From shaw at caprica.com Fri Feb 1 04:03:00 2008 From: shaw at caprica.com (Wayne Shaw) Date: Thu, 31 Jan 2008 09:03:00 -0800 Subject: [Rq-rules] Opportunity Attacks. In-Reply-To: <20080130110527.6f055db5b52674836533fcb6c06185d4.d1af56737a .wbe@email.secureserver.net> References: <20080130110527.6f055db5b52674836533fcb6c06185d4.d1af56737a.wbe@email.secureserver.net> Message-ID: <7.0.1.0.1.20080131090103.034301b8@caprica.com> At 10:05 AM 1/30/2008, you wrote: >I have come to the conclusion, based on the use of limits on >defensive rolls in other games like Buffy and BESM, that limits on >defensive moves like parries and dodges are a fun-killer and a GM >pain if you are running a dozen NPCs and have to keep track of who >has parried what. I figure that having to make lots of rolls is its >own penalty. Eventually, even Mr. 200% misses one. And if you are >200%, you should have the ability to avoid lots of damage. I'm completely conflicted on this; on one hand I quite see your point (after all, having run the Angel campaign you were in), on the other hand, I can't help but think if you're going to allow spitting attacks (and I think that was always one of the more profound benefits of high end combat skill in RQ) there ought to be some similar issue on the defensive end. So I'm quite torn. From steve at limitedchaos.com Fri Feb 1 19:11:17 2008 From: steve at limitedchaos.com (Steve Perrin) Date: Fri, 1 Feb 2008 00:11:17 -0800 Subject: [Rq-rules] Opportunity Attacks. References: <20080130110527.6f055db5b52674836533fcb6c06185d4.d1af56737a.wbe@email.secureserver.net> <7.0.1.0.1.20080131090103.034301b8@caprica.com> Message-ID: <006601c864aa$05ed39f0$88407442@steve856c9bad1> I also have some plans for splitting attacks, which I never liked as a mechanism. With my multiple sucesses system in SPQR, splitting attacks is much less useful and less necessary. Steve ----- Original Message ----- From: "Wayne Shaw" To: "Discussion of RuneQuest rules." Sent: Thursday, January 31, 2008 9:03 AM Subject: RE: [Rq-rules] Opportunity Attacks. > At 10:05 AM 1/30/2008, you wrote: >>I have come to the conclusion, based on the use of limits on defensive >>rolls in other games like Buffy and BESM, that limits on defensive moves >>like parries and dodges are a fun-killer and a GM pain if you are running >>a dozen NPCs and have to keep track of who has parried what. I figure that >>having to make lots of rolls is its own penalty. Eventually, even Mr. 200% >>misses one. And if you are 200%, you should have the ability to avoid lots >>of damage. > > I'm completely conflicted on this; on one hand I quite see your point > (after all, having run the Angel campaign you were in), on the other hand, > I can't help but think if you're going to allow spitting attacks (and I > think that was always one of the more profound benefits of high end combat > skill in RQ) there ought to be some similar issue on the defensive end. > > So I'm quite torn. > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From stolenbjorn at hotmail.com Fri Feb 1 20:05:45 2008 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Fri, 1 Feb 2008 09:05:45 +0000 Subject: [Rq-rules] Opportunity Attacks. In-Reply-To: <006601c864aa$05ed39f0$88407442@steve856c9bad1> References: <20080130110527.6f055db5b52674836533fcb6c06185d4.d1af56737a.wbe@email.secureserver.net> <7.0.1.0.1.20080131090103.034301b8@caprica.com> <006601c864aa$05ed39f0$88407442@steve856c9bad1> Message-ID: In my houserules, I let allmost all combat be decided by resistance-rolls, so in that sence, if someone is attacked by 10 dudes in one turn, he's able to let his skills to fight be in action in 10 rolls that turn. But he's probably going down, because I give him a hefty minus modifier per person he's outnumbered by. If someone attacks him from behind, I still let him roll, but he's probably going down, because I give him a hefty minus modifier for not knowing an attack is incoming (he still gets to roll, as he could be so drilled in combat manouvre, that he don't allow people to creep up on him, even when engaged in front). > From: steve at limitedchaos.com> To: rq-rules at crashbox.com> Subject: Re: [Rq-rules] Opportunity Attacks.> Date: Fri, 1 Feb 2008 00:11:17 -0800> > I also have some plans for splitting attacks, which I never liked as a > mechanism. With my multiple sucesses system in SPQR, splitting attacks is > much less useful and less necessary.> > Steve> > ----- Original Message ----- > From: "Wayne Shaw" > To: "Discussion of RuneQuest rules." > Sent: Thursday, January 31, 2008 9:03 AM> Subject: RE: [Rq-rules] Opportunity Attacks.> > > > At 10:05 AM 1/30/2008, you wrote:> >>I have come to the conclusion, based on the use of limits on defensive > >>rolls in other games like Buffy and BESM, that limits on defensive moves > >>like parries and dodges are a fun-killer and a GM pain if you are running > >>a dozen NPCs and have to keep track of who has parried what. I figure that > >>having to make lots of rolls is its own penalty. Eventually, even Mr. 200% > >>misses one. And if you are 200%, you should have the ability to avoid lots > >>of damage.> >> > I'm completely conflicted on this; on one hand I quite see your point > > (after all, having run the Angel campaign you were in), on the other hand, > > I can't help but think if you're going to allow spitting attacks (and I > > think that was always one of the more profound benefits of high end combat > > skill in RQ) there ought to be some similar issue on the defensive end.> >> > So I'm quite torn.> >> >> >> > _______________________________________________> > RQ-Rules mailing list> > RQ-Rules at crashbox.com> > http://crashbox.com/mailman/listinfo/rq-rules> > > > _______________________________________________> RQ-Rules mailing list> RQ-Rules at crashbox.com> http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080201/3dd16aa0/attachment.html From shaw at caprica.com Sat Feb 2 05:34:37 2008 From: shaw at caprica.com (Wayne Shaw) Date: Fri, 01 Feb 2008 10:34:37 -0800 Subject: [Rq-rules] Opportunity Attacks. In-Reply-To: <006601c864aa$05ed39f0$88407442@steve856c9bad1> References: <20080130110527.6f055db5b52674836533fcb6c06185d4.d1af56737a.wbe@email.secureserver.net> <7.0.1.0.1.20080131090103.034301b8@caprica.com> <006601c864aa$05ed39f0$88407442@steve856c9bad1> Message-ID: <7.0.1.0.1.20080201103407.03415de8@caprica.com> At 12:11 AM 2/1/2008, you wrote: >I also have some plans for splitting attacks, which I never liked as >a mechanism. With my multiple sucesses system in SPQR, splitting >attacks is much less useful and less necessary. I'll have to go back and look over this and see what you did again; its been so long since I played in that game of yours I've forgotten how its handled. From royce at efn.org Tue Feb 5 04:04:38 2008 From: royce at efn.org (royce at efn.org) Date: Mon, 4 Feb 2008 09:04:38 -0800 (PST) Subject: [Rq-rules] Newbie's Debut Message-ID: <49353.158.165.144.181.1202144678.squirrel@webmail.efn.org> Greetings, All, My name is Asher & I'm getting into RuneQuest. I played a game back in the 80's, and then again in the 90's, but now I own a copy of RQIII, plus a copy f the Thieves' World RPG box, and want to play. (Well, I'd almost certainly be GMing RQ, rather than being a player.) I'm not really sure what advice an RQ newbie should ask for. So, I'll leave it wide open for the moment: Any advice? Sincerely, Asher From tom at zunder.org.uk Tue Feb 5 05:56:58 2008 From: tom at zunder.org.uk (Thomas Zunder) Date: Mon, 04 Feb 2008 18:56:58 +0000 Subject: [Rq-rules] Newbie's Debut In-Reply-To: <49353.158.165.144.181.1202144678.squirrel@webmail.efn.org> References: <49353.158.165.144.181.1202144678.squirrel@webmail.efn.org> Message-ID: <47A75FFA.4090807@zunder.org.uk> royce at efn.org wrote: > Greetings, All, > Any advice? > Relax. Decide on a simple scenario. Understand how to create characters for a civilised place like Thieves World. Create some NPCs in RQ3. Get a few guys, move smoothly through character gen, or even use pregens to start with (where you create them for the players in advance). Then simply and with not too much obsession with rules, run your game.. -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20080204/48825549/attachment.vcf From superninja42 at gmail.com Tue Feb 5 06:29:05 2008 From: superninja42 at gmail.com (Robert) Date: Mon, 4 Feb 2008 13:29:05 -0600 Subject: [Rq-rules] Newbie's Debut In-Reply-To: <47A75FFA.4090807@zunder.org.uk> References: <49353.158.165.144.181.1202144678.squirrel@webmail.efn.org> <47A75FFA.4090807@zunder.org.uk> Message-ID: <4183445e0802041129m44c75939k950e5ee693295ca3@mail.gmail.com> I agree with Thomas go slow. RQIII has allot of little rules so don't overwhelm yourself with ALL the details the first session or so. Whenever I run a game I am not familiar with and especially if my group is not familiar with I use pre-gen chartacters. Also, have your NPCs pre-done so you don't have to make numbers on the fly -- there tend to be allot of numbers :). If you go to RPGSHEETS.com and look under RuneQuest they have pretty decent RQIII Character sheets. Have fun! And if you need anything we are here! ~Robert On Feb 4, 2008 12:56 PM, Thomas Zunder wrote: > royce at efn.org wrote: > > Greetings, All, > > Any advice? > > > Relax. Decide on a simple scenario. Understand how to create characters > for a civilised place like Thieves World. > Create some NPCs in RQ3. Get a few guys, move smoothly through character > gen, or even use pregens to start with (where you create them for the > players in advance). > Then simply and with not too much obsession with rules, run your game.. > > > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > -- Robert Parrish superninja42 at gmail.com www.finding42.com -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080204/c92b8de8/attachment.html From jurrubin at gmail.com Tue Feb 5 09:10:28 2008 From: jurrubin at gmail.com (David Smart) Date: Mon, 4 Feb 2008 16:10:28 -0600 Subject: [Rq-rules] Newbie's Debut In-Reply-To: <49353.158.165.144.181.1202144678.squirrel@webmail.efn.org> References: <49353.158.165.144.181.1202144678.squirrel@webmail.efn.org> Message-ID: <1c92296e0802041410t15b23d1fs6a93fc6f9a10c046@mail.gmail.com> In addition to Thomas' and Robert's comments, I'll add it may be worthwhile to introduce your players to the RQIII combat and magic systems by running them through a few practice battles against each other. That way they can see exactly what their characters can (and can't) do and start becoming familiar with the rules without the possibility of something really nasty happening. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080204/7c0c1cb6/attachment.html From royce at efn.org Tue Feb 5 09:59:55 2008 From: royce at efn.org (royce at efn.org) Date: Mon, 4 Feb 2008 14:59:55 -0800 (PST) Subject: [Rq-rules] Getting Started: Query #1 Message-ID: <50189.158.165.144.181.1202165995.squirrel@webmail.efn.org> Greetings, All, Many thanks for the warm welcomes! I have a series of "getting started" questions. In no particular order of importance, here's entry #1: Magic in RQ III. Types of magic: Spirit, Divine & Sorcery. Is there a consensus on how these three schools stack up against each other? Or are there many partisans for each? Also, when working one's character up to shaman, priest, or adept status, what are likely pitfalls or frustrations on each path? I guess this is asking quite a bit. But any insight is welcome. Sincerely, Asher From joemills at columbus.rr.com Tue Feb 5 10:01:03 2008 From: joemills at columbus.rr.com (Joe Mills) Date: Mon, 4 Feb 2008 18:01:03 -0500 Subject: [Rq-rules] Newbie's Debut In-Reply-To: <1c92296e0802041410t15b23d1fs6a93fc6f9a10c046@mail.gmail.com> References: <49353.158.165.144.181.1202144678.squirrel@webmail.efn.org> <1c92296e0802041410t15b23d1fs6a93fc6f9a10c046@mail.gmail.com> Message-ID: <001801c86781$d175a790$0201a8c0@laptop2> That's good advice. RQ combat is so deadly, the players need to know that combat should be a last resort, at least if they want to run the same character more than once. :-) -- Joe _____ From: rq-rules-bounces at crashbox.com [mailto:rq-rules-bounces at crashbox.com] On Behalf Of David Smart Sent: Monday, February 04, 2008 5:10 PM To: Discussion of RuneQuest rules. Subject: Re: [Rq-rules] Newbie's Debut In addition to Thomas' and Robert's comments, I'll add it may be worthwhile to introduce your players to the RQIII combat and magic systems by running them through a few practice battles against each other. That way they can see exactly what their characters can (and can't) do and start becoming familiar with the rules without the possibility of something really nasty happening. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080204/4968a621/attachment.html From lev_lafayette at yahoo.com.au Tue Feb 5 10:06:47 2008 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Mon, 4 Feb 2008 15:06:47 -0800 (PST) Subject: [Rq-rules] Newbie's Debut In-Reply-To: <49353.158.165.144.181.1202144678.squirrel@webmail.efn.org> Message-ID: <671067.4149.qm@web33510.mail.mud.yahoo.com> --- royce at efn.org wrote: > Greetings, All, > My name is Asher & I'm getting into RuneQuest. I > played a game back in > the 80's, and then again in the 90's, but now I own > a copy of RQIII, > plus a copy f the Thieves' World RPG box, and want > to play. (Well, I'd > almost certainly be GMing RQ, rather than being a > player.) > I'm not really sure what advice an RQ newbie > should ask for. So, I'll > leave it wide open for the moment: > Any advice? I think you're doing quite nicely. The Thieve's World setting would be excellent for city-based RQIII adventures. However to get oneself back into the flow of things I would recommend starting gently one oneself. Simple magics, very low-key combats if any etc. A stealth and recon adventure with a fair bit of social interaction would probably be best to begin with. You may wish to consider to read the combat rules thoroughly and make yourself a cheat-sheet. Don't be afraid to modify some of the more crazy rules either, or at the very least, get a hold of the errata sheet published in RQ Deluxe 1992 edition http://www.msu.edu/user/moulinfr/Errata.html HTH, Lev ____________________________________________________________________________________ Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs From joemills at columbus.rr.com Tue Feb 5 10:13:16 2008 From: joemills at columbus.rr.com (Joe Mills) Date: Mon, 4 Feb 2008 18:13:16 -0500 Subject: [Rq-rules] Getting Started: Query #1 In-Reply-To: <50189.158.165.144.181.1202165995.squirrel@webmail.efn.org> References: <50189.158.165.144.181.1202165995.squirrel@webmail.efn.org> Message-ID: <002801c86783$85ffa700$0201a8c0@laptop2> Sorcery -- a beginning character with Sorcery is BORING. They can't DO anything, and have to waste much character development towards skills that only relate to Sorcery and generate no reward up until the time one becomes a master. Then, of course, Sorcery rocks. I prefer it for NPC use only. Shamans -- perhaps, ultimately, the most versatile. Destroy your foes with spirits, cast a Bladesharp 28 on your servant's carving knife, have a complete laundry list of "Detect" spells at your constant disposal, fly around with Bound Sylphs, etc. Divine Magic -- least powerful, requires 'reloading' after adventures, but has more 'flavor' than the other paths. Just my two cents. -- Joe -----Original Message----- From: rq-rules-bounces at crashbox.com [mailto:rq-rules-bounces at crashbox.com] On Behalf Of royce at efn.org Sent: Monday, February 04, 2008 6:00 PM To: rq-rules at crashbox.com Subject: [Rq-rules] Getting Started: Query #1 Greetings, All, Many thanks for the warm welcomes! I have a series of "getting started" questions. In no particular order of importance, here's entry #1: Magic in RQ III. Types of magic: Spirit, Divine & Sorcery. Is there a consensus on how these three schools stack up against each other? Or are there many partisans for each? Also, when working one's character up to shaman, priest, or adept status, what are likely pitfalls or frustrations on each path? I guess this is asking quite a bit. But any insight is welcome. Sincerely, Asher _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules From jurrubin at gmail.com Tue Feb 5 10:38:13 2008 From: jurrubin at gmail.com (David Smart) Date: Mon, 4 Feb 2008 17:38:13 -0600 Subject: [Rq-rules] Newbie's Debut In-Reply-To: <671067.4149.qm@web33510.mail.mud.yahoo.com> References: <49353.158.165.144.181.1202144678.squirrel@webmail.efn.org> <671067.4149.qm@web33510.mail.mud.yahoo.com> Message-ID: <1c92296e0802041538w6a13399aqbed3aff83bd4d4ba@mail.gmail.com> Speaking of cheatsheets, I put one together a few years back incorporating both official and home-grown combat tactics players could use. My players found it extremely useful not only as a crib sheet but also as a reminder of what's possible. I'll be happy to send it to anyone on the list if they'll email me privately (save list bandwidth). It's in the form of a MSWord doc. Or should I just post it to the list's Files area? David On Feb 4, 2008 5:06 PM, Lev Lafayette wrote: > > > > You may wish to consider to read the combat rules > thoroughly and make yourself a cheat-sheet. Don't be > afraid to modify some of the more crazy rules either, > or at the very least, get a hold of the errata sheet > published in RQ Deluxe 1992 edition > > http://www.msu.edu/user/moulinfr/Errata.html > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080204/a9306d16/attachment.html From jurrubin at gmail.com Tue Feb 5 10:56:54 2008 From: jurrubin at gmail.com (David Smart) Date: Mon, 4 Feb 2008 17:56:54 -0600 Subject: [Rq-rules] Getting Started: Query #1 In-Reply-To: <50189.158.165.144.181.1202165995.squirrel@webmail.efn.org> References: <50189.158.165.144.181.1202165995.squirrel@webmail.efn.org> Message-ID: <1c92296e0802041556q3bba30a8ka5d1ce8e2f976d7d@mail.gmail.com> Hmm..here's my two cents' worth. Sorcery is the most complicated yet most flexible form of magic. It's strictly for a character with very high Intelligence who's going to be dedicated solely to becoming a mage. It's best to try to start at Adept level but even then the most successful (i.e. survivable) Adept is one that becomes essentially a one-trick pony until he can get his skill levels up. The most effective player sorcerer I've ever had in any of my campaigns (since 1982) specialized in Palsy and created an item that allowed him to boost its Intensity to a very scary level. He became one heck of a sniper with it. Anyone working toward Magus level will become a support spell caster for the group out of necessity and should have at least one decent weapon skill for self-protection. Oh, and the Magus wannabe had better work on being able to bind Power spirits as fast as possible..sorcery spells suck Magic Points like a desert sucks moisture. Spirit magic is great as quick response ability boosting magic used by everyone. Becoming a shaman can be tough in that having a fetch leads to random, unexpected attacks from the Spirit plane. All of my players over the years chose to use spirit magic either by itself or in conjunction with Divine magic. Speaking of which... Divine magic has three major downsides. The first is it requires a permanent reduction in a character's Power to buy spells, reducing said character's ability to protect themselves _and_ reducing the Magic Points used for casting spirit magic spells. The second downside is regaining spells (i.e. praying for them in a safe, Sanctified area) is nearly impossible out in the wilderness. The third is a full-fledged priest must give 90% of his time to his cult, blocking the player's freedom most of the time. Given these negatives, divine spells are essentially RQ's heavy artillery. If a player really wants a divine magic caster, I recommend he/she become an Acolyte instead and combine a few select divine spells with some really choice spirit magic spells. For details on Acolytes, see the RQIII's section on Glorantha. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080204/9870c845/attachment.html From shaw at caprica.com Tue Feb 5 11:03:19 2008 From: shaw at caprica.com (Wayne Shaw) Date: Mon, 04 Feb 2008 16:03:19 -0800 Subject: [Rq-rules] Getting Started: Query #1 In-Reply-To: <50189.158.165.144.181.1202165995.squirrel@webmail.efn.org> References: <50189.158.165.144.181.1202165995.squirrel@webmail.efn.org> Message-ID: <7.0.1.0.1.20080204160149.034bae60@caprica.com> At 02:59 PM 2/4/2008, you wrote: >Greetings, All, > Many thanks for the warm welcomes! > I have a series of "getting started" questions. In no particular order >of importance, here's entry #1: Magic in RQ III. > Types of magic: Spirit, Divine & Sorcery. Is there a consensus on how >these three schools stack up against each other? Or are there many >partisans for each? Its hard to discuss them seperately, because to talk about spirit magic without getting into shaman is tyind a rock around its leg; shaman are the high end spirit magic specialists. But a lot of people consider all the versions of shaman to date to have issues. And sorcery gets very complex to discuss because of how you weight the Duration skill. From shaw at caprica.com Tue Feb 5 11:05:46 2008 From: shaw at caprica.com (Wayne Shaw) Date: Mon, 04 Feb 2008 16:05:46 -0800 Subject: [Rq-rules] Newbie's Debut In-Reply-To: <001801c86781$d175a790$0201a8c0@laptop2> References: <49353.158.165.144.181.1202144678.squirrel@webmail.efn.org> <1c92296e0802041410t15b23d1fs6a93fc6f9a10c046@mail.gmail.com> <001801c86781$d175a790$0201a8c0@laptop2> Message-ID: <7.0.1.0.1.20080204160422.034b5828@caprica.com> At 03:01 PM 2/4/2008, you wrote: >That's good advice. RQ combat is so deadly, the players need to know >that combat should be a last resort, at least if they want to run >the same character more than once. J This is an overstatement, given that I saw any number of RQ3 combats over the years that lead to few or no deaths. Its certainly more dangers than in many games, but its not _that_ lethal. