Subject: RuneQuest Digest Volume 8, issue no 3. Comments: Revision @(#)v8n03 1.6 92/09/09 Contents: RuneQuest-Request Contents, Editorial Peter Maranci Dragonewts +188 Jeff Okamoto Discussion, Convulsion +36 David Cheng A report on "Convulsion of a Trillion Tentacles" +248 J.R.Davis@bnr.co.uk Convulsion auction prices report +83 Editorial: This issue took rather long to prepare. I hope to put out issue four soon after this one. On request of some people who are not on the internet, I will from now on limit issues to approximately 25000 characters. I have two cult write-ups lying in store, one by Steve Maurer, "Arin the Smuggler", and one from David Williams, "Golden Bow". These are respectively 250 and 400 lines long. Both have been posted on usenet, so I intend to make them available as supplements, that would be available on request. Administrativia: When sending a request to RuneQuest-Request, use one of the following keywords in the subject line, this will help me automate maintenance of the list. SUBSCRIBE name@address (Full Name) UNSUB name@addres SEND volume # issue # or SEND supplement # Anybody interested in a typeset version of the Digest? Pending submissions: DrCheng Alternate Rune Magic Tom Zunder gharris@Jade.Tufts Revising Strike Rank Modifiers Antoon Pardon Training limitations with non humans Tom Zunder Re: RuneQuest Digest Volume 8, no 1, an MOB special Mark C Wallace RuneQuest at GenCon 93 Bryan J. Maloney RQ4 Rumors -- disclaimer: My words, not Sun's ## # # ____## #### ### ## Henk.Langeveld@Holland.Sun.COM, postmaster@sun.nl | ################# Maintainer/Editor of the RuneQuest Digest | ########### ######| ############ ###### Enquiries to: ############## ###### ###################### RuneQuest is a trademark of Chaosium, Inc. ####################### ################ ######## Henk Langeveld ##########||||=====|====|====################# ######## Steenbes 9 ##########||||=====|====|===################## ######## 3823 CC Amersfoort##########||||=====|====|==############################ The Netherlands ##########||||=====|====|==############################ -------------------- From: Peter Maranci Date: Mon, 29 Jun 92 18:56:39 EDT Subject: Dragonewts ********************************************************************** The following was first printed in "Rack & Rune" #2, a 'zine by me (Peter Maranci) which appears regularly in "The Wild Hunt" APA. I may be reached in the following ways: Voice: (617) 397-7958 after 6 PM EST Post: 81 Washington St., Apt. #2, Malden MA 02148, USA Net: rune@trystro.uucp or trystro!rune@think.com ********************************************************************** DRAGONEWTS The Chaosium claims that non-rebel dragonewts are unmanageable as PCs. I believe otherwise; at least three different players that I know of have successfully played dragonewts, and every time it's been a hell of a lot of fun. Though styles of play did vary somewhat, there were certain things all players had in common: A) A sense of quirkiness. Dragonewts have a totally alien logic of existence. While players, being human, may not be able to understand dragonewt philosophy, a penchant for bizarre and (in human terms) insane practices can make a convincing simulation. Needless to say, they should not behave so all of the time; that in itself would be predictability, which is the antithesis of the Dragon Way. B) Roleplaying above powergaming. Dragonewts possess a far greater potential for power than an ordinary character. They are, in fact, unbalanced as PCs; after all, they may die any number of times, and be reincarnated as long as they remain on the Dragon Path (though there are occasional exceptions). This imbalance must be corrected by good roleplaying (refusal to accept human magic, for example), combined with GM supervision. In crude terms, a player must be willing to screw himself and the party for the sake of the character. If immortality/rebirth is being used as an unfair advantage by the player, then the dragonewt is off the Dragon Path -- and will no longer be reborn. Q.E.D. C) Gamemaster supervision. This is perhaps a more controversial idea: I believe that in GMing for dragonewts, the GM's gut feeling is a better controller than any mechanical system (in fact, that may apply to many areas of gaming). While there are certain obvious indicators of deviance from the Dragon Way (such as overuse of dragon effects and/or frequent human-logical behavior), the GM should rely chiefly on his/her own judgement as to the dragonewt's Dragon Path status, including advancement from scout to warrior stage, etc. Needless to say, a dragonewt should not be advanced to Warrior status until all other players are at high Initiate standing. The dragonewt section of the RQII book also gives some useful skill & POW minimums for advancement in stage. Below is a table which was used for dragonewt PCs. Keep in mind that Warrior dragonewts generally have a POW of 12 - 14, and that use of these effects can cause deviation from the Dragon Path. Death may often be preferable. DRACONIC EFFECTS TABLE: WARRIOR STAGE 1) Dragon Armor. See RQIII Glorantha book. 2) Dragon Claw. See RQIII Glorantha book. 3) Dragon Strength. See RQIII Glorantha book. 4) Firebreath. See RQIII Glorantha book. 5) Growth. See RQIII Glorantha book. 6) Sprout Wings. See RQIII Glorantha book. 7) Alertness. Stay awake/alert for 1MP/hour cost. Each MP expended increases all Perception abilities by 5%. 