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RQ Rules Digest:          Thursday, 29 August 1996      Volume 03 : Number 047


TABLE OF CONTENTS

Guy Hoyle                     Glorantha and RQ
David Dunham                  RQ; combat options
Alain RAMEAU                  RQ and Glorantha
Alain RAMEAU                  Feints
Simon D. Hibbs                Magical defence & spell boosting
Nick Marcelja                 Glorantha and RQ
Nick Marcelja                 Feints
David Weihe                   Feints
Nick Marcelja                 Feints
Sandy Petersen                Magic, Runes, Rulership

RULES OF THE ROAD

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2. Use an appropriate Subject line.
3. Learn the art of paraphrasing:  Don't just quote and comment on a
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4. There is no number 4.

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

From: Guy Hoyle <guyhoyle@chrysalis.org>
Date: Thu, 29 Aug 1996 00:30:31 -0400
Subject: Re: Glorantha and RQ

>There are I suspect plenty of gamers out there who use RQ for their own 
>purposes and were buying Glorantha stuff out of general interest. They may 
>well not bother with non-RQ Glorantha - put me in that category anyway. So 
>it is possible that neither Chaosium nor Avalon-Hill will have a viable
product.
>--
>Hartley Patterson
>
>Home Page: http://village.vossnet.co.uk/h/hpttrsn/
>featuring News from Bree, medieval economics
>and an elderly universe

There may be such a market.  However, for me, RuneQuest exists mainly to
allow me to interact with Glorantha.  If it becomes a system without a
world, I will probably lose most interest in it.  (However, I still hope to
play the two together for as long as possible.)

There are a couple of things that could interest me in RuneQuest as a
separate system, though.  

One, put together a multi-genre rules system based on RuneQuest; this would
be a massive task, but the basics are there.  Strip the spells down to basic
powers and come up with ways to modify them into super-powers, spells,
psionics, what have you.  In other words, turn it into a meta-game system.
Of course, GURPS and CHAMPIONS have done this before, so it would have to be
well supported.  I think this is a very remote possibility, one not likely
to happen.

Or two, you could develop a convincing background for the core rules.
Easier said than done, but I think it could be done.  I vote for some sort
of basis in history, since I think a rough world could be knocked together
quickly.  Maybe you could entire eras, such as Ancient Mediterranean,
Medieval Europe and the Holy Land, Imperial China, etc.  

Whatever it is, it'll have to be unique enough that other games have not yet
cornered the market, yet interesting enough to survive in the chaotic world
of RPGs.





Guy Hoyle (guyhoyle@chrysalis.org)
"They'll let ANY damn fool have a Web site now!  Take a look at
http://www.chrysalis.org/guyhoyle/ and I'll PROVE it!"


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

From: David Dunham <dunham@pensee.com>
Date: Wed, 28 Aug 1996 22:38:23 -0700
Subject: Re: RQ; combat options

Martin Kelly asked

> So, if Chaosium owns the rights to the rules, material could be published
> for Glorantha under license from Chaosium, using the complete RQIII rules,
> as long as it didn't say "RuneQuest" on it? In theory....

Yes, though at RQ Con Down Under, Greg said that he wouldn't do anything
like that to Avalon Hill.


I agree that feinting could be considered abstracted into the system.
Skilled fighters hit more often *because* they feint to draw out their
opponent. That said, I'd love something that gave better combat options --
the flavors of RQ4 had some good ideas but I don't think they became quite
polished enough (even Loren "newlywed" Miller's version), and there never
seemed to be agreement over whether anyone could use a combat option or you
had to be a master or what. The simplest approach seems to be to have
results other than additional damage for a special success.

BTW, Pendragon is not based on Basic Roleplaying, though it's obviously
inspired by it. The opposed resolution system is completely different. I'll
argue this offline if anyone cares.

David Dunham   <mailto:dunham@pensee.com>
Glorantha/RQ page: <http://www.pensee.com/dunham/glorantha.html>
Imagination is more important than knowledge. -- Albert Einstein



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

From: Alain_RAMEAU@total.fr (Alain RAMEAU)
Date: Thu, 29 Aug 1996 09:51:09 +0200
Subject: RQ and Glorantha

     Martin Declan Kelly wrote
     
     >So, if Chaosium owns the rights to the rules, material could be 
     >published for Glorantha under license from Chaosium, using the 
     >complete RQIII rules, as long as it didn't say "RuneQuest" on it? In 
     >theory....
     
