Subject: The Old School Spirit, Volume 4, Number 7 First Distribution: May 17,1990 This issue: A Review of _Elder Secrets_ (Bruce Mason) Damage Modifiers without break points (Andy Bolstridge) Ed's note: Ok, I've now got time to start distributing stuff again, so you should get another issue soon, as well as a couple of supplemental pieces. This should also be the first issue of the third year of publication of the Digest. --- From: bmason@kean.ucs.mun.ca Subject: Review of Elder Secrets A REVIEW OF _ELDER SECRETS_ =========================== Authors: Greg Stafford and Sandy Petersen Reviewby Bruce L. Mason (bmason@kean.ucs.mun.ca) _Elder Secrets of Glorantha_ is the new biggy from The Chaosium, detailing, mainly, the 4 major ``elder races'' of Glorantha --- the elves, trolls, dwarves and dragonewts. It's boxed, retails for $20 and contains two books (_The Secrets Book_ 50 pages; Elder Races Book_ 120 pages) and a half-size map showing the major distributions of the elder races. The map is only marginally useful and the books are Avalon Hill's usual shoddy affairs and will probably fall to pieces before the year's out. Having got the usual gripes off my chest, to ES itself. The concept is a bit of a mish-mash, featuring a lot of the stuff that got left out when the planned _World of Glorantha_ supplement got broken into different pieces. Some of it is old stuff updated, some of it is new, and some of it is new stuff reprinted. The _Secrets Book_ is a pot-pourri of the odd and downright weird and even has a page on HeroQuesting. The _Elder Races_ book gives details on the elves, dwarves and trolls in order to make them usable as player-characters. No details on Dragonewts cause they're still N.P.C.s. So the _Secret's Book_ first. It is formed of many parts. The book starts with a very odd section called ``Inaccessible Glorantha'' which gives brief descriptions of many of the most interesting areas of Glorantha and then warns G.M's not to set campaigns in any of them. Given that this includes Pavis, Dagori Inkarth and so on I think that this statement should be taken with a grain of salt. The Chaosium claims that this injunction is there because they intend to publish supplements dealing with all these areas. Excuse me whilst I duck some flying pigs... [Perhaps it's not too much to hope that an updated Pavis will be out in the not-too-distant future? -Ed] The rest of the book is less schizophrenic and is sort of a monsters and magic items manual. First off are the ``unique mysteries'' of Glorantha, detailing places such as Hell's Crack and Harajallenburg --- the walking fort. It's classic Chaosium stuff with that wonderful, warped Californian concept of weirdness. Each one of these mysteries has enough about it to create a campaign around. Next we get the secrets of Dragonkind. This is basically reprinted stuff from _Wyrm's Footnotes_ with some extra goodies about the important draconic N.P.C's in Glorantha. All neat stuff. The ``Monsters and Terrors'' section provides various messy ways to slaughter player-characters. The monsters function as addenda to the _Gloranthan Bestiary_ and includes new species such as the Nasobeme, some sort of creature that bounces along on its *four* noses. Weird, man. The terrors are individual monsters that are there to gross out the players. Our old friend the Crimson bat is back, and boy is it tough these days. CON 1200. Apparently it has 1640FPs though what GM would be mad enough to dock its FPs I don't know. ``OK. End of the melee round. Every one lose an fp. Crimson Bat loses one too.'' We also get stats for the Hydra of Dragon pass, Cwim (don't ask) and The Mother of Monsters. The Mother of Monsters could quite happily eat the Crimson Bat. You want gross you got it. At long last RQ can have its own version of Godzilla versus the Smog Monster. More good stuff in the magical geology of Glorantha that at long last gives the RQ3 versions of rune metals, magic crystals and truestone. The book is finished off with a star map of the heavens and a look at the weather patterns. Finally on the last page we have the secrets of HeroQuesting. Bad news I'm afraid as it does no more than tell us, yet again, that Arkat discovered comparative HeroQuesting and that it's time for the Hero Wars. Worst kept secret