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RQ Rules Digest:         Friday, 22 September 1995     Volume 02 : Number 079


TABLE OF CONTENTS

Majordomo <major@hops.wharto  RQ3 Errata (fwd)
Majordomo <major@hops.wharto  Holy hopping Humakti (fwd)
owner-rq-rules@hops.wharton.  Chaosium Digest
owner-rq-rules@hops.wharton.  Regimental Magic
Hugh Foster <100326.446@comp  Various
liebx004@maroon.tc.umn.edu (  combat timekeeping

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4. There is no number 4.

----------------------------------------------------------------------

From: Majordomo <major@hops.wharton.upenn.edu>
Date: Fri, 22 Sep 1995 10:36:27 -0400 (EDT)
Subject: RQ3 Errata (fwd)

Forwarded message:
From major@hops.wharton.upenn.edu  Mon Sep 18 09:40:07 1995
Date: 18 Sep 95 09:24:44 EDT
From: David Neville <100674.605@compuserve.com>
To: "INTERNET:owner-rq-rules@hops.wharton.upenn.edu" <owner-rq-rules@hops.wharton.upenn.edu>
Subject: RQ3 Errata
Message-ID: <950918132444_100674.605_EHU40-1@CompuServe.COM>

This is my first mail to this mail-list so go easy on me, but oculd anyone send
me a copy of RQ3 errata or where i can get it from as the version we have got as
a couple of mistakes that i must admit are minor, but could end up saving my
PC`s life :)
Many thanks


------------------------------

From: Majordomo <major@hops.wharton.upenn.edu>
Date: Fri, 22 Sep 1995 10:37:20 -0400 (EDT)
Subject: Re: Holy hopping Humakti (fwd)

Forwarded message:
From major@hops.wharton.upenn.edu  Mon Sep 18 04:50:24 1995
Date: Mon, 18 Sep 1995 16:51:53 +0800
Message-Id: <199509180851.QAA26420@cs.uwa.oz.au>
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To: RQ-Rules@hops.wharton.upenn.edu
From: davidc@cs.uwa.edu.au (David Cake)
Subject: Re: Holy hopping Humakti
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>	I'm sure it was me. I think the point we differ on is where  
>the dividing line is that Humakt rescues you. You are more liberal  
>on this point than I. You stated that if a Humakti was surrounded by  
>evil soul-sucking undead and was certain to be killed, you'd let  
>him DI out of there, and take his pals along. I probably wouldn't,  
>though I'd let him DI a pal out. Of course, I temper my harsh  
>doctrine with the fact that any Sword surrounded by soul-sucking  
>undead in my campaign has already been given at least three chances  
>to evade the danger (and I don't mean by running away).

        And my point of view probably reflects the fact that I do consider
the undead to be soul-sucking - Humakt may not care about his worshippers
dieing, but he sure cares about them having their souls got at. 

>	And I do believe that Humakt doesn't care whether his  
>worshipers die or not. 

        True. But sometimes his worshippers do, and if they are able to make
a reasonable plea, then he might grant their requests. Why? who can say -
its probably up to the individual GM to interpret how gods think in their
games, and probably (by the nature of such things) they will determine the
result on the spur of the moment and rationalise it later. The true
situation in my own games is - Humakt will grant any DI I decide he will
grant. He will not grant DIs that I think reflect poor roleplaying of a
Humakti character (as opposed to foolish roleplaying - the large POW drop is
enough punishment for foolishness). What exactly poor roleplaying is,
reflects on the particular characters version of that faith, the 
        As I said, an appropriate phrasing for such a request is 'Lord, let
me die, but not yet'. 

>
>David Cake listed his house rules for teaching AD&Ders about RQ.
>	Great house rules, Dave. 

        I must modestly point out that these rules where not mine at all. I
thought they were pretty good as well, though I can take none of the credit.