     
     Could it be really possible for Chaosium to publish the RQ:AIG rules 
     without reference to "Runequest", such as a name like "Gloranthan 
     Adventures" ? The Glorantha fan (like me) would know exactly what it 
     is, and would be interested, in addition to new stuff upon Glorantha, 
     to have those new rules that appear (according to the summary I've 
     seen) very Glorantha oriented. For the others who do not know RQ, it 
     may be a possibility to discover a new game, and for the others who do 
     not like the RQ system, it may be a new chance for them to appreciate.
     
     
     Dreams ?
     
      

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

From: Alain_RAMEAU@total.fr (Alain RAMEAU)
Date: Thu, 29 Aug 1996 10:13:20 +0200
Subject: Feints

     In relation to the on-going discussion relating to the feints, I 
     propose my additional combat options :
     
     * waiting for an opportunity : the attacker add 1D10 to his Strike 
     Rank. If the result is above 10, he loses his attack. If the result is 
     10 or less, he attacks at that SR and the defense of the adversary 
     (parry or dodge) is halved.
     
     * full attack : the attacker add 1SR, get one additionnal bonus level 
     (+0 becomes +1D4, +1D4 becomes +1D6, ...), but the defense of the 
     adversary (parry or dodge) is multiplied by 1.5.
     
     * counter-attack : if the attacker has a lower SR than the adversary, 
     he may suspend his attack until the next SR after the adversary's 
     attack. If the adversary fails his attacks, the counter-attacker 
     attack skill is multiplied by 1.5.
     
     * lethal hit : the attacker may increase the damage done by 1 point 
     for each 10% of decrease of his attack skill. For exemple, a 60% 
     attacker can add +3 damages if he hits with only 30% attack. If the 
     roll is above such reduced percentage (even if under the original 
     attack skill), the attack is missed.
     
     
     
     Alain.

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

From: "Simon D. Hibbs" <simon@fcrd.gov.uk>
Date: Thu, 29 Aug 1996 15:07:03 +0100 (BST)
Subject: Magical defence & spell boosting

Alain RAMEAU says :

>I have concerns with the system for boosting spells, because IMO, it
>implies that the defender will always loose. Why ? Because there is no
>real limit (except available Magic Points) to such boosting, while, on
>the other hand, the defender cannot boost his protective spell and can
>only rely on a high level spell

>Any ideas how to handle this problem (which may be not a problem for
>others ?) 

In general the tendency is for offensive strategies to be capable of
defeating defensive strategies. Historicaly, whatever defensive strategy
is developed, a counter will be developed very rapidly.

The trouble with beefing up spell defenses is that you would very often
get situations where a magical defence proved unbeatable given the
resources available, thus eliminating aa important dimension from the
conflict. This happens often enough anyway, but having two magicians
functionaly incapable of casting spells on each other in a magical combat
means it is nolonger a magical combat - they would end up puching each
other up instead, and there is a real risk this could happen.

I recently started playing with a bunch of people I had never played RQ
with before, though they still used RQ2. I noticed that they never seemed
to boost spells with extra MPs (Well, battle magic POW) and neither they
or the NPC seemed to use magical defences much. I started playing a Troll
shaman and used all the usual tricks, boosting spells, using decent
defensive magic, summoning shades and protecting them with
Shield/countermagic/protection spells, etc and started going through the
opposition like a hot knife through butter. I suppose it's just that they
had never realy thought through the possibilities, where I was used to
playing in a group that was pretty experimental with magic.

I suppose what this means is, it depends on the style of play of your
group. By using all the tricks in the book, I actualy ended up changing
the emphasis of the game inadvertantly. Nobody seemed to mind, but perhaps
your group is not interested in having a magical arms race. I suppose the
GM could have said "Sorry Simon, I don't allow you to boost spells or
whatever in my game." That would have been fine, though of course I would
have felt a bit let down because I would have to redesign the character.

The rules as they stand work and are prety fair, but if you want a
different ballance of power in your game, then go ahead and change them.
You just need to be carefull of undesirable side effects. 