in Glorantha these days. About half of the _Elder Races_ book is taken up with descriptions of the elves, dwarves and trolls. Each species is presented in a set formula. The mythical and historical past is given. The current regions of origin listed (in the same way as done in _Glorantha: Genertela_) and various boxed items deal with interesting bits. Next the mechanics of creating player-characters are given as well as suggestions for how to create workable characters. Finally the rune cult of the species is presented (ie Mostal, Aldrya, and Kyger Litor) in the ``extended'' format. It's all great stuff. The info. about the Mostali is reworked from the old _Different Worlds_ article. They were then an excellent satire and age has improved it. The paragraph about mostali procreation is not to be missed. Character generation allows for the play of apostate, heretic or orthodox mostali. It is presented in such a way that I can see mostali becoming popular P.C.s for a while because they are certainly a challenge. The cult of Mostal includes some new spells not seen in _Gods of Glorantha_ and hints that these are really only a partial listing. The Aldryami are still, basically, boring. There's some suitably weird stuff about Elven sexuality, but on the whole the work is pedestrian. It's not as hilariously satirical as the dwarven write-up nor is it as inventively appealing as the trolls. The character generation reflects this, being good at churning out elves with high bow skills and a certain lack of personality. The write-up of Aldrya has changed little since _Cults of Prax_ and contains nothing that wasn't in _Gods of Glorantha_. The Troll write up has been lifted wholesale from _Troll Pak_ with a few new bits of boxed text. The character generation system is the same one with a paragraph moved. The cult of Kyger Litor has just been moved from one box to the other. So if you bought _Troll Pak_ then you get the same 20 or so pages again. This is now the third time in a row that the extended Kyger Litor write-up has been put in a supplement. It may be good, but it's not that good. The rest of the book consists of descriptions of 19 of the minor elder races with the mermen left out. The characteristics aren't given, they're in the _Gloranthan Bestiary_ but brief descriptions are given of the social structures of the creatures as well as information on how to create player characters. This is about as in-depth as the style of info. given in the _Deluxe Creatures Book_. The best bits in this case are the cult write-ups of Cacodemon and The Bloody Tusk and the Chaosium really went to town on these. In keeping with the whole RQ3 ethos Cacodemon has been significantly upgraded. It turns out that all those RQ2 ogres weren't really summoning the Big C after all, just a type of lesser demon known as a fiend, of which Cacodemon controls several dozen. The new improved version will stomp all over any P.C.s and the fiends themselves would sorely trouble a party of rune-levels. The Bloody Cut must have been written the last time the Chaosium got a tax bill, cause boy is it sadistic. Let's hope the Moral Minority don't see this one. The ``Bloody Cut'' itself is a new skill that, opposed to the peaceful cut, is designed to cause the most painful death possible. When allied to the proper rune-magic this traps the spirit in the body. Now you can see why people really do hate the Tusk Riders as they've become thanatari on pig-back. Unfortunately the write-up for Thed, mentioned earlier in the book, doesn't turn up. The book is finished with various scenario outlines featuring each of the species mentioned in the book. They're workmanlike rather than inspiring, although the lost-dwarves mini-campaign has some potential and some of the vignettes have their moments. (I like the philosophical Morocanth.) Mostly, however, they are of the form, ``Some broos are raiding local farmsteads and the PCs are offered lots of money to deal with them.'' Hardly scenarios. Overall this set is excellent. If you missed out on the RQ2 stuff of many moons ago you're in for a real treat as Glorantha is still, in my opinion, the best campaign world ever published. If you do have the originals, then unless you've already made up your own versions of all the above and would find