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080204/f4c4a615/attachment.html From lev_lafayette at yahoo.com.au Tue Feb 5 11:08:13 2008 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Mon, 4 Feb 2008 16:08:13 -0800 (PST) Subject: [Rq-rules] Newbie's Debut In-Reply-To: <7.0.1.0.1.20080204160422.034b5828@caprica.com> Message-ID: <175940.61084.qm@web33506.mail.mud.yahoo.com> --- Wayne Shaw wrote: > At 03:01 PM 2/4/2008, you wrote: > >That's good advice. RQ combat is so deadly, the > players need to know > >that combat should be a last resort, at least if > they want to run > >the same character more than once. J > > This is an overstatement, given that I saw any > number of RQ3 combats > over the years that lead to few or no deaths. Its > certainly more > dangers than in many games, but its not _that_ > lethal. I don't know about that... I remember starting a session last year (using Daughters of Darkness, if you must know) where the first encounter, only several minutes into play, was an ambush. Hit the lead dark troll with an critical in the head from a heavy crossbow and rolled maximum damage.... We decided to fudge that one... ____________________________________________________________________________________ Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping From joemills at columbus.rr.com Tue Feb 5 12:27:10 2008 From: joemills at columbus.rr.com (Joe Mills) Date: Mon, 4 Feb 2008 20:27:10 -0500 Subject: [Rq-rules] Newbie's Debut In-Reply-To: <175940.61084.qm@web33506.mail.mud.yahoo.com> References: <7.0.1.0.1.20080204160422.034b5828@caprica.com> <175940.61084.qm@web33506.mail.mud.yahoo.com> Message-ID: <001201c86796$3aa16470$0201a8c0@laptop2> --- Wayne Shaw wrote: > At 03:01 PM 2/4/2008, you wrote: > >That's good advice. RQ combat is so deadly, the > players need to know > >that combat should be a last resort, at least if > they want to run > >the same character more than once. J > > This is an overstatement, given that I saw any > number of RQ3 combats > over the years that lead to few or no deaths. Its > certainly more > dangers than in many games, but its not _that_ > lethal. I don't know about that... I remember starting a session last year (using Daughters of Darkness, if you must know) where the first encounter, only several minutes into play, was an ambush. Hit the lead dark troll with an critical in the head from a heavy crossbow and rolled maximum damage.... We decided to fudge that one... ************************************** I started one campaign that specialized in bar-room brawls (the PCs were bouncers) mostly because you could get into a little fight without having to risk losing your character. Then, whenever a bad guy actually drew a knife or some such, it was a big deal. Worked out pretty well. -- Joe ____________________________________________________________________________ ________ Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules From postmaster at runequest.za.org Tue Feb 5 17:30:50 2008 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Tue, 5 Feb 2008 08:30:50 +0200 (SAST) Subject: [Rq-rules] Newbie's Debut In-Reply-To: <4183445e0802041129m44c75939k950e5ee693295ca3@mail.gmail.com> References: <49353.158.165.144.181.1202144678.squirrel@webmail.efn.org> <47A75FFA.4090807@zunder.org.uk> <4183445e0802041129m44c75939k950e5ee693295ca3@mail.gmail.com> Message-ID: <52410.196.8.104.31.1202193050.squirrel@wwm.runequest.za.org> Also agree with Thomas and Robert. Yes, ignore the funny rules, poss skip magic until the players a bit more comfy with the system. Certainly buff up on character creation, skills and combat. From there everything should flow pretty logically. Hmm, maybe also ignore Encumberance and Fatigue until you a bit more settled. Tony > I agree with Thomas go slow. RQIII has allot of little rules so don't > overwhelm yourself with ALL the details the first session or so. Whenever > I > run a game I am not familiar with and especially if my group is not > familiar > with I use pre-gen chartacters. > > Also, have your NPCs pre-done so you don't have to make numbers on the fly > -- there tend to be allot of numbers :). If you go to RPGSHEETS.com and > look under RuneQuest they have pretty decent RQIII Character sheets. > > Have fun! And if you need anything we are here! > > ~Robert > > > On Feb 4, 2008 12:56 PM, Thomas Zunder wrote: > From postmaster at runequest.za.org Tue Feb 5 19:23:47 2008 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Tue, 5 Feb 2008 10:23:47 +0200 (SAST) Subject: [Rq-rules] Newbie's Debut In-Reply-To: <001201c86796$3aa16470$0201a8c0@laptop2> References: <7.0.1.0.1.20080204160422.034b5828@caprica.com> <175940.61084.qm@web33506.mail.mud.yahoo.com> <001201c86796$3aa16470$0201a8c0@laptop2> Message-ID: <18742.196.8.104.31.1202199827.squirrel@wwm.runequest.za.org> Joe wrote: > > I started one campaign that specialized in bar-room brawls (the PCs were > bouncers) mostly because you could get into a little fight without having > to > risk losing your character. Then, whenever a bad guy actually drew a knife > or some such, it was a big deal. Worked out pretty well. > Hmm, heres an idea (and a punt for my site:). I wrote up an entry level, hack and slash soem time back. Its very linear, not very original, but could work as a nice intro to characters. Obviously use/abuse what you want, drop what you don't like. Weregeld Worries at www.runequest.za.org http://www.runequest.za.org/article/articleview/124/1/35/ Cheers Tony From soltakss at yahoo.com Tue Feb 5 19:23:50 2008 From: soltakss at yahoo.com (Simon Phipp) Date: Tue, 5 Feb 2008 00:23:50 -0800 (PST) Subject: [Rq-rules] Getting Started: Query #1 Message-ID: <272911.61028.qm@web51009.mail.re2.yahoo.com> Asher: > I have a series of "getting started" questions. In no particular order > of importance, here's entry #1: Magic in RQ III. > Types of magic: Spirit, Divine & Sorcery. Is there a consensus on how > these three schools stack up against each other? Or are there many > partisans for each? Generally, for starting characters, Spirit Magic is by far the easiest and best. It is cheap, easy to learn, has a number of commonly available spells and is relatively easy to cast. The spells are quite useful, with spells such as Heal, Bladesharp/Bludgeon and Protection ideal for starting combat. You don't have to start off with high-pointage variable spells, with starting characters Bladesharp 1, Heal 2 or Protection 2 can be life-savers. Shamanism is quite complicated, so I'd avoid it. I wouldn't particularly split things up into absolutes with Shamanism, Theism and Wizardry as it makes things difficult. Make some Spirit Magic commonly available so that all the PCs can learn spells. If they want to become an apprientice shaman then fair enough, but I wouldn't recommend it as a starting option. If you want spirits, it's best to pay an NPC to fetch and bind them for you. Divine Magic is generally more powerful than Spirit Magic, but for starting characters it in one-use, which a lot of people don't like. I'd leave cults out for a bit until people get used to the setting and the rules. Let them choose cults later on. Divine Magic can be very powerful, especially for Acolytes/Priests as they have reusable magic. If you have highly-stacked spells (Shield 8 for example) you get some very strong characters, but that's only really for advanced play. Cults do teach specialist skills and spells, so they are useful from a gaming point of view. Each cult has its own outlook and affects its members' behaviour to a certain extent so they can be used to enhance roleplaying. Sorcery can be useful after a while, but a beginning sorcerer will end up having to cast spells again and again and again before they go off. If you don't have Sorcery Schools then you have to decide which spells are available, where the spels can be learned and so on. I'd leave sorcery for NPCs, unless there was a compelling reason not to, or unless a player wants to play a sorcerer. I'd also allow anyone to learn Spirit or Divine Magic, even Sorcerers. It makes things easier to handle and is less restrictive. > Also, when working one's character up to shaman, priest, or adept > status, what are likely pitfalls or frustrations on each path? Time and effort. You will be working on skills that don't have much game relevance, just to qualify for the position. You have to spend POW to get Divine Magic, a Fetch or to make Enchantments. You will be asked to perform Cult/School Duties. You will have to do things you don't want to do as a player, just because your cult/culture expects them. See Ya Simon -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080205/9c4c391c/attachment.html From jurrubin at gmail.com Wed Feb 6 01:31:50 2008 From: jurrubin at gmail.com (David Smart) Date: Tue, 5 Feb 2008 08:31:50 -0600 Subject: [Rq-rules] Newbie's Debut In-Reply-To: <18742.196.8.104.31.1202199827.squirrel@wwm.runequest.za.org> References: <7.0.1.0.1.20080204160422.034b5828@caprica.com> <175940.61084.qm@web33506.mail.mud.yahoo.com> <001201c86796$3aa16470$0201a8c0@laptop2> <18742.196.8.104.31.1202199827.squirrel@wwm.runequest.za.org> Message-ID: <1c92296e0802050631n365e6666pfc80a5c8f21d1be8@mail.gmail.com> And Tony brings up another good point, albeit indirectly. RQ, in various interations, has been around for 30 years (!). There's a massive amount of home rules, discussion archives, adventures, and background material available on the Internet and it's all there to be used. Google is your friend so don't be shy about googleing for "RQIII", "RQ3", "runequest", "rq", and any other keywords you think may be helpful. There's some pretty amazing stuff out there. Also, eBay is a good source for things you might to have a permanent copy of. On Feb 5, 2008 2:23 AM, wrote: > > > > Hmm, heres an idea (and a punt for my site:). I wrote up an entry level, > hack and slash soem time back. Its very linear, not very original, but > could work as a nice intro to characters. Obviously use/abuse what you > want, drop what you don't like. > > Weregeld Worries at www.runequest.za.org > > http://www.runequest.za.org/article/articleview/124/1/35/ > > Cheers > Tony > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080205/e6dded47/attachment.html From styopa1 at gmail.com Wed Feb 6 02:39:35 2008 From: styopa1 at gmail.com (Styopa) Date: Tue, 5 Feb 2008 09:39:35 -0600 Subject: [Rq-rules] Newbie's Debut In-Reply-To: <1c92296e0802050631n365e6666pfc80a5c8f21d1be8@mail.gmail.com> References: <7.0.1.0.1.20080204160422.034b5828@caprica.com> <175940.61084.qm@web33506.mail.mud.yahoo.com> <001201c86796$3aa16470$0201a8c0@laptop2> <18742.196.8.104.31.1202199827.squirrel@wwm.runequest.za.org> <1c92296e0802050631n365e6666pfc80a5c8f21d1be8@mail.gmail.com> Message-ID: <56e64e7a0802050739m3771400ct9a1616d5d6155ed2@mail.gmail.com> My $0.02: - Keep combats simple. Essentially, adding another npc to a combat doubles your work as a GM, particularly for newbie players (that you're already helping along) and can quickly become overwhelming both paperwork-wise, and lethality-wise. RQ combat is like real combat, numbers are vastly important. - Personally, I found it important for MGF to implement a few house rules, the first being the 'lopping off of limbs at 3x hp in a blow' instead of 2x. - Another house rule, since RQ combat can be so deadly and character generation so tedious, particularly with people with previous AD&D experience, I give out hero points, which essentially forces a reroll (which can be just as bad, sometimes God DOES hate your character). -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080205/39f5d37f/attachment.html From shaw at caprica.com Wed Feb 6 05:34:46 2008 From: shaw at caprica.com (Wayne Shaw) Date: Tue, 05 Feb 2008 10:34:46 -0800 Subject: [Rq-rules] Newbie's Debut In-Reply-To: <175940.61084.qm@web33506.mail.mud.yahoo.com> References: <7.0.1.0.1.20080204160422.034b5828@caprica.com> <175940.61084.qm@web33506.mail.mud.yahoo.com> Message-ID: <7.0.1.0.1.20080205103400.03438160@caprica.com> At 04:08 PM 2/4/2008, you wrote: >--- Wayne Shaw wrote: > > > At 03:01 PM 2/4/2008, you wrote: > > >That's good advice. RQ combat is so deadly, the > > players need to know > > >that combat should be a last resort, at least if > > they want to run > > >the same character more than once. J > > > > This is an overstatement, given that I saw any > > number of RQ3 combats > > over the years that lead to few or no deaths. Its > > certainly more > > dangers than in many games, but its not _that_ > > lethal. > >I don't know about that... I remember starting a >session last year (using Daughters of Darkness, if you >must know) where the first encounter, only several >minutes into play, was an ambush. Hit the lead dark >troll with an critical in the head from a heavy >crossbow and rolled maximum damage.... Criticals can indeed lead to sudden-death (literally) results, but they still aren't a given in every fight, which was my objection; if that was the case the campaign I last ran of it way back when would have been essentially impossible. >We decided to fudge that one... > > > > >____________________________________________________________________________________ >Looking for last minute shopping deals? >Find them fast with Yahoo! >Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules From tom at zunder.org.uk Wed Feb 6 07:14:16 2008 From: tom at zunder.org.uk (Thomas Zunder) Date: Tue, 05 Feb 2008 20:14:16 +0000 Subject: [Rq-rules] Newbie's Debut In-Reply-To: <671067.4149.qm@web33510.mail.mud.yahoo.com> References: <671067.4149.qm@web33510.mail.mud.yahoo.com> Message-ID: <47A8C398.7010707@zunder.org.uk> Thieves World is very low key and about social interaction. If they play some ne'er do well rogues and ruffians (with hearts of gold) then you can keep them happy breaking and entering and having fun for ages. -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20080205/4f15ffd3/attachment.vcf From mason.bruce at gmail.com Wed Feb 6 19:30:34 2008 From: mason.bruce at gmail.com (Bruce Mason) Date: Wed, 6 Feb 2008 08:30:34 +0000 Subject: [Rq-rules] Newbie's Debut In-Reply-To: <47A8C398.7010707@zunder.org.uk> References: <671067.4149.qm@web33510.mail.mud.yahoo.com> <47A8C398.7010707@zunder.org.uk> Message-ID: <5f3990080802060030w457d438dg58dc802b48efd6b@mail.gmail.com> The first RQ3 campaign I ever ran was a Thieves World one. Last I saw of the PCs was them sailing off to plunder new lands on a pirate ship they had subverted. Some of the things that worked for me were. No PC magic. It's one less thing to worry about. However, try to ensure that they're working for someone with magic who can heal them in emergencies or put them on good terms with someone who can provide healing. Bump up the base chance for First Aid (or give everyone some extra percentiles) on the basis that they've had to use it a lot in their early years. Where combat occurs try to use opponents who have 1h weapons, no crossbows and tend not to impale. Give the players some red shirt NPCs to control so that the first time they charge a city guardsman with a crossbow pointing at them, the NPC can take it in the chest. That should be an object lesson. Although people will advise you to avoid combat, if used properly it adds a lot of excitement and fun because it's a completely different feeling. You will find that a percentage of players are turned off by Rq3 combat and there's not a lot you can do but some will love it and they will quickly learn to fight dirty to survive and to avoid a fair fight like the plague. Once you've got to that stage you can start bringing in PC magic and it will seem like a thing of wonder. I suppose the main thing is that you don't really need to change the system at this point, just run it gently for a while until the players get a feel for it. From postmaster at runequest.za.org Sat Feb 9 18:09:03 2008 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Sat, 9 Feb 2008 09:09:03 +0200 (SAST) Subject: [Rq-rules] Re: music as a focus In-Reply-To: <000c01c8603c$320d8430$23d89456@sickboy> References: <000c01c8603c$320d8430$23d89456@sickboy> Message-ID: <28566.41.208.48.64.1202540943.squirrel@wwm.runequest.za.org> Pretty much the premise of that most excellent PC/PS2 game The Bards Tale. One could also consider using music as some sort of method of enhanting items. Singing to them in th making, kind of like when a master smith will sing to the sword he is crafing etc. Tony > Tigger, > > You could also have music used as adjuncts for summoning spells, both for > otherworldy creatures and for 'calling' earthly creatures. Etruscan > shepherds were supposed to use pipes and flutes to magically call sheep > and cattle to the byre etc and noblemen to call Hawks and hunting animals. > probably all due to conditioned training in real life of course, but it's > a nice idea for a magic effect as well. Stories and legends are on course > stuffed replete with chanting and music at ceremonies to summon demons, > elementals etc etc. > > Ta, > > Clive_______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From postmaster at runequest.za.org Sun Feb 10 01:33:17 2008 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Sat, 9 Feb 2008 16:33:17 +0200 (SAST) Subject: [Rq-rules] [RQIII]{General FRP]Powers and Perils Message-ID: <23840.41.208.48.64.1202567597.squirrel@wwm.runequest.za.org> I recently eBayed Heroes Magazine Volume 1 No 5. Although I have eard of Avalon Hill's other FRP (Dunno, Lords of Creation is kind of everything, not just FRP) I have never seen the books or played it. Anyway, I see there is quite anice city suppliment in the magazine - The Royal City of Donora. It looks generic enough to port to any FRP system. Before I get all excited and make up RQ Stats and all for it, has anyone else actually used it, or made up said stats etc already? On the other side, if I dogo ahead, I will prob post teh stats on my site and then point users to the magazine article. I suppose I would have to scan the article for those not furtunate enough to have the magazine. Any thoughts? Tony From shaw at caprica.com Sun Feb 10 07:41:42 2008 From: shaw at caprica.com (Wayne Shaw) Date: Sat, 09 Feb 2008 12:41:42 -0800 Subject: [Rq-rules] [RQIII]{General FRP]Powers and Perils In-Reply-To: <23840.41.208.48.64.1202567597.squirrel@wwm.runequest.za.or g> References: <23840.41.208.48.64.1202567597.squirrel@wwm.runequest.za.org> Message-ID: <7.0.1.0.1.20080209124053.034e3e48@caprica.com> At 06:33 AM 2/9/2008, you wrote: >I recently eBayed Heroes Magazine Volume 1 No 5. Although I have eard of >Avalon Hill's other FRP (Dunno, Lords of Creation is kind of everything, >not just FRP) I have never seen the books or played it. Anyway, I see >there is quite anice city suppliment in the magazine - The Royal City of >Donora. It looks generic enough to port to any FRP system. Before I get >all excited and make up RQ Stats and all for it, has anyone else actually >used it, or made up said stats etc already? The only thing I might look at is that on the whole, Powers and Perils was a much higher powered game system than is typical for RQ, and that may be reflected in subtle ways there, but its probably only an issue with NPCs. From royce at efn.org Sun Feb 10 12:11:50 2008 From: royce at efn.org (royce at efn.org) Date: Sat, 9 Feb 2008 17:11:50 -0800 (PST) Subject: [Rq-rules] House Rule Query Message-ID: <49699.71.210.24.147.1202605910.squirrel@webmail.efn.org> Hi, All, I wonder if the following idea for a house rule would be a mistake. Instead of sacrificing POW, a character may sacrifice an animal at the temple. (Said animal must be bought from the temple priests at some inflated price, of course.) Better spells would require a larger, more expensive animal -- goat for weaker spells, bull for stronger spells, and human sacrifice a possibility for bad guys worshipping disreputable gods. (Ba'al, anyone?) So, would this make divine magic _too_ accessible, _too_ cheap? I am not wedded to the substitution notion, having merely stolen it from Classical mythology, so please feel free to shoot it down. Thanks ahead of time for any feedback. Asher From royce at efn.org Sun Feb 10 12:23:31 2008 From: royce at efn.org (royce at efn.org) Date: Sat, 9 Feb 2008 17:23:31 -0800 (PST) Subject: [Rq-rules] Have I Got This Right? Message-ID: <49806.71.210.24.147.1202606611.squirrel@webmail.efn.org> Hi, All, My apologies for asking such an elementary question, but here goes. I've got my RQIII players book out, & I'm mentally generating a beginning character. As recommended, I start with a 21-year-old barbarian -- say, a warrior. Assume that agility nets to +2. Our barbarian warrior, Slayer Tim, selects 1H sword & Shield (how original) for his primary weapon set. Page 26 cultural weapons table says 1H sword skill starts at 25. At age 21, Slayer Tim gets six years of experience, 1H weapon X4, which gives +24. With his agility +2, Slayer Tim totals skill 51 with a 1H sword. Is that a correct accounting to determine the character's starting sword skill level? Corrections are warmly welcome. Sincerely, Asher From tcantine at incentre.net Sun Feb 10 12:58:51 2008 From: tcantine at incentre.net (Tom Cantine) Date: Sat, 09 Feb 2008 18:58:51 -0700 Subject: [Rq-rules] House Rule Query In-Reply-To: <49699.71.210.24.147.1202605910.squirrel@webmail.efn.org> References: <49699.71.210.24.147.1202605910.squirrel@webmail.efn.org> Message-ID: <3aa7950546f13c81281a5f951c32bd71@incentre.net> I LOVE that idea, and no, I don't think it would make divine magic too accessible or cheap, provided you adjusted the availability of livestock accordingly. Remember that in most semi-realistic ancient or medieval settings, animals are rather more valuable than we appreciate. Chickens are mainly eaten when they stop laying eggs, and beef is largely a by-product of replacing an aging draft-animal. I wouldn't even make the animals have to be bought from the temple priest. I WOULD, however, suggest that an animal cannot be sacrificed (successfully) unless it has been properly consecrated to make its POW available to the god or goddess. Not all of the POW would come back as divine spells; some or even most would just go to the deity as a true sacrifice. I'd also make the consecration ritual one which not all cults had, as some don't practice sacrifice of this sort at all. On 9-Feb-08, at 6:11 PM, royce at efn.org wrote: > Hi, All, > I wonder if the following idea for a house rule would be a mistake. > Instead of sacrificing POW, a character may sacrifice an animal at > the > temple. (Said animal must be bought from the temple priests at some > inflated price, of course.) Better spells would require a larger, more > expensive animal -- goat for weaker spells, bull for stronger spells, > and human sacrifice a possibility for bad guys worshipping disreputable > gods. (Ba'al, anyone?) > So, would this make divine magic _too_ accessible, _too_ cheap? > I am not wedded to the substitution notion, having merely stolen it > from Classical mythology, so please feel free to shoot it down. > Thanks ahead of time for any feedback. > Asher > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From tcantine at incentre.net Sun Feb 10 13:04:37 2008 From: tcantine at incentre.net (Tom Cantine) Date: Sat, 09 Feb 2008 19:04:37 -0700 Subject: [Rq-rules] Have I Got This Right? In-Reply-To: <49806.71.210.24.147.1202606611.squirrel@webmail.efn.org> References: <49806.71.210.24.147.1202606611.squirrel@webmail.efn.org> Message-ID: That's almost how I've always calculated it, except that I always thought it was the Manipulation skills modifier for weapon attack, rather than Agility. Agility goes to parry and dodge. Also, I keep the modifier separate from the skill, so on my sheet, I'd like Slayer Tim's actually skill as 49%, and then add the modifier (and any other situational modifiers) when the skill is actually used. There are two reasons for this. First, your modifier can change as your STR, DEX and INT are affected by things like spells or disease or fatigue (I don't use FP anymore, but rather have fatigue levels which are imposed as penalties to attributes). Second, it makes calculating the experience checks easier. On 9-Feb-08, at 6:23 PM, royce at efn.org wrote: > Hi, All, > My apologies for asking such an elementary question, but here goes. > I've got my RQIII players book out, & I'm mentally generating a > beginning > character. As recommended, I start with a 21-year-old barbarian -- > say, a > warrior. Assume that agility nets to +2. > Our barbarian warrior, Slayer Tim, selects 1H sword & Shield (how > original) for his primary weapon set. Page 26 cultural weapons table > says 1H sword skill starts at 25. At age 21, Slayer Tim gets six years > of experience, 1H weapon X4, which gives +24. With his agility +2, > Slayer Tim totals skill 51 with a 1H sword. > Is that a correct accounting to determine the character's starting > sword skill level? > Corrections are warmly welcome. > Sincerely, > Asher > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From postmaster at runequest.za.org Sun Feb 10 21:57:06 2008 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Sun, 10 Feb 2008 12:57:06 +0200 (SAST) Subject: [Rq-rules] Have I Got This Right? In-Reply-To: <49806.71.210.24.147.1202606611.squirrel@webmail.efn.org> References: <49806.71.210.24.147.1202606611.squirrel@webmail.efn.org> Message-ID: <58186.41.208.48.64.1202641026.squirrel@wwm.runequest.za.org> Spot on - as in thats the way my group always plays it:) Cheers Tony > Hi, All, > My apologies for asking such an elementary question, but here goes. > I've got my RQIII players book out, & I'm mentally generating a beginning > character. As recommended, I start with a 21-year-old barbarian -- say, a > warrior. Assume that agility nets to +2. > Our barbarian warrior, Slayer Tim, selects 1H sword & Shield (how > original) for his primary weapon set. Page 26 cultural weapons table > says 1H sword skill starts at 25. At age 21, Slayer Tim gets six years > of experience, 1H weapon X4, which gives +24. With his agility +2, > Slayer Tim totals skill 51 with a 1H sword. > Is that a correct accounting to determine the character's starting > sword skill level? > Corrections are warmly welcome. > Sincerely, > Asher > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From postmaster at runequest.za.org Sun Feb 10 22:01:28 2008 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Sun, 10 Feb 2008 13:01:28 +0200 (SAST) Subject: [Rq-rules] House Rule Query In-Reply-To: <3aa7950546f13c81281a5f951c32bd71@incentre.net> References: <49699.71.210.24.147.1202605910.squirrel@webmail.efn.org> <3aa7950546f13c81281a5f951c32bd71@incentre.net> Message-ID: <53751.41.208.48.64.1202641288.squirrel@wwm.runequest.za.org> I also like the idea. Another thought is that depending on the god/goddes, the creature to be sacrificed may have to be quite rare, hard to come by, or hard to transport. Sacrifice a tiger ot such..... > I LOVE that idea, and no, I don't think it would make divine magic too > accessible or cheap, provided you adjusted