        Cheers

                David
>
>
Computing Officer    |" Life is easily understood as bit strings of logical
Arts Faculty UWA     |depth greater than their length" - Rebis, Doom Patrol
davidc@cs.uwa.edu.au |" Do not think, HIT, it is our way" - Milk & Cheese


------------------------------

From: owner-rq-rules@hops.wharton.upenn.edu
Date: Sun, 17 Sep 1995 17:01:21 -0500 (EST)
Subject: Chaosium Digest

In answer to Hugh Foster's query:  you can subscribe to the Chaosium Digest 
by writing a note to Shannon Appel (appel@erzo.org) asking to be added to 
the list.  The Chaosium Digest (hereafter CD) is rather different than this 
list or its Gloranthan cousin; the CD is a more like an on-line fanzine.  
It appears weekly, and does not feature the sort of ongoing discussions/
debates that direct mail/daily digest lists have.  Instead, the CD carries 
articles relating to Chaosium games (*except* Runequest and its associated 
board-games):  variants, errata, scenarios, additional background materials
, etc.  The CD has also published reviews, interview, notices of articles 
in printed magazines, previews of upcoming Chaosium releases, and other 
less easily classifiable materials.

The rationale for excluding Runequest from the CD (Runequest and Glorantha 
have their own on-line presences) makes sense.  At times, however, I've 
found myself wishing that there was something similar to the CD for 
Runequest.  I enjoy following the discussions on this list and the 
Glorantha list, but when time is tight find that I don't have enough 
leisure to keep up with the lists' output.  For times like that, it would 
be convenient to have a list that simply provided the longer, article-
length contributions, not the discussion that surrounds them.  Further, I 
find that it's the longer pieces that I usually want to save for permanent 
reference, so an all-article list would have advantages from an archiving 
point of view as well.  Indeed, if I remember correctly, there was a thread 
on this list or the Glorantha one not long ago concerning the need/desire 
for an archive of just the longer contributions to these lists.

Having said this, I must immediately admit that I do not have the expertise 
or the computer access necessary for accomplishing any of the above.  Does 
anyone but me think that a CD-like Runequest list would be a good idea?

Jonas Pope
popej@cofc.edu

------------------------------

From: owner-rq-rules@hops.wharton.upenn.edu
Date: Wed, 13 Sep 1995 12:44:02 +0800
Subject: Re: Regimental Magic

>Hello everyone,
>I need some help about Regimental Magic System.
        
        I'd better leap in before Joerg, who I had an unbelievably long (or
at least unbelievable if you havn't seen some of the other discussions with
Joerg people have had :-)) discussion on this topic with. Very fruitful, and
Joerg and I almost agreed at the end of it.

>What is it: A form of sorcelery/divine/spirit magic specially powerfull or a
>different magic?

        Yes :-)

>Does anybody in the list use it? how, with which rules...

        I don't have any rules for it as yet. Maybe I will have one day,
maybe it will simply emerge when I finish the heroquest/ advanced magic
rules , and the Warhamster variant, and combine them. As to wether this will
ever happen, is, of course, wildly doubtful :-)

>Is it similar to the Battle magic of Warhammer Armies?
>What spells are available, how does they work, what makes them "Regimental".
>For those who have no idea of what I am talking about, my understanding is that
>regimental magic is a form of magic used by disciples of the Red Moon (mostly)
>in sort of units of magicians that combine their powers to create/cast
powerfull
>spells.

        Joerg and I both assumed (taking as our cue the Dragon Pass (and
Nomad Gods) rules, still probably the best source of information about army
level conflicts in Glorantha) that the vast majority of such regimental
magic involves the use of spirits that are sent to attack your enemies.
There are definately many cases of 'regimental' magic that does not involve
spirits, but we assumed most of them are either
a) much less important OR
b) pretty similar in terms of mechanics when it comes down to it OR
c) a special case, like the Crater Makers - In Dragon Pass terms, not a
spirit magic attack. The majority of magicians in DP/NG attack primarily by
spirit magic. 