Simon Hibbs


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

From: Nick Marcelja <nam@springsteen.sharpwa.com>
Date: Thu, 29 Aug 1996 07:53:50 -0700
Subject: Re: Glorantha and RQ

> When David Hall did the readers' survey that detirmined the direction he 
> took with 'Reaching Moon', the great majority wanted Glorantha, more 
> Glorantha, nothing but Glorantha. So that's what they got. This and the 
> undoubted revival of interest in his world has plainly led Greg Stafford to 
> try again.
Good. I  think that glorantha is one of the best "Worlds" to play in. For some 
reason playing europe with RQ rules somehow lost some the the flavor I like. 
Playing Glorantha with say DnD rules would just not be right.

> 
> I'm minded to think the situation is more complex than Chaosium imagine. I'd 
> suggest the reason so few people wanted rules discussions was that by and 
> large they were happy with what they' got, not that they had no loyalty to RQ.

The rules are good as they stand. There can always be tweaking to make better.


> Now Glorantha is to be relaunched with an as yet unwritten set of rules. 
> Will the fans buy the new set, or will they stick with RQ and just buy the 
> supplements?

I would buy it just to be complete. using bits and peaces rolled into RQIII.
I would need to have the rules in order to do conversions to RQIII.
Supplements yes. 

> 
> There are I suspect plenty of gamers out there who use RQ for their own 
> purposes and were buying Glorantha stuff out of general interest. They may 
> well not bother with non-RQ Glorantha - put me in that category anyway. So 
> it is possible that neither Chaosium nor Avalon-Hill will have a viable 
> product.

Much better Idea is to get the rights to RQ back from Avalon Hill and start from 
there. 


> --
> Hartley Patterson
> 
> Home Page: http://village.vossnet.co.uk/h/hpttrsn/
> featuring News from Bree, medieval economics
> and an elderly universe
> 
> 

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

From: Nick Marcelja <nam@springsteen.sharpwa.com>
Date: Thu, 29 Aug 1996 08:06:30 -0700
Subject: Re: Feints

I like the combat options Idea. The players always want some bonus for 
"full out attack"

>     In relation to the on-going discussion relating to the feints, I 
>     propose my additional combat options :
     
>     * waiting for an opportunity : the attacker add 1D10 to his Strike 
>     Rank. If the result is above 10, he loses his attack. If the result is 
>     10 or less, he attacks at that SR and the defense of the adversary 
>     (parry or dodge) is halved.
     
>     * full attack : the attacker add 1SR, get one additionnal bonus level 
>     (+0 becomes +1D4, +1D4 becomes +1D6, ...), but the defense of the 
>     adversary (parry or dodge) is multiplied by 1.5.
     
>     * counter-attack : if the attacker has a lower SR than the adversary, 
>     he may suspend his attack until the next SR after the adversary's 
>     attack. If the adversary fails his attacks, the counter-attacker 
>     attack skill is multiplied by 1.5.
     
>     * lethal hit : the attacker may increase the damage done by 1 point 
>     for each 10% of decrease of his attack skill. For exemple, a 60% 
>     attacker can add +3 damages if he hits with only 30% attack. If the 
>     roll is above such reduced percentage (even if under the original 
>     attack skill), the attack is missed.
     
Full attack and Lethal hit seem to be basically the same. increase damage for 
a lesser chance to hit.

how about
     * Flurry of blows. the attacker "flails" as many blow as possible in the 
     round. Each blow is lighter than usually. and better chance to block. 
     but more than one chance to hit.     
     
     Alain.



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

From: David Weihe <weihe@gsidanet.danet.com>
Date: Thu, 29 Aug 96 12:29:39 EDT
Subject: Re: Feints

>      * Flurry of blows. the attacker "flails" as many blow as possible in the 
>      round. Each blow is lighter than usually. and better chance to block. 
>      but more than one chance to hit.     
>      
>      Alain.

Is this the equivalent of the split attacks that 100%+ characters can
already make, except against the same target? and possibly give any
character the chance to make?

I would probably rule that the fatigue costs would be by blows, then,
rather than by MR. Also, using a dodge or parry should probably end
the flurry, as well. This should be a desperation tactic, or low skill
characters will try it to increase their chances, rather than do their
normal single clumsy attack.

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

From: Nick Marcelja <nam@springsteen.sharpwa.com>
Date: Thu, 29 Aug 1996 10:46:18 -0700
Subject: Re: Feints

> 
> >      * Flurry of blows. the attacker "flails" as many blow as possible in > 
> > the 
> >      round. Each blow is lighter than usually. and better chance to block. 
> >      but more than one chance to hit.     
> >      
> Is this the equivalent of the split attacks that 100%+ characters can
> already make, except against the same target? and possibly give any
> character the chance to make?

