08709 000032 to give or donate online now at http://www.samaritans.org/support/donations.shtm From jpw at gtemail.net Fri May 23 12:49:16 2003 From: jpw at gtemail.net (John Whitehead) Date: Thu, 22 May 2003 21:49:16 -0500 Subject: [RQ-Rules] RQ boardgame Message-ID: <20030523024916.23635.qmail@verizonmail.com> Merci bien, for finding this site. I have been looking for it for months, and -could not- remember the name. -John ----- Original Message ----- From: "Gianni" Date: Thu, 22 May 2003 09:08:57 +0200 To: Subject: Re: [RQ-Rules] RQ boardgame > > I would recommend anyone wishing to simulate large scale RQ combat instead > look to Warhamster (features in Tales of the Reaching Moon), or use > Warhammer or even the deaded old AD&D Battlesystem or Chainmail system. > > Personally I would recommend 'Hordes of the Things' (see > http://www.btinternet.com/~alan.catherine/wargames/intro.htm) > > Gianni > webmaster of basicrps.com > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > -- _______________________________________________ Get your free Verizonmail at www.verizonmail.com From Nick.Middleton at invensys.com Fri May 23 22:33:48 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Fri, 23 May 2003 13:33:48 +0100 Subject: [RQ-Rules] Spells Database Message-ID: Is it just the firewall here at work, or does anyone else have problems accessing the spells database at: http://onview.comtecnet.com/rq/default.asp ? Or have I been desne and missed some comment from Leon about it being moved/going down? cheers, Nick Middleton You know, I used to think it was awful that life was so unfair. Then I thought, wouldn't it be much worse if life were fair, and all the terrible things that happen to us come because we actually deserve them? So now I take great comfort in the general hostility and unfairness of the universe. -Marcus Cole From leonbk at yahoo.com Fri May 23 22:37:54 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 23 May 2003 05:37:54 -0700 (PDT) Subject: [RQ-Rules] Spells Database In-Reply-To: Message-ID: <20030523123754.50082.qmail@web41103.mail.yahoo.com> Sorry gentelmen, I am in the proccess of setting up my own server and it should be up later today. I will let everyone know when it is finished. Leon --- Nick.Middleton at invensys.com wrote: > > Is it just the firewall here at work, or does anyone > else have problems > accessing the spells database at: > > http://onview.comtecnet.com/rq/default.asp > > ? > > Or have I been desne and missed some comment from > Leon about it being > moved/going down? > > cheers, > > Nick Middleton > > > > You know, I used to think it was awful that life > was so unfair. Then I > thought, wouldn't it be much worse if life were > fair, and all the terrible > things that happen to us come because we actually > deserve them? So now I > take great comfort in the general hostility and > unfairness of the > universe. -Marcus Cole > > > > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules ===== Leon Kirshtein (201) 785-9135 __________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com From Nick.Middleton at invensys.com Fri May 23 22:43:37 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Fri, 23 May 2003 13:43:37 +0100 Subject: [RQ-Rules] Spells Database Message-ID: >Sorry gentelmen, I am in the proccess of setting up my >own server and it should be up later today. I will >let everyone know when it is finished. > >Leon > No problem Leon! I was just pootling about as its a very quiet Friday in the office and tried the site , couldn't get in and wondered what had happened, that's all. I look forward to seeing it back up ;-) Actually, what sparked my curiosity was looking through my copy of Thieves World and wondering about what's in the companion (which I don't have alas, and I've never read the books either). Any care to do a summary of what's in the Thieves World companion, or point me to a decent web review? Cheers, Nick Middleton From jurrubin at earthlink.net Fri May 23 23:00:55 2003 From: jurrubin at earthlink.net (David Smart) Date: Fri, 23 May 2003 08:00:55 -0500 (CDT) Subject: [RQ-Rules] Re: Help! Brain Dead GM Message-ID: <1421580.1053702057058.JavaMail.nobody@bigbird.psp.pas.earthlink.net> Thank you all again for the feedback. The first (and now second) adventure worked out very well indeed. The dwarf (STR 22!) got a job as a tavern bouncer and the gentleman thief/highwayman started casing people at the same tavern for a victim. Interesting, no? In order to stop them from killing each other, I had one of a small group of obnoxious mercs stand suddenly to leave. A young tavern maid was passing around mugs of ale and accidently sloshed him. He backhanded her and grabbed her by the hair. It was sooo easy. The dwarf laughingly pulled out a heavy mace and the thief took haughty offence that an armed/armored merc would treat a young girl that way. The merc fumbled his first attack, ripping the throat from one of his 5 team mates and spraying blood all over the dwarf (I tend to be quite graphic in terms of combat results). And the other 4 mercs pulled out broadswords. Hooboy, did the players stop grinning and got very serious looks on their faces. Funny how that almost always happens when people realize just how bloody RQ combat can be..and they're on the receiving end. People started yelling, tavern maids were screaming, everyone running for cover... When the melee rolled outside through the open tavern door, I took a break to work with the third player who was finishing his elf Apprentice's spell selection in another room. He said he wanted to find the best tavern in town to set up a base of operations. *evil grin* Naturally, he "just happened" to arrive in time to see two merc archers lining up shots on the outnumbered group and thought it extremely unfair. Multiple Palsys ensued and now I have a tight-knit group of players who skills complement each other. *bows to those who suggested a bar fight* They're now asking if I can run them every Tuesday evening. *another evil grin* David From andrew at crashbox.com Sat May 24 01:12:25 2003 From: andrew at crashbox.com (Andrew O. Mellinger) Date: Fri, 23 May 2003 08:12:25 -0700 Subject: [RQ-Rules] Re: Help! Brain Dead GM In-Reply-To: <1421580.1053702057058.JavaMail.nobody@bigbird.psp.pas.earthlink.net> References: <1421580.1053702057058.JavaMail.nobody@bigbird.psp.pas.earthlink.net> Message-ID: >Thank you all again for the feedback. The first (and now second) >adventure worked out very well indeed. No sweat! >*bows to those who suggested a bar fight* You did a wonderful job extending the actions beyond a normal bar-fight (where the outcomes are less lethal) into an experience that the players won't forget. Don't short yourself, the big thing about GMing is putting together the idea. -Andrew -- From DevinC at aol.com Sat May 24 04:04:30 2003 From: DevinC at aol.com (DevinC at aol.com) Date: Fri, 23 May 2003 14:04:30 -0400 Subject: [RQ-Rules] Goblins Message-ID: <1955DD79.75DD6C6F.00047AF1@aol.com> From steve at perrinworlds.com Sat May 24 04:59:16 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Fri, 23 May 2003 11:59:16 -0700 Subject: [RQ-Rules] Goblins References: <1955DD79.75DD6C6F.00047AF1@aol.com> Message-ID: <004301c3215d$6944af50$f4407442@wizard> I wrote this article, and want to note that I was upset with the grammatical errors, which were added in the transcription. Thanks also to Devin, since I sold my copy of that Wyrms Footnotes some time back and didn't have a copy of the article, since it was pre-computer. Steve Perrin ----- Original Message ----- From: To: Sent: Friday, May 23, 2003 11:04 AM Subject: [RQ-Rules] Goblins > From Wyrms Footnotes 7 (the grammatical errors are in the article, not from me): > > GOBLINS: > > These are thought to be creatures of Darkness (possibly related to Trolls, who embraced Chaos rather than fought it during the Great Darkness. They were twisted and warped, but glory in their chaotic natures. There are two versions. > > Goblins: > > Str 4D6, Int 2D6+2, Pow 2D6+1, Con 3D6, Dex 2D6+6, Cha 3D6, Siz 2D6, Move 6, Skin 2 points > > Hobgoblins: > > Str 3D6+6, Int 3D6, Pow 3D6, Con 2D6+6, Dex 2D6+6, Cha 3D6, Siz 2D6+4, Move 7, Skin 3 points > > It is thought that there is little difference in the ancestry of the two species, and the distinctive names merely describe different sizes and positions of importance. No one knows and the Goblins aren't saying. > > BIRTHRATE: Due to their Chaotic nature, the birthrate of Goblins is very bad. Most of those born with Chaotic features tend to kill Mother and child during birth. > > They are known to hate most Trolls, but several have been known to befriend Cave Trolls, who also partake in part of a Chaotic nature. > > Chaotic features rarely appear (Their great strength is though to be the main manifestation of Chaos among them). For game purposes, a roll on D100 equalloing the Goblin's POW