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RQ Rules Digest:         Thursday, 9 November 1995     Volume 02 : Number 116


TABLE OF CONTENTS

ANDOVER@delphi.com            Killer scenario
Rick Pim                      fudging (torg)
martin 102541.3423@compuserv  Killer Scenrios
hasni@big10.metrobbs.com      RQ Rules Digest: V2 #108
hasni@big10.metrobbs.com      RQ Rules Digest: V2 #106
hasni@big10.metrobbs.com      RQ Rules Digest: V2 #101
WillTwist@aol.com             Beserkin
Hugh Foster                   RQ Rules Digest: V2 #96
Sandy Petersen                Fudging and Gaming

RULES OF THE ROAD

1. Do not include large sections of a message in your reply. Especially
   not to add "Yeah, I agree" or "No, I disagree." Or be excoriated.
   If someone writes something good and you want to say "good show"
   please do.  But don't include the whole message you praise.
2. Use an appropriate Subject line.
3. Learn the art of paraphrasing:  Don't just quote and comment on a
   point-by-point basis.  When paraphrasing you demonstrate exactly
   how well you understand the point someone was trying to make.
4. There is no number 4.

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

From: ANDOVER@delphi.com
Date: Thu, 09 Nov 1995 14:25:08 -0500 (EST)
Subject: Killer scenario

When our group ran that Fonrit scenario, we had six new characters (it
not being where we normally played).  Three died, including both of mine!  
(We had 3 players each playing 2 characters).  On the other hand, being a
suspicious bunch, the 3 players figured it for a set-up from the get-go, but
couldn't figure out what its purpose was!  On the other hand, we were ready
for a get-away, at least.
The killer scenario "on the main line" for us, was of course, the Cradle.
Half the characters involved died.  On the other hand, they all knew how
important it was, and took the risk with their eyes open.  The survivors
ended up wealthy.  And for a break in the main sequence, some of us ran
thief characters onto and off the Cradle while it was near Pavis.  
They made out reasonably, but only because in good thiefly tradition they 
were VERY cautious.  Jim Chapin

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

From: Rick Pim <RICK@qucdnee.ee.queensu.ca>
Date: Thu, 09 Nov 1995 15:52:49 -0500 (EST)
Subject: fudging (re: torg)

> are  Sandy Petersen 

>This is what turned me off TORG. A friend of mine, who'd  
>helped design the game, ran a campaign for us, and it soon became  
>clear that it was almost impossible to be killed. 

well, i ran a torg campaign for just shy of three years, so....
to echo something gawain said: this is unusual and has as much to do
with the referee as anything. this actually ties in, sort of, with
the current thread.

  someone commented that you want PCs to be in danger when it's
"meaningful": you don't get MGF from being killed by a random critter.
torg is meant to be fairly 'cinematic': PCs are expected to be able to
do some pretty over-the-top things (a good example of a film with a
pretty torgy feel is 'die hard' or 'raiders of the last ark'). in both
cases, there are circumstances the hero handles easily and is unlikely
to die but also places where they really do have to work and there is
considerably more danger. the part that i find relevant here is that
torg is about the first rpg that tried to merge this kind of thing into
the game system itself. 

  i don't think the choices and conventions used in torg would work in 
something as gritty and "realistic" as RQ. in both case, though, the PCs 
can be in as much danger as you like. with or without fudging. :-)

rp

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

From: martin <102541.3423@compuserve.com>
Date: 09 Nov 95 16:32:33 EST
Subject: Killer Scenrios

Fred said:

>>Thats not a killer scenario, thats a suicide scenario!  As far as I can see
>>there is an enormous chance of you losing most of your PCs in one go.

>Your analyse is absolutly right: It was a suicide scenario! But guess what:
>as a player, I had no idea of what kind of S... I was going into: To a
>old-timer D&D player, it all sounded OK: the money was good, the job easy,
>and the local lord not at all sympathetic to my PC. Further complaint should
>be directed to the original autor, Aka Sandy-the-Benevolent, and the GMs
>that carry out his evil plans ;-)

It sounds like a one off, for a laugh,  job to me.  Thats okay, I like those
from time to time, mortality is great in that kind of thing, but introducing
such a scenario to a long running campaign where social interactions were very
important would be a disaster!