the availability of > livestock accordingly. Remember that in most semi-realistic ancient or > medieval settings, animals are rather more valuable than we appreciate. > Chickens are mainly eaten when they stop laying eggs, and beef is > largely a by-product of replacing an aging draft-animal. I wouldn't > even make the animals have to be bought from the temple priest. > > I WOULD, however, suggest that an animal cannot be sacrificed > (successfully) unless it has been properly consecrated to make its POW > available to the god or goddess. Not all of the POW would come back as > divine spells; some or even most would just go to the deity as a true > sacrifice. I'd also make the consecration ritual one which not all > cults had, as some don't practice sacrifice of this sort at all. > > On 9-Feb-08, at 6:11 PM, royce at efn.org wrote: > >> Hi, All, From tom at zunder.org.uk Sun Feb 10 23:38:43 2008 From: tom at zunder.org.uk (Thomas Zunder) Date: Sun, 10 Feb 2008 12:38:43 +0000 Subject: [Rq-rules] House Rule Query In-Reply-To: <49699.71.210.24.147.1202605910.squirrel@webmail.efn.org> References: <49699.71.210.24.147.1202605910.squirrel@webmail.efn.org> Message-ID: <47AEF053.9030508@zunder.org.uk> I have always thought that this happened PLUS the POW! Players would probably exploit this.. the actual sacrifice of POW makes the /player/ feel it is a sacrifice, as well as the /character./ royce at efn.org wrote: > Hi, All, > I wonder if the following idea for a house rule would be a mistake. > Instead of sacrificing POW, a character may sacrifice an animal at the > temple. (Said animal must be bought from the temple priests at some > inflated price, of course.) Better spells would require a larger, more > expensive animal -- goat for weaker spells, bull for stronger spells, > and human sacrifice a possibility for bad guys worshipping disreputable > gods. (Ba'al, anyone?) > So, would this make divine magic _too_ accessible, _too_ cheap? > I am not wedded to the substitution notion, having merely stolen it > from Classical mythology, so please feel free to shoot it down. > Thanks ahead of time for any feedback. > Asher > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080210/23e0d8c9/attachment.html -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20080210/23e0d8c9/attachment.vcf From clive.wickens at btopenworld.com Mon Feb 11 00:59:42 2008 From: clive.wickens at btopenworld.com (Clive Wickens) Date: Sun, 10 Feb 2008 13:59:42 -0000 Subject: [Rq-rules] House Rule Query References: <49699.71.210.24.147.1202605910.squirrel@webmail.efn.org> Message-ID: <000601c86bed$2faeb8a0$985d8456@sickboy> Also you might want to consider how well in with the priests or cult your character is. They might have the dosh to spend ( or the animals to sacrifice ) but maybe they are religious or political persona non grata with the priests so they simply won't play ball ( or bull or baal ). Maybe they've annoyed their deity for some reason and the first couple of sacrifices simply put them back on a good footing with their god before the deity decides to hand out the divine spellware. Cattle raiding takes on a whole new meaning if you start thinking about animal sacrifices. Not only can you get magic from your god.....but you can deprive the other side from getting magic from theirs...... Cheers, Clive ----- Original Message ----- From: To: Sent: Sunday, February 10, 2008 1:11 AM Subject: [Rq-rules] House Rule Query > Hi, All, > I wonder if the following idea for a house rule would be a mistake. > Instead of sacrificing POW, a character may sacrifice an animal at the > temple. (Said animal must be bought from the temple priests at some > inflated price, of course.) Better spells would require a larger, more > expensive animal -- goat for weaker spells, bull for stronger spells, > and human sacrifice a possibility for bad guys worshipping disreputable > gods. (Ba'al, anyone?) > So, would this make divine magic _too_ accessible, _too_ cheap? > I am not wedded to the substitution notion, having merely stolen it > from Classical mythology, so please feel free to shoot it down. > Thanks ahead of time for any feedback. > Asher > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From leonbk at yahoo.com Mon Feb 11 03:31:36 2008 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sun, 10 Feb 2008 08:31:36 -0800 (PST) Subject: [Rq-rules] House Rule Query In-Reply-To: <53751.41.208.48.64.1202641288.squirrel@wwm.runequest.za.org> Message-ID: <982793.43794.qm@web51709.mail.re2.yahoo.com> For some deities it would make sense (I just can't see it for something like Humakt for example), but it also depends on the nature of your game. If you are heavy into Role playing, go for it. If your group is the heavy on the adventuring side, its going to get out of hand really quick as soon as they come home with their first decent haul of loot. Leon --- postmaster at runequest.za.org wrote: > I also like the idea. Another thought is that > depending on the god/goddes, > the creature to be sacrificed may have to be quite > rare, hard to come by, > or hard to transport. Sacrifice a tiger ot such..... > ____________________________________________________________________________________ Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ From mason.bruce at gmail.com Mon Feb 11 04:07:46 2008 From: mason.bruce at gmail.com (Bruce Mason) Date: Sun, 10 Feb 2008 17:07:46 +0000 Subject: [Rq-rules] House Rule Query In-Reply-To: <47AEF053.9030508@zunder.org.uk> References: <49699.71.210.24.147.1202605910.squirrel@webmail.efn.org> <47AEF053.9030508@zunder.org.uk> Message-ID: <5f3990080802100907g43952c33g1af5f845c2202b53@mail.gmail.com> On 10/02/2008, Thomas Zunder wrote: > > I have always thought that this happened PLUS the POW! > Players would probably exploit this.. the actual sacrifice of POW makes the > player feel it is a sacrifice, as well as the character. This is how I have always played it because otherwise you run the risk that basically a sacrifice is just a monetary cost equivalent. I figure that any sacrifice for divine magic involves a whole lot more than just signing over some POW. I have occasionally demanded other characteristic sacrifices instead of or in addition to in some campaigns. From shaw at caprica.com Mon Feb 11 06:17:57 2008 From: shaw at caprica.com (Wayne Shaw) Date: Sun, 10 Feb 2008 11:17:57 -0800 Subject: [Rq-rules] House Rule Query In-Reply-To: <49699.71.210.24.147.1202605910.squirrel@webmail.efn.org> References: <49699.71.210.24.147.1202605910.squirrel@webmail.efn.org> Message-ID: <7.0.1.0.1.20080210111724.03435a00@caprica.com> At 05:11 PM 2/9/2008, you wrote: >Hi, All, > I wonder if the following idea for a house rule would be a mistake. > Instead of sacrificing POW, a character may sacrifice an animal at the >temple. (Said animal must be bought from the temple priests at some >inflated price, of course.) Better spells would require a larger, more >expensive animal -- goat for weaker spells, bull for stronger spells, >and human sacrifice a possibility for bad guys worshipping disreputable >gods. (Ba'al, anyone?) > So, would this make divine magic _too_ accessible, _too_ cheap? It essentially allows you to turn money into Divine Magic points, which I think is almost certainly a bad idea. From shaw at caprica.com Mon Feb 11 06:19:36 2008 From: shaw at caprica.com (Wayne Shaw) Date: Sun, 10 Feb 2008 11:19:36 -0800 Subject: [Rq-rules] House Rule Query In-Reply-To: <53751.41.208.48.64.1202641288.squirrel@wwm.runequest.za.or g> References: <49699.71.210.24.147.1202605910.squirrel@webmail.efn.org> <3aa7950546f13c81281a5f951c32bd71@incentre.net> <53751.41.208.48.64.1202641288.squirrel@wwm.runequest.za.org> Message-ID: <7.0.1.0.1.20080210111901.0341d110@caprica.com> At 03:01 AM 2/10/2008, you wrote: >I also like the idea. Another thought is that depending on the god/goddes, >the creature to be sacrificed may have to be quite rare, hard to come by, >or hard to transport. Sacrifice a tiger ot such..... If you crank the rarity up enough, it might be okay, but it'd have to be fairly brusk. From lancelot at inetnebr.com Mon Feb 11 06:58:22 2008 From: lancelot at inetnebr.com (Lance Dyas) Date: Sun, 10 Feb 2008 13:58:22 -0600 Subject: [Rq-rules] House Rule Query In-Reply-To: <7.0.1.0.1.20080210111724.03435a00@caprica.com> References: <49699.71.210.24.147.1202605910.squirrel@webmail.efn.org> <7.0.1.0.1.20080210111724.03435a00@caprica.com> Message-ID: <47AF575E.1090705@inetnebr.com> Wayne Shaw wrote: > At 05:11 PM 2/9/2008, you wrote: >> Hi, All, >> I wonder if the following idea for a house rule would be a mistake. >> Instead of sacrificing POW, a character may sacrifice an animal at >> the >> temple. (Said animal must be bought from the temple priests at some >> inflated price, of course.) Better spells would require a larger, more >> expensive animal -- goat for weaker spells, bull for stronger spells, >> and human sacrifice a possibility for bad guys worshipping disreputable >> gods. (Ba'al, anyone?) >> So, would this make divine magic _too_ accessible, _too_ cheap? > > It essentially allows you to turn money into Divine Magic points, > which I think is almost certainly a bad idea. > I guess its already been said.. even rarity is overcomeable with enough money... so the sacrefice might be worded as a wild tiger captured by your own hand.. and similar things which make it obvious if you do something to get too much help will invalidate the sacrefice. In effect it is the effort and personal involvement which is sacreficed.. you cant rely on your daddies inheritance for this one boy... From lancelot at inetnebr.com Mon Feb 11 07:02:21 2008 From: lancelot at inetnebr.com (Lance Dyas) Date: Sun, 10 Feb 2008 14:02:21 -0600 Subject: [Rq-rules] House Rule Query In-Reply-To: <47AF575E.1090705@inetnebr.com> References: <49699.71.210.24.147.1202605910.squirrel@webmail.efn.org> <7.0.1.0.1.20080210111724.03435a00@caprica.com> <47AF575E.1090705@inetnebr.com> Message-ID: <47AF584D.7050602@inetnebr.com> Lance Dyas wrote: > Wayne Shaw wrote: >> At 05:11 PM 2/9/2008, you wrote: >>> Hi, All, >>> I wonder if the following idea for a house rule would be a mistake. >>> Instead of sacrificing POW, a character may sacrifice an animal >>> at the >>> temple. (Said animal must be bought from the temple priests at some >>> inflated price, of course.) Better spells would require a larger, more >>> expensive animal -- goat for weaker spells, bull for stronger spells, >>> and human sacrifice a possibility for bad guys worshipping disreputable >>> gods. (Ba'al, anyone?) >>> So, would this make divine magic _too_ accessible, _too_ cheap? >> >> It essentially allows you to turn money into Divine Magic points, >> which I think is almost certainly a bad idea. >> > I guess its already been said.. even rarity is overcomeable with > enough money... > so the sacrefice might be worded as a wild tiger captured by your own > hand.. > and similar things which make it obvious if you do something to get > too much > help will invalidate the sacrefice. > > In effect it is the effort and personal involvement which is > sacreficed.. you cant > rely on your daddies inheritance for this one boy... > In fact the above solidifies in my mind things like some of the conditionals often placed on harvesting of magical ingredients .... they become proofs of commitment too. From steve at limitedchaos.com Mon Feb 11 10:03:46 2008 From: steve at limitedchaos.com (steve at limitedchaos.com) Date: Sun, 10 Feb 2008 16:03:46 -0700 Subject: [Rq-rules] House Rule Query Message-ID: <20080210160346.6f055db5b52674836533fcb6c06185d4.0317f027eb.wbe@email.secureserver.net> An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080210/a512cc82/attachment.html From lev_lafayette at yahoo.com.au Mon Feb 11 10:34:55 2008 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Sun, 10 Feb 2008 15:34:55 -0800 (PST) Subject: [Rq-rules] House Rule Query In-Reply-To: <20080210160346.6f055db5b52674836533fcb6c06185d4.0317f027eb.wbe@email.secureserver.net> Message-ID: <473677.26793.qm@web33502.mail.mud.yahoo.com> Actually on that note an oft-forgotten somewhat RuneQuest-ish sort of game from the period, Swordbearer, based its magic system on attuning to nodes, pure examples of elements or spirit. Whilst one could find elemental nodes "out in nature", spirit nodes were found in various body parts. A cow, for example, may have a one in ten chance of having a phlegmatic spirit node in its udder (I'm making this bit up, I don't actually have the rules in front of me) and if such a spirit was discovered, the wizard would have to capture/attune to the node. It was seriously, seriously cool. It also meant a hell of a lot of animals got sacrificed to get some pretty minor magic :-) On the other hand, sentient species always had at least one spirit node... Yeah, you can see where that's heading! All the best, Lev --- steve at limitedchaos.com wrote: --------------------------------- Tom said "I have always thought that this (sacrifice of valued beast/object) happened PLUS the POW!" Exactly correct. Getting Divine Magic is a big deal. The gods want their pound of flesh, and for them Flesh = POW. Of course the applicant is sacrificing cattle (or flowers or heads of ones enemies or sea bass - whatever) and going through a major ceremony. That's all assumed (and probably should have been emphasized in one of the various god books or other) in the sacrifice of POW. You don't just march into a temple, write a check for 2 pts of POW, and walk out with Shield 2. Sure, you can have a system where you trade oxen for Divine Magic, but that isn't RuneQuest. You can change the POW costs, make spells more or less frequently re-usable, make them more or less available to different grades of worshippers, more or less powerful, but the exchange of POW for divine intervention in the form of spells, as well as regular DI, is central to the dynamic of the game. If this seems to make Spirit Magic and Sorcery more attractive than Divine Magic, then there is probably something wrong with Spirit Magic and Sorcery in your game. Just the viewpoint of one of the creators. :) Steve Perrin -------- Original Message -------- Subject: Re: [Rq-rules] House Rule Query From: Thomas Zunder Date: Sun, February 10, 2008 5:38 am To: "Discussion of RuneQuest rules." I have always thought that this happened PLUS the POW! Players would probably exploit this.. the actual sacrifice of POW makes the player feel it is a sacrifice, as well as the character. royce at efn.org wrote: Hi, All, I wonder if the following idea for a house rule would be a mistake. Instead of sacrificing POW, a character may sacrifice an animal at thetemple. (Said animal must be bought from the temple priests at someinflated price, of course.) Better spells would require a larger, moreexpensive animal -- goat for weaker spells, bull for stronger spells,and human sacrifice a possibility for bad guys worshipping disreputablegods. (Ba'al, anyone?) So, would this make divine magic _too_ accessible, _too_ cheap? I am not wedded to the substitution notion, having merely stolen itfrom Classical mythology, so please feel free to shoot it down. Thanks ahead of time for any feedback.Asher_______________________________________________RQ-Rules mailing listRQ-Rules at crashbox.comhttp://crashbox.com/mailman/listinfo/rq-rules --------------------------------- _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > ____________________________________________________________________________________ Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs From royce at efn.org Mon Feb 11 10:35:13 2008 From: royce at efn.org (royce at efn.org) Date: Sun, 10 Feb 2008 15:35:13 -0800 (PST) Subject: [Rq-rules] Thanks! Message-ID: <50396.71.221.73.19.1202686513.squirrel@webmail.efn.org> Hi, All, Thank you all for your responses to my questions. Much appreciated! Asher From ghoyle1 at sbcglobal.net Mon Feb 11 10:55:39 2008 From: ghoyle1 at sbcglobal.net (Guy Hoyle) Date: Sun, 10 Feb 2008 17:55:39 -0600 Subject: [Rq-rules] House Rule Query In-Reply-To: <20080210160346.6f055db5b52674836533fcb6c06185d4.0317f027eb.wbe@email.secureserver.net> Message-ID: <001e01c86c40$717ec7e0$6401a8c0@guygtcmn3k9hil> I understand this rationale, but what confuses me is that reducing POW actually punishes the character who tries to use Divine Magic or Divine Intervention. As his power goes down, his Luck roll and his Magic Points and his Spirit Magic roll go down (even for cult spirit magic). He's not as much in touch with his gods anymore, which seems contrary to me. If the character is using the god's magic to do the god's work in the world, shouldn't he be more in touch with the god, not less? The only workaround that I've thought of (and I haven't tried playing this) is to keep a tally of the points sacrificed on DI and Divine magic, and use that to supplement your Luck and Spirit Magic (maybe Sacrifice Points/x). This would probably have some kind of horrible, unforseen effect on game balance, though. -----Original Message----- From: rq-rules-bounces at crashbox.com [mailto:rq-rules-bounces at crashbox.com] On Behalf Of steve at limitedchaos.com Sent: Sunday, February 10, 2008 5:04 PM To: Discussion of RuneQuest rules. Subject: RE: [Rq-rules] House Rule Query Tom said "I have always thought that this (sacrifice of valued beast/object) happened PLUS the POW!" Exactly correct. Getting Divine Magic is a big deal. The gods want their pound of flesh, and for them Flesh = POW. Of course the applicant is sacrificing cattle (or flowers or heads of ones enemies or sea bass - whatever) and going through a major ceremony. That's all assumed (and probably should have been emphasized in one of the various god books or other) in the sacrifice of POW. You don't just march into a temple, write a check for 2 pts of POW, and walk out with Shield 2. Sure, you can have a system where you trade oxen for Divine Magic, but that isn't RuneQuest. You can change the POW costs, make spells more or less frequently re-usable, make them more or less available to different grades of worshippers, more or less powerful, but the exchange of POW for divine intervention in the form of spells, as well as regular DI, is central to the dynamic of the game. If this seems to make Spirit Magic and Sorcery more attractive than Divine Magic, then there is probably something wrong with Spirit Magic and Sorcery in your game. Just the viewpoint of one of the creators. :) -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080210/716b1665/attachment.html From devinc at aol.com Mon Feb 11 11:25:34 2008 From: devinc at aol.com (devinc at aol.com) Date: Sun, 10 Feb 2008 19:25:34 -0500 Subject: [Rq-rules] House Rule Query In-Reply-To: <001e01c86c40$717ec7e0$6401a8c0@guygtcmn3k9hil> Message-ID: <8CA3A5BC0753535-1544-851F@webmail-nd09.sysops.aol.com> It hardly punishes the character. It simply translates that POW into something more usable...a divine magic spell. Does that lower things such as Luck roll and Magic Points? Yes. But no one is forcing the Initiate or priest to sacrifice the POW. He does it because he perceives a benefit. Otherwise, simply using the rationale that the god will give whatever it can to whomever does his will would mean that gods should provide or arrange for spirit or cult magic free of charge and without limit as well. The whole theme of RQ is the interrelation between men and gods and the give and take thereof. Devin -----Original Message----- From: Guy Hoyle To: 'Discussion of RuneQuest rules.' Sent: Sun, 10 Feb 2008 3:55 pm Subject: RE: [Rq-rules] House Rule Query I understand this rationale, but what confuses me is that reducing POW actually punishes the character who tries to use Divine Magic or Divine Intervention.? As his power goes down, his Luck roll and his Magic Points and his Spirit Magic roll go down (even for cult spirit magic).? He's not as much in touch with his gods anymore, which seems contrary to me. If the character is using the god's magic to do the god's work in the world, shouldn't he be more in touch with the god, not less? ? The only workaround that I've thought of (and I haven't tried playing this) is to keep a tally of the points sacrificed on DI and Divine magic, and use that to supplement your Luck and Spirit Magic (maybe Sacrifice Points/x). This would probably have some kind of horrible, unforseen effect on game balance, though. ? ? -----Original Message----- From: rq-rules-bounces at crashbox.com [mailto:rq-rules-bounces at crashbox.com] On Behalf Of steve at limitedchaos.com Sent: Sunday, February 10, 2008 5:04 PM To: Discussion of RuneQuest rules. Subject: RE: [Rq-rules] House Rule Query Tom said "I have always thought that this (sacrifice of valued beast/object) happened PLUS the POW!" Exactly correct. ? Getting Divine Magic is a big deal. The gods want their pound of flesh, and for them Flesh = POW. Of course the applicant is sacrificing cattle (or flowers or heads of ones enemies or sea bass - whatever) and going through a major ceremony. That's all assumed (and probably should have been emphasized in one of the various god books or other) in the sacrifice of POW. You don't just march into a temple, write a check for 2 pts of POW, and walk out with Shield 2. ? Sure, you can have a system where you trade oxen for Divine Magic, but that isn't RuneQuest. You can change the POW costs, make spells more or less frequently re-usable, make them more or less available to different grades of worshippers, more or less powerful, but the exchange of POW for divine intervention in the form of spells, as well as regular DI, is central to the dynamic of the game. If this seems to make Spirit Magic and Sorcery more attractive than Divine Magic, then there is probably something wrong with Spirit Magic and Sorcery in your game. ? Just the viewpoint of one of the creators. :) ? _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules ________________________________________________________________________ More new features than ever. Check out the new AOL Mail ! - http://webmail.aol.com -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080210/1d8a0f42/attachment.html From soltakss at yahoo.com Mon Feb 11 18:52:05 2008 From: soltakss at yahoo.com (Simon Phipp) Date: Sun, 10 Feb 2008 23:52:05 -0800 (PST) Subject: [Rq-rules] Re: House Rule Query Message-ID: <439946.44890.qm@web51001.mail.re2.yahoo.com> steve at limitedchaos.com wrote: > Sure, you can have a system where you trade oxen for > Divine Magic, but that isn't RuneQuest. You can change > the POW costs, make spells more or less frequently > re-usable, make them more or less available to > different grades of worshippers, more or less > powerful, but the exchange of POW for divine > intervention in the form of spells, as well as regular > DI, is central to the dynamic of the game. If this > seems to make Spirit Magic and Sorcery more attractive > than Divine Magic, then there is probably something > wrong with Spirit Magic and Sorcery in your game. There's actually a sort-of example of this happening in old supplements. In SnakePipe Hollow, the Ogre can sacrifice sentient beings and gets a POW reward for doing so. You could use this for sacrificing non-sentient beings to other gods, with perhaps a 1 for 10 return, so you sacrifice a POW 11 Black Bull and get 1 POW to spend on learning Divine Magic. You sacrifice 20 Black Bulls (210 POW) and get 21 POW. But, of course, they can't be just any sacrifice. Certain deities like certain sacrifices, they must be certain colours, without blemishes and of certain ages. Compare with biblical sacrifices where a whole industry was set up breeding and selling sacrificial animals. Guy Hoyle: > I understand this rationale, but what confuses me is that reducing POW > actually punishes the character who tries to use Divine Magic or Divine > Intervention. As his power goes down, his Luck roll and his Magic Points > and his Spirit Magic roll go down (even for cult spirit magic). He's not as > much in touch with his gods anymore, which seems contrary to me. If the > character is using the god's magic to do the god's work in the world, > shouldn't he be more in touch with the god, not less? I've never liked the fact that Luck corresponds to Power. So, powerful people are always lucky. No, it doesn't work for me. I'd use a new characteristic LUC, rolled on 3D6 for most species, that gives a Luck Roll on LUCx5% and allows people to spend Luck Points and a Luck Roll to be especially lucky. > The only workaround that I've thought of (and I haven't tried playing this) > is to keep a tally of the points sacrificed on DI and Divine magic, and use > that to supplement your Luck and Spirit Magic (maybe Sacrifice Points/x). > This would probably have some kind of horrible, unforseen effect on game > balance, though. Well, it's fine except that at reasonable levels you get massive bonuses. In our RQ2 campaign, my main character had spent somehting like 200POW on Divine Intervention and 30POW on Divine (Rune) Magic. Even adding Points Spent / 10, that would give him +24 to POW. See Ya Simon -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080210/8ec6b292/attachment.html From tom at zunder.org.uk Mon Feb 11 19:50:23 2008 From: tom at zunder.org.uk (Thomas Zunder) Date: Mon, 11 Feb 2008 08:50:23 +0000 Subject: [Rq-rules] House Rule Query In-Reply-To: <8CA3A5BC0753535-1544-851F@webmail-nd09.sysops.aol.com> References: <8CA3A5BC0753535-1544-851F@webmail-nd09.sysops.aol.com> Message-ID: <47B00C4F.8060908@zunder.org.uk> > > > -----Original Message----- > From: Guy Hoyle > To: 'Discussion of RuneQuest rules.' > Sent: Sun, 10 Feb 2008 3:55 pm > Subject: RE: [Rq-rules] House Rule Query > > I understand this rationale, but what confuses me is that reducing POW > actually punishes the character who tries to use Divine Magic or > Divine Intervention. As his power goes down, his Luck roll and his > Magic Points and his Spirit Magic roll go down (even for cult spirit > magic). He's not as much in touch with his gods anymore, which seems > contrary to me. If the character is using the god's magic to do the > god's work in the world, shouldn't he be more in touch with the god, > not less? But the way to raise your POW is to attend services at the temple, to get POW gain rolls. Heroes will also interact with the spirit world, also justifying POW gain rolls. I could even accept that you might say that quests to find and sacrifice mythical creatures or objects would justify a POW gain roll when the item is offered up on the altar. The ebb and flow of POW is important to a RQ player.. after all.. too high a POW and those POW gain rolls are very difficult to do. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080211/7d2c090a/attachment.html -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20080211/7d2c090a/attachment.vcf From lev_lafayette at yahoo.com.au Mon Feb 11 20:13:47 2008 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Mon, 11 Feb 2008 01:13:47 -0800 (PST) Subject: [Rq-rules] Re: House Rule Query In-Reply-To: <439946.44890.qm@web51001.mail.re2.yahoo.com> Message-ID: <543472.31242.qm@web33507.mail.mud.yahoo.com> Hi Simon, --- Simon Phipp wrote: > > I've never liked the fact that Luck corresponds to > Power. So, powerful people are always lucky. No, it > doesn't work for me. I'd use a new characteristic > LUC, rolled on 3D6 for most species, that gives a > Luck Roll on LUCx5% and allows people to spend Luck > Points and a Luck Roll to be especially lucky. I can't say I've ever read that Luck = Power (political) or that Power (political) = Power (political). I mean think of Temertain, the Lunar-imposed King of Sartar. Political he does have some power, both real and nominal. However he lacks any force of personality, and is not exactly beloved of the Gods or the universe. I've just read Luck = POW *5 as the universe rewards those of great spirit. ____________________________________________________________________________________ Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping From postmaster at runequest.za.org Mon Feb 11 20:17:03 2008 From: postmaster at runequest.za.org (Tony) Date: Mon, 11 Feb 2008 11:17:03 +0200 (SAST) Subject: [Rq-rules] [General}Pen&Paper Database Message-ID: <35811.41.208.48.64.1202721423.squirrel@wwm.runequest.za.org> I see teh database at Pen&Paper is not complete in terms of RQ info. I happened to have Cities lyng ab out, so submitted some info. Dunno if anyone else here has the inclination to do similar? Tony From lancelot at inetnebr.com Tue Feb 12 01:20:42 2008 From: lancelot at inetnebr.com (Lance Dyas) Date: Mon, 11 Feb 2008 08:20:42 -0600 Subject: [Rq-rules] House Rule Query In-Reply-To: <8CA3A5BC0753535-1544-851F@webmail-nd09.sysops.aol.com> References: <8CA3A5BC0753535-1544-851F@webmail-nd09.sysops.aol.com> Message-ID: <47B059BA.3050803@inetnebr.com> I think some subtle shifts in perception will show that we can appease the gods of balance and harmony both ;-) I will advocate a little for those who don't like the power sacrifice first... .. and present a fix for the flavor of this... which really just changes part of the presentation and subtleties devinc at aol.com wrote: > It hardly punishes the character. It simply translates that POW into > something more usable... More useable wow are you sure? luck is more versatile... as are magic points and improving ones spirit magics reliability... that might be very useable. I think its more coherent and focused. > a divine magic spell. Does that lower things such as Luck roll and > Magic Points? Yes. But no one is forcing the Initiate or priest to > sacrifice the POW. right... not forced ... encouraged and bribed.. into maiming his soul. > He does it because he perceives a benefit. or has bad math skills and doesn't plan for the future. cough cough cough.. OK maybe the cost gain could be reasonable if you are gaining a multiuse magic.. and or are near the top end of power that represents another form of ongoing improvement in self. the cost gain analysis of a one use spell is rarely in favor of useability and might be one of the things that is creeping into the reactions. But to me there is something wrong in the simulation if learning to work a miracle directly results in you being and less in tune with your god.... But see it as devoting yourself to an apect of the divine and suffer depletion in your general attunement to the overall divine, doesnt that work better. > Otherwise, simply using the rationale that the god will give whatever > it can to whomever does his will would mean that gods should provide > or arrange for spirit or cult magic free of charge and without limit > as well. Gods can require proof of commitment and service in many forms shriving ones power always did seem like self maiming to me Read again the definition of the Power attribute..... what kind of mind does it take to voluntarily permanently strip those qualities. picture a real person..and the kind of gods who encourage that ... yuch > The whole theme of RQ is the interrelation between men and gods and > the give and take thereof. Sure and could also be a game balance tool failing to simulate in some places and succeeding in others. It could be simulating something people dont always like... or maybe it can be resolved with a perceptual difference. For some gods the self maiming flavor and literal pound of soul flesh actually works but not all in my opinion. The gods which promote healing and self actualization and sanity ... similarly gods of luck and naturalistic ones and even some gods of magic seem not likely to promote decreasing ones sanity and attunement to the universe and control of magic etc for some special effect... Here is my token for those gods of a different flavor... whenever a character reaches a point where they were about to gain a point of power by the current rules you the player could instead choose... to awaken or begin to awaken a gift in the character. The flavor of the gift is of course defined by the characters religion and form of magical understanding. At the point when this awakened gift occurs .... a ceremony of thanks giving is performed to the deity. Awakened Gift Model versus Sacrificial Maiming....One difference in the above is at the time the power is gained one needs to choose... those with the maiming model no only dont have to choose right away.. but can get the temporary benefits of the power ... so maybe those with the awakened gift start seeing lesser or uncontrolled effects before it fully awakens I havent decided Another way of seeing it perhaps from the God-learner stand point. It is like psychic surgery and the power loss is like scarring and the weakness one feels after surgery... souls certainly do heal from this loss it just takes time and effort. > > Devin > > > -----Original Message----- > From: Guy Hoyle > To: 'Discussion of RuneQuest rules.' > Sent: Sun, 10 Feb 2008 3:55 pm > Subject: RE: [Rq-rules] House Rule Query > > I understand this rationale, but what confuses me is that reducing POW > actually punishes the character who tries to use Divine Magic or > Divine Intervention. As his power goes down, his Luck roll and his > Magic Points and his Spirit Magic roll go down (even for cult spirit > magic). He's not as much in touch with his gods anymore, which seems > contrary to me. If the character is using the god's magic to do the > god's work in the world, shouldn't he be more in touch with the god, > not less? > > The only workaround that I've thought of (and I haven't tried playing > this) is to keep a tally of the points sacrificed on DI and Divine > magic, and use that to supplement your Luck and Spirit Magic (maybe > Sacrifice Points/x). This would probably have some kind of horrible, > unforseen effect on game balance, though. > > > > -----Original Message----- > *From:* rq-rules-bounces at crashbox.com > > [mailto:rq-rules-bounces at crashbox.com > ] *On Behalf Of > *steve at limitedchaos.com > *Sent:* Sunday, February 10, 2008 5:04 PM > *To:* Discussion of RuneQuest rules. > *Subject:* RE: [Rq-rules] House Rule Query > > /Tom said/ "I have always thought that this (sacrifice of valued > beast/object) happened PLUS the POW!" > Exactly correct. > > Getting Divine Magic is a big deal. The gods want their pound of > flesh, and for them Flesh = POW. Of course the applicant is > sacrificing cattle (or flowers or heads of ones enemies or sea > bass - whatever) and going through a major ceremony. That's all > assumed (and probably should have been emphasized in one of the > various god books or other) in the sacrifice of POW. You don't > just march into a temple, write a check for 2 pts of POW, and walk > out with Shield 2. > > Sure, you can have a system where you trade oxen for Divine Magic, > but that isn't RuneQuest. You can change the POW costs, make > spells more or less frequently re-usable, make them more or less > available to different grades of worshippers, more or less > powerful, but the exchange of POW for divine intervention in the > form of spells, as well as regular DI, is central to the dynamic > of the game. If this seems to make Spirit Magic and Sorcery more > attractive than Divine Magic, then there is probably something > wrong with Spirit Magic and Sorcery in your game. > > Just the viewpoint of one of the creators. :) > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > More new features than ever. Check out the new AOL Mail > ! > ------------------------------------------------------------------------ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From soltakss at yahoo.com Tue Feb 12 01:46:35 2008 From: soltakss at yahoo.com (Simon Phipp) Date: Mon, 11 Feb 2008 06:46:35 -0800 (PST) Subject: [Rq-rules] Re: House Rule Query Message-ID: <385423.97439.qm@web51003.mail.re2.yahoo.com> Lev Lafayette: > I can't say I've ever read that Luck = Power > (political) or that Power (political) = Power > (political). I mean think of Temertain, the > Lunar-imposed King of Sartar. Political he does have > some power, both real and nominal. However he lacks > any force of personality, and is not exactly beloved > of the Gods or the universe. Sorry, I meant magical power (POW). > I've just read Luck = POW *5 as the universe rewards > those of great spirit. That's exactly what I mean. Someone with a large POW is always lucky. Why? I can see a priest having a high POW, being magically powerful and always having bad luck or some guttersnipe with a low POW who is notoriously lucky. Ah well, perhaps it's just me. See Ya Simon -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080211/c8e979ae/attachment.html From shaw at caprica.com Tue Feb 12 03:22:23 2008 From: shaw at caprica.com (Wayne Shaw) Date: Mon, 11 Feb 2008 08:22:23 -0800 Subject: [Rq-rules] House Rule Query In-Reply-To: <47AF575E.1090705@inetnebr.com> References: <49699.71.210.24.147.1202605910.squirrel@webmail.efn.org> <7.0.1.0.1.20080210111724.03435a00@caprica.com> <47AF575E.1090705@inetnebr.com> Message-ID: <7.0.1.0.1.20080211082141.03480ea0@caprica.com> At 11:58 AM 2/10/2008, you wrote: >Wayne Shaw wrote: >>At 05:11 PM 2/9/2008, you wrote: >>>Hi, All, >>> I wonder if the following idea for a house rule would be a mistake. >>> Instead of sacrificing POW, a character may sacrifice an animal at the >>>temple. (Said animal must be bought from the temple priests at some >>>inflated price, of course.) Better spells would require a larger, more >>>expensive animal -- goat for weaker spells, bull for stronger spells, >>>and human sacrifice a possibility for bad guys worshipping disreputable >>>gods. (Ba'al, anyone?) >>> So, would this make divine magic _too_ accessible, _too_ cheap? >> >>It essentially allows you to turn money into Divine Magic points, >>which I think is almost certainly a bad idea. >> >I guess its already been said.. even rarity is overcomeable with >enough money... >so the sacrefice might be worded as a wild tiger captured by your own hand.. >and similar things which make it obvious if you do something to get too much >help will invalidate the sacrefice. > >In effect it is the effort and personal involvement which is >sacreficed.. you cant >rely on your daddies inheritance for this one boy... As I commented, it might be okay in that case, but at that point I'd suggest it not be the only method, as it'd get incredibly tedious having to do that for _every_ divine spell you want. From shaw at caprica.com Tue Feb 12 04:22:23 2008 From: shaw at caprica.com (Wayne Shaw) Date: Mon, 11 Feb 2008 09:22:23 -0800 Subject: [Rq-rules] House Rule Query In-Reply-To: <001e01c86c40$717ec7e0$6401a8c0@guygtcmn3k9hil> References: <20080210160346.6f055db5b52674836533fcb6c06185d4.0317f027eb.wbe@email.secureserver.net> <001e01c86c40$717ec7e0$6401a8c0@guygtcmn3k9hil> Message-ID: <7.0.1.0.1.20080211092116.03489e08@caprica.com> At 03:55 PM 2/10/2008, you wrote: >I understand this rationale, but what confuses me is that reducing >POW actually punishes the character who tries to use Divine Magic or >Divine Intervention. As his power goes down, his Luck roll and his >Magic Points and his Spirit Magic roll go down (even for cult spirit >magic). He's not as much in touch with his gods anymore, which >seems contrary to me. If the character is using the god's magic to >do the god's work in the world, shouldn't he be more in touch with >the god, not less? Because he's elected to use that connection in a different way, and there's a price to pay for that. > >The only workaround that I've thought of (and I haven't tried >playing this) is to keep a tally of the points sacrificed on DI and >Divine magic, and use that to supplement your Luck and Spirit Magic >(maybe Sacrifice Points/x). This would probably have some kind of >horrible, unforseen effect on game balance, though. > > Well, yes, it would mean the rich would get richer. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080211/fcef5f35/attachment.html From shaw at caprica.com Tue Feb 12 04:24:09 2008 From: shaw at caprica.com (Wayne Shaw) Date: Mon, 11 Feb 2008 09:24:09 -0800 Subject: [Rq-rules] House Rule Query In-Reply-To: <47B059BA.3050803@inetnebr.com> References: <8CA3A5BC0753535-1544-851F@webmail-nd09.sysops.aol.com> <47B059BA.3050803@inetnebr.com> Message-ID: <7.0.1.0.1.20080211092326.03495848@caprica.com> At 06:20 AM 2/11/2008, you wrote: >I think some subtle shifts in perception will show that we can >appease the gods of balance and harmony both ;-) > >I will advocate a little for those who don't like the power >sacrifice first... .. and present >a fix for the flavor of this... which really just changes part of >the presentation and subtleties > >devinc at aol.com wrote: >>It hardly punishes the character. It simply translates that POW >>into something more usable... >More useable wow are you sure? luck is more versatile... as are magic points You might be right about magic points, but Luck rolls are so little used within the system that I can almost promise that people will use those divine spells far more often than they use Luck rolls in a typical game. From steve at limitedchaos.com Tue Feb 12 04:43:35 2008 From: steve at limitedchaos.com (steve at limitedchaos.com) Date: Mon, 11 Feb 2008 10:43:35 -0700 Subject: [Rq-rules] House Rule Query Message-ID: <20080211104334.6f055db5b52674836533fcb6c06185d4.f3e0195a7e.wbe@email.secureserver.net> An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080211/4164668c/attachment.html From paul at accredo.co.nz Tue Feb 12 12:33:22 2008 From: paul at accredo.co.nz (Paul Heinz) Date: Tue, 12 Feb 2008 14:33:22 +1300 Subject: [Rq-rules] House Rule Query References: <20080211104334.6f055db5b52674836533fcb6c06185d4.f3e0195a7e.wbe@email.secureserver.net> Message-ID: Steve wrote : > So in answer to Simon, No, the idea of a low-POW-but-lucky person does > not work in standard RQ. Changing the rule that makes POW a detriment > to Stealth could be done, but high-POW = high visibility to the gods > is one of those core ideas, in my view. I always liked the House Rule that on being initiated into a Thief cult, your POW modifier became positive rather than negative to Stealth. i.e. the Thief god cast his divine cloak across your spirit to hide it from the other gods. TTFN, Paul. From mechashef at emailme.net.au Tue Feb 12 14:38:37 2008 From: mechashef at emailme.net.au (Mechashef) Date: Tue, 12 Feb 2008 14:38:37 +1100 Subject: [Rq-rules] House Rule Query In-Reply-To: Message-ID: <20080212033848.00D322309B9@m0.velocity.net.au> Paul wote: "I always liked the House Rule that on being initiated into a Thief cult, your POW modifier became positive rather than negative to Stealth. i.e. the Thief god cast his divine cloak across your spirit to hide it from the other gods." I really like that idea. It makes a lot of sense. "TTFN, Paul." Is it a coincidence that TTFN is a signature saying of Tigger, who was voiced by someone else with the name of Paul (Paul Winchell - an amazing man)? From sunwolfek12 at sbcglobal.net Tue Feb 12 15:06:34 2008 From: sunwolfek12 at sbcglobal.net (Andre Powell) Date: Mon, 11 Feb 2008 20:06:34 -0800 Subject: [Rq-rules] Strike Rank Questions Message-ID: <000801c86d2c$a8df8a70$4101a8c0@home> Hi, all: I've got a "problem" and would like some help dealing with a few issues that recently came up. I'm sure the group has dealt with this before, and in fact, I've got something tickling my memory synapses, but for the life of me it won't come to the surface. So I'm resorting to those more knowledgeable than myself. The subject is Strike Ranks J in RQIII. The first issue is as follows. On page 49 of the RQIII permabound edition, under the Melee Activities section, is the example of Tostig who after being wounded on SR 4 decides he's going to drop out of combat to cast a Heal 4 on himself thus, ".changing his Statement of Intent (costing 3 strike ranks) and will begin casting a Healing 4 spell. The spell will require 7 strike ranks to cast (Tostig's DEX strike rank modifier plus 1 per magic point in the spell). The spell will take effect on strike rank 1 of the next melee round" (Perrin 49-50). Now.is the SR math here correct? Would someone in the know break it down for me. I see he's on SR 4 when he decides to change his Statement of Intent, which costs him 3 strike ranks, so now he's on SR7. The text now says the spell will require 7 strike ranks to cast, I'm assuming this is his SRM of 3 and 4 strike ranks for the four magic points in a Healing 4. That 7 plus the 3 from the changing Statement of Intent and the SR4 when he was wounded equals 14 SRs, does it not? The begs the question, how then could the spell take effect on strike rank 1 on the next melee round? Help me out. The second issue has to do with a "+3" strike rank modifier the origins of which I can't seem to understand. On pages 48-49, under Modifiers and Magic Use it says, "If the adventurer begins a second spell during the same melee round in which the first is cast, he must spend 3 strike ranks before beginning the second spell." My questions are, how is this +3 addition derived? Where does it come from? What is it for? Related to this, but from the world of combat, is the concern of my third issue. On page 66's Missile Weapons Table in the footnote concerning the definition of "1/SR" designations is says, "Use the weapon on the adventurer's DEX strike rank, then on his DEX SR +3 +DEX SR again." The example below it refers to the +3 addition to be the time it takes ".to get another arrow and notch it." My question here is, if the +3 represents the movement of getting another arrow and notching it.what happened the first time he fired the bow? Shouldn't it have been, from SR 1 of the round, +3 for drawing and notching, fire on DEX SR, then another +3 for drawing and notching, followed by DEX SR again? I appreciate any comment. I have some fairly concerned, and dexterous, players who are eager to hear from you J Thanks in advance. Cheers, Sunwolfe "We Fremen have a saying, 'God created Arrakis to train the faithful.' One cannot go against the word of God." --Naib Stilgar -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080211/f6baca27/attachment.html From lancelot at inetnebr.com Tue Feb 12 15:49:42 2008 From: lancelot at inetnebr.com (Lance Dyas) Date: Mon, 11 Feb 2008 22:49:42 -0600 Subject: [Rq-rules] House Rule Query In-Reply-To: <20080211104334.6f055db5b52674836533fcb6c06185d4.f3e0195a7e.wbe@email.secureserver.net> References: <20080211104334.6f055db5b52674836533fcb6c06185d4.f3e0195a7e.wbe@email.secureserver.net> Message-ID: <47B12566.6020801@inetnebr.com> steve at limitedchaos.com wrote: > Keep in mind that the original rules called for a Priest to have a POW > of 18. Period. Akin to the attribute requirements for Sorcerors in Stormbringer... but for them summoners power is ultimate measure of there capabilities... and they go well beyond normal maximums... I am seeing my Awakened Gift Concept as being something which will work alongside the Sacrifice model fairly well... this discussion brought up something which was bothering me ... but I didnt have a finger to put on it... I had a character who was really high power and a series of bad rolls maimed him badly when he became a shaman.. seemed really un fun. > It was points of POW over 18 that got sacrificed for spells. Thus, the > Priest was always lucky (90% Luck roll). And in that context it probably wouldnt bother people so much when you are topping out fluctuating a little and growing it back faster than you would otherwise advance... probably doesnt seem much of a cost at all.... probably seems like another form of advancement when you cant really otherwise advance in that arena.... Less of a pain entirely than trapping that damn tiger for sacrefice by yourself. > A Thief could be lucky, but that would be because he happened to have > a high POW, and thus be noticed by the gods. > > So in answer to Simon, No, the idea of a low-POW-but-lucky person does > not work in standard RQ. Changing the rule that makes POW a detriment > to Stealth could be done, but high-POW = high visibility to the gods > is one of those core ideas, in my view. I think its pretty central... and certainly interesting.. the ability of sentients to notice POW also says something about the universe. Someone who was "dead to magic" ie blinded in the third eye so to speak might not notice POW. I had postulated a portion as much as 25% of the population who couldnt really learn magic and had this problem. (they instinctively resist magic even healing magic and can have high power! but still lack the perception to direct it in the controlled fashion you see in spells There is definitely a lot of myth which promotes the lucky but stealthy theif/trickster .. so something needs to be available to supress the effect of luck on stealth... perhaps specific magical skills or spells of aura supression. > -------- Original Message -------- > Subject: Re: [Rq-rules] House Rule Query > From: Wayne Shaw > Date: Mon, February 11, 2008 9:22 am > To: "Discussion of RuneQuest rules." > > At 11:58 AM 2/10/2008, you wrote: > >Wayne Shaw wrote: > >>At 05:11 PM 2/9/2008, you wrote: > >>>Hi, All, > >>> I wonder if the following idea for a house rule would be a > mistake. > >>> Instead of sacrificing POW, a character may sacrifice an > animal at the > >>>temple. (Said animal must be bought from the temple priests at some > >>>inflated price, of course.) Better spells would require a > larger, more > >>>expensive animal -- goat for weaker spells, bull for stronger > spells, > >>>and human sacrifice a possibility for bad guys worshipping > disreputable > >>&g t;gods. (Ba'al, anyone?) > >>> So, would this make divine magic _too_ accessible, _too_ cheap? > >> > >>It essentially allows you to turn money into Divine Magic points, > >>which I think is almost certainly a bad idea. > >> > >I guess its already been said.. even rarity is overcomeable with > >enough money... > >so the sacrefice might be worded as a wild tiger captured by your > own hand.. > >and similar things which make it obvious if you do something to > get too much > >help will invalidate the sacrefice. > > > >In effect it is the effort and personal involvement which is > >sacreficed.. you cant > >rely on your daddies inheritance for this one boy... > > As I commented, it might be okay in that case, but at that point I'd > suggest it not be the only method, as it'd get incredibly tedious > having to do that for _every_ divine spell you want. > > __________________________________________ _____ > RQ-Rules mailing list > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > ------------------------------------------------------------------------ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From Nick.Middleton at wrsl.com Tue Feb 12 20:25:43 2008 From: Nick.Middleton at wrsl.com (Nick.Middleton at wrsl.com) Date: Tue, 12 Feb 2008 09:25:43 +0000 Subject: [Rq-rules] Strike Rank Questions In-Reply-To: <000801c86d2c$a8df8a70$4101a8c0@home> Message-ID: Hi Andre, > I?ve got a ?problem? and would like some help dealing with a few > issues that recently came up. I?m sure the group has dealt with > this before, and in fact, I?ve got something tickling my memory > synapses, but for the life of me it won?t come to the surface. So I? > m resorting to those more knowledgeable than myself. The subject is > Strike Ranks Jin RQIII. Be warned that there are some, er, "rough spots" in RQIII SR - thing s that different groups find annoying / implausible and which they fix in different ways. The RAW are perfectly workable, but there are some subtleties that can be quite elusive. All my comments in the following are thus MY interpretations of the rules: I'm sure others will have their own opinions. First off: do NOT equate 1SR with 1 second! Whilst in some circumstances it can be useful to do so, in many cases tying each SR to a defined unit of time confuses the issue. SR is an abstraction to help create a playable, plausible order to the fluid, dynamic chaos of hand to hand melee so we can play it out as an enjoyable game and believe in the outcome... > The first issue is as follows. On page 49 of the RQIII permabound > edition, under the Melee Activities section, is the example of > Tostig who after being wounded on SR 4 decides he?s going to drop > out of combat to cast a Heal 4 on himself thus, ??changing his > Statement of Intent (costing 3 strike ranks) and will begin casting > a Healing 4 spell. The spell will require 7 strike ranks to cast > (Tostig?s DEX strike rank modifier plus 1 per magic point in the > spell). The spell will take effect on strike rank 1 of the next > melee round? (Perrin 49-50). > > Now?is the SR math here correct? Haven't got my book to hand, but IIRC I've always assumed that in that example it should read "SR 4 of the next round". > Would someone in the know break it > down for me. I see he?s on SR 4 when he decides to change his > Statement of Intent, which costs him 3 strike ranks, so now he?s on > SR7. The text now says the spell will require 7 strike ranks to > cast, I?m assuming this is his SRM of 3 and 4 strike ranks for the > four magic points in a Healing 4. Technical point: NOT his SRM (which is SIZ SR + DEX SR; only DEX SR is relevant to spells and missile weapons). The best (by the RAW) he could do (if his DEX was 20+) is SR 2 of the next round (DEX SR 1 plus 4 SR for the Heal: start casting on SR 7, taking 5 SR, and magic is allowed to "wrap round", so SR 2). > That 7 plus the 3 from the > changing Statement of Intent and the SR4 when he was wounded equals > 14 SRs, does it not? The begs the question, how then could the > spell take effect on strike rank 1 on the next melee round? Help me out. No, I think you have it right - but as I said I think the text gets the SR next round wrong. > The second issue has to do with a ?+3? strike rank modifier the > origins of which I can?t seem to understand. On pages 48-49, under > Modifiers and Magic Use it says, ?If the adventurer begins a second > spell during the same melee round in which the first is cast, he > must spend 3 strike ranks before beginning the second spell.? My > questions are, how is this +3 addition derived? Where does it come > from? What is it for? Remember the "a playable, plausible order" bit? RQ achieves that in SR by imposing a "minimum" spacing of 3SR (it was 5 in RQII) between actions. So if you change intent, you are delayed by 3SR; if you attempt a second spell, you are delayed 3SR; if you attack with two weapons the second weapon strike happens 3SR after the first. If you look carefully at the numbers it means that two small spells or physical attacks a round are possible, but 3 only just (minimum DEX SR is 1, minimum SIZ SR is 0, action spacing is 3, so even with an SR 0 weapon, 1 + 3 + 1 + 3 +1). > Related to this, but from the world of combat, is the concern of my > third issue. On page 66?s Missile Weapons Table in the footnote > concerning the definition of ?1/SR? designations is says, ?Use the > weapon on the adventurer?s DEX strike rank, then on his DEX SR +3 > +DEX SR again.? The example below it refers to the +3 addition to > be the time it takes ??to get another arrow and notch it?? My > question here is, if the +3 represents the movement of getting > another arrow and notching it?what happened the first time he fired > the bow? The assumption is that the character has an arrow out and notched in the bow. >Shouldn?t it have been, from SR 1 of the round, +3 for > drawing and notching, fire on DEX SR, then another +3 for drawing > and notching, followed by DEX SR again? If the character clearly DOESN'T have an arrow notched ready, yes. Note however that the rules do also make mention that the GM can allow a character to combine the 3SR for readying a weapon with cautious movement, so if the archer is expecting trouble it seems reasonable that he can have drawn an arrow from his quiver and notched it already (and there are specific rules for surprise circumstances). If your PLAYERS are new to RQ, I'd be quite draconian about the 3SR spacing (to ready a weapon or whatever), as it helps drum in to people the rhythm and structure of RQ combat rounds. And really drive home the SR<> seconds message! I've had problems in the past with people misinterpreting the 3 SR delay as "it takes 3 seconds to draw a sword" and then argue that what they want to do is far quicker than drawing the sword: simple speed is n't the issue however, and the sooner players grasp that abstraction, the better. > I appreciate any comment. I have some fairly concerned, and > dexterous, players who are eager to hear from you JThanks in advance. Cheers, Nick Middleton Any files attached to this e-mail will have been checked with virus detection software prior to transmission but you should carry out your own virus check before opening any attachment. WRSL does not accept liability for any damage or loss which may be caused by software viruses. The contents of this e-mail and any attachments are the property of WRSL and are intended for the confidential use by the named recipient only. They may be legally privileged and should not be communicated to, or relied upon, by any other person without written consent. If you are not the addressee, please notify us immediately at the following address: Westinghouse Rail Systems Ltd (WRSL), PO Box 79, Pew Hill, Langley Park, Chippenham, Wiltshire, SN15 1JD - Tel 01249 441441 Westinghouse Rail Systems Ltd is a subsidiary of Invensys Plc. Registered office: Portland House, Bressenden Place, London, SW1E 5BF. Registered in England and Wales No. 1641421. From ghoyle1 at sbcglobal.net Tue Feb 12 22:12:58 2008 From: ghoyle1 at sbcglobal.net (Guy Hoyle) Date: Tue, 12 Feb 2008 05:12:58 -0600 Subject: [Rq-rules] House Rule Query In-Reply-To: <7.0.1.0.1.20080211092116.03489e08@caprica.com> Message-ID: <009601c86d68$3a5d5280$6401a8c0@guygtcmn3k9hil> There's also the issue of reusability of spells. A priest must return to his temple to regain use of expended divine magic, whereas anybody using spirit magic can keep casting it as long as he has a source of magic points available. Naturally, the priest will be more reluctant to use the magic he obtained from his god. As an aside, I might note that HeroQuest's Theism does not have such a restriction, but the two systems are very different. I've been gaming with the same gamers for about 15 years now, and we've had shamans, sorcerors, and mystics (using Sandy Petersen's rules). We've never had a priest. Even initiates rely on spirit magic for the most part, using Divine Intervention when all else fails. We don't find divine magic all that appealing. Guy -----Original Message----- From: rq-rules-bounces at crashbox.com [mailto:rq-rules-bounces at crashbox.com] On Behalf Of Wayne Shaw Sent: Monday, February 11, 2008 11:22 AM To: Discussion of RuneQuest rules. Subject: RE: [Rq-rules] House Rule Query At 03:55 PM 2/10/2008, you wrote: I understand this rationale, but what confuses me is that reducing POW actually punishes the character who tries to use Divine Magic or Divine Intervention. As his power goes down, his Luck roll and his Magic Points and his Spirit Magic roll go down (even for cult spirit magic). He's not as much in touch with his gods anymore, which seems contrary to me. If the character is using the god's magic to do the god's work in the world, shouldn't he be more in touch with the god, not less? Because he's elected to use that connection in a different way, and there's a price to pay for that. The only workaround that I've thought of (and I haven't tried playing this) is to keep a tally of the points sacrificed on DI and Divine magic, and use that to supplement your Luck and Spirit Magic (maybe Sacrifice Points/x). This would probably have some kind of horrible, unforseen effect on game balance, though. Well, yes, it would mean the rich would get richer. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080212/93c3f289/attachment.html From soltakss at yahoo.com Wed Feb 13 00:05:42 2008 From: soltakss at yahoo.com (Simon Phipp) Date: Tue, 12 Feb 2008 05:05:42 -0800 (PST) Subject: [Rq-rules] Strike Rank Questions Message-ID: <945814.44717.qm@web51008.mail.re2.yahoo.com> Andre Powell: > The first issue is as follows. On page 49 of the RQIII permabound edition, under the Melee Activities > section, is the example of Tostig who after being wounded on SR 4 decides he's going to drop out of > combat to cast a Heal 4 on himself thus, ".changing his Statement of Intent (costing 3 strike ranks) and > will begin casting a Healing 4 spell. The spell will require 7 strike ranks to cast (Tostig's DEX strike rank > modifier plus 1 per magic point in the spell). The spell will take effect on strike rank 1 of the next melee > round" (Perrin 49-50). That may well be a misprint. The examples in RQ3 are generally pretty good, but some funnies do slip in now and again. > Now.is the SR math here correct? Would someone in the know break it down for me. I see he's on SR > 4 when he decides to change his Statement of Intent, which costs him 3 strike ranks, so now he's on > SR7. The text now says the spell will require 7 strike ranks to cast, I'm assuming this is his SRM of 3 > and 4 strike ranks for the four magic points in a Healing 4. That 7 plus the 3 from the changing > Statement of Intent and the SR4 when he was wounded equals 14 SRs, does it not? The begs the > question, how then could the spell take effect on strike rank 1 on the next melee round? Help me out. Yes, 14 SRs, so he should be healed on SR4. It looks as though they didn't take into account the Change of Intent. > The second issue has to do with a "+3" strike rank modifier the origins of which I can't seem to > understand. On pages 48-49, under Modifiers and Magic Use it says, "If the adventurer begins a > second spell during the same melee round in which the first is cast, he must spend 3 strike ranks before > beginning the second spell." My questions are, how is this +3 addition derived? Where does it come > from? What is it for? It'e the same rpinciple as weapon attacks happening in 3SR intervals. You have 3 SR to gather yourself up for the next action, whether it's casting a spell or attacking. > Related to this, but from the world of combat, is the concern of my third issue. On page 66's Missile > Weapons Table in the footnote concerning the definition of "1/SR" designations is says, "Use the > weapon on the adventurer's DEX strike rank, then on his DEX SR +3 +DEX SR again." The example > below it refers to the +3 addition to be the time it takes ".to get another arrow and notch it." My > question here is, if the +3 represents the movement of getting another arrow and notching it.what > happened the first time he fired the bow? Shouldn't it have been, from SR 1 of the round, +3 for > drawing and notching, fire on DEX SR, then another +3 for drawing and notching, followed by DEX SR > again? If you are prepared then you have an arrow ready. The classic scenario is "Have an arrow prepared, fire, draw an arrow, fire, draw an arrow to prepare for next round". If you have DEX SR 1, you could in theory fire on SR1, 5, 9 but then you'd have to wait until SR 3 next round to fire your next arrow, but I don't know of any GM that enforces that. As far as I am concerned, they can draw an arrow at the end of the round to be prepared for next round. Although I use Strike Ranks, I am not overly restrictive on their use. I rarely carry actions over to the next round, except for large spells. I also use the RQ2 12 SR Rounds with RQ3's 3SR gaps, so my not-so quick archers can get an extra shot off if they are lucky (2, 7, 12 with DEX SR 2) because I'm such a nice GM. See Ya Simon -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080212/41e0a055/attachment.html From postmaster at runequest.za.org Wed Feb 13 01:49:00 2008 From: postmaster at runequest.za.org (Tony) Date: Tue, 12 Feb 2008 16:49:00 +0200 (SAST) Subject: [Rq-rules] =?iso-8859-1?q?=5BGlorantha=5DEurhol=B4s_Vale_=26_Oth?= =?iso-8859-1?q?er_Tales?= Message-ID: <27954.41.208.48.64.1202827740.squirrel@mail.wack.co.za> I see the follow up books by Penelope Love has been published. It may have been in print for a while already but I only went over to Tradetalk.de just now. Anyone here read it? Tony From phil.hibbs at capgemini.com Wed Feb 13 01:54:29 2008 From: phil.hibbs at capgemini.com (Hibbs, Phil) Date: Tue, 12 Feb 2008 14:54:29 -0000 Subject: [Rq-rules] Strike Rank Questions In-Reply-To: <945814.44717.qm@web51008.mail.re2.yahoo.com> References: <945814.44717.qm@web51008.mail.re2.yahoo.com> Message-ID: <28FEE77FA0D069428DBB715915864EE60A311CED@MISSBHXVS02.uki.capgemini.com> Simon Phipp: >If you have DEX SR 1, you could in theory fire on SR1, 5, 9 but then >you'd have to wait until SR 3 next round to fire your next arrow, but >I don't know of any GM that enforces that. As far as I am concerned, >they can draw an arrow at the end of the round to be prepared for >next round. I and my friends always enforced the 3SR preparation, and would not allow it to wrap over into the next round, so you can get 1,5,9 on the first round of combat, but after that you're down to two shots on 4,8. Phil Hibbs Capgemini is a trading name used by the Capgemini Group of companies which includes Capgemini UK plc, a company registered in England and Wales (number 943935) whose registered office is at No. 1 Forge End, Woking, Surrey, GU21 6DB. This message contains information that may be privileged or confidential and is the property of the Capgemini Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message. From Nick.Middleton at wrsl.com Wed Feb 13 02:08:09 2008 From: Nick.Middleton at wrsl.com (Nick.Middleton at wrsl.com) Date: Tue, 12 Feb 2008 15:08:09 +0000 Subject: [Rq-rules] Strike Rank Questions In-Reply-To: <28FEE77FA0D069428DBB715915864EE60A311CED@MISSBHXVS02.uki.capgemini.com> Message-ID: >> Simon Phipp: >> >If you have DEX SR 1, you could in theory fire on SR1, 5, 9 but then >> >you'd have to wait until SR 3 next round to fire your next arrow, but >> >I don't know of any GM that enforces that. As far as I am concerned, >> >they can draw an arrow at the end of the round to be prepared for >> >next round. > >> I and my friends always enforced the 3SR preparation, and would not allow it >> to wrap over into the next round, so you can get 1,5,9 on the first round of >> combat, but after that you're down to two shots on 4,8. I'm a kind and generous souls as a GM - I let the remaining fragment of the "spacing " SR be soaked in the previous round (as it's NOT an action, merely a spacing convention), so they can always manage 1, 5 and 9. Cheers, Nick Middleton Any files attached to this e-mail will have been checked with virus detection software prior to transmission but you should carry out your own virus check before opening any attachment. WRSL does not accept liability for any damage or loss which may be caused by software viruses. The contents of this e-mail and any attachments are the property of WRSL and are intended for the confidential use by the named recipient only. They may be legally privileged and should not be communicated to, or relied upon, by any other person without written consent. If you are not the addressee, please notify us immediately at the following address: Westinghouse Rail Systems Ltd (WRSL), PO Box 79, Pew Hill, Langley Park, Chippenham, Wiltshire, SN15 1JD - Tel 01249 441441 Westinghouse Rail Systems Ltd is a subsidiary of Invensys Plc. Registered office: Portland House, Bressenden Place, London, SW1E 5BF. Registered in England and Wales No. 1641421. From mason.bruce at gmail.com Wed Feb 13 04:18:28 2008 From: mason.bruce at gmail.com (Bruce Mason) Date: Tue, 12 Feb 2008 17:18:28 +0000 Subject: [Rq-rules] House Rule Query In-Reply-To: <47B12566.6020801@inetnebr.com> References: <20080211104334.6f055db5b52674836533fcb6c06185d4.f3e0195a7e.wbe@email.secureserver.net> <47B12566.6020801@inetnebr.com> Message-ID: <5f3990080802120918s1d9de03ftd392fc3ea5a1f90e@mail.gmail.com> Of luck and sacrifices. I can't say that I was ever happy with POW*5 as a luck roll. It tends to work better in practice than it looks on paper but it still feels wrong. If I really want to stress a luck aspect then I'll tell players it's a 50/50 roll or whatever and let the dice fall where they may. One thing that does is that players suddenly start asking to use such and such skills rather than the straight luck roll. If a player wanted to a play a specifically lucky character then I might give them a skill they can develop but only through experience and let them make a luck roll at certain times. I could see other setting-dependent mechanics as well. On sacrificing POW, one of the fall-outs for MRQ for me has been that I have moved to a "Grace" system for divine magic. You can sacrifice POW to gain Grace but, using MRQ, you can also sacrifice Hero Points and/or gain it for cult activities. As gaining POW in MRQ is much, much harder then players are starting to treat Grace primarily as a Hero Points mechanic. From postmaster at runequest.za.org Mon Feb 18 22:12:17 2008 From: postmaster at runequest.za.org (Tony) Date: Mon, 18 Feb 2008 13:12:17 +0200 (SAST) Subject: [Rq-rules] My campaign, Saturdays notes Message-ID: <57545.41.208.48.64.1203333137.squirrel@wwm.runequest.za.org> Well, the little campaign I am running for my brother and a friend moved along nicely this staurday. They basically ended up commanding a century of imperial troops on our campaign world (www.runequest.za.org). Over the last years play, I have lead them trough various commando type missions as well as hundreds of leagues of march through unknow, often enemy terriroty. Thei numbers have stedily fallen though they have managed to recruit new peope at times. Its been quite interesting, specilly as this sat theyfinally reached their destiantion and hoocked up with the legion thay have been trying to reach for so long. Only problem is now they have doubts about what their real purpose still is, having seen much action all the way. Going to be a nice "final battle". I look forward to the outcome. Funny how, although we weren't directly intending to do it, their Swamprat Century has become a bit like Glen Cooks - Black Company. Well, thats the Rune Quest we got up to here in Soth Africa last Saturday anyway:) Cheers Tony From jurrubin at gmail.com Tue Feb 19 01:58:47 2008 From: jurrubin at gmail.com (David Smart) Date: Mon, 18 Feb 2008 08:58:47 -0600 Subject: [Rq-rules] My campaign, Saturdays notes In-Reply-To: <57545.41.208.48.64.1203333137.squirrel@wwm.runequest.za.org> References: <57545.41.208.48.64.1203333137.squirrel@wwm.runequest.za.org> Message-ID: <1c92296e0802180658i70ac319bk475734a63d8e4e26@mail.gmail.com> Sounds like a great campaign! -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080218/d1bda671/attachment.html From royce at efn.org Tue Feb 19 05:28:38 2008 From: royce at efn.org (royce at efn.org) Date: Mon, 18 Feb 2008 10:28:38 -0800 (PST) Subject: [Rq-rules] Tourist site dungeon maps? Message-ID: <49333.71.210.29.106.1203359318.squirrel@webmail.efn.org> Greetings, All, In Cappadocia, Turkey, are ancient underground cities. My google-fu seems to be lacking. Has anyone on RQ-Rules had success in finding maps of any of these cities? If so, many thanks ahead of time. Sincerely, Asher From royce at efn.org Tue Feb 19 05:35:53 2008 From: royce at efn.org (royce at efn.org) Date: Mon, 18 Feb 2008 10:35:53 -0800 (PST) Subject: [Rq-rules] Shoehorning Thieves World into another world Message-ID: <49340.71.210.29.106.1203359753.squirrel@webmail.efn.org> Greetings, All, Having recently obtained ye olde "Thieves World" RPG-box, I wish to place it in a larger fantasy world context. RQ III has a very nice fantasy Europe, which I had intended to use. So, ... Would the city of Sanctuary fit well as a replacement for Antioch? Or is Antioch too central in location? Petra is landlocked, so that's out. Perhaps somewhere in North Africa? My goal is to keep Sanctuary either on or periphery to the Mediterranean. A Central Asian locale on the Silk Road would be a bit far. Nevertheless, if you've got a real gem of a spot in mind, please feel free to share it regardless. Any and all suggestions are welcome. Sincerely, Asher From postmaster at runequest.za.org Tue Feb 19 19:32:34 2008 From: postmaster at runequest.za.org (Tony) Date: Tue, 19 Feb 2008 10:32:34 +0200 (SAST) Subject: [Rq-rules] Tourist site dungeon maps? In-Reply-To: <49333.71.210.29.106.1203359318.squirrel@webmail.efn.org> References: <49333.71.210.29.106.1203359318.squirrel@webmail.efn.org> Message-ID: <51721.41.208.48.64.1203409954.squirrel@wwm.runequest.za.org> royce at efn.org wrote: > Greetings, All, > In Cappadocia, Turkey, are ancient underground cities. My google-fu > seems to be lacking. Has anyone on RQ-Rules had success in finding > maps of any of these cities? If so, many thanks ahead of time. > Sincerely, > Asher > I know History Vhannel did an episode of Cities of the underworld or Hidden cities on these. Perhaps they may have a bibliography and halpful links. Good luck, reckon it woudl be an excellent RQ Alt Earth setting From postmaster at runequest.za.org Tue Feb 19 19:56:54 2008 From: postmaster at runequest.za.org (Tony) Date: Tue, 19 Feb 2008 10:56:54 +0200 (SAST) Subject: [Rq-rules] My campaign, Saturdays notes In-Reply-To: <1c92296e0802180658i70ac319bk475734a63d8e4e26@mail.gmail.com> References: <57545.41.208.48.64.1203333137.squirrel@wwm.runequest.za.org> <1c92296e0802180658i70ac319bk475734a63d8e4e26@mail.gmail.com> Message-ID: <20373.41.208.48.64.1203411414.squirrel@wwm.runequest.za.org> David Smart wrote: > Sounds like a great campaign! Thanks, its