or less would indicate the presence of a Chaotic feature. > > CULT - TOKAZ VARAZ, The Wild Dark: > > A gibbering son of Kyger Litor, spirit of all that's mysterious and spooky in the night. Because of his example, Goblins will as often play pranks as attack, and vary from helpful to antagonistic in a matter of hours. Rune Lord and Rune Priest status is almost never open to Goblins, just Hobgoblins. > > RUNE SPELLS: > > USUAL ONE AVAILABLE - Absorb, Mindlink, Reflection, Shield, Warding, Divination (only works 1/2 the time), Divine Intervention (Can only use 5 points at a time, 50% chance). > > UNUSUAL - > > Chaos Gift: As Lunar Spell, but with NO control over Feature obtained, 1 point > > Dark Fear: 3mx3m area of Darkness which demoralizes all within as if a Battle Magic spell had struck each one. Stackable, each point either adding 3 m in some direction of coverage of another two points behind the Demoralize spell. > > Bump in the Night: Creates spooky sound in a 10x30m area. Only works at night or underground. Those hearing must make an INT roll or be demoralized. Successful Oratory by a non0affected character can bring victims out of their funk. > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > From leonbk at yahoo.com Sat May 24 05:58:31 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 23 May 2003 12:58:31 -0700 (PDT) Subject: [RQ-Rules] Crossbow bolts In-Reply-To: <1955DD79.75DD6C6F.00047AF1@aol.com> Message-ID: <20030523195831.63465.qmail@web41111.mail.yahoo.com> Would anyone know how long it takes to make crossbow bolts from scratch given tools and materials? How much would they cost in a city? Leon __________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com From jurrubin at earthlink.net Sat May 24 09:58:55 2003 From: jurrubin at earthlink.net (D. Smart) Date: Fri, 23 May 2003 18:58:55 -0500 Subject: [RQ-Rules] Crossbow bolts References: <20030523195831.63465.qmail@web41111.mail.yahoo.com> Message-ID: <3ECEB5BF.5070103@earthlink.net> Given that a lathe was required, shouldn't be long at all once the equipment is set up. Say, turn 1 shaft and prep it for fletching and head attachment in about 5 minutes. Fletching glue drying time is, what, 1-2 days? Best thing to do is build them assembly-line style, IMO. Not that I've ever actually made any. *grin* Instructions for making them can be found at: http://www.thebeckoning.com/medieval/crossbow/crossbow-bolts.html or http://sjaqua.tripod.com/bolts.htm David Leon Kirshtein wrote: >Would anyone know how long it takes to make crossbow >bolts from scratch given tools and materials? How >much would they cost in a city? > >Leon > >__________________________________ >Do you Yahoo!? >The New Yahoo! Search - Faster. Easier. Bingo. >http://search.yahoo.com >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules > > > From stolenbjorn at hotmail.com Mon May 26 23:00:45 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 26 May 2003 13:00:45 +0000 Subject: [RQ-Rules] RQ boardgame Message-ID: "If you want a reasonable set of fantasy wargame rules, then the various rules proposed all have their strengths and weaknesses. Pick whichever you like. But don't assume you're modeling Gloranthan warfare. Steve Perrin" Thanks for an interresting mail, I'll still try to reflect Gloranthan warfare, though ; ) It was more how to integrate the commoners magic into an unit that I was after. The superhero -style thingies, are very few, and can thus easily be made as a single character, using his RQ stats or converting him to the Warhammer game. Superheroes are neither unike to Gloranta; one superhero in Warhammer is worth hundreds of bases of commoners. IMY it's the availebility of magics for the commoners that separates Glorantha from the other RPG's I've stumbeled across.  ------------------------------------------ ------------------------------------------ Hotmail snakker ditt spr?k! ------------------------------------------ - F? Hotmail p? norsk i dag ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From steve at perrinworlds.com Tue May 27 02:21:29 2003 From: steve at perrinworlds.com (Steve Perrin) Date: Mon, 26 May 2003 09:21:29 -0700 Subject: [RQ-Rules] Re: Gloranthan warfare vs RQ warfare References: Message-ID: <004001c323a2$ddc0f3b0$f4407442@wizard> The availability of magics for commoners is a RuneQuest artifact, not a Gloranthan one. Greg embraced it, and it might be part of Hero Wars/Quest, I don't know, but the original Glorantha was divided into magic using and non-magic-using people, just like most fantasy worlds. I took as my model the primitive societies (if any society can be called primitive) that were documented in various anthropology texts I'd read in college. In such societies, everyone had their own magic and passed the knowledge down to their children or other heirs. I figured a world where magic worked would mean that everyone had their own magic ability, and the only difference was in how much magic they had. That's been my philosophy ever since. For another take on the same idea, check out Orson Scott Card's Alvin Maker stories. Steve Perrin www.limitedchaos.com ----- Original Message ----- From: "Bjorn Stolen" To: Sent: Monday, May 26, 2003 6:00 AM Subject: Re: [RQ-Rules] RQ boardgame > > Thanks for an interresting mail, I'll still try to reflect Gloranthan warfare, though ; ) > > > It was more how to integrate the commoners magic into an unit that I was after. The superhero -style thingies, are very few, and can thus easily be made as a single character, using his RQ stats or converting him to the Warhammer game. Superheroes are neither unike to Gloranta; one superhero in Warhammer is worth hundreds of bases of commoners. IMY it's the availebility of magics for the commoners that separates Glorantha from the other RPG's I've stumbeled across.  > From paul.s.sommer at get2net.dk Mon May 26 02:59:26 2003 From: paul.s.sommer at get2net.dk (paul Sommer) Date: Sun, 25 May 2003 18:59:26 +0200 Subject: [RQ-Rules] Re:rune Magic stackable References: <20030526162903.6EA044C4AB@thinbits.com> Message-ID: <3ED0F66E.E7357AC1@get2net.dk> Hej guys Just a quick question ... SHIELD is a 1 point spell but is stackable ....so does that mean that a acolyte can have prayed for and sacraficed 3 times to have three SHIELD 1 spells that he can stack or that he has SHIELD 3.? Can the PC boost this spell by addding his own Magic Points??? To prevent Dispelling it . Lastly RUNE MAGIC casting is always successful except on 95-00 , plus its minus every point of ENC you carry (Not minus your fatigue ALL ENC points)-------right? Derek the Humakti calls on a his god for a dismiss magic spell he has already prayed for etc 3 times and casts Dismiss magic 1 three times .....he has 20 ENC points so he must roll 01 to 80 to suceed on each spell or just once for all three???? and can he boost these spells with magic points to overcome added Magic points his enemy has added to his spells? Thanks for any help here. Ciao Paul sommer From paul.s.sommer at get2net.dk Mon May 26 03:02:17 2003 From: paul.s.sommer at get2net.dk (paul Sommer) Date: Sun, 25 May 2003 19:02:17 +0200 Subject: [RQ-Rules] Re: Extending Spirit magic spells References: <20030526162903.6EA044C4AB@thinbits.com> Message-ID: <3ED0F719.2432B416@get2net.dk> Hej again One more point...I know you can use extension to extend divine spells...can you use iton spirit magic spells or is there another way of extending them past five minutes?? Ciao paul sommer "I like roleplaying but I hate the SYSTEMS aspect.......Grin" From leonbk at yahoo.com Tue May 27 06:02:40 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 26 May 2003 13:02:40 -0700 (PDT) Subject: [RQ-Rules] Spells database (and other things) In-Reply-To: <3ED0F66E.E7357AC1@get2net.dk> Message-ID: <20030526200240.2740.qmail@web41109.mail.yahoo.com> Ok, if I have done things correctly. The new website address for my database is: www.godlearner.d2g.com Please let me know if there are any problems or issues. Leon Kirshtein __________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com From leonbk at yahoo.com Tue May 27 06:06:59 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 26 May 2003 13:06:59 -0700 (PDT) Subject: [RQ-Rules] Re: Extending Spirit magic spells In-Reply-To: <3ED0F719.2432B416@get2net.dk> Message-ID: <20030526200659.34493.qmail@web41114.mail.yahoo.com> It depends on which version of the rules you are using. In RQ2 Extension extended the duration of spirit spells. In RQ3 Extension is used to extend the duration of divine magic. In RQ3 the only way to extend spirit magic is by being a member of the cult of Red Godess and have the special skill of Prolong. Leon --- paul Sommer wrote: > Hej again > > One more point...I know you can use extension to > extend divine spells...can you use iton spirit magic > spells or is there another way of extending them > past five minutes?? > > Ciao > > paul > sommer > > "I like roleplaying but I hate the SYSTEMS > aspect.......Grin" > > _______________________________________________ > 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!