I am basing this on SCA combat. No it is not the 100%+ skill. This is a tactic 
used by new or semi-skilled fighters. The flurry fighter begins throwing as many 
fast blows as physically possible. each blow is not very skillfull or hard. 
BUT this has the effect of keeping the defender busy blocking all of these 
blows. A good fighter can block a flurry, wait for the fighter to tire a bit, 
then smack them.  A flurry can go on for 20-30 seconds TOPS.. then the fighter 
has to relax a bit.  


> I would probably rule that the fatigue costs would be by blows, then,
> rather than by MR. Also, using a dodge or parry should probably end
> the flurry, as well. This should be a desperation tactic, or low skill
> characters will try it to increase their chances, rather than do their
> normal single clumsy attack.

This should not give a better chance of a hit. But will keep the defender busy
for a time. flurry is Usually done with a lot of screaming.

This is a standard tactic with two swords. step in throw as many blows as 
possible then step out again. Repeat as needed. The two-sword fighter depends on 
the defender being soo busy blocking to not have a chance to strike. 

Nick

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

From: Sandy Petersen <sandyp@idgecko.idsoftware.com>
Date: Thu, 29 Aug 96 13:10:39 -0500
Subject: Re: Magic, Runes, Rulership

Glenn Glazer
>In theory, there is a "ruler" for each rune, however, in practice  
>this is not the case.
	Many, but not all, folk in Glorantha believe there is a  
single source per Rune. The very best source currently available on  
the Runes is titled "A Gloranthan Rune Anacephalosy", by Jean Paul  
Lhuillier. Greg S. and I agree wholeheartedly that this must be the  
Rune system used by the modern Malkioni and the ancient God-Learners.  
At least, with only very minor changes. I have no idea what the  
publication history or schedule of this invaluable document is -- I  
encountered it for the first time at this summer's convention. 

	It lists 98 Runes, organizing them into combinations,  
sentences, equations and all manner of heretical activity which  
struck us with the ring of truth. 

	It is so profound a tome, that despite a promise to carefully  
provide feedback, comments, and other material, I have not yet done  
more than read it over repeatedly, wondering where to begin. Soon,  
Jean Paul, if you're reading this. Anyway, good luck to the  
Anencaphalosy!

>For example, Primal Chaos is the ruler of the chaos rune, but has  
>the rune only once.
	Ah, but Primal Chaos isn't "really" the ruler of the Chaos  
Rune. That honor is held by at least _six_ entities according to the  
Malkioni, Theyalan, and Lunar evaluation. The Theyalans originated  
the concept of the six forms of Chaos, and it came to the West during  
the Gbaji Wars. It was reinforced by Draconic myth in the EWF  
(Dragonewts believe in six varieties of chaos/creation/non-chaos).  
The Lunar Empire doubtless received the belief in 6 Chaoses from  
Carmania, since I do not think the Dara Happans knew about it. The  
six? Well, the exact deities who would be the "rulers" is argued  
about interminably, as only pedants care. 

	Here are two separate groups of candidates, one from  
Pithdaros, the other from Esrolia. 


PITHDAROS		ESROLIA
Gbaji: the North	Vivamort: the Void
Vovisibor: the South	Jokbazi: the Source
Vakalta: the Underworld	Primal Chaos: the Slime
Tyram: the Overheaven	Kajabor: the Destroyer
Xamalk: the Isles	Wakboth: the Evil
Gloomshark: the Sea	Gbaji: the Betrayer

	Chaotic philosophers do not generally accept this six-fold  
distinction, which is perhaps puzzling.

>Another example is Valind, who is the only god that I am aware of  
>that has the ice rune, but only has it once.
	Most folk who believe in ownership of Runes do not believe  
that minor Runes have owners. Hence Ice, a sub-Rune of water, or  
darkness, or something, does not have an owner by their precepts. 


>I have never seen more than one ruler per rune.  Barring some sort  
>of cosmogenic compromise, I don't think it could happen.
	Even Chaos as described above is not an exception. Those who  
accept a sixfold Chaos say that either "Any Chaos Is All Chaos" so  
all six together own the Rune, or else that Chaos is really at least  
six different Runes which all look the same. 


Sandy

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

End of RQ Rules Digest: V3 #47
******************************


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