been quite fune. Alos different from the ruun of the mill hanc and slash and try amass wealth while saving th world type adventures we usually play. Its only two players (were three but one dropped) so intense and fast action. Having to look after a century of soldiers who rely on your leadership for thwir lives and wellbeing puts a different dimension on the game. Notwithstanding that every action, no matter how inconsequential, can hapve repercussions down the line. Pillage farmers stores to feed the soldiers and te peasants go hungry and their loyalties to the already shaky throne of the queen who the legion are contracted to serve waver, etc. Also nice being able to explore a fantasy culture thats based on an ancient alliance between humans and Lizards men which has through cenruries of cross polination (not gene pool, I don't go for that stupid all species have same chromosomes and can cross breed alla half elf D&D bull ) of ideas and technology that has resulted in a hopefully fresh take on the traditional fantasy setting. Also the empire that the characters serve and who has supplied the legion is across the sea from the land they are in. Is it an evil empire, or a benevolent friend? What are their motives? All very interesting. Hmm, another interesting item came up, orcs are quite prevalent in our world. (I love them). So the previous winter, the centure has a scuffle with a band of orc raiders, Ends in a bit of a champions duel where Turf, the Optio who happens to be one seriously large orc, takes on the band leader and head butts him into the stone age. Causes the raider band to break up and a number of orcs to join the century as a result, going for the stronger leader and all. Anyway, for some reason they fail to kill the orc band leader ouright. now heres the twist I wove in - Obviously the band leader is relatively pished at this humiliation. The land he is raiding in has no love of orcs (In fact over the last few centuries they have basically practiced genocide on the species). Desperate time however. There is a civil war between the queens loyalists and those who say she is a usurper (who just happen to stand in line to the throne if she dies). The enemy of my enemy is my friend and now the big battle is coming, who does the characters see in the enemy camp. The orc band leader with a fresh, large band of orcs! Diabolic laugh:) Cheers Tony From Nick.Middleton at wrsl.com Tue Feb 19 20:01:18 2008 From: Nick.Middleton at wrsl.com (Nick.Middleton at wrsl.com) Date: Tue, 19 Feb 2008 09:01:18 +0000 Subject: [Rq-rules] Tourist site dungeon maps? In-Reply-To: <49333.71.210.29.106.1203359318.squirrel@webmail.efn.org> Message-ID: > In Cappadocia, Turkey, are ancient underground cities. My google-fu > seems to be lacking. Has anyone on RQ-Rules had success in finding > maps of any of these cities? If so, many thanks ahead of time. Minor bit of googling turned up this: http://bldgblog.blogspot.com/2007/08/derinkuyu-or-allure-of-underground-city.html which has a map of sorts. Cheers, Nick Middleton Any files attached to this e-mail will have been checked with virus detection software prior to transmission but you should carry out your own virus check before opening any attachment. WRSL does not accept liability for any damage or loss which may be caused by software viruses. The contents of this e-mail and any attachments are the property of WRSL and are intended for the confidential use by the named recipient only. They may be legally privileged and should not be communicated to, or relied upon, by any other person without written consent. If you are not the addressee, please notify us immediately at the following address: Westinghouse Rail Systems Ltd (WRSL), PO Box 79, Pew Hill, Langley Park, Chippenham, Wiltshire, SN15 1JD - Tel 01249 441441 Westinghouse Rail Systems Ltd is a subsidiary of Invensys Plc. Registered office: Portland House, Bressenden Place, London, SW1E 5BF. Registered in England and Wales No. 1641421. From postmaster at runequest.za.org Tue Feb 19 20:02:21 2008 From: postmaster at runequest.za.org (Tony) Date: Tue, 19 Feb 2008 11:02:21 +0200 (SAST) Subject: [Rq-rules] Shoehorning Thieves World into another world In-Reply-To: <49340.71.210.29.106.1203359753.squirrel@webmail.efn.org> References: <49340.71.210.29.106.1203359753.squirrel@webmail.efn.org> Message-ID: <36022.41.208.48.64.1203411741.squirrel@wwm.runequest.za.org> royce at efn.org wrote: > Greetings, All, > Having recently obtained ye olde "Thieves World" RPG-box, I wish to > place it in a larger fantasy world context. RQ III has a very nice > fantasy Europe, which I had intended to use. So, ... > Would the city of Sanctuary fit well as a replacement for Antioch? Or > is Antioch too central in location? Petra is landlocked, so that's > out. Perhaps somewhere in North Africa? > My goal is to keep Sanctuary either on or periphery to the > Mediterranean. A Central Asian locale on the Silk Road would be a bit > far. Nevertheless, if you've got a real gem of a spot in mind, please > feel free to share it regardless. > Any and all suggestions are welcome. > Sincerely, > Asher > I would say it depends on your timeline and how oriental you want it to be. The further east you go, the better possibility to lever in some nice bits out fo Land of Ninja. How about Babylon, or if later on, Alexandria or Constantinople? Earlier, hmm, Rhodes? Syracusai ir prob a bit too far west and isolated. Pre Punic war Carhage? Or maybe, damn I forget the citues name, on Crete. Tony From tom at zunder.org.uk Fri Feb 22 05:09:29 2008 From: tom at zunder.org.uk (Thomas Zunder) Date: Thu, 21 Feb 2008 18:09:29 +0000 Subject: [Rq-rules] Shoehorning Thieves World into another world In-Reply-To: <49340.71.210.29.106.1203359753.squirrel@webmail.efn.org> References: <49340.71.210.29.106.1203359753.squirrel@webmail.efn.org> Message-ID: <47BDBE59.3040408@zunder.org.uk> You could easily fit it into the Near Orient, the Levant or along the Silk Road.. add some Jews, Muslims, Nestorians, Buddhists and Hindus and you could have a whole pagan-monotheist-atheist thing going.. -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20080221/03e47743/attachment.vcf From tom at zunder.org.uk Fri Feb 22 05:10:26 2008 From: tom at zunder.org.uk (Thomas Zunder) Date: Thu, 21 Feb 2008 18:10:26 +0000 Subject: [Rq-rules] Shoehorning Thieves World into another world In-Reply-To: <36022.41.208.48.64.1203411741.squirrel@wwm.runequest.za.org> References: <49340.71.210.29.106.1203359753.squirrel@webmail.efn.org> <36022.41.208.48.64.1203411741.squirrel@wwm.runequest.za.org> Message-ID: <47BDBE92.8060002@zunder.org.uk> Tony, all too early. RQ3 Fantasy Europe is about 1000CE.. -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20080221/9d209ace/attachment.vcf From postmaster at runequest.za.org Fri Feb 22 18:20:48 2008 From: postmaster at runequest.za.org (Tony) Date: Fri, 22 Feb 2008 09:20:48 +0200 (SAST) Subject: [Rq-rules] Shoehorning Thieves World into another world In-Reply-To: <47BDBE92.8060002@zunder.org.uk> References: <49340.71.210.29.106.1203359753.squirrel@webmail.efn.org> <36022.41.208.48.64.1203411741.squirrel@wwm.runequest.za.org> <47BDBE92.8060002@zunder.org.uk> Message-ID: <24061.41.208.48.64.1203664848.squirrel@wwm.runequest.za.org> Thomas Zunder wrote: > Tony, all too early. RQ3 Fantasy Europe is about 1000CE.. > True. I just like the idea of really ancient times, Scythina horsemen with Kurgan full of gold, Greeks mincing about the aegean etc:) Byzantium perhaps? Or still a bit early? Hmm, eatched an interesting program yesterday. Lady checkin out the old mesoaic? (Mammoth era) fossles on the various greek islands and surmising that when the ancients found the bones, how they interpreted them. Some nice theories about Cyclops and Griffins. Tony From tom at zunder.org.uk Fri Feb 22 23:27:29 2008 From: tom at zunder.org.uk (Thomas Zunder) Date: Fri, 22 Feb 2008 12:27:29 +0000 Subject: [Rq-rules] Please download and read and tell me what you think.. Message-ID: <47BEBFB1.20601@zunder.org.uk> We really need some feedback from disinterested parties.. would you review this for us? Don't fret the layout.. it's the setting we need feedback on.. are we doing something good or just navel gazing? http://www.gwenthia.org/ftp/pdf%20Gwenthia/Gwenthia%20002.2%202006.PDF -- Tom Zunder http://www.zunder.org.uk AIM: tomzunder Yahoo: tzunder MSN: tom at zunder.org.uk -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20080222/09225587/attachment.vcf From styopa1 at gmail.com Sat Feb 23 00:42:31 2008 From: styopa1 at gmail.com (Styopa) Date: Fri, 22 Feb 2008 07:42:31 -0600 Subject: [Rq-rules] Please download and read and tell me what you think.. In-Reply-To: <47BEBFB1.20601@zunder.org.uk> References: <47BEBFB1.20601@zunder.org.uk> Message-ID: <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> Maybe it's just a jaded 40-year old gamer talking (wow, have I really been 'gaming' for 30 years? sheesh) but from the very beginning the setting is already verging on being what I call "Joruined". (If you recall, Jorune was a really quite good game system (as far as I could tell) but it suffered from the fact that its world was SO wierd in basic precepts, it was extraordinarily hard to play in.) I see the same thing with Gwenthia in the very first paragraph. Same distance from the sun but a 32 hour day? Aside from the needless complexity that throws into role playing ("We've got 6 guys in the party, so we'll each take a four hour watch...no, wait, that won't work." or "Typically a man on horse could ride about 30 miles a day over long distances....oh wait, that's in 24 hour days.") scientifically it's goofy - the warming/cooling cycles alone would ensure that the weather was catastrophically harsh, hardly the 'Earth analogue' you're going for. Likewise the 8 day week and 255-day year...why bother? Everyone knows without discussion how long a week is, or how long a year is. I can see for novelty purposes mixing some stuff up, but to me at least, this smacks not of creativity but pointless fiddling. I like the map very much, but without reading 100+ pages closely it doesn't seem to make much geological or meteorological sense. It's extremely confusing to have the ground cover (forest, scrub, etc.) the same set of shades as the elevations. I'd put a much more BRIEF synopsis of the history of Gwenthia near the beginning - it gives people a scaffolding to hang all these new concepts and ideas onto. >From skimming the history and regional sections, it seems that the background is intricate and basically interesting, with adventure plot hooks all over the place. My $0.02. -Steve On Fri, Feb 22, 2008 at 6:27 AM, Thomas Zunder wrote: > We really need some feedback from disinterested parties.. would you > review this for us? > > Don't fret the layout.. it's the setting we need feedback on.. are we > doing something good or just navel gazing? > > http://www.gwenthia.org/ftp/pdf%20Gwenthia/Gwenthia%20002.2%202006.PDF > > -- > Tom Zunder > http://www.zunder.org.uk > AIM: tomzunder > Yahoo: tzunder > MSN: tom at zunder.org.uk > > > > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080222/3db81ab2/attachment.html From devinc at aol.com Sat Feb 23 06:01:38 2008 From: devinc at aol.com (devinc at aol.com) Date: Fri, 22 Feb 2008 14:01:38 -0500 Subject: [Rq-rules] Please download and read and tell me what you think.. In-Reply-To: <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> References: <47BEBFB1.20601@zunder.org.uk> <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> Message-ID: <8CA439C7C7F0D07-1334-7310@webmail-ne13.sysops.aol.com> I agree a bit with what was said below. I do not fret much over scientific realities in world design. After all, this is a fantasy setting. Look at Glorantha, a lozenge for God-sake. If you want to have a desert next to a glacier, I say go for it. Just provide a nice mythological reason why. So I for one don't give a carp about prevailing winds and ocean currents and relative humidity. That said, unless there is a good reason to have 32 hour days and 255 day years, you probably would want to make them more earth-like. Faerun has 10 day weeks, so I think a week is a far more malleable unit of time. After all, our own 7 day week is entirely arbitrary, based on the story of Genesis. Had Genesis specified 8 days or 10 days then that would be our week in real life. But years and days are not fungible. They represent natural phenomena, and as such I think they should be changed only with good reason, as a great many rules systems utilize days as a measurment of rules time and having to convert on the fly can be an annoyance. It can certainly be overcome...but what benefit does it provide to the overall experience. As far as the maps, they are very nice (better than mine) but I agree it is hard to tell elevation from forests. I did not read everything, but obviously, it looks like a well thought out campaign world and you have put in some nice effort. Devin -----Original Message----- From: Styopa To: Discussion of RuneQuest rules. Sent: Fri, 22 Feb 2008 5:42 am Subject: Re: [Rq-rules] Please download and read and tell me what you think.. Maybe it's just a jaded 40-year old gamer talking (wow, have I really been 'gaming' for 30 years?? sheesh) but from the very beginning the setting is already verging on being what I call "Joruined". (If you recall, Jorune was a really quite good game system (as far as I could tell) but it suffered from the fact that its world was SO wierd in basic precepts, it was extraordinarily hard to play in.) I see the same thing with Gwenthia in the very first paragraph.? Same distance from the sun but a 32 hour day?? Aside from the needless complexity that throws into role playing ("We've got 6 guys in the party, so we'll each take a four hour watch...no, wait, that won't work." or "Typically a man on horse could ride about 30 miles a day over long distances....oh wait, that's in 24 hour days.") scientifically it's goofy - the warming/cooling cycles alone would ensure that the weather was catastrophically harsh, hardly the 'Earth analogue' you're going for. Likewise the 8 day week and 255-day year...why bother?? Everyone knows without discussion how long a week is, or how long a year is.? I can see for novelty purposes mixing some stuff up, but to me at least, this smacks not of creativity but pointless fiddling. I like the map very much, but without reading 100+ pages closely it doesn't seem to make much geological or meteorological sense.? It's extremely confusing to have the ground cover (forest, scrub, etc.) the same set of shades as the elevations. I'd put a much more BRIEF synopsis of the history of Gwenthia near the beginning - it gives people a scaffolding to hang all these new concepts and ideas onto. >From skimming the history and regional sections, it seems that the background is intricate and basically interesting, with adventure plot hooks all over the place.??? My $0.02. -Steve On Fri, Feb 22, 2008 at 6:27 AM, Thomas Zunder wrote: We really need some feedback from disinterested parties.. would you review this for us? Don't fret the layout.. it's the setting we need feedback on.. are we doing something good or just navel gazing? http://www.gwenthia.org/ftp/pdf%20Gwenthia/Gwenthia%20002.2%202006.PDF -- Tom Zunder http://www.zunder.org.uk AIM: tomzunder Yahoo: tzunder MSN: tom at zunder.org.uk _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules ________________________________________________________________________ More new features than ever. Check out the new AOL Mail ! - http://webmail.aol.com -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080222/5a99f321/attachment.html From tom at zunder.org.uk Sat Feb 23 06:53:41 2008 From: tom at zunder.org.uk (Thomas Zunder) Date: Fri, 22 Feb 2008 19:53:41 +0000 Subject: [Rq-rules] Gwenthia In-Reply-To: <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> References: <47BEBFB1.20601@zunder.org.uk> <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> Message-ID: <47BF2845.1050306@zunder.org.uk> Thanks for the input. The 255 day year, 32hour day, 8 day week is all to do with the 8 Orbs and the underlying constructd nature of Gwenthia. I do agree, however, that many people just won't care.. but we make it a key part of adventures since the day is devided into eight 4 hour "Watches" and the last one [The Black Watch] is pitch black and all the evil spawn really do come out and go hunting.. every night.. lock up your doors folks.. We had the climate done by a geographer.. seriously one of the team, and he thinks it works.. again many people will not care. I agree that the biggest problem is the Jorune/Tekumel/Talislanta effect.. we need to focus on introductory materials that lure people in gently, rather like Glorantha did, before exposing those who care to the weird stuff.. there is of course an underlying SF explanation for all of this, about 50% of the design team believe it.. Still need more input.. constructive criticism very very welcome. Our RQ ruleset is almost ready and we hope to have standalone 'pick up play with a copy of [Mongoose] RuneQuest' adventure packs ready by August.. we want the equivalents of Snake Pipe Hollow and Apple Lane out there.. we'll add the 2 page description of magic so people understand the different spell rules.. We are looking for playtesters.. all you need is a Mongoose RQ book or the Mongoose SRD. PS: We tried to do it with BRP but .. -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20080222/0cf8f4a4/attachment.vcf From tom at zunder.org.uk Sat Feb 23 07:03:26 2008 From: tom at zunder.org.uk (Thomas Zunder) Date: Fri, 22 Feb 2008 20:03:26 +0000 Subject: [Rq-rules] Shoehorning Thieves World into another world In-Reply-To: <24061.41.208.48.64.1203664848.squirrel@wwm.runequest.za.org> References: <49340.71.210.29.106.1203359753.squirrel@webmail.efn.org> <36022.41.208.48.64.1203411741.squirrel@wwm.runequest.za.org> <47BDBE92.8060002@zunder.org.uk> <24061.41.208.48.64.1203664848.squirrel@wwm.runequest.za.org> Message-ID: <47BF2A8E.2000007@zunder.org.uk> Tony wrote: > Thomas Zunder wrote: > >> Tony, all too early. RQ3 Fantasy Europe is about 1000CE.. >> >> > True. I just like the idea of really ancient times, Scythina horsemen with > Kurgan full of gold, Greeks mincing about the aegean etc:) > > Well I'd say that Babylon/Mesopotamia/Sumeria when the Aryan horse nomads from the North (Assyria/Syria) invade and start to overlay their patriarchal sky/horse/ gods over the base layer of earth/river/fertility gods/goddesses would fit with Sanctuary.. except that the tech level in Thieves World is so obviously later medieval.. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080222/b3f31f9a/attachment.html -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20080222/b3f31f9a/attachment.vcf From lev_lafayette at yahoo.com.au Sat Feb 23 09:12:22 2008 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Fri, 22 Feb 2008 14:12:22 -0800 (PST) Subject: [Rq-rules] Shoehorning Thieves World into another world In-Reply-To: <47BF2A8E.2000007@zunder.org.uk> Message-ID: <191394.51322.qm@web33508.mail.mud.yahoo.com> --- Thomas Zunder wrote: > Tony wrote: > > Thomas Zunder wrote: > > > >> Tony, all too early. RQ3 Fantasy Europe is about > 1000CE.. > >> > >> > > True. I just like the idea of really ancient > times, Scythina horsemen with > > Kurgan full of gold, Greeks mincing about the > aegean etc:) > > > > > Well I'd say that Babylon/Mesopotamia/Sumeria when > the Aryan horse > nomads from the North (Assyria/Syria) invade and > start to overlay their > patriarchal sky/horse/ gods over the base layer of > earth/river/fertility > gods/goddesses would fit with Sanctuary.. except > that the tech level in > Thieves World is so obviously later medieval.. > I've had a plan for some eighteen months to use Thieves World (with quite a bit of hacking) for medieval Zanzibar. Lev > > > begin:vcard > fn:Thomas Zunder > n:Zunder;Thomas > adr:;;;;;;UK > email;internet:tom at zunder.org.uk > note;quoted-printable:Play in a free fantasy world: > www.gwenthia.org=0D=0A= > =0D=0A= > > x-mozilla-html:TRUE > url:http://www.zunder.org.uk > version:2.1 > end:vcard > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > ____________________________________________________________________________________ Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping From leonbk at yahoo.com Sat Feb 23 10:05:08 2008 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 22 Feb 2008 15:05:08 -0800 (PST) Subject: [Rq-rules] New Sorcery Spell In-Reply-To: <191394.51322.qm@web33508.mail.mud.yahoo.com> Message-ID: <531135.53584.qm@web51707.mail.re2.yahoo.com> Let me know what you guys think of this sorcery spell Name: Anti [attack] Resistence Roll: Yes Duration: Temporal Combat Description: Defensive Range: Ranged School Abjuration Skill Difficulty: Medium Rarity: Rare Descripion This spell remains passive until a the [attack] targets the protected item/person. Once triggered this spell targets the [attack] as a Neutralize [attack] with an Intensity equal to x3 the Intensity of the Anti [attack] spell itself. No matter if the spell is successful or not, it is no longer active. Common [attacks] are Poison, Magic, and Damage. If the type of attack is more specific, such as Spider Poison, Spirit Magic, or Slashing Damage then the Neutralize Intensity is x5 instead. Only one type of each Anit [attack] spell can be in affect at any time. Thus a person may be under an affect of a Anti [Posion attack], Anti [Damage attack], and Anti [Magic attack], but not Anti [Poison attack] and Anti [Spider Poison attack] at the same time. Leon ____________________________________________________________________________________ Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ From postmaster at runequest.za.org Sat Feb 23 16:28:58 2008 From: postmaster at runequest.za.org (Tony) Date: Sat, 23 Feb 2008 07:28:58 +0200 (SAST) Subject: [Rq-rules] Shoehorning Thieves World into another world In-Reply-To: <191394.51322.qm@web33508.mail.mud.yahoo.com> References: <47BF2A8E.2000007@zunder.org.uk> <191394.51322.qm@web33508.mail.mud.yahoo.com> Message-ID: <31687.41.208.48.64.1203744538.squirrel@wwm.runequest.za.org> Lev Lafayette wrote: > > > I've had a plan for some eighteen months to use > Thieves World (with quite a bit of hacking) for > medieval Zanzibar. > > > Lev > >> Slaps forehead. Of course, an excellent idea and that stonetown place on zanzibar would be the perfect thieves warren. Also you could have them Ming treasure fleets pitching for a bit of adventure and trade. Tony From postmaster at runequest.za.org Sat Feb 23 16:30:23 2008 From: postmaster at runequest.za.org (Tony) Date: Sat, 23 Feb 2008 07:30:23 +0200 (SAST) Subject: [Rq-rules] New Sorcery Spell In-Reply-To: <531135.53584.qm@web51707.mail.re2.yahoo.com> References: <191394.51322.qm@web33508.mail.mud.yahoo.com> <531135.53584.qm@web51707.mail.re2.yahoo.com> Message-ID: <42311.41.208.48.64.1203744623.squirrel@wwm.runequest.za.org> Leon Kirshtein wrote: > Let me know what you guys think of this sorcery spell > > Name: Anti [attack] > Resistence Roll: Yes > Duration: Temporal > Combat Description: Defensive > Range: Ranged > School Abjuration > Skill Difficulty: Medium > Rarity: Rare > Looks pretty neat. Tony From carpgachair at yahoo.com Sun Feb 24 02:46:25 2008 From: carpgachair at yahoo.com (Paul Cardwell) Date: Sat, 23 Feb 2008 07:46:25 -0800 (PST) Subject: [Rq-rules] Please download and read and tell me what you think.. In-Reply-To: <8CA439C7C7F0D07-1334-7310@webmail-ne13.sysops.aol.com> Message-ID: <727072.84343.qm@web33505.mail.mud.yahoo.com> --- devinc at aol.com wrote: [snip] > That said, unless there is a good reason to have 32 > hour days and 255 day years, you probably would want > to make them more earth-like. > > Faerun has 10 day weeks, so I think a week is a far > more malleable unit of time. After all, our own 7 > day week is entirely arbitrary, based on the story > of Genesis. Had Genesis specified 8 days or 10 days > then that would be our week in real life. > > But years and days are not fungible. They represent > natural phenomena, and as such I think they should > be changed only with good reason, as a great many > rules systems utilize days as a measurment of rules > time and having to convert on the fly can be an > annoyance. It can certainly be overcome...but what > benefit does it provide to the overall experience. If you want a bit of exotic in a game's chronology, you don't have to go that far