>Actually, I am not even sure that Phillipes killed only 8. My memories are
>not that great, it was more than 10 years ago, but some players may have
>rerolled additional PCs after the previous one was killed, just to have them
>killed again a week later, when we continued playing (the scenario took more
>than one evening to complete).

Hmmm, sounds like a PC conveyor belt to me.  How did you build up any PC history
and interaction when burning through your guys like that.  Again, its okay for a
one off but not okay for any non-slaughterfest campaign.

>> the rest presumably went home of went to Pizza Hut because they had
>>nothing to do.  The alternative to that would
>>be rolling up new characters there and then, which in RQ is no alternative at
>>all.  It takes half an hour usually to roll up a PC, plus over an hour to
>>research his background and his lineage. 

>Yep, you got it. They did not went to pizza hut. They created new PCs. Some
>used to know the rules for creating a new PC by heart.

Thats fine, but it stil takes time and having a bunch of guys sitting in the
corner of the room muttering PC creation stuff like "Strength 18 wahoo!, oh shit
I've got a POW of three" etc is just a tad distracting.  Besides I like my
friends to come to a game to interact _together_, not by sitting apart rolling
dice.  Why even bother to play if thats what happens. After a few sessions of
that I wouldn't show up anymore.  I only see some of them once a week, at the
game and game is all they want to do.

>>  All PC creation and experience etc
>>should be done out of game if possible.

>That is, without the masterfull time management technique of our GM: while 3
>players are running around, praying for dear life, the other are rolling new
>cannon-folder that appears conveniently for the next battle.

"Conveniently appear?" How, from where?  A new PC would join a group that was
hunted by everyone as murderers/assassins, with an army on their back.  Where
did the handy reserve of complete madmen and deathseekers come from.  I always
thought a PC joins others due to the pressures of a situation or a recognition
of their abilities being able to help the individual through cooperation.  This
scenrio seems to preclude such an option.

>Well, I guess he (the GM) will have to answer that himself. To his credit, I
>always liked his campaign. I retired my PC and started GMing only after he
>moves to another location. And after so many years, The only real vivid
>memory I have from our campaign is this scenario. It was so amazing, so
>incredible, so unbelivable to see at what rate the PC were dying, that we
>all went into shock. I mean, after AD&D, where killing one PC is almost
>obscene, what a change, Waooo!    And after all, I survived :-) 
>To get a really objective view, you would need to interview the owners of
>dead PCs.

Funny, I always found D&D characters so faceless and dull that it was simplicity
itself to kill them without remorse.  Of course, there are exceptions but on the
whole RQ players tend to be perform better, I think the game and the background
brings it out, latent though such talents are in the majority.

Martin Laurie


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

From: hasni@big10.metrobbs.com
Date: Thu, 2 Nov 1995 20:53:04 +0500 
Subject: RQ Rules Digest: V2 #108

SUBJECT:CHEATING DM'S

IR>>   I don't believe in fudging the numbers in combat. Anytime
IR>>"cheating" is used, even for the noblest motives, the game
IR>>can get corrupted. If the players get wind of any non-randomness
IR>>by the game master, a unfortunate roll can and will be a cause
IR>>great strife and possibly lead to the destruction of the group.
IR>>Now keep in mind, I am talking about important rolls such as combat
IR>>and special encounters.

One thing about "fudging" die rolls, is that DM's usually try to balance
the adventure so it's challanging, but not overwheliming.  However,
unless we sit there with the character sheets and a little precognition,
we don't allways do it.  I've gotten in the situation where I've NOT
wanted to do a critical hit on the sorcer with a great sword on round
one  of combat....I sorta counted on him making a parry or dodge and
getting nickle and dimed.  But since it's MY story, I decide it's just a
special...  Everybody has done it, even to the point of, "Gee, the big
bad nasty guy shouldn't get taken down on round one by the sorcerers
critcal hit with a dagger....I think he got a special parry..."  Shrug,
it happens, and we can't control what the players roll, but we can
control how it affects the situation.

Hasni Mubarak
- ---
 þ OLX 2.1 TD þ Idiot congressman....Hey! That's redundant.