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com From pontus.amberg at telia.com Tue May 27 07:40:00 2003 From: pontus.amberg at telia.com (Pontus Amberg) Date: Mon, 26 May 2003 23:40:00 +0200 Subject: SV: [RQ-Rules] Spells database (and other things) In-Reply-To: <20030526200240.2740.qmail@web41109.mail.yahoo.com> Message-ID: <000201c323cf$606b19e0$3200a8c0@brainst8> The browser just loads forever. I don't think it's getting any content from the server. /Pontus -----Ursprungligt meddelande----- Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r Leon Kirshtein Skickat: den 26 maj 2003 22:03 Till: rq-rules at crashbox.com ?mne: [RQ-Rules] Spells database (and other things) Ok, if I have done things correctly. The new website address for my database is: www.godlearner.d2g.com Please let me know if there are any problems or issues. Leon Kirshtein __________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From jurrubin at earthlink.net Tue May 27 08:36:47 2003 From: jurrubin at earthlink.net (D. Smart) Date: Mon, 26 May 2003 17:36:47 -0500 Subject: [RQ-Rules] RQIII Enchantments & Summonings References: <004001c323a2$ddc0f3b0$f4407442@wizard> Message-ID: <3ED296FF.2010900@earthlink.net> 'Nuther brain dead question; it's been far to many years since I've run players and are they ever asking questions. *grin* The rules state for summonings and enchantments that all a player has to do is the the spell he's using and roll the appropriate Ritual skill. If he makes his Ritual skill roll, the desired effect occurs. The question is: what's the spell for since it's never rolled against? Ex. If Cormac has Summon (Wraith) at 40 % and Summon Ritual skill at 90%, according to the rules he rolls against the 90% skill, not the 40% spell. So why not spend time to learn Summon (Wraith) at 1% and leave it at that? Inquiring players want to know. And I really need my memory refreshed. David Smart From jurrubin at earthlink.net Tue May 27 09:05:43 2003 From: jurrubin at earthlink.net (D. Smart) Date: Mon, 26 May 2003 18:05:43 -0500 Subject: SV: [RQ-Rules] Spells database (and other things) References: <000201c323cf$606b19e0$3200a8c0@brainst8> Message-ID: <3ED29DC7.2050308@earthlink.net> I'm running into the same problem. David Pontus Amberg wrote: >The browser just loads forever. I don't think it's getting any content from the server. > >/Pontus > >-----Ursprungligt meddelande----- >Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r Leon Kirshtein >Skickat: den 26 maj 2003 22:03 >Till: rq-rules at crashbox.com >?mne: [RQ-Rules] Spells database (and other things) > >Ok, if I have done things correctly. The new website >address for my database is: > >www.godlearner.d2g.com > >Please let me know if there are any problems or >issues. > >Leon Kirshtein > >__________________________________ >Do you Yahoo!? >The New Yahoo! Search - Faster. Easier. Bingo. >http://search.yahoo.com >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules > > > From talmeta at talmeta.net Tue May 27 09:29:08 2003 From: talmeta at talmeta.net (Tal Meta) Date: Mon, 26 May 2003 19:29:08 -0400 Subject: [RQ-Rules] RQIII Enchantments & Summonings References: <004001c323a2$ddc0f3b0$f4407442@wizard> <3ED296FF.2010900@earthlink.net> Message-ID: <3ED2A344.3090606@talmeta.net> D. Smart wrote: > The question is: what's the spell for since it's never rolled against? > > Ex. If Cormac has Summon (Wraith) at 40 % and Summon Ritual skill at > 90%, according to the rules he rolls against the 90% skill, not the 40% > spell. Wrong. You always roll against the lowest skill involved. > So why not spend time to learn Summon (Wraith) at 1% and leave it at that? A given sorcerer (for example) might be a very experienced Summoner, having a summon ritual skill of 90%. However, when he uncovers the text for the "Summon Rotting Horror" spell, he still only learns t at his Magic Attribute + 1d6%, as no matter how adept he might be at summoning wraiths or power spirits, he's never summoned a rotting horror before. -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - "See this button? It's the history eradicator button." From leonbk at yahoo.com Tue May 27 11:01:17 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 26 May 2003 18:01:17 -0700 (PDT) Subject: SV: [RQ-Rules] Spells database (and other things) In-Reply-To: <000201c323cf$606b19e0$3200a8c0@brainst8> Message-ID: <20030527010117.95643.qmail@web41103.mail.yahoo.com> Ok, please try: www.godlearner.d2g.com:8245 I guess there still a few things I need to fix Leon --- Pontus Amberg wrote: > The browser just loads forever. I don't think it's > getting any content from the server. > > Ok, if I have done things correctly. The new > website > address for my database is: > > www.godlearner.d2g.com > > Please let me know if there are any problems or > issues. > > Leon Kirshtein > > __________________________________ > Do you Yahoo!? > The New Yahoo! Search - Faster. Easier. Bingo. > http://search.yahoo.com > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules __________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com From jurrubin at earthlink.net Tue May 27 12:32:54 2003 From: jurrubin at earthlink.net (D. Smart) Date: Mon, 26 May 2003 21:32:54 -0500 Subject: [RQ-Rules] RQIII Enchantments & Summonings References: <004001c323a2$ddc0f3b0$f4407442@wizard> <3ED296FF.2010900@earthlink.net> <3ED2A344.3090606@talmeta.net> Message-ID: <3ED2CE56.30001@earthlink.net> Thank you, Tal. I'd assumed as much but I'm glad to get confirmation. David Tal Meta wrote: > D. Smart wrote: > >> The question is: what's the spell for since it's never rolled against? >> >> Ex. If Cormac has Summon (Wraith) at 40 % and Summon Ritual skill at >> 90%, according to the rules he rolls against the 90% skill, not the >> 40% spell. > > > Wrong. You always roll against the lowest skill involved. > >> So why not spend time to learn Summon (Wraith) at 1% and leave it at >> that? > > > A given sorcerer (for example) might be a very experienced Summoner, > having a summon ritual skill of 90%. However, when he uncovers the > text for the "Summon Rotting Horror" spell, he still only learns t at > his Magic Attribute + 1d6%, as no matter how adept he might be at > summoning wraiths or power spirits, he's never summoned a rotting > horror before. > From jurrubin at earthlink.net Tue May 27 12:34:42 2003 From: jurrubin at earthlink.net (D. Smart) Date: Mon, 26 May 2003 21:34:42 -0500 Subject: SV: [RQ-Rules] Spells database (and other things) References: <20030527010117.95643.qmail@web41103.mail.yahoo.com> Message-ID: <3ED2CEC2.5040107@earthlink.net> Bingo. Uplink achieved. Oh. Sorry. Been playing Traveller too much. *grin* David Leon Kirshtein wrote: >Ok, please try: > >www.godlearner.d2g.com:8245 > >I guess there still a few things I need to fix > >Leon > >--- Pontus Amberg wrote: > > >>The browser just loads forever. I don't think it's >>getting any content from the server. >> >>Ok, if I have done things correctly. The new >>website >>address for my database is: >> >>www.godlearner.d2g.com >> >>Please let me know if there are any problems or >>issues. >> >>Leon Kirshtein >> >>__________________________________ >>Do you Yahoo!? >>The New Yahoo! Search - Faster. Easier. Bingo. >>http://search.yahoo.com >>_______________________________________________ >>RQ-Rules mailing list >>RQ-Rules at crashbox.com >>http://www.crashbox.com/rq-rules >>http://www.crashbox.com/mailman/listinfo/rq-rules >> >>_______________________________________________ >>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!? >The New Yahoo! Search - Faster. Easier. Bingo. >http://search.yahoo.com >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules > > > --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From tiberius at runequest.za.org Tue May 27 15:45:09 2003 From: tiberius at runequest.za.org (Tony Den) Date: Tue, 27 May 2003 07:45:09 +0200 (SAST) Subject: [RQ-Rules] Additional Spells from Dragon magazine Message-ID: <17052.196.8.104.27.1054014309.squirrel@mail.wack.co.za> I have been going through my collection of Dragon mags looking for RQ articles. I came across 2 articles (so far) by Michael De Wolfe, detailing additional sorcery and spirit spells. I have sent scans to leon for his database, but if anyone wants a copy, just mail me and I will send. The spells are for RQIII. Ciao Tony -- Orcs are Great, Lizard Men are Greater, Tiberius is the Greatest! From pontus.amberg at telia.com Tue May 27 19:22:40 2003 From: pontus.amberg at telia.com (Pontus Amberg) Date: Tue, 27 May 2003 11:22:40 +0200 Subject: SV: SV: [RQ-Rules] Spells database (and other things) In-Reply-To: <3ED2CEC2.5040107@earthlink.net> Message-ID: <000201c32431$88e67d30$3200a8c0@brainst8> Strange, I don't get any content from www.godlearner.d2g.com:8245 . /Pontus -----Ursprungligt meddelande----- Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r D. Smart Skickat: den 27 maj 2003 04:35 Till: rq-rules at crashbox.com ?mne: Re: SV: [RQ-Rules] Spells database (and other things) Bingo. Uplink achieved. Oh. Sorry. Been playing Traveller too much. *grin* David Leon Kirshtein wrote: >Ok, please try: > >www.godlearner.d2g.com:8245 > >I guess there still a few things I need to fix > >Leon > >--- Pontus Amberg wrote: > > >>The browser just loads forever. I don't think it's >>getting any content from the server. >> >>Ok, if I have done things correctly. The new >>website >>address for my database is: >> >>www.godlearner.d2g.com >> >>Please let me know if there are any problems or >>issues. >> >>Leon Kirshtein >> >>__________________________________ >>Do you Yahoo!? >>The New Yahoo! Search - Faster. Easier. Bingo. >>http://search.yahoo.com >>_______________________________________________ >>RQ-Rules mailing list >>RQ-Rules at crashbox.com >>http://www.crashbox.com/rq-rules >>http://www.crashbox.com/mailman/listinfo/rq-rules >> >>_______________________________________________ >>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!? >The New Yahoo! Search - Faster. Easier. Bingo. >http://search.yahoo.com >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo/rq-rules > > > --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From talmeta at talmeta.net Tue May 27 20:14:48 2003 From: talmeta at talmeta.net (Tal Meta) Date: Tue, 27 May 2003 06:14:48 -0400 Subject: [RQ-Rules] Additional Spells from Dragon magazine References: <17052.196.8.104.27.1054014309.squirrel@mail.wack.co.za> Message-ID: <3ED33A98.8050307@talmeta.net> Tony Den wrote: > I have been going through my collection of Dragon mags looking for RQ > articles. I came across 2 articles (so far) by Michael De Wolfe, detailing > additional sorcery and spirit spells. I have sent scans to leon for his > database, but if anyone wants a copy, just mail me and I will send. The > spells are for RQIII. IIRC, there's 2 sorcery spell articles, and a spirit spell one. The only other one i remember is about divine avatars. (there's also a rq2 cult writeup in an early one, #50 or so). -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - It may or may not be worthwhile, but it still has to be done. From MurfNMurf at aol.com Wed May 28 00:04:53 2003 From: MurfNMurf at aol.com (MurfNMurf at aol.com) Date: Tue, 27 May 2003 10:04:53 EDT Subject: SV: SV: [RQ-Rules] Spells database (and other things) Message-ID: <144.1246445e.2c04ca85@aol.com> In a message dated 5/27/2003 4:24:09 AM Central Standard Time, pontus.amberg at telia.com writes: > Strange, I don't get any content from www.godlearner.d2g.com:8245 . > > I've tried every address given so far, and can't connect to any of them. Is anyone else having this problem? :( -Ken- --- StripMime Report -- processed MIME parts --- multipart/alternative text/plain (text body -- kept) text/html --- From peter.johansson at padrigu.gu.se Wed May 28 00:10:39 2003 From: peter.johansson at padrigu.gu.se (Peter Johansson) Date: Tue, 27 May 2003 16:10:39 +0200 Subject: SV: SV: [RQ-Rules] Spells database (and other things) References: <144.1246445e.2c04ca85@aol.com> Message-ID: <3ED371DF.3090701@padrigu.gu.se> I have no problem with the address: www.godlearner.d2g.com:8245 Perhaps you have a browser compability problem. (I use Netscape 7.02.) /Peter J MurfNMurf at aol.com wrote: >In a message dated 5/27/2003 4:24:09 AM Central Standard Time, >pontus.amberg at telia.com writes: > > > >>Strange, I don't get any content from www.godlearner.d2g.com:8245 . >> >> >> >> > > I've tried every address given so far, and can't connect to any of them. >Is anyone else having this problem? :( > -Ken- > From leonbk at yahoo.com Wed May 28 00:14:07 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Tue, 27 May 2003 07:14:07 -0700 (PDT) Subject: SV: SV: [RQ-Rules] Spells database (and other things) In-Reply-To: <3ED371DF.3090701@padrigu.gu.se> Message-ID: <20030527141407.35395.qmail@web41112.mail.yahoo.com> It has nothing to do with the browser. Just some router issues on my end. I am trying to work things out with my limited networking skills. I should have things straigtened out by the end of the week. Till then please bare with me. Leon --- Peter Johansson wrote: > I have no problem with the address: > > www.godlearner.d2g.com:8245 > > Perhaps you have a browser compability problem. (I > use Netscape 7.02.) > > /Peter J __________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com From stolenbjorn at hotmail.com Wed May 28 00:58:14 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 27 May 2003 14:58:14 +0000 Subject: [RQ-Rules] (re:) Difference in magical availebility to the common man in RQ vs. Glorantha Message-ID: I haven't really reflected on whether Glorantha and Rune Quest is any different when it comes to magical availebility. I have been a GM in Glorantha(RQ3)  for 11 years now, but I live in Norway, and I havent't had all the info, and I've never attended any web-rings, etc. So I confidentally asume that my impression of what RQ/Glorantha is is very different from what the creators thought it to be. In my Glorantha magics is as common to the common man as it appears in the RQ3 books. I've adopted the way magics work in "Gods of Glorantha", because the way that system blends the Divine and the Spirit magics is brilliant. ------------------------------------------ ------------------------------------------ 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 Wed May 28 01:03:58 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 27 May 2003 15:03:58 +0000 Subject: [RQ-Rules] (Re:)Summon skill and summon spell Message-ID: I have never understood the point of having two abilities in this respect... To make it work in my brain, i let my players roll twice; the ritual skill is to see wether you manage to summon anything, and the spell relates to wether you manage to summon what you wanted or not... ------------------------------------------ ------------------------------------------ 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 Wed May 28 01:05:28 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 27 May 2003 15:05:28 +0000 Subject: [RQ-Rules] Additional Spells from Dragon magazine Message-ID: I'm interested! -If it's for free... >I have been going through my collection of Dragon mags looking for RQ >articles. I came across 2 articles (so far) by Michael De Wolfe, detailing >additional sorcery and spirit spells. I have sent scans to leon for his >database, but if anyone wants a copy, just mail me and I will send. The >spells are for RQIII. > >Ciao >Tony ------------------------------------------ ------------------------------------------ Hotmail snakker ditt spr?k! ------------------------------------------ - F? Hotmail p? norsk i dag ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From lepus at anthrobunny.com Wed May 28 01:13:56 2003 From: lepus at anthrobunny.com (lepus at anthrobunny.com) Date: Tue, 27 May 2003 08:13:56 -0700 (PDT) Subject: [RQ-Rules] (Re:)Summon skill and summon spell In-Reply-To: Message-ID: On Tue, 27 May 2003, Bjorn Stolen wrote: > I have never understood the point of having two abilities in this respect... To make it work in my brain, i let my players roll twice; the ritual skill is to see wether you manage to summon anything, and the spell relates to wether you manage to summon what you wanted or not... Translate it into something in the real world. Let's say you're trying to build a computer from scratch electronic components. Both your knowledge of how computers work *and* your knowledge of electronics would factor in to your chance to succeed, and it stands to reason that whichever one you knew the least would bring down your success to that level. It's a boolean AND, not a boolean OR. -- "Live the life you love, Use a god you trust And don't take it all too seriously" - Love and Rockets, "Your Private Future" From aescleal at btinternet.com Wed May 28 02:12:41 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Tue, 27 May 2003 17:12:41 +0100 (BST) Subject: [RQ-Rules] Summon skill and summon spell Message-ID: <4412207.1054051961026.JavaMail.root@127.0.0.1> I was under the impression that you didn't get skill scores in ritual spells - you either know them or you don't. Their chances of success are solely based on a skill and it works the same way for spirit, divine or sorcerous magic. Incidentally, Steve Martin wrote a series for Tradetalk (can't remember the issues) detailing some other ritual spells, a couple of which used other skills than summon, enchant or ceremony. Cheers, Ash From alan.richards75 at ntlworld.com Wed May 28 03:53:17 2003 From: alan.richards75 at ntlworld.com (Alan Richards) Date: Tue, 