afield. A lunar calendar with five day weeks, six week months, and an intercalendary month every three years will do. Go metric (the math is easier), and you are exotic enough for anyone, and still have an earth-like world to avoid total confusion. Paul Cardwell ____________________________________________________________________________________ Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs From tcantine at incentre.net Sun Feb 24 05:47:19 2008 From: tcantine at incentre.net (Tom Cantine) Date: Sat, 23 Feb 2008 11:47:19 -0700 Subject: [Rq-rules] Please download and read and tell me what you think.. In-Reply-To: <8CA439C7C7F0D07-1334-7310@webmail-ne13.sysops.aol.com> References: <47BEBFB1.20601@zunder.org.uk> <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> <8CA439C7C7F0D07-1334-7310@webmail-ne13.sysops.aol.com> Message-ID: <0e739d2bba2cf58975ef16bccc46c31a@incentre.net> On 22-Feb-08, at 12:01 PM, devinc at aol.com wrote: > > That said, unless there is a good reason to have 32 hour days and 255 > day years, you probably would want to make them more earth-like. > ? So they can be efficiently expressed in binary? From lev_lafayette at yahoo.com.au Sun Feb 24 09:55:12 2008 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Sat, 23 Feb 2008 14:55:12 -0800 (PST) Subject: [Rq-rules] Shoehorning Thieves World into another world In-Reply-To: <31687.41.208.48.64.1203744538.squirrel@wwm.runequest.za.org> Message-ID: <882610.81488.qm@web33511.mail.mud.yahoo.com> --- Tony wrote: > Lev Lafayette wrote: > > > > > I've had a plan for some eighteen months to use > > Thieves World (with quite a bit of hacking) for > > medieval Zanzibar. > > > > > > Lev > > > >> > Slaps forehead. Of course, an excellent idea and > that stonetown place on > zanzibar would be the perfect thieves warren. Also > you could have them > Ming treasure fleets pitching for a bit of adventure > and trade. *nods* It's all there, isn't it? Now I've just got to get around to running it :-) ____________________________________________________________________________________ Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs From anders at california.com Sun Feb 24 13:10:51 2008 From: anders at california.com (Anders Swenson) Date: Sat, 23 Feb 2008 18:10:51 -0800 Subject: [Rq-rules] New Sorcery Spell In-Reply-To: <42311.41.208.48.64.1203744623.squirrel@wwm.runequest.za.org> References: <191394.51322.qm@web33508.mail.mud.yahoo.com> <531135.53584.qm@web51707.mail.re2.yahoo.com> <42311.41.208.48.64.1203744623.squirrel@wwm.runequest.za.org> Message-ID: On Sat, 23 Feb 2008 07:30:23 +0200 (SAST) "Tony" wrote: > Leon Kirshtein wrote: > > Let me know what you guys think of this sorcery spell > > > > Name: Anti [attack] > > Resistence Roll: Yes > > Duration: Temporal > > Combat Description: Defensive > > Range: Ranged > > School Abjuration > > Skill Difficulty: Medium > > Rarity: Rare > > > > Looks pretty neat. > Tony It seems to be very DnD ish and non basic. I have some doubts, therefore. Isn't that what spirits can do for you? --Anders From leonbk at yahoo.com Sun Feb 24 13:46:23 2008 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sat, 23 Feb 2008 18:46:23 -0800 (PST) Subject: [Rq-rules] New Sorcery Spell In-Reply-To: Message-ID: <438765.73898.qm@web51710.mail.re2.yahoo.com> --- Anders Swenson wrote: > It seems to be very DnD ish and non basic. I have > some doubts, therefore. > Isn't that what spirits can do for you? What do you mean as "non basic"? What do you mean by "what spirits can do for you"? Leon ____________________________________________________________________________________ Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ From postmaster at runequest.za.org Sun Feb 24 21:06:14 2008 From: postmaster at runequest.za.org (Tony) Date: Sun, 24 Feb 2008 12:06:14 +0200 (SAST) Subject: [Rq-rules] Shoehorning Thieves World into another world In-Reply-To: <882610.81488.qm@web33511.mail.mud.yahoo.com> References: <31687.41.208.48.64.1203744538.squirrel@wwm.runequest.za.org> <882610.81488.qm@web33511.mail.mud.yahoo.com> Message-ID: <57432.41.208.48.64.1203847574.squirrel@wwm.runequest.za.org> Lev Lafayette wrote: > >> > *nods* It's all there, isn't it? > > Now I've just got to get around to running it :-) > Well, sounds like loads of fun. Please send us a sybopsis of how the session went once you get a chance to play it. Hmm, also a bot of Jungle/Serengetti/Swamp(Sud)/Desert adventure is only a canoe trip west away:) The pinyters can be eaten by crocs, diseased by mosquite, tsetse fly etc, muled by lion, gored by cape buffalo, masticated by hyena, the list just goes on. From mason.bruce at gmail.com Mon Feb 25 01:30:21 2008 From: mason.bruce at gmail.com (Bruce Mason) Date: Sun, 24 Feb 2008 14:30:21 +0000 Subject: [Rq-rules] New Sorcery Spell In-Reply-To: <531135.53584.qm@web51707.mail.re2.yahoo.com> References: <191394.51322.qm@web33508.mail.mud.yahoo.com> <531135.53584.qm@web51707.mail.re2.yahoo.com> Message-ID: <5f3990080802240630i4bd3ed0fs7f6e2702be441113@mail.gmail.com> I don't really understand this. Is this RQ3 or some sort of homebrew? I can't actually figure out what it does or what things like "school abjuration" means in relation to a RQ sorcery system. As far as I can figure out it's a triggered spell that activates when some sort of attack occurs however, for example, if someone targets me with a 6 Intensity spell while I'm under the benefit of an Anti (Magic) spell with Intensity 5 then it appears to be the case that there is some sort of Intensity*3 vs Intensity of the incoming spell battle. Presumably this uses the Resistance table. All very strange. On 22/02/2008, Leon Kirshtein wrote: > > Let me know what you guys think of this sorcery spell > > Name: Anti [attack] > Resistence Roll: Yes > Duration: Temporal > Combat Description: Defensive > Range: Ranged > School Abjuration > Skill Difficulty: Medium > Rarity: Rare > > Descripion > This spell remains passive until a the [attack] > targets the protected item/person. Once triggered this > spell targets the [attack] as a Neutralize [attack] > with an Intensity equal to x3 the Intensity of the > Anti [attack] spell itself. No matter if the spell is > successful or not, it is no longer active. > > Common [attacks] are Poison, Magic, and Damage. If the > type of attack is more specific, such as Spider > Poison, Spirit Magic, or Slashing Damage then the > Neutralize Intensity is x5 instead. Only one type of > each Anit [attack] spell can be in affect at any time. > Thus a person may be under an affect of a Anti [Posion > attack], Anti [Damage attack], and Anti [Magic > attack], but not Anti [Poison attack] and Anti [Spider > Poison attack] at the same time. > > Leon > > > > ____________________________________________________________________________________ > Be a better friend, newshound, and > know-it-all with Yahoo! Mobile. Try it now. > http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080224/1569f713/attachment.html From leonbk at yahoo.com Mon Feb 25 03:42:19 2008 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sun, 24 Feb 2008 08:42:19 -0800 (PST) Subject: [Rq-rules] New Sorcery Spell In-Reply-To: <5f3990080802240630i4bd3ed0fs7f6e2702be441113@mail.gmail.com> Message-ID: <101583.81757.qm@web51708.mail.re2.yahoo.com> --- Bruce Mason wrote: > I don't really understand this. Is this RQ3 or some > sort of homebrew? I > can't actually figure out what it does or what > things like "school > abjuration" means in relation to a RQ sorcery > system. Fair enough. The version of sorcery I use is based on the Sandy's Sorcery system which uses Presence to maintain spells. If you search you can find it on several different sites (here is mine http://www.godlearner.d2g.com//Sorcery/rules.asp). Many find it superior to the RQ3 Sorcery system (which is broken IMO). The school brakedown is flavoring, although I do use specilization, which determines the amount of manipulation which can be done on spells. The detail are on my site referenced above if you are interested. > As far as I can figure > out it's a triggered spell that activates when some > sort of attack occurs > however, for example, if someone targets me with a 6 > Intensity spell while > I'm under the benefit of an Anti (Magic) spell with > Intensity 5 then it > appears to be the case that there is some sort of > Intensity*3 vs Intensity > of the incoming spell battle. Presumably this uses > the Resistance table. Yes very much so. Assuming you are under a protection of an Anti Magic Int 5 spell and are targeted by a Int 6 Stupifation, the Anti Magic spell will trigger and attempt Neutralize the incoming attack. Since the Anti Magic spell is not specific, like Anti Sorcery, it only get x3 Int modifier. So, the Neutralization will be Int 5 (x3) = 15 Anti Magic vs Int 6 Stupifation on the Resistance table. No matter is it is sucessful or not, the Anti Magic spell goes down. Basically, it is good against a first attack of a particular type. The multiplier is in effect since it does not give continueous protection and to reduce the amount of Presence the sorcerer needs to dedicate to the spell. I hope that explains it better. Please let me know if you have any other questions. Leon Kirshtein ____________________________________________________________________________________ Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping From styopa1 at gmail.com Tue Feb 26 03:37:43 2008 From: styopa1 at gmail.com (Styopa) Date: Mon, 25 Feb 2008 10:37:43 -0600 Subject: [Rq-rules] Shoehorning Thieves World into another world In-Reply-To: <57432.41.208.48.64.1203847574.squirrel@wwm.runequest.za.org> References: <31687.41.208.48.64.1203744538.squirrel@wwm.runequest.za.org> <882610.81488.qm@web33511.mail.mud.yahoo.com> <57432.41.208.48.64.1203847574.squirrel@wwm.runequest.za.org> Message-ID: <56e64e7a0802250837t52caee7fg24b1628a538320fe@mail.gmail.com> Baby & bathwater. I think it would fit in a number of 'medieval' settings, just not necessarily the canonical RQ Earth one (which I always thought was set too early to be interesting ANYWAY). IIRC RQ Earth was more like later Rome than 1000 AD....chariot racing and gladiators figured prominently? I tended to set my European campaigns around 1090-1150 or so. (I only just found out that the RPG Deadlands had struck upon a similar mechanic that I'd implemented, totally independently AFAIK....that a desperate group of people - in my world, European Christians - had unlocked some forbidden lore to stop the Muslim conquest, and essentially opened our world to another dimension where magic worked, etc. at the same time unleashing a number of inhabitants of that dimension). It's not politically correct (this was 1988 though) but the poetic backlash was that it made the Muslims all into Dark Trolls and thus even MORE of a danger ... I never specified how, but as I recall my players had rationalized it all very neatly. Constantinople was a very interesting place. On Sun, Feb 24, 2008 at 4:06 AM, Tony wrote: > Lev Lafayette wrote: > > > >> > > *nods* It's all there, isn't it? > > > > Now I've just got to get around to running it :-) > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080225/4b73cfa4/attachment.html From phil.hibbs at capgemini.com Tue Feb 26 02:20:55 2008 From: phil.hibbs at capgemini.com (Hibbs, Phil) Date: Mon, 25 Feb 2008 15:20:55 -0000 Subject: [Rq-rules] New Sorcery Spell In-Reply-To: <531135.53584.qm@web51707.mail.re2.yahoo.com> References: <191394.51322.qm@web33508.mail.mud.yahoo.com> <531135.53584.qm@web51707.mail.re2.yahoo.com> Message-ID: <28FEE77FA0D069428DBB715915864EE60A545BE5@MISSBHXVS02.uki.capgemini.com> Why 3x and 5x? How come this spell, which has the added advantage of waiting and then instantly countering an attack, is better than a spell that just counters the effect when cast? Anti-Damage 5 acts against a wound as a 15-point spell, whereas Neutralize Damage 5 only acts as a 5-point spell. Is this to compensate for Anti-X taking up Presence (or Duration if not using Sandy's)? Phil Hibbs. Capgemini is a trading name used by the Capgemini Group of companies which includes Capgemini UK plc, a company registered in England and Wales (number 943935) whose registered office is at No. 1 Forge End, Woking, Surrey, GU21 6DB. This message contains information that may be privileged or confidential and is the property of the Capgemini Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message. From phil.hibbs at capgemini.com Tue Feb 26 02:37:41 2008 From: phil.hibbs at capgemini.com (Hibbs, Phil) Date: Mon, 25 Feb 2008 15:37:41 -0000 Subject: [Rq-rules] Please download and read and tell me what you think.. In-Reply-To: <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> References: <47BEBFB1.20601@zunder.org.uk> <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> Message-ID: <28FEE77FA0D069428DBB715915864EE60A545C76@MISSBHXVS02.uki.capgemini.com> Steve: >scientifically it's goofy - the warming/cooling cycles alone would ensure that >the weather was catastrophically harsh, hardly the 'Earth analogue' you're going for. Scientifically? How can you use that word, when the 32-hour day is "not a result of slower rotation, but due to magical forces"? Phil Hibbs. Capgemini is a trading name used by the Capgemini Group of companies which includes Capgemini UK plc, a company registered in England and Wales (number 943935) whose registered office is at No. 1 Forge End, Woking, Surrey, GU21 6DB. This message contains information that may be privileged or confidential and is the property of the Capgemini Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message. From tom at zunder.org.uk Tue Feb 26 08:42:16 2008 From: tom at zunder.org.uk (Thomas Zunder) Date: Mon, 25 Feb 2008 21:42:16 +0000 Subject: [Rq-rules] Please download and read and tell me what you think.. In-Reply-To: <28FEE77FA0D069428DBB715915864EE60A545C76@MISSBHXVS02.uki.capgemini.com> References: <47BEBFB1.20601@zunder.org.uk> <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> <28FEE77FA0D069428DBB715915864EE60A545C76@MISSBHXVS02.uki.capgemini.com> Message-ID: <47C33638.8030600@zunder.org.uk> Hibbs, Phil wrote: > Scientifically? How can you use that word, when the 32-hour day is "not a > result of slower rotation, but due to magical forces"? > > Gwenthia is very definitely built from ideas first. The whole calendar derives from the religions.. -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20080225/3567fffa/attachment.vcf From tom at zunder.org.uk Tue Feb 26 08:43:51 2008 From: tom at zunder.org.uk (Thomas Zunder) Date: Mon, 25 Feb 2008 21:43:51 +0000 Subject: [Rq-rules] Trolls In-Reply-To: <56e64e7a0802250837t52caee7fg24b1628a538320fe@mail.gmail.com> References: <31687.41.208.48.64.1203744538.squirrel@wwm.runequest.za.org> <882610.81488.qm@web33511.mail.mud.yahoo.com> <57432.41.208.48.64.1203847574.squirrel@wwm.runequest.za.org> <56e64e7a0802250837t52caee7fg24b1628a538320fe@mail.gmail.com> Message-ID: <47C33697.6040305@zunder.org.uk> Styopa wrote: > It's not politically correct (this was 1988 though) but the poetic > backlash was that it made the Muslims all into Dark Trolls and thus > even MORE of a danger ... I never specified how, but as I recall my > players had rationalized it all very neatly. Constantinople was a > very interesting place. You always have liked trolls in your settings, wasn't the Magic World setting ruled by trolls? -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20080225/5735b35c/attachment.vcf From leonbk at yahoo.com Tue Feb 26 11:31:59 2008 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 25 Feb 2008 16:31:59 -0800 (PST) Subject: [Rq-rules] New Sorcery Spell In-Reply-To: <28FEE77FA0D069428DBB715915864EE60A545BE5@MISSBHXVS02.uki.capgemini.com> Message-ID: <624424.39266.qm@web51709.mail.re2.yahoo.com> --- "Hibbs, Phil" wrote: > Why 3x and 5x? How come this spell, which has the > added advantage of waiting > and then instantly countering an attack, is better > than a spell that just > counters the effect when cast? > > Anti-Damage 5 acts against a wound as a 15-point > spell, whereas Neutralize > Damage 5 only acts as a 5-point spell. Is this to > compensate for Anti-X > taking up Presence (or Duration if not using > Sandy's)? Neutralize spells you have the choice of then to cast it and at what. With the Anti spell you are running the risk of having your spell expended on something minor at any time. The increase from x3 to x5 reflects the usefulness vs increasingly smaller threat. Leon ____________________________________________________________________________________ Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping From styopa1 at gmail.com Tue Feb 26 22:57:24 2008 From: styopa1 at gmail.com (Styopa) Date: Tue, 26 Feb 2008 05:57:24 -0600 Subject: [Rq-rules] Trolls In-Reply-To: <47C33697.6040305@zunder.org.uk> References: <31687.41.208.48.64.1203744538.squirrel@wwm.runequest.za.org> <882610.81488.qm@web33511.mail.mud.yahoo.com> <57432.41.208.48.64.1203847574.squirrel@wwm.runequest.za.org> <56e64e7a0802250837t52caee7fg24b1628a538320fe@mail.gmail.com> <47C33697.6040305@zunder.org.uk> Message-ID: <56e64e7a0802260357p2edf1557v9526b01c7aec1cde@mail.gmail.com> Yep. Good memory. Essentially, that world was a 'reverse' of earth where the main functions of society operated at night while humans and elves operated covertly during the day, trying to survive. It made trolls wonderful villains, and nobody was safe at night, ever. It was a great nightmare scenario where the 'bad guys' could theoretically eat their way through the wall you were hiding behind. :) On Mon, Feb 25, 2008 at 3:43 PM, Thomas Zunder wrote: > Styopa wrote: > > It's not politically correct (this was 1988 though) but the poetic > > backlash was that it made the Muslims all into Dark Trolls and thus > > even MORE of a danger ... I never specified how, but as I recall my > > players had rationalized it all very neatly. Constantinople was a > > very interesting place. > You always have liked trolls in your settings, wasn't the Magic World > setting ruled by trolls? > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080226/56b7308b/attachment.html From styopa1 at gmail.com Tue Feb 26 23:52:16 2008 From: styopa1 at gmail.com (Styopa) Date: Tue, 26 Feb 2008 06:52:16 -0600 Subject: [Rq-rules] Please download and read and tell me what you think.. In-Reply-To: <47C33638.8030600@zunder.org.uk> References: <47BEBFB1.20601@zunder.org.uk> <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> <28FEE77FA0D069428DBB715915864EE60A545C76@MISSBHXVS02.uki.capgemini.com> <47C33638.8030600@zunder.org.uk> Message-ID: <56e64e7a0802260452j504b71daud3e0f5ac4b653397@mail.gmail.com> > > > Scientifically? How can you use that word, when the 32-hour day is "not > a > > result of slower rotation, but due to magical forces"? > Granted. But IMO (and this is very much my own personal preference) basic physics still works, or the whole world becomes unpredictable to the point of unplayability. Heat still rises, momentum is conserved, etc. Magnetism, sound, light, and other forces all operate predictably. If not, the GM has to rationalize and explain the basics of everything, or the players don't know when they can safely assume facts in the shared roleplaying space. That's one reason that so many RPGs rely on the 'western European medieval' theme, since "a peasant hut" can generally be assumed to be understood by all and doesn't need to be described to the nth detail. How much more complicated is this shared imaginary world if the players and GM can't agree on basic physics? A 32-hour day/night cycle on a planet described as 'Earthlike' would cause so much heating/cooling that weather effects would probably be catastrophic. Yes, aberrations can be explained away by magic, it's a magical world after all. But when the aberrations become the *norm*, IMO it's distracting. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080226/500366d4/attachment.html From tom at zunder.org.uk Wed Feb 27 01:29:41 2008 From: tom at zunder.org.uk (tom at zunder.org.uk) Date: Tue, 26 Feb 2008 06:29:41 -0800 (PST) Subject: [Rq-rules] Trolls In-Reply-To: <56e64e7a0802260357p2edf1557v9526b01c7aec1cde@mail.gmail.com> References: <31687.41.208.48.64.1203744538.squirrel@wwm.runequest.za.org> <882610.81488.qm@web33511.mail.mud.yahoo.com> <57432.41.208.48.64.1203847574.squirrel@wwm.runequest.za.org> <56e64e7a0802250837t52caee7fg24b1628a538320fe@mail.gmail.com> <47C33697.6040305@zunder.org.uk> <56e64e7a0802260357p2edf1557v9526b01c7aec1cde@mail.gmail.com> Message-ID: <49695.81.79.156.199.1204036181.squirrel@webmail.zunder.org.uk> I too have always loved Trolls. From jurrubin at gmail.com Wed Feb 27 03:41:43 2008 From: jurrubin at gmail.com (David Smart) Date: Tue, 26 Feb 2008 10:41:43 -0600 Subject: [Rq-rules] Please download and read and tell me what you think.. In-Reply-To: <56e64e7a0802260452j504b71daud3e0f5ac4b653397@mail.gmail.com> References: <47BEBFB1.20601@zunder.org.uk> <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> <28FEE77FA0D069428DBB715915864EE60A545C76@MISSBHXVS02.uki.capgemini.com> <47C33638.8030600@zunder.org.uk> <56e64e7a0802260452j504b71daud3e0f5ac4b653397@mail.gmail.com> Message-ID: <1c92296e0802260841o7b40ba3cmcb70f630856ca691@mail.gmail.com> On Tue, Feb 26, 2008 at 6:52 AM, Styopa wrote: > > Scientifically? How can you use that word, when the 32-hour day is "not > > a > > > result of slower rotation, but due to magical forces"? > > > > Granted. But IMO (and this is very much my own personal preference) basic > physics still works, or the whole world becomes unpredictable to the point > of unplayability. > And this is also why "hard science" sci-fi campaigns can be impossible to run if the GM tries to build a large collection of worlds for players to adventure on. Too many times, one or more of the players knows more about sciences and tech than the GM. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080226/7a85df49/attachment.html From phil.hibbs at capgemini.com Wed Feb 27 04:37:05 2008 From: phil.hibbs at capgemini.com (Hibbs, Phil) Date: Tue, 26 Feb 2008 17:37:05 -0000 Subject: [Rq-rules] Please download and read and tell me what you think.. In-Reply-To: <56e64e7a0802260452j504b71daud3e0f5ac4b653397@mail.gmail.com> References: <47BEBFB1.20601@zunder.org.uk> <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> <28FEE77FA0D069428DBB715915864EE60A545C76@MISSBHXVS02.uki.capgemini.com> <47C33638.8030600@zunder.org.uk> <56e64e7a0802260452j504b71daud3e0f5ac4b653397@mail.gmail.com> Message-ID: <28FEE77FA0D069428DBB715915864EE60A5764CB@MISSBHXVS02.uki.capgemini.com> >A 32-hour day/night cycle on a planet described as 'Earthlike' would cause so >much heating/cooling that weather effects would probably be catastrophic. I find it hard to believe that 24 hours is the only length of time that can possibly lead to a stable day/night cycle. Don't worry about the hidden variables, they are often hidden for a good reason. Just like when you are translating a novel into Arabic you might replace references to "pork" with "chicken", because culture-shock is not the intent of the food reference. Just don't worry about it, and the difference won't worry you. Simple. Phil Hibbs -- Capgemini is a trading name used by the Capgemini Group of companies which includes Capgemini UK plc, a company registered in England and Wales (number 943935) whose registered office is at No. 1 Forge End, Woking, Surrey, GU21 6DB. This message contains information that may be privileged or confidential and is the property of the Capgemini Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message. From jacob at origrafica.com Wed Feb 27 04:54:24 2008 From: jacob at origrafica.com (Jacob Andersson) Date: Tue, 26 Feb 2008 18:54:24 +0100 Subject: [Rq-rules] Please download and read and tell me what you In-Reply-To: <20080226174151.60E8D146BBCD@mini.thinbits.net> Message-ID: <000601c878a0$9fbfd970$7d00a8c0@MIG> -----Original Message----- From: "Hibbs, Phil" >Just like when you are translating a novel into Arabic you might replace >references to "pork" with "chicken", because culture-shock is not the >intent of the food reference. I can't help to react. Are you suggesting that when the Gilgamesh saga is translated into English the cultural references are to be changed to 2100st century western European equivalences? To return on topic: You can't really just decide to "not worry" about stuff that stands out as going against the premises you've defined. From shaw at caprica.com Wed Feb 27 08:42:55 2008 From: shaw at caprica.com (Wayne Shaw) Date: Tue, 26 Feb 2008 13:42:55 -0800 Subject: [Rq-rules] Please download and read and tell me what you think.. In-Reply-To: <56e64e7a0802260452j504b71daud3e0f5ac4b653397@mail.gmail.co m> References: <47BEBFB1.20601@zunder.org.uk> <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> <28FEE77FA0D069428DBB715915864EE60A545C76@MISSBHXVS02.uki.capgemini.com> <47C33638.8030600@zunder.org.uk> <56e64e7a0802260452j504b71daud3e0f5ac4b653397@mail.gmail.com> Message-ID: <7.0.1.0.1.20080226134129.034a4910@caprica.com> At 04:52 AM 2/26/2008, you wrote: > > Scientifically? How can you use that word, when the 32-hour day is "not a > > result of slower rotation, but due to magical forces"? > > >Granted. But IMO (and this is very much my own personal preference) >basic physics still works, or the whole world becomes unpredictable >to the point of unplayability. > >Heat still rises, momentum is conserved, etc. Magnetism, sound, >light, and other forces all operate predictably. If not, the GM has >to rationalize and explain the basics of everything, or the players >don't know when they can safely assume facts in the shared >roleplaying space. That's one reason that so many RPGs rely on the >'western European medieval' theme, since "a peasant hut" can >generally be assumed to be understood by all and doesn't need to be >described to the nth detail. How much more complicated is this >shared imaginary world if the players and GM can't agree on basic physics? > >A 32-hour day/night cycle on a planet described as 'Earthlike' would >cause so much heating/cooling that weather effects would probably be >catastrophic. I think this assumes more physics knowledge in the typical player, or that such knowledge is internalized in a way they'll even think about it, than is in fact the case; I wouldn't even have considered the issue until you brought it up, and I'm not a scientific illiiterate. So its quite possible to do this sort of thing and not have most people even notice the theoretical problem. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080226/e947bf4b/attachment.html From shaw at caprica.com Wed Feb 27 08:44:11 2008 From: shaw at caprica.com (Wayne Shaw) Date: Tue, 26 Feb 2008 13:44:11 -0800 Subject: [Rq-rules] Please download and read and tell me what you think.. In-Reply-To: <1c92296e0802260841o7b40ba3cmcb70f630856ca691@mail.gmail.co m> References: <47BEBFB1.20601@zunder.org.uk> <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> <28FEE77FA0D069428DBB715915864EE60A545C76@MISSBHXVS02.uki.capgemini.com> <47C33638.8030600@zunder.org.uk> <56e64e7a0802260452j504b71daud3e0f5ac4b653397@mail.gmail.com> <1c92296e0802260841o7b40ba3cmcb70f630856ca691@mail.gmail.com> Message-ID: <7.0.1.0.1.20080226134314.03459db0@caprica.com> At 08:41 AM 2/26/2008, you wrote: >On Tue, Feb 26, 2008 at 6:52 AM, Styopa ><styopa1 at gmail.com> wrote: > > Scientifically? How can you use that word, when the 32-hour day is "not a > > result of slower rotation, but due to magical forces"? > > >Granted. But IMO (and this is very much my own personal preference) >basic physics still works, or the whole world becomes unpredictable >to the point of unplayability. > > > >And this is also why "hard science" sci-fi campaigns can be >impossible to run if the GM tries to build a large collection of >worlds for players to adventure on. Too many times, one or more of >the players knows more about sciences and tech than the GM. Even medium-science ones can get difficult just because someone is knowledgeable enough to feel a need to have more rationale on a particular area than the game authors, GM or other players do. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080226/b347a12c/attachment.html From shaw at caprica.com Wed Feb 27 08:45:10 2008 From: shaw at caprica.com (Wayne Shaw) Date: Tue, 26 Feb 2008 13:45:10 -0800 Subject: [Rq-rules] Please download and read and tell me what you In-Reply-To: <000601c878a0$9fbfd970$7d00a8c0@MIG> References: <20080226174151.60E8D146BBCD@mini.thinbits.net> <000601c878a0$9fbfd970$7d00a8c0@MIG> Message-ID: <7.0.1.0.1.20080226134444.03492690@caprica.com> >To return on topic: You can't really just decide to "not worry" about >stuff that stands out as going against the premises you've defined. Of course you can. People do it all the time, or most SF movies would be unwatchable to just about anyone. From tom at zunder.org.uk Wed Feb 27 10:24:06 2008 From: tom at zunder.org.uk (Thomas Zunder) Date: Tue, 26 Feb 2008 23:24:06 +0000 Subject: [Rq-rules] Please download and read and tell me what you think.. In-Reply-To: <7.0.1.0.1.20080226134314.03459db0@caprica.com> References: <47BEBFB1.20601@zunder.org.uk> <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> <28FEE77FA0D069428DBB715915864EE60A545C76@MISSBHXVS02.uki.capgemini.com> <47C33638.8030600@zunder.org.uk> <56e64e7a0802260452j504b71daud3e0f5ac4b653397@mail.gmail.com> <1c92296e0802260841o7b40ba3cmcb70f630856ca691@mail.gmail.com> <7.0.1.0.1.20080226134314.03459db0@caprica.com> Message-ID: <47C49F96.7040108@zunder.org.uk> Wayne Shaw wrote: > >> >> >> And this is also why "hard science" sci-fi campaigns can be >> impossible to run if the GM tries to build a large collection of >> worlds for players to adventure on. Too many times, one or more of >> the players knows more about sciences and tech than the GM. > > Even medium-science ones can get difficult just because someone is > knowledgeable enough to feel a need to have more rationale on a > particular area than the game authors, GM or other players do. This is why I haven't run Traveller in 20 years -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20080226/baa68a7c/attachment.vcf From devinc at aol.com Wed Feb 27 10:37:36 2008 From: devinc at aol.com (devinc at aol.com) Date: Tue, 26 Feb 2008 18:37:36 -0500 Subject: [Rq-rules] Please download and read and tell me what you think.. In-Reply-To: <7.0.1.0.1.20080226134129.034a4910@caprica.com> References: <47BEBFB1.20601@zunder.org.uk> <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> <28FEE77FA0D069428DBB715915864EE60A545C76@MISSBHXVS02.uki.capgemini.com> <47C33638.8030600@zunder.org.uk> <56e64e7a0802260452j504b71daud3e0f5ac4b653397@mail.gmail.com> <7.0.1.0.1.20080226134129.034a4910@caprica.com> Message-ID: <8CA46E7B3D1000B-D34-CC4@WEBMAIL-DF06.sysops.aol.com> Explain away what? The gods made it so. End of story. In a pinch, think up a good myth to explain why they made it so. Who even says the sun is a ball of energy produced by nuclear fusion millions of miles from the planet? There really is no need whatsoever to explain any of this and I don't think it hurts the believability of the setting one iota. "A 32-hour day/night cycle on a planet described as 'Earthlike' would cause so much heating/cooling that weather effects would probably be catastrophic." Not if the god of the sun and the goddess of the earth and the storm god and mother air made it so that does not happen! Frankly, IMO, the more non-scientific the better. That's one of the charms of Glorantha IMO. I prefer to reverse-engineer my worlds. I wanted a temperate forest in the far north near the arctic circle. So I did...and then made a long myth to explain it. That myth hasnow triggered all sorts of background stories and even generated scenarios (e.g. the fanatical adherents of the God of Frost consider the forest's presence so far north to be an abomination and are warring against the forest dwellers. I don't begrudge those who want scientific accuracy in their worlds, but it really isn't even remotely a necessity. That said, as mentioned before, the problem I have with a 32 hour day is simply the record keeping differences. Devin -----Original Message----- From: Wayne Shaw To: Discussion of RuneQuest rules. Sent: Tue, 26 Feb 2008 1:42 pm Subject: Re: [Rq-rules] Please download and read and tell me what you think.. At 04:52 AM 2/26/2008, you wrote: > Scientifically? How can you use that word, when the 32-hour day is "not a > result of slower rotation, but due to magical forces"? Granted.? But IMO (and this is very much my own personal preference) basic physics still works, or the whole world becomes unpredictable to the point of unplayability. Heat still rises, momentum is conserved, etc.? Magnetism, sound, light, and other forces all operate predictably.? If not, the GM has to rationalize and explain the basics of everything, or the players don't know when they can safely assume facts in the shared roleplaying space.? That's one reason that so many RPGs rely on the 'western European medieval' theme, since "a peasant hut" can generally be assumed to be understood by all and doesn't need to be described to the nth detail.? How much more complicated is this shared imaginary world if the players and GM can't agree on basic physics? A 32-hour day/night cycle on a planet described as 'Earthlike' would cause so much heating/cooling that weather effects would probably be catastrophic. I think this assumes more physics knowledge in the typical player, or that such knowledge is internalized in a way they'll even think about it, than is in fact the case; I wouldn't even have considered the issue until you brought it up, and I'm not a scientific illiiterate.? So its quite possible to do this sort of thing and not have most people even notice the theoretical problem. _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules ________________________________________________________________________ More new features than ever. Check out the new AOL Mail ! - http://webmail.aol.com -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080226/839ba760/attachment.html From postmaster at runequest.za.org Wed Feb 27 17:10:05 2008 From: postmaster at runequest.za.org (Tony) Date: Wed, 27 Feb 2008 08:10:05 +0200 (SAST) Subject: [Rq-rules] Please download and read and tell me what you think.. In-Reply-To: <28FEE77FA0D069428DBB715915864EE60A5764CB@MISSBHXVS02.uki.capgemini.co m> References: <47BEBFB1.20601@zunder.org.uk> <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> <28FEE77FA0D069428DBB715915864EE60A545C76@MISSBHXVS02.uki.capgemini.com> <47C33638.8030600@zunder.org.uk> <56e64e7a0802260452j504b71daud3e0f5ac4b653397@mail.gmail.com> <28FEE77FA0D069428DBB715915864EE60A5764CB@MISSBHXVS02.uki.capgemini.com> Message-ID: <48119.196.8.104.37.1204092605.squirrel@mail.wack.co.za> Hibbs, Phil wrote: > > I find it hard to believe that 24 hours is the only length of time that > can > possibly lead to a stable day/night cycle. Don't worry about the hidden > variables, they are often hidden for a good reason. > > Just like when you are translating a novel into Arabic you might replace > references to "pork" with "chicken", because culture-shock is not the > intent > of the food reference. > > Just don't worry about it, and the difference won't worry you. Simple. > Agreed, besides its fantasy. If thats not yoru cup of tea,go hand out at the national geographic forum:) From soltakss at yahoo.com Wed Feb 27 18:52:23 2008 From: soltakss at yahoo.com (Simon Phipp) Date: Tue, 26 Feb 2008 23:52:23 -0800 (PST) Subject: [Rq-rules] Please download and read and tell me what you think.. Message-ID: <243734.89514.qm@web51006.mail.re2.yahoo.com> Styopa: > Granted. But IMO (and this is very much my own personal preference) basic > physics still works, or the whole world becomes unpredictable to the point > of unplayability. What is basic physics? Who uses the principles of conservation of momentum in a game? Who uses the Equations of Motion? Who calculates the effects of General/Special Relativity? Very few people, at a guess. In my games, things generally operate in the same way as in the real world. So, if something is hot it cools down after a time. If something is moving and stops suddenly it jars and can cause damage. Things that are far away are harder to see in detail than things that are up close. Just like the real world. But, that's about it. I don't use equations to work things out, not because I can't (Maths Bod) but because there isn't really any point. > Heat still rises, momentum is conserved, etc. Magnetism, sound, light, and > other forces all operate predictably. They can still operate predictably even in a fantasy setting. It's just that some things happen that have to be explained away or justified by the setting. So, dragons can fly even though in real life they are too big, people can read minds or can use magic. > A 32-hour day/night cycle on a planet described as 'Earthlike' would cause > so much heating/cooling that weather effects would probably be catastrophic. Not particularly. You only have 4 extra hours of day/night which means that summers would be warmer and winters colder but not by a huge amount. You could also explain things away by saying the hours are shorter than on earth, pretty meaningless in practice apart from calculating travel distances but useful as a background explanation. > Yes, aberrations can be explained away by magic, it's a magical world after > all. But when the aberrations become the *norm*, IMO it's distracting. Not really. You take the world as it is. If you looked at a Doctor Who setting or a Space 1999 setting or even a Star Trek setting then you have to suspend belief or accept that different rules apply. Most Sci Fi worlds have different length years and diferent length days and their climates are generally not catastrophically different, so why not a fantasy world? See Ya Simon -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080226/3fd628cd/attachment.html From Nick.Middleton at wrsl.com Wed Feb 27 21:32:53 2008 From: Nick.Middleton at wrsl.com (Nick.Middleton at wrsl.com) Date: Wed, 27 Feb 2008 10:32:53 +0000 Subject: [Rq-rules] Please download and read and tell me what you In-Reply-To: <000601c878a0$9fbfd970$7d00a8c0@MIG> Message-ID: > -----Original Message----- > From: "Hibbs, Phil" >>Just like when you are translating a novel into Arabic you might >>replace references to "pork" with "chicken", because culture-shock is not the >>intent of the food reference. > I can't help to react. Are you suggesting that when the Gilgamesh saga > is translated into English the cultural references are to be changed to > 2100st century western European equivalences? I don't think that's what Phil's suggesting - but it is certainly standard _translation_ (as opposed to transliteration) practice with works where meaning is partly dependent on social or cultural context for the translator to chose terms in the target language that convey the sense of the original rather than the literal meaning. Never believe that translation is a rigorous, exact science: it's an art, and like all arts builds on a foundation of rigorous techniques but requires human judgement to fully realise. > To return on topic: You can't really just decide to "not worry" about > stuff that stands out as going against the premises you've defined. Speaking as one of the Design Mechanism (the group that created Gwenthia) I can assure you that 32 hour days etc actually proceed from the premises we defined... Which doesn't mean there isn't an issue here, but the issue is one of cognitive dissonance on the part of the readers - _some_ peoples expectations and assumptions are being undercut by what they find in the setting and they find that this doesn't work for them. The problem of course is that _some_ people find these sorts of details appealing - they _like_ the sense of difference it gives a setting. We did debate these very issues in the DM, and we've _tried_ to balance making the setting approachable with giving it a genuine "sense of wonder" as an "alien world". So to be honest, we were expecting some people to not like these details, and some to be happy with them. We appreciate everyone's comments, and they will help us move forward with the project. Cheers, Nick Middleton Any files attached to this e-mail will have been checked with virus detection software prior to transmission but you should carry out your own virus check before opening any attachment. WRSL does not accept liability for any damage or loss which may be caused by software viruses. The contents of this e-mail and any attachments are the property of WRSL and are intended for the confidential use by the named recipient only. They may be legally privileged and should not be communicated to, or relied upon, by any other person without written consent. If you are not the addressee, please notify us immediately at the following address: Westinghouse Rail Systems Ltd (WRSL), PO Box 79, Pew Hill, Langley Park, Chippenham, Wiltshire, SN15 1JD - Tel 01249 441441 Westinghouse Rail Systems Ltd is a subsidiary of Invensys Plc. Registered office: Portland House, Bressenden Place, London, SW1E 5BF. Registered in England and Wales No. 1641421. From tom at zunder.org.uk Thu Feb 28 03:55:59 2008 From: tom at zunder.org.uk (Thomas Zunder) Date: Wed, 27 Feb 2008 16:55:59 +0000 Subject: [Rq-rules] Gwenthia playtest In-Reply-To: References: Message-ID: <47C5961F.1030900@zunder.org.uk> So.. who here would be happy to playtest a scenario/setting book based in Gwenthia, using Mongoose RuneQuest but with it's own and different magic system? We need 4 groups.. preferably international, headed by the sort of competent rpg heads that hang out here, with 4-5 players who'll turn up to play the scenario.. No money, full playtest credits, but we need commitment.. if you just ain't gonna do it then keep quiet, there will be other opportunities. We want this finished by June so as to be ready for the Continuum con in August.. You will only need a copy of the RuneQuest main rulebook or the SRD.. Tom [If only Charlie would OGL BRP..] -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 262 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20080227/6cc003ea/attachment.vcf From alanjrichards at googlemail.com Thu Feb 28 05:04:53 2008 From: alanjrichards at googlemail.com (alan richards) Date: Wed, 27 Feb 2008 18:04:53 +0000 Subject: [Rq-rules] Re: RQ-Rules Digest, Vol 29, Issue 15 In-Reply-To: <20080227060950.7BDF3147375B@mini.thinbits.net> References: <20080227060950.7BDF3147375B@mini.thinbits.net> Message-ID: <50a0ed550802271004o24275d78mc921f41183644d93@mail.gmail.com> > From: "Tony" > Agreed, besides its fantasy. If thats not yoru cup of tea,go hand out at > the national geographic forum:) I don't like tea Al From tom at zunder.org.uk Thu Feb 28 07:47:10 2008 From: tom at zunder.org.uk (Thomas Zunder) Date: Wed, 27 Feb 2008 20:47:10 +0000 Subject: [Rq-rules] Re: RQ-Rules Digest, Vol 29, Issue 15 In-Reply-To: <50a0ed550802271004o24275d78mc921f41183644d93@mail.gmail.com> References: <20080227060950.7BDF3147375B@mini.thinbits.net> <50a0ed550802271004o24275d78mc921f41183644d93@mail.gmail.com> Message-ID: <47C5CC4E.1090706@zunder.org.uk> My experience with odd calendars is some people love them for their weird resonance and mythic value, some get riled and 88% (always lie convincingly with a made up statistic) don't even notice.. alan richards wrote: >> From: "Tony" >> Agreed, besides its fantasy. If thats not yoru cup of tea,go hand out at >> the national geographic forum:) >> > > I don't like tea > > > > Al > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080227/074c63bd/attachment.html -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20080227/074c63bd/attachment.vcf From postmaster at runequest.za.org Thu Feb 28 18:13:31 2008 From: postmaster at runequest.za.org (Tony) Date: Thu, 28 Feb 2008 09:13:31 +0200 (SAST) Subject: [Rq-rules] Gwenthia playtest In-Reply-To: <47C5961F.1030900@zunder.org.uk> References: <47C5961F.1030900@zunder.org.uk> Message-ID: <24627.196.8.104.37.1204182811.squirrel@wwm.runequest.za.org> Thomas Zunder wrote: > So.. who here would be happy to playtest a scenario/setting book based > in Gwenthia, using Mongoose RuneQuest but with it's own and different > magic system? > > Thanks for the offer. I must however declline as I just won't have the time to do it anu justise. Looking forward to seeing the finished product, good luck with the playtesting. Tony From alanjrichards at googlemail.com Fri Feb 29 00:18:13 2008 From: alanjrichards at googlemail.com (alan richards) Date: Thu, 28 Feb 2008 13:18:13 +0000 Subject: [Rq-rules] Re: RQ-Rules Digest, Vol 29, Issue 16 In-Reply-To: <20080228071323.DDF1114830B6@mini.thinbits.net> References: <20080228071323.DDF1114830B6@mini.thinbits.net> Message-ID: <50a0ed550802280518q490cc6bic39075d6c36eaf6b@mail.gmail.com> On 28/02/2008, From: Simon Phipp >You could also explain things away by saying the hours are shorter than on earth, I'd call that the winning answer. It it does worry you then just say that an hour is 24/32 as long as an earth hour. An SI second could still be an SI second but a) no one on Gwenthia has the first idea what SI means and b) what they call a 'second' may or may not be the same And if you don't care coz you don't want an underlying Hard Sci-Fi explanation then you can ignore it. A Day is 32 hours long because that's how long the Gods made it. Al -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20080228/c0c5966c/attachment.html From phil.hibbs at capgemini.com Thu Feb 28 22:18:09 2008 From: phil.hibbs at capgemini.com (Hibbs, Phil) Date: Thu, 28 Feb 2008 11:18:09 -0000 Subject: [Rq-rules] Please download and read and tell me what you In-Reply-To: <000601c878a0$9fbfd970$7d00a8c0@MIG> References: <20080226174151.60E8D146BBCD@mini.thinbits.net> <000601c878a0$9fbfd970$7d00a8c0@MIG> Message-ID: <28FEE77FA0D069428DBB715915864EE60A5F8A55@MISSBHXVS02.uki.capgemini.com> Jacob Andersson: >I can't help to react. Are you suggesting that when the Gilgamesh saga >is translated into English the cultural references are to be changed to >2100st century western European equivalences? Do you object to the Penguin Classics translation of The Oddyssey changing "the fishy sea" to "the wine-dark sea", because "fishy" sounds silly in English? Phil Hibbs -- Capgemini is a trading name used by the Capgemini Group of companies which includes Capgemini UK plc, a company registered in England and Wales (number 943935) whose registered office is at No. 1 Forge End, Woking, Surrey, GU21 6DB. This message contains information that may be privileged or confidential and is the property of the Capgemini Group. It is intended only for the person to whom it is addressed. If you are not the intended recipient, you are not authorized to read, print, retain, copy, disseminate, distribute, or use this message or any part thereof. If you receive this message in error, please notify the sender immediately and delete all copies of this message. From anders at california.com Fri Feb 29 04:34:20 2008 From: anders at california.com (Anders Swenson) Date: Thu, 28 Feb 2008 09:34:20 -0800 Subject: [Rq-rules] Been gaming a while! In-Reply-To: <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> References: <47BEBFB1.20601@zunder.org.uk> <56e64e7a0802220542x1e26c808k133fa36b8261cffb@mail.gmail.com> Message-ID: On Fri, 22 Feb 2008 07:42:31 -0600 Styopa wrote: > Maybe it's just a jaded 40-year old gamer talking (wow, have I really been > 'gaming' for 30 years? [snip] So have I, but I started when I was a little older. Lots moe time for gaming when you're retired! --Anders From lev_lafayette at yahoo.com.au Fri Feb 29 09:40:45 2008 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Thu, 28 Feb 2008 14:40:45 -0800 (PST) Subject: [Rq-rules] Please download and read and tell me what you In-Reply-To: <28FEE77FA0D069428DBB715915864EE60A5F8A55@MISSBHXVS02.uki.capgemini.com> Message-ID: <401168.33513.qm@web33504.mail.mud.yahoo.com> --- "Hibbs, Phil" wrote: > > Jacob Andersson: > >I can't help to react. Are you suggesting that when > the Gilgamesh saga > >is translated into English the cultural references > are to be changed to > >2100st century western European equivalences? > > Do you object to the Penguin Classics translation of > The Oddyssey changing > "the fishy sea" to "the wine-dark sea", because > "fishy" sounds silly in > English? > > Phil Hibbs Hell yes. Penguin have really made a *huge* mistake there. The phrase "on the fishy sea" is the equivalent of "on the barren sea", as fish are not considered a desirable food in the Homeric epic. By calling it "wine dark" they have completely destroyed the meaning of the phrase. (see Chapter 2 of Silvia Montiglio, "Wandering in Ancient Greek Culture", University of Chicago Press, 2005) I think I'll send a grumpy email to Penguin about that... Lev ____________________________________________________________________________________ Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs