From: owner-rq-rules-digest To: rq-rules-digest@hops.wharton.upenn.edu Subject: RQ Rules Digest: V2 #121 Reply-To: rq-rules Errors-To: owner-rq-rules-digest Precedence: bulk Content-Return: Prohibited Return-Path: owner-rq-rules-digest RQ Rules Digest: Monday, 13 November 1995 Volume 02 : Number 121 TABLE OF CONTENTS Frederic Moulin Illumination Sandy Petersen kill GMs crom@erinet.com Crom Sorcerers and Shamans 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: Frederic Moulin Date: Mon, 13 Nov 1995 11:47:58 -0500 Subject: Illumination A quick question for the RuneLawyers on the list: How do you play a Divine Intervention from a character that has been illuminated. It happens to me a time ago, were an initiate actually managed to DI: According to my understanding, since for exemple a Humakti could have gifts without the geases, I considered that he could have the DI without paying the POW cost. And more exactly, I told him that he could decide what number of POW points he wished to send back to the divinity. Now this is still manageable in the case of an initiate, but for a RuneLord with a DI on d10 and over 10 in POW, it means a DI at will, for no cost: frightening perspective for any GM! Does anybody have any reasoned suggestions (beside the classical "GM does not allow that in the play")? frederic ------------------------------ From: Sandy Petersen Date: Mon, 13 Nov 95 14:30:23 -0600 Subject: Re: kill GMs Steve Perrin >I remember playtesting RQ3 with Sandy as the GM, and getting >disgusted and avoiding the playtests after my characters >consistently died in an arbitrary manner. My GM style has mellowed and changed somewhat since then. That _was_ 15 years ago, after all ;) ------------------------------ From: crom@erinet.com (Crom) Date: Mon, 13 Nov 1995 23:33:08 -0500 Subject: Sorcerers and Shamans There is one thing about RQ3's magicial careers that's always bothered me. Divine magicians (initiates, acolytes, and priests) have distinct duties and differences in abilities. The only difference between a shaman and a student, though (other than roleplay responsibilities) are the fetch, and # of spells know. Same with students and sorcerers, except it's knowledge of the Apprentice Bonding ritual and the Create Familiar ritual instead of a fetch. It seems impossible to play other than students if the rules are followed, mostly due to the time requirements. Also, it seems to me that a person wishing to gain a fetch could find the means of embarking on the journey to meet the Bad Man (isn't that what they have to do?), and if a character found an item enchanted with the Create Familiar ritual (what sorcerer would keep that memorized?), he would have the same talents (after learning a number of spells) as any other sorcerer. Assuming a character went the hard way and became a student, then became an apprentice (after a major investment of time to learn a few spell points), why would he stick around? He's already learned the Create Familiar ritual! To learn the apprentice-bonding ritual? Just leave, study them spells, then come back and give your old master a good kick in the ***, and steal his medallion enchanted with the same. How does everyone else implement the magical careers? Also, does anyone use the restrictions on skills? These seem just silly to me, a D&D-like contrivance to force some sort of balance.. - --------------------------------------------------- >> CRoM << "Your destiny is a noble, and a sorrowful,[sic] one. It is not yet done..." -- Michael Moorcock, _The_Chronicles_of_Corum_ ------------------------------ End of RQ Rules Digest: V2 #121 ******************************* This is the bottom of the RuneQuest Rules Digest. RuneQuest is a trademark of Avalon Hill, and Glorantha is a trademark of Chaosium. With the exception of previously copyrighted material, unless specified otherwise all text in this digest is copyright by the author or authors, with rights granted to copy for personal use, to excerpt in reviews and replies, and to archive unchanged for electronic retrieval. Send electronic mail to Majordomo@hops.wharton.upenn.edu with "help" in the body of the message for subscription information on this and other mailing lists. WWW material at http://hops.wharton.upenn.edu/~loren/rolegame.html