it hopelessly contradictory, you still can't afford to be without it. Now, at long last, the expansion of Gloranthan knowledge promised to us with the release of RQ3 has been delivered. There are some gripes. The books are riddled with typos and this habit of wholesale repetition of previous supplements, primarily the trollstuff, gets annoying. I hope I don't have to pay for any more copies of the Kyger Litor cult. This much I can cope with but Dobyski's illustrations are another matter. It's not just that they're bad, in fact it's some of the most pathetic attempts at drawing that I've ever had to pay money for in my life --- his tusk-riders were obviously farmed out to his 10 year old son. He has some talent at drawing human figures but that's about it. However what really annoyed me is that he comes damn close to plagiarism on several occasions. There's a difference between being inspired by J. Kevin Ramos's wonderful illos for _Gloranthan Bestiary_ and copying them dot for dot: and Dobyski's on the wrong side of that difference. When he's not copying Ramos he turns to Lisa Free. So far he has disgraced _Troll Gods_ and now _Elder Secrets_, I hope the Chaosium have nothing further to do with him. In summary, if you run Glorantha then beg, borrow or buy a copy of this. Stick blank paper over the illos and correct the typos and you have a supplement almost up to the standard of _Glorantha: Genertela_ -- and that's a high standard. Now a little less background and a lot more scenarios might not go amiss. Hmmmn wonder if I can persuade the Chaosium to let me have mine as a review copy... [Personally, I'd rather see a separate scenarios book, sold separately. There's info that I would let players have access to in the books (if they are playing particular races), but there's other stuff that shouldn't be so free access. It would also be nice to see everything put into a format where things could be put into three ring binders, instead of having these flimsy bound volumes and expanded write-ups of various things all over the place. -Ed] --Bruce. --- From: "A. Bolstridge"Subject: Damage Modifiers without break points Someone wanted a system for removing the cut off points in the damage modifier table. Well, here's my humble idea. This involves a little maths -- something I don't like -- but it can be easily tabulated. What it does is work out the damage mods linearly. It keeps to the old table (very nearly) so can be used without changing all your old characters. What you do is add STR and SIZ and [subtract] 18 (18 being the base point where anything greater is strong, and anything less is weak) and you divide by 3. You then have a number which is the size of die you should use. Confused? Well, assuming STRs and SIZs as shown we have: STR 3 SIZ 8 produces -7/3 = -2.333 = -2 so the dam mod is -1d2 STR 18 SIZ 18 " 18/3 = +6 = +6 " +1d6 STR 11 SIZ 13 " 6/3 = +2 = +2 " +1d2 These are the human min, max and average scores, and fit nicely within the present damage modifiers. I round off the thirds that appear to the nearest whole number. One problem you will have is 1d5s. I solve this by making them 1d6s instead. And for those who don't want to work out tables: STR+SIZ old dam.mod new dam.mod 2-4 -1d4 -1d6 {anyone with STR+SIZ of 2 shouldn't get an 5-7 -1d4 -1d4 attack anyway! } 8-10 -1d4 -1d3 11-13 -1d4 (!) -1d2 14-16 0 -1 17-19 0 0 20-22 0 +1 23-25 0 (!) +1d2 26-28 +1d4 +1d3 29-31 +1d4 +1d4 32-34 +1d6 (!) +1d6 35-37 +1d6 +1d6 38-40 +1d6 +1d8 41-43 +2d6 +1d8 44-46 +2d6 +1d10 47-49 +2d6 +1d10 and so on. It works out OK except that high scores only use one dice instead of two, but this can be changed if you like to using only d4s and d6s, 1d8 becoming 2d4 and so on. Marks (!) represent that my STR+SIZ range shown isn't the same for the old dam mod scores. ie 12 STR+SIZ gives -1d4 dam mod in the old system, but 13 STR+SIZ gives +0. Andy.Bolstridge@uk.ac.newcastle. --- The RuneQuest(tm) mailing list is a courtesy of Andrew Bell. All opinions and material above are the responsibility of the originator, and copyrights are held by them. RuneQuest is a trademark of Chaosium, Inc. Send submissions, mailing list changes, requests for old article lists, etc. to: bell@cs.unc.edu ...!mcnc!unc!bell Request old articles by volume number and issue number.