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

From: hasni@big10.metrobbs.com
Date: Wed, 1 Nov 1995 10:04:10 +0500 
Subject: RQ Rules Digest: V2 #106

Sorcery:

I have a question about Sorcerers.  If a sorcerer goes to all the
trouble of making her familiar, and dumps the stats into it (i.e. say
strenght, pow, and dex), would the player erase the numbers from the
"original" number, or just write up the new score in the "current" slot.
The reason this makes a difference, and probably what I should have said
to begin with, is: Are the stats gone permanantly, or can they be
"restored" with really heavy divine magic sorcerers usually don't have
access to?  Would it disrupt game balance much if I just decided to let
them get it restored?  (I.e. a PC becomes a RuneLord and can get Restore
Dex, a Sorcerer does a BIG favor for him, can he ask for one or two
points of Restore Dex?)

Also, I've got a sorcer in my party who wants to become an Adept.  What
is a GOOD creature to make into a familiar?  Are there any incomplete
creatures that allrady have a bit of int but won't require him to
butcher his character?  Also, what is the deal with appearance?  It says
you don't need that Appearance stat for familiars....why not?  I'm SURE
I don't understand...

Hasni Mubarak
- ---
 þ OLX 2.1 TD þ I was bown in a cwossfiwe huwwicane-Jumpin J. Fudd



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

From: hasni@big10.metrobbs.com
Date: Wed, 25 Oct 1995 10:36:00 +0500 
Subject: RQ Rules Digest: V2 #101

Subject: Re: SR

IR>>Besides just slowing the process down, I think SR cause problems like: I
IR>>move up to someone for 5 SR, which adds +5 to my normal SR of 5 for SR 10.
IR>>My opponent is SR 6. He can't hit me at all this round. Some people might
IR>>argue that that accurately simulates something. OK, what if he was only 4
IR>>SR of movement away, but I waited for 1 SR before moving? How come getting
IR>>a slow start, then rushing into battle gives me the advantage over just
IR>>rushing in?

In your example, you get there on strikerank 10, and Me, sitting there
with my Long Spear would get to poke you on SR 9 and still get to parry
you on 10, or I can hold my attack with my wooden club and bonk you on
the head on SR 10.  Depends on if I want to parry you or not.  Besides,
what's to stop me from stepping towards you when I see you charging me,
and getting there in time for us both to attack and parry?

- ---
 þ OLX 2.1 TD þ I stumbled over a stone and took it for granite.



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

From: WillTwist@aol.com
Date: Tue, 24 Oct 1995 03:48:19 -0400
Subject: Re: Beserkin

      Personally I like the use of the spells to Berserk (fanatacism, etc.,
etc.)  I think the casting time and the MP expenditure help demonstrate the
expenditure of energy.  Why should a Storm Bull be able to Go Berserk, gain
all of the benefits from this, and then after the combat have full magic
points to heal all of the friends he attacked in the middle of combat.
       I think that a non-magical version of berserking should be more
restricted to role-playing with whatever benefits or detriments you as the GM
whish to assign.  However, I don't think much beats Berserkergang!
        I don't have the immense knowledge of Glorantha that many have here,
but I can't quite see the followers of Babeester Gor going berserk in this
manner.  As the guardians of temples I can see them as ferocious defenders,
however, I just can't see them jeopardizing the safety of the very people
they are defending by going berserk in a temple with a very large axe!

                                    -- Will Johnson

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

From: Hugh Foster <100326.446@compuserve.com>
Date: 23 Oct 95 20:57:22 EDT
Subject: RQ Rules Digest: V2 #96

>> Obviously I need to be better at recordkeeping, but like you, I try to  
abstract a fair amount of stuff (not figuring MP until absolutely required,  
etc.). And I think this additional recordkeeping burden on the GM is not  
worth the delay in the game it imposes. <<

Yeah, I'd agree with that. Being a compufreak, I tend to generate bad guys in 
advance and have cute listings knocking about all over the place, which 
specifiy the MPs etc. However, in the dash and flow of the game, I tend to 
just wing their reserves based on how good I feel they are, rather than 
numbers. Most combats, nobody runs out of MP anyway; it's usually over _way_ 
before that stage....<g>

HWF


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

From: Sandy Petersen <sandyp@idgecko.idsoftware.com>
Date: Thu,  9 Nov 95 17:25:58 -0600
Subject: Re: Fudging and Gaming

Gawain
>I think I must be dong something wrong: I've only run TORG about  
>three times (individual sessions) but I've managed to have a few  
>players in fear for their lives
	Oh we were all afraid for our lives too, at first. It took  
two or three sessions before we realized the awful truth.

San


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

End of RQ Rules Digest: V2 #116
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