        We differed on the nature of these spirits - I believed that the
nature of such a spiritual force could be extrapolated from the RQ rules,
and consisted mostly of a large force of summoned spirits, augmented with a
core of powerful cult spirits or other spirits beyond normal human summoning
and capture (e.g. the spirits that guard the Sun County Sun Dome Temple). He
believed that the 'spirit' of a magician unit in Dragon Pass represented a
communal spirit or regimental spirit of that unit, a 'wyter' in Orlanthi
parlance, while I thought that such a spirit could never really be powerful
enough without creating special, otherwise unknown, magic of some kind.

        I think our eventual compromise position was that such communal
spirits probably are very important in most cases, but primarily as a
coordination and controlling factor, allowing the magicians to control their
large horde of spirits at distances otherwise quite unfeasible. Magicians
somehow link (probably normally via Mind Link) with this spirit, and it can
thus command their powers at a distance. 
        Note that this sort of magic is both not the sort of magic used by
many magicians, and involves a degree of coordination that is highly
unusual. Generally only the Lunar College of Magic, and the Sartar Magical
Union (under the heroic powers of organisation of Argrath) are able to do
this sort of thing as a standard tactic. And even in those organisations, a
large proportion of the magicians are not part of such magician units,
instead being magician members of conventional units (chaplains, lunar
monitors, or simply warriors who are also priests), and either using magic
as part of conventional combat, or acting defensively to protect against the
spirit attacks of others. Even units that contain a high proportion of
magicians may not be organised for magical 

        Most of the really powerful magic from DP/NG comes under the heading
of 'unique' magic - in other words the rules are made up on a case by case
basis. I think we believed that most such magic was either a special case of
spells that combine in a special way (such as Shake Earth from Maran Gor),
or a heroquest ritual result. Sometimes perhaps they are unique abilities of
particular spirits that the unit commands (though this is really pretty much
the same as saying its a heroquest power anyway). 

        Cheers

                David
Computing Officer         | " Life is easily understood as bit strings of
logical 
Arts Faculty              | depth greater than their length" - Rebis, Doom
Patrol
Uni. of Western Australia | " Do not think, HIT, it is our way" - Milk & Cheese

------------------------------

From: Hugh Foster <100326.446@compuserve.com>
Date: 22 Sep 95 14:27:51 EDT
Subject: Various

>> >1.  Spirit magic and sorcery should use the same spell list, with 
different  >common names.    I'd hate to see this. I like the fact that there 
are spells my players will  never have. One of my favorite moments in 
playtesting RQ4 was when they  came across some sorcerers using the new, 
improved Damage Resistance. The  rules lawyer was going crazy trying to 
figure the size of their spell <<

Amen to that! As GM, I always reserve the right to have NPCs do something 
whizzy and unexpected, which enhances the story and excitement _without_ 
hosing the players to badly, and then sneak off home and quietly write the 
spell up. No player ever knows all the magic in the world. Ground rule.

- ----------------------------------------------------

>> >I feel that, like many other features of a RPG, the results of DI should 
be  >ultimately goverened by what the referee feels fits the flow and drama 
of the  >story.    

...but also governed by the abilities of the god(dess)?    

No, I won't start that one again. <<

Neither will I, but yes! The deity is part of the story, after all.

HWF


------------------------------

From: liebx004@maroon.tc.umn.edu (Steve Lieb)
Date: Fri, 22 Sep 95 21:50:44 -0500
Subject: Re: combat timekeeping

>
>
>Has anyone tried disposing of the melee round, and permitting things to 
>proceed so that an action happens either DEX SR or MELEE SR after the 
>previous idential action or 3 SR + {DEX SR|MELEE SR} after the previous 
>disimilar action?
>

Yeah, tried it.  I think it could work with a computer assist on the
timekeeping, otherwise, it just got too complicated with 4 players, 2 NPCs
and say 6 monsters.  Way too much work for minimal benefit.
Steve Lieb
Cologne, MN (liebx004@maroon.tc.umn.edu)
"To drive your enemies before you; to hear the wailing of their women; to
know your O/S is dominant in the marketplace; THAT is the true taste of
victory!."
- -Ghengis Bill, Microkhan


------------------------------

End of RQ Rules Digest: V2 #79
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