27 May 2003 18:53:17 +0100 Subject: [RQ-Rules] Plea for help In-Reply-To: <20030526162903.F37324C4AA@thinbits.com> Message-ID: <18956604-906C-11D7-9E5D-000A277B64F4@ntlworld.com> I gave my copy of RQII today. What a wonderful friend I am. But.. (and I doubt that this will be last time I send one of these) I now find myself needing the stats for a Great Troll (actually one of the Aldryami has the Create War Tree spell which I know she'll use this Friday and the rules just say same stats as a Great Troll) and the break down of helms available for various APs. The RQIII rules miss these entirely. If anyone can post these bits of info sharpish I would be very grateful. Alan From paul.s.sommer at get2net.dk Wed May 28 05:20:46 2003 From: paul.s.sommer at get2net.dk (paul Sommer) Date: Tue, 27 May 2003 21:20:46 +0200 Subject: [RQ-Rules] Re: spirit spell extension References: <20030527141804.265324C4A6@thinbits.com> Message-ID: <3ED3BA8E.709C137A@get2net.dk> Thank leon .......I thought so Ciao Paul Message: 4 Date: Mon, 26 May 2003 13:06:59 -0700 (PDT) From: Leon Kirshtein Subject: Re: [RQ-Rules] Re: Extending Spirit magic spells To: rq-rules at crashbox.com Reply-To: rq-rules at crashbox.com It depends on which version of the rules you are using. In RQ2 Extension extended the duration of spirit spells. In RQ3 Extension is used to extend the duration of divine magic. In RQ3 the only way to extend spirit magic is by being a member of the cult of Red Godess and have the special skill of Prolong. Leon --- paul Sommer wrote: > Hej again > > One more point...I know you can use extension to > extend divine spells...can you use iton spirit magic > spells or is there another way of extending them > past five minutes?? > > Ciao From phl0nje at leeds.ac.uk Wed May 28 06:21:23 2003 From: phl0nje at leeds.ac.uk (Nikk Effingham) Date: Tue, 27 May 2003 21:21:23 +0100 Subject: [RQ-Rules] (no subject) Message-ID: <1054066883.3ed3c8c39a035@webmail4.leeds.ac.uk> Paul: >SHIELD is a 1 point spell but is stackable ....so does that mean that a acolyte can have >prayed for and sacraficed 3 times to have three SHIELD 1 spells that he can stack or that >he has SHIELD 3.? He has three points of Shield. He can either cast them all at once, in which case getting 6 points of protection and countermagic for 15 minutes, or cast a Shield 2 and a Shield 1 (say a Shield 2 in an encounter against Dark Trolls, and then the Shield 1 later on - just because you've got all these points doesn't mean you have to use them!) or three Shield 1's at different times, say to cast them on himself and his two of his mates. >Can the PC boost this spell by addding his own Magic Points??? To prevent Dispelling it . No. You can boost magic that you cast with magic points for the purpose of overcoming other people's defensive magics, you can't boost your own spells to resist people's offensive magics. >Lastly RUNE MAGIC casting is always successful except on 95-00 , plus its minus every point >of ENC you carry (Not minus your fatigue ALL ENC points)---- ---right? Not entirely sure what you mean. Your chance to cast rune magic is equal to 100% plus your magic modifier. So if Jack has a magic modifier of +12% he can cast at 112%. This is then reduced by 1% for every point of ENC. For every fatigue point BELOW ZERO there is a further penalty of another 1%. So if Jack has 20 ENC then his chance to cast is 92%. If Jack has also been in a really difficult fight and is reduced to -14 fatigue points his chance is 78%. Rune Magic always fails on a 96-00. >Derek the Humakti calls on a his god for a dismiss magic spell he has already prayed for >etc 3 times and casts Dismiss magic 1 three times .....he has 20 ENC points so he must >roll 01 to 80 to suceed on each spell or just once for all three???? and can he boost >these spells with magic points to overcome added Magic points his enemy has added to his >spells? It depends whether he's casting a Dismiss Magic 3, using all his points at once, say to dispel someone's Bladesharp 6, in which case it is one roll, or casting one point at a time, say to dispel three Bladesharp 2's, in which case it is three rolls. Hope that helps. General Question: Do we have an archive? If not, does anyone still have the Temple of Heads information from years back? Cheers, Nikk From leonbk at yahoo.com Wed May 28 06:45:55 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Tue, 27 May 2003 13:45:55 -0700 (PDT) Subject: [RQ-Rules] Temple of Heads In-Reply-To: <1054066883.3ed3c8c39a035@webmail4.leeds.ac.uk> Message-ID: <20030527204555.47452.qmail@web41109.mail.yahoo.com> --- Nikk Effingham wrote: > General Question: > > Do we have an archive? If not, does anyone still > have the Temple of Heads > information from years back? I have it on one of my websites which actually works. :) http://www.geocities.com/leonbk/history.htm ===== Leon Kirshtein (201) 785-9135 __________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com From soltakss at yahoo.com Wed May 28 07:06:47 2003 From: soltakss at yahoo.com (=?iso-8859-1?q?Simon=20Phipp?=) Date: Tue, 27 May 2003 22:06:47 +0100 (BST) Subject: [RQ-Rules] Re:rune Magic stackable, RQIII Enchantments & Summonings In-Reply-To: <20030527141803.900244C4AC@thinbits.com> Message-ID: <20030527210647.11429.qmail@web9603.mail.yahoo.com> Paul Sommer: > SHIELD is a 1 point spell but is stackable ....so does that mean that a > acolyte can have prayed for and sacraficed 3 times to have three SHIELD 1 > spells that he can stack or that he has SHIELD 3.? He has Shield 3, but can cast it as Shield 1 three times, Shield 2 and Shield 1 or Shield 3. In the first case, he puts Countermagic 2/Protection 2 on three people, in the second he puts Countermagic 4/Protection 4 on one person and Countermagic 2/Protection 2 on another, in the last case he puts Countermagic 6/Protection 6 on one person. > Can the PC boost this spell by addding his own Magic Points??? To prevent > Dispelling it . He can bost the spell by adding Magic Points, we played that this increased the strength for blasting through Countermagic/Spell Resistance effects but did not count towards Dispelling. So, someone could cast Shield 3 backed with 10 MP for a total of 16 MP-equivalence and this would force through Warding 14 (equivalent to Countermagic 14), but the Shield 3 would only need Dispel Magic 6 or Dismiss Magic 3 to knock down. I think the main reason for the difference is a matter of book-keeping and simplicity. > Lastly RUNE MAGIC casting is always successful except on 95-00 , plus its > minus every point of ENC you carry (Not minus your fatigue ALL ENC > points)-------right? Strictly, it has a 100% chance, minus current ENC, minus any penalties for having negative fatigue. So, if Derek has ENC 20 then he has an 80% chance to cast the spell. However, if he has just been in combat and is down to -10 Fatigue then he has a 100 - 20 - 10 = 70% chance. > Derek the Humakti calls on a his god for a dismiss magic spell he has > already prayed for etc 3 times and casts Dismiss magic 1 three times > .....he has 20 ENC points so he must roll 01 to 80 to suceed on each spell > or just once for all three???? and can he boost these spells with magic > points to overcome added Magic points his enemy has added to his spells? If he wants to cast Dismiss Magic 1 on three targets or on one target against 3 spells then he must roll 3 times. If he wants to cast Dismiss Magic 3 on one target to knock down a good-sized spell then he rolls once. Think in terms of what he is trying to do. A Stackable spell is a resource that he can use. He can use in in little bits or all at once. Each time he casts some of the points then he casts a spell. Casting a spell requires a roll to cast and perhaps a roll to overcome Magic Points. If he casts the spells in three chunks then he must roll three times to cast and three times to overcome. If he catss all at once then he rolls once to cast and once to overcome. By the way, we very quickly abandoned the chance to cast the spells for everything except skill-based spells (sorcery-type spells and ritual spells). Sometimes we were casting 10 or 12 spells a round for the whole party and their spirits plus the same again for NPCs, so we spent a couple of minutes frantically rolling dice just to see what spells went off. We had enough dice-rolling without that added hassle. Leon Kirshtein: > It depends on which version of the rules you are > using. In RQ2 Extension extended the duration of > spirit spells. In RQ3 Extension is used to extend the > duration of divine magic. > > In RQ3 the only way to extend spirit magic is by being > a member of the cult of Red Godess and have the > special skill of Prolong. We played that the first point of Extension could extend a Spirit Magic spell to 15 minutes and that further points doubled the duration as normal Divine Magic. This was just a house rule but it brought RQ3 in line with RQ2, sort of. It didn't much affect Lunar magicians because they could extend their Spirit Magic anyway without needing to watse Divine Magic. Tal Meta: > D. Smart wrote: > > The question is: what's the spell for since it's never rolled against? > > > > Ex. If Cormac has Summon (Wraith) at 40 % and Summon Ritual skill at > > 90%, according to the rules he rolls against the 90% skill, not the 40% > > spell. > > Wrong. You always roll against the lowest skill involved. > > > So why not spend time to learn Summon (Wraith) at 1% and leave it at > that? > > A given sorcerer (for example) might be a very experienced Summoner, > having a summon ritual skill of 90%. However, when he uncovers the text > for the "Summon Rotting Horror" spell, he still only learns t at his > Magic Attribute + 1d6%, as no matter how adept he might be at summoning > wraiths or power spirits, he's never summoned a rotting horror before. That's why the Ceremony skill is so good. If you want to spend time, you can use Ceremony to augment your Summon chance to increase it to a reasonable level. So, if the above sorcerer has Ceremony 90% then he could spend many hours using his Ceremony and augment his Summon Rotting Horror skill, perhaps even doubling the chance of success. At 20% this is not that useful, but at 45% it brings the chance in line with the Summon skill. Simon __________________________________________________ It's Samaritans' Week. Help Samaritans help others. Call 08709 000032 to give or donate online now at http://www.samaritans.org/support/donations.shtm From leonbk at yahoo.com Wed May 28 07:15:37 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Tue, 27 May 2003 14:15:37 -0700 (PDT) Subject: [RQ-Rules] Temple of Heads In-Reply-To: <1054066883.3ed3c8c39a035@webmail4.leeds.ac.uk> Message-ID: <20030527211537.63908.qmail@web41102.mail.yahoo.com> --- Nikk Effingham wrote: > General Question: > > Do we have an archive? If not, does anyone still > have the Temple of Heads > information from years back? I have it on one of my websites which actually works. :) http://www.geocities.com/leonbk/history.htm ===== Leon Kirshtein (201) 785-9135 __________________________________ Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. http://search.yahoo.com From gianni at basicrps.com Wed May 28 16:43:17 2003 From: gianni at basicrps.com (Gianni) Date: Wed, 28 May 2003 08:43:17 +0200 Subject: [RQ-Rules] (re:) Difference in magical availebility to the common man in RQ vs. Glorantha References: Message-ID: <003701c324e4$6c33e6b0$9002600a@otvfrap043> Hej Bjorn > I've adopted the way magics work in "Gods of Glorantha" ...which is? (I don't own that particular book) Gianni webmaster of basicrps.com From tiberius at runequest.za.org Wed May 28 17:42:19 2003 From: tiberius at runequest.za.org (Tony Den) Date: Wed, 28 May 2003 09:42:19 +0200 (SAST) Subject: [RQ-Rules] Spells database (and other things) Message-ID: <56577.196.8.104.31.1054107739.squirrel@mail.wack.co.za> Leon Wrote [Ok, please try: www.godlearner.d2g.com:8245 I guess there still a few things I need to fix] Excellent, I have changed the link on my site accordingly. Have you thought of listing your DB on the RPG Gateway, another RQ site will be nice to see. Tony -- Orcs are Great, Lizard Men are Greater, Tiberius is the Greatest! From tiberius at runequest.za.org Wed May 28 17:47:01 2003 From: tiberius at runequest.za.org (Tony Den) Date: Wed, 28 May 2003 09:47:01 +0200 (SAST) Subject: [RQ-Rules] Additional Spells from Dragon magazine Message-ID: <61676.196.8.104.31.1054108021.squirrel@mail.wack.co.za> Tal Meta wrote: [IIRC, there's 2 sorcery spell articles, and a spirit spell one. The only other one i remember is about divine avatars. (there's also a rq2 cult writeup in an early one, #50 or so).] There are a few artciles in the Dragons I have. I only have about 80 issues though, so there may be many articles i have missed. I am slowly going through the ones I have and will put up a wee article on my site advising where one can find what. Interestingly, in one issue i read last night, the compared RQ Vikings with AD&D2nd Ed Vikings and GURPS Vikingsand RQ came out tops:) Tony -- Orcs are Great, Lizard Men are Greater, Tiberius is the Greatest! From gianni at basicrps.com Wed May 28 20:34:19 2003 From: gianni at basicrps.com (Gianni) Date: Wed, 28 May 2003 12:34:19 +0200 Subject: [RQ-Rules] Additional Spells from Dragon magazine References: <61676.196.8.104.31.1054108021.squirrel@mail.wack.co.za> Message-ID: <000d01c32504$b3a137d0$9002600a@otvfrap043> > Interestingly, in one issue i read last night, the compared RQ Vikings > with AD&D2nd Ed Vikings and GURPS Vikingsand RQ came out tops:) 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. G. From stolenbjorn at hotmail.com Wed May 28 20:37:45 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 28 May 2003 10:37:45 +0000 Subject: [RQ-Rules] (Re:)Summon skill and summon spell Message-ID: > > I have never understood the point of having two abilities in this respect... To make it work in my brain, i let my players roll twice; the ritual skill is to see wether you manage to summon anything, and the spell relates to wether you manage to summon what you wanted or not... >Translate it into something in the real world. Let's say you're trying to >build a computer from scratch electronic components. Both your knowledge >of how computers work *and* your knowledge of electronics would factor in >to your chance to succeed, and it stands to reason that whichever one you >knew the least would bring down your success to that level. > >It's a boolean AND, not a boolean OR. Well, me beeing Norwegian might be the reason why I have a problem with this... The way I see it, the way I interpit the rules, the fact that you know heck of a lot in electronics don't count in!!! (That's why I've altered the rules the way I've done.) If you could add a percentage of your summon skill to any summon spell, that would reflect what you describe above. But the way I see it, the rules don't work like that. ------------------------------------------ ------------------------------------------ MSN Messenger ------------------------------------------ - Den raskeste veien mellom deg og dine venner ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From pontus.amberg at telia.com Wed May 28 21:32:21 2003 From: pontus.amberg at telia.com (Pontus Amberg) Date: Wed, 28 May 2003 13:32:21 +0200 Subject: SV: [RQ-Rules] Plea for help In-Reply-To: <18956604-906C-11D7-9E5D-000A277B64F4@ntlworld.com> Message-ID: <000701c3250c$d0cf7d00$3200a8c0@brainst8> I'm not sure if you play using the RQ3 or RQ2 rules buts here's the RQ2 & RQ3 stats for the Great Troll and the RQ3 stats for the War Tree. RQ2 Great Troll Characteristics Average STR 4D6+12 26 CON 1D4+14 16-17 SIZ 4D6+12 26 INT 2D6+2 9 POW 3D6 10-11 DEX 3D6 10-11 CHA 2D6 7 Move 7 RQ3 Great Troll Characteristics Average STR 4D6+12 26 CON 2D6+12 19 SIZ 4D6+12 26 INT 2D6+2 9 POW 3D6 10-11 DEX 3D6 10-11 APP 2D6 7 Move 3 RQ3 War Tree Characteristics Average STR 4D6+12 26 SIZ 2D10+30 41 INT 6 6 POW 3D6 10-11 DEX 3D6 10-11 Move 1 HP Special MP 10-11 Hit Location D20 Points Trunk 01-10 5D6 Branches* 11-20 3D6 each *Divide the 11-20 up among the trees 1D6+4 branches Weapon SR Attack% Damage Branch 6 45-60 1D6+3D6 The tree can attack with its thick branches with a skill equal to its DEX*5%, doing damage equal to 1D6+damage bonus. It cannot parry or dodge. It can only use one branch at a time but has 1D6+4 to use if any should break. The war tree has armor points (as per normal weapons), not hit points. Each branch has 3D6 armor points. The trunk has 5D6 armor points. The War Tree is flammable. The War Tree dies if its trunk is severed. Between activations the tree roots. If the spell ends while the tree is on inappropriate surface (such as water or solid stone) the tree begins to die. /Pontus -----Ursprungligt meddelande----- Fr?n: rq-rules-admin at crashbox.com [mailto:rq-rules-admin at crashbox.com] F?r Alan Richards Skickat: den 27 maj 2003 19:53 Till: rq-rules at crashbox.com ?mne: [RQ-Rules] Plea for help I gave my copy of RQII today. What a wonderful friend I am. But.. (and I doubt that this will be last time I send one of these) I now find myself needing the stats for a Great Troll (actually one of the Aldryami has the Create War Tree spell which I know she'll use this Friday and the rules just say same stats as a Great Troll) and the break down of helms available for various APs. The RQIII rules miss these entirely. If anyone can post these bits of info sharpish I would be very grateful. Alan _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo/rq-rules From stolenbjorn at hotmail.com Wed May 28 22:07:33 2003 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 28 May 2003 12:07:33 +0000 Subject: [RQ-Rules] (re:) Difference in magical availebility to the common man in RQ vs. Glorantha Message-ID: Then you've missed somthing great, IMO one of the best Glorantha books. It basically describes 64 different cults from Glorantha, and list their Divine and Spirit spells. The book allso lists the cults relations to eachother, so that you can find out which associated Dityes you may buy associated spells from. The impression I get from this books is that magics are much more common in Glorantha than in f.instance the warhammer world. >Hej Bjorn > > > I've adopted the way magics work in "Gods of Glorantha" > >...which is? (I don't own that particular book) > >Gianni >webmaster of basicrps.com ------------------------------------------ ------------------------------------------ Hotmail snakker ditt spr?k! ------------------------------------------ - F? Hotmail p? norsk i dag ------------------------------------------ --- StripMime Report -- processed MIME parts --- text/html (html body -- converted) --- From tiberius at runequest.za.org Thu May 29 00:38:04 2003 From: tiberius at runequest.za.org (Tony Den) Date: Wed, 28 May 2003 16:38:04 +0200 (SAST) Subject: [RQ-Rules] Vikings Message-ID: <18950.196.8.104.31.1054132684.squirrel@mail.wack.co.za> 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. -- Orcs are Great, Lizard Men are Greater, Tiberius is the Greatest! From DevinC at aol.com Thu May 29 05:10:52 2003 From: DevinC at aol.com (DevinC at aol.com) Date: Wed, 28 May 2003 15:10:52 -0400 Subject: [RQ-Rules] Additional Spells from Dragon magazine Message-ID: <2A3FB7F4.571DF4CE.00047AF1@aol.com> In a message dated 5/28/2003 2:47:01 AM Eastern Standard Time, tiberius at runequest.za.org writes: > Tal Meta wrote: > > [IIRC, there's 2 sorcery spell articles, and a spirit spell one. The only > other one i remember is about divine avatars. (there's also a rq2 cult > writeup in an early one, #50 or so).] > > There are a few artciles in the Dragons I have. I only have about 80 > issues though, so there may be many articles i have missed. I am slowly > going through the ones I have and will put up a wee article on my site > advising where one can find what. > > Interestingly, in one issue i read last night, the compared RQ Vikings > with AD&D2nd Ed Vikings and GURPS Vikingsand RQ came out tops:) > Tony > -- > Orcs are Great, Lizard Men are Greater, Tiberius is the > Greatest! I have almost every Dragon issue since #50. If anyone knows a specific issue they need, email the ist and I can arrange to see if I have it and get you a copy. Devin From tcantine at incentre.net Thu May 29 12:38:00 2003 From: tcantine at incentre.net (Thomas M. Cantine) Date: Wed, 28 May 2003 19:38:00 -0700 Subject: [RQ-Rules] Summoning Message-ID: That was my understanding, too. I thought of Summon skill as being sort of like Dial Telephone skill, which determines whether you do what you're trying to do or not, whereas Summon (species) corresponds to Know (phone number). Knowing the right words or incantations or material components to summon a Hellion shouldn't require a skill roll, but actually incorporating them into the summoning ritual should. That summoning ritual isn't going to be materially harder or easier for different species. The hard part is what you do when the beastie actually shows UP! >Date: Tue, 27 May 2003 17:12:41 +0100 (BST) >From: aescleal at btinternet.com >To: rq-rules at crashbox.com >Subject: [RQ-Rules] Summon skill and summon spell >Reply-To: rq-rules at crashbox.com > >I was under the impression that you didn't get skill scores in ritual >spells - you either know them or you don't. Their chances of success are >solely based on a skill and it works the same way for spirit, divine or >sorcerous magic. > >Incidentally, Steve Martin wrote a series for Tradetalk (can't remember >the issues) detailing some other ritual spells, a couple of which used >other skills than summon, enchant or ceremony. /=================================\ | Thomas M. Cantine | | "Will Think For Food" | \=================================/ http://www.incentre.net/tcantine From Nick.Middleton at invensys.com Fri May 30 00:48:27 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Thu, 29 May 2003 15:48:27 +0100 Subject: [RQ-Rules] (Re:)Summon skill and summon spell Message-ID: >> > I have never understood the point of having two abilities in this respect... To make it work in my >brain, i let my players roll twice; the ritual skill is to see wether you manage to summon anything, and the >spell relates to wether you manage to summon what you wanted or not... > > > > > >>Translate it into something in the real world. Let's say you're trying to > >>build a computer from scratch electronic components. Both your knowledge > >>of how computers work *and* your knowledge of electronics would factor in > >>to your chance to succeed, and it stands to reason that whichever one you > >>knew the least would bring down your success to that level. > >> > >>It's a boolean AND, not a boolean OR. > > >Well, me beeing Norwegian might be the reason why I have a problem with this... The way I see it, the way I >interpit the rules, the fact that you know heck of a lot in electronics don't count in!!! (That's why I've >altered the rules the way I've done.) If you could add a percentage of your summon skill to any summon spell, >that would reflect what you describe above. But the way I see it, the rules don't work like that. Hmm, I'm going to have to dig out my copy of the rules again tonight, I could have sworn it Summoning, like the other magical skills was "roll vs lowest applicable". IME as both a Computer Science graduate and an Electronic Systems Engineering Graduate, when I have had to build up purpose built 'computers' from scratch both skills were crucial and probably did limit each other so the "roll vs. lowest relevant" model seems to me to capture the reality quite well. As for RQ summoning, I always assumed the same applied: that there were "general" formulae and procedures the magician followed to contact the otherworld but specific requirements in relation to dealing with specific Otherworld entities. And from most of the literature I have enjoyed I'd suggest that there is a fairly major difference in difficulty between summoning say a basically benign local nature spirit as opposed to a greater demonic lord of one of the nastier nether hells... Can't remember what the rules actually say, but that's not really relevant: choose the ruling that suits your setting. Whilst it's not the way I have ever done it, I can see a lot to be said for specific summonings being just either known or not (like an Alchemical recipe for a specific potion...). I'd personally object (especially as a player) to rolling _twice_, separately against each skill, as (if my addled memory of probabilities is correct!) that gives me a much worse chance of success, but each to their own... And I love the description of it as a Boolean AND, although how many of my regular gaming group would grasp it is another matter... cheers, Nick From lepus at anthrobunny.com Fri May 30 00:55:09 2003 From: lepus at anthrobunny.com (lepus at anthrobunny.com) Date: Thu, 29 May 2003 07:55:09 -0700 (PDT) Subject: [RQ-Rules] (Re:)Summon skill and summon spell In-Reply-To: Message-ID: On Thu, 29 May 2003 Nick.Middleton at invensys.com wrote: > And I love the description of it as a Boolean AND, although how many of my > regular gaming group would grasp it is another matter... I have that problem too. One would get it instantly, one would pretend to get it, the others would stare blankly. -- "Live the life you love, Use a god you trust And don't take it all too seriously" - Love and Rockets, "Your Private Future" From leonbk at yahoo.com Fri May 30 01:09:42 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 29 May 2003 08:09:42 -0700 (PDT) Subject: [RQ-Rules] Data base of spells and skills In-Reply-To: Message-ID: <20030529150942.39366.qmail@web41114.mail.yahoo.com> I have finally managed to workout the major issues with setting up a webserver, database, etc. I have moved from Access to SQL Server (for those who care about such things). If you would like the old Access email me and I will send it to you, but you will then need to keep it up to date by yourself. My websites is now available for you viewing pleasure (or displeasure) at: www.godlearner.d2g.com Leon Kirshtein __________________________________ Do you Yahoo!? Yahoo! Calendar - Free online calendar with sync to Outlook(TM). http://calendar.yahoo.com From gianni at basicrps.com Fri May 30 18:43:59 2003 From: gianni at basicrps.com (Gianni) Date: Fri, 30 May 2003 10:43:59 +0200 Subject: [RQ-Rules] Vikings References: <18950.196.8.104.31.1054132684.squirrel@mail.wack.co.za> Message-ID: <000d01c32687$9d7be9d0$9002600a@otvfrap043> > Yes, the RQ Vikings got 4 stars and AD&D got three. I think the reviewer > rated them on how user friendly they were, RQ had less factual info but > was easier and more fiun to play with while the D&Dand GURPs got bogged > down with facts. Fortunately -- no stupid AD&D rules but facts about the Vikings, a bestiary, and ideas about running a low-magic campaign. G. From gianni at basicrps.com Fri May 30 18:52:03 2003 From: gianni at basicrps.com (Gianni) Date: Fri, 30 May 2003 10:52:03 +0200 Subject: [RQ-Rules] (re:) Difference in magical availebility to the common man in RQ vs. Glorantha References: Message-ID: <002f01c32688$bdd55b70$9002600a@otvfrap043> > > > I've adopted the way magics work in "Gods of Glorantha" > > > > > >...which is? (I don't own that particular book) > Then you've missed somthing great, IMO one of the best Glorantha books. It basically describes 64 different cults from Glorantha, and list their Divine and Spirit spells. The book allso lists the cults relations to eachother, so that you can find out which associated Dityes you may buy associated spells from. The impression I get from this books is that magics are much more common in Glorantha than in f.instance the warhammer world. That's the standard Gloranthan way magics work, as per the (RQ2) rule book. Also I do not own Gods of Glorantha but I do own the Cult Compendium. Are there any major differences? G. From gerall at chromebob.com Fri May 30 21:58:24 2003 From: gerall at chromebob.com (Gerall Kahla) Date: Fri, 30 May 2003 06:58:24 -0500 Subject: [RQ-Rules] (re:) Difference in magical availebility to the common man in RQ vs. Glorantha In-Reply-To: <002f01c32688$bdd55b70$9002600a@otvfrap043> References: <002f01c32688$bdd55b70$9002600a@otvfrap043> Message-ID: <3ED74760.5090807@chromebob.com> Gianni wrote: [snip] > Also I do not own Gods of Glorantha but I do own the Cult Compendium. Are > there any major differences? There are significant differences. The cults in the Cult Compendium are full write ups (in most cases) in the old RQ2 style. You get much information about the way a given religion fits into the setting. With RQ3's Gods of Glorantha, the information is very streamlined. (The authors were publishing 60 religions in about one third of the space of the Cult Compendium!) Gone are the detailed histories, but enough of a description remained to help the referee integrate the cult into his/her world. The only problem with the presentation, IMO, was that Gods of Glorantha was the first mention of *many* Gloranthan deities and religions. For those of us used to Cults of Prax / Terror, the missing detail was noticable. Several of the religions have been fleshed out in the meantime, but it was a little disorienting when I first opened that red box!! IMG, I use both the GoG and CC. When I want more detail, I typically search the internet or write it myself. Pax Omnium Veritas -- -- Gerall Kahla, he who codes From aescleal at btinternet.com Fri May 30 22:23:46 2003 From: aescleal at btinternet.com (aescleal at btinternet.com) Date: Fri, 30 May 2003 13:23:46 +0100 (BST) Subject: [RQ-Rules] (re:) Difference in magical availebility to the common man in RQ vs. Glorantha Message-ID: <5596932.1054297426749.JavaMail.root@127.0.0.1> "Are there any major differences?" Yep, loads. GoG is more a broad overview of what the God's worshippers can do in game terms while the cults compendium concentrates on published full RQ II cult descriptions (except for Yelm, Donandar and maybe some others). GoG contains brief descriptions of loads (well, a fair number) of Eastern Cults (eg Godunnya, Path of Immanent Mastery), Lunar Gods (eg Red Goddess, Etyries), Solar Gods (eg Etyries, Lokarnos) which never got published for RQ II. Cheers, Ash > from: Gianni > date: Fri, 30 May 2003 09:52:03 > to: rq-rules at crashbox.com > subject: Re: [RQ-Rules] (re:) Difference in magical availebility to the common man in RQ vs. Glorantha > > > > > I've adopted the way magics work in "Gods of Glorantha" > > > > > > > > > >...which is? (I don't own that particular book) > > > > Then you've missed somthing great, IMO one of the best Glorantha books. It > basically describes 64 different cults from Glorantha, and list their Divine > and Spirit spells. The book allso lists the cults relations to eachother, so > that you can find out which associated Dityes you may buy associated spells > from. The impression I get from this books is that magics are much more > common in Glorantha than in f.instance the warhammer world. > > That's the standard Gloranthan way magics work, as per the (RQ2) rule book. > > Also I do not own Gods of Glorantha but I do own the Cult Compendium. Are > there any major differences? > > G. > > _______________________________________________ > 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 Fri May 30 21:21:16 2003 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Fri, 30 May 2003 12:21:16 +0100 Subject: [RQ-Rules] Data base of spells and skills Message-ID: Leon, >I've finally managed to workout the major issues >with setting up a webserver, database, etc. > >I have moved from Access to SQL Server (for those who >care about such things). If you would like the old >Access email me and I will send it to you, but you >will then need to keep it up to date by yourself. Well, since I'm still having problems accessing the site (see below), could you e-mail it to me in Access? nick dot middleton at invensys dot com >My websites is now available for you viewing pleasure >(or displeasure) at: > >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 From leonbk at yahoo.com Fri May 30 23:37:42 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 30 May 2003 06:37:42 -0700 (PDT) Subject: [RQ-Rules] Data base of spells and skills In-Reply-To: Message-ID: <20030530133742.66758.qmail@web41101.mail.yahoo.com> My cable company was having some issues last night so please try again. You got the correct address. Here is a copy of the Access version. Leon --- Nick.Middleton at invensys.com wrote: > > Leon, > > >I've finally managed to workout the major issues > >with setting up a webserver, database, etc. > > > >I have moved from Access to SQL Server (for those > who > >care about such things). If you would like the old > >Access email me and I will send it to you, but you > >will then need to keep it up to date by yourself. > > Well, since I'm still having problems accessing the > site (see below), could > you e-mail it to me in Access? nick dot middleton at > invensys dot com > > >My websites is now available for you viewing > pleasure > >(or displeasure) at: > > > >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/rq-rules > http://www.crashbox.com/mailman/listinfo/rq-rules ===== Leon Kirshtein (201) 785-9135 __________________________________ Do you Yahoo!? Yahoo! Calendar - Free online calendar with sync to Outlook(TM). http://calendar.yahoo.com --- StripMime Report -- processed MIME parts --- multipart/mixed text/plain (text body -- kept) application/x-zip-compressed --- From gianni at basicrps.com Sat May 31 00:49:25 2003 From: gianni at basicrps.com (Gianni) Date: Fri, 30 May 2003 16:49:25 +0200 Subject: [RQ-Rules] Data base of spells and skills References: <20030529150942.39366.qmail@web41114.mail.yahoo.com> Message-ID: <000701c326ba$aaa839f0$9002600a@otvfrap043> Hello Leon > My websites is now available for you viewing pleasure > (or displeasure) at: > > www.godlearner.d2g.com Kudos for the great job... I see a few discrepancies between your skills list and the one below: http://www.glorantha.info/skills/skills.html Is it because you are missing some of the sources, or is it because you concentrate on RQ3 skills? cheers Gianni From leonbk at yahoo.com Sat May 31 02:51:07 2003 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 30 May 2003 09:51:07 -0700 (PDT) Subject: [RQ-Rules] Data base of spells and skills In-Reply-To: <000701c326ba$aaa839f0$9002600a@otvfrap043> Message-ID: <20030530165107.72979.qmail@web41104.mail.yahoo.com> --- Gianni wrote: > Hello Leon > > > My websites is now available for you viewing > pleasure > > (or displeasure) at: > > > > www.godlearner.d2g.com > > Kudos for the great job... I see a few discrepancies > between your skills > list and the one below: > http://www.glorantha.info/skills/skills.html > > Is it because you are missing some of the sources, > or is it because you > concentrate on RQ3 skills? I have not yet compiled the full listing of skills. The descriptions I use are the ones which I like best, and the one which I use in my campaign. Leon __________________________________ Do you Yahoo!? Yahoo! Calendar - Free online calendar with sync to Outlook(TM). http://calendar.yahoo.com From paul.s.sommer at get2net.dk Sat May 31 22:26:49 2003 From: paul.s.sommer at get2net.dk (paul Sommer) Date: Sat, 31 May 2003 14:26:49 +0200 Subject: [RQ-Rules] Re:godlearner website References: <20030530133804.2F4A44C4AF@thinbits.com> Message-ID: <3ED89F89.1B21EFC3@get2net.dk> > 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