8) Dragon Dread. The dragonewt's eyes seem to glow and whirl. Costs 1MP/rd, and must be maintained for 10 rounds. While in effect, newt gains ability to cause Befuddle effect at a glance. Can gaze at one victim + attack & defend, or can replace either action with additional gaze (up to 3 per round). 9) Dragon Roar. A deafening, terrifying sound, causing a Demoralize effect in all with the area of a sphere centered on the dragonewt with a radius equal in meters to the number of MPs spent by the newt. A 5 MP Roar would cause all within 5 meters of the dragonewt to resist a POW vs. POW attack or be Demoralized for 20 - INT minutes. The minimum duration is 1 round. 10) Dragon Tail. At will, dragonewt's tail becomes 2x larger. The Tails hit points are doubled, and the dragonewt gains a sweep attack vs. rear foes. 10% base + attack bonus, SR 0 + DEX for first attacker, 1 + DEX for second, etc.. Damage is 1D6 + Damage bonus. This attack is in addition to normal front attack and parry, but newt's Dodge is halved for duration of effect. Skill may be gained in Tail attack as per normal. 11) Sharing Dream. The dragonewt performs a bizarre ritual upon another individual. On completion, the dragonewt must overcome the targets MP with his own -- the target cannot help but resist. If successful, both immediately enter a deep coma. In that time, one-half of all damage received by the target will be transferred to the newt. Armor does not protect against this damage, but the Dragon Armor effect may be used by the newt on himself. The coma lasts for as many hours as points of damage are transferred. Violent stimulation (damage) may awaken either party before the effect is complete, in which case the newt takes damage equal to the damage of the target, without curing the target at all. 12) Forced Rapport. The dragonewt touches a spell-afflicted object or person, and resists the MP of the caster at the time he/she cast the spell. If successful, the spell is negated. If not the dragonewt is affected by the spell himself, probably in some adverse way (GM's choice). 13) Dragon Heart. For as long as desired, the dragonewt's CON is 1.5 x original. 14) Swallow. The dragonewt may swallow any object up to 1/2 his own SIZ, without taking damage. This includes living things, sharp objects, etc.. The material may be disgorged later. A living thing will continue to breathe, but extra food must be Swallowed for its consumption. If the dragonewt is killed, any living creature inside will suffer drowning effects as per World Book until released (cut out). 15) Destruction. This effect destroys enchantments. The dragonewt sacrifices a number of Power points. The enchantment then makes a resistance roll, using the points used in its creation vs. the point sacrificed by the dragonewt. If it fails the enchantment is destroyed. If it succeeds, the enchantment survives and the dragonewt suffers a Backfire effect from the Sorcery table. Note: overuse of this effect is a known cause of the extremely rare dragonewt de-evolution, in which the dragonewt is reincarnated at the next lowest stage! 16) Dragon Sleep. By paying a cost of 1MP/hour/day/season, the dragonewt may suspend its animation. During this time, it need not eat nor breathe, and indeed cannot. It can endure any temperature or condition that does not destroy its body. 17) Death. The dragonewt dies at will, and may be reborn normally. 18) Dragon Jaws. Gain Bite attack, damage 1D10 + 1 + Damage bonus. Base attack chance = 20%. The SR is 2. May be increased by experience and training (from who?). 19) Dragon's Mark. By expending a permanent point of POW, the dragonewt may place an invisible mark that will enable it to locate the object desired, even after it has died and been reincarnated. The object marked may be a person, spirit, place, or thing. If the dragonewt is able to touch and freely handle the object/person/item in question for its POW in minutes, it will be able to locate the object to within 1 - 100 meters. Every minute or fraction thereof less which the dragonewt spends increases uncertainty by a further 1 - 20 meters. If the dragonewt cannot touch the item, but can see it, it may mark it nonetheless. In this case, however, the accuracy drops to 1 - 1000 meters. If the dragonewt is marking its' own skin, it is automatically successful at the 1 - 100 range. No extra time need be spent. Within the range of uncertainty, the dragonewt can only sense that the item is within range. Note: overuse of this effect is a known cause of the extremely rare dragonewt de-evolution, in which the dragonewt is reincarnated at the next lowest stage! 20) Elemental Shield. When invoked, all elementals must overcome the dragonewts' POW to attack it in any way. The dragonewt may also survive in hostile environments by spending 1 MP per 10 points of damage it would normally take. GAINING A NEW EFFECT: Upon first attaining Warrior status, a dragonewt possesses none of these effects. Once each week, the dragonewt may attempt to roll percentiles equal to or beneath its POW. If the number is below, it gains a randomly rolled Effect. This Effect is permanent; it may be used over and over again. In the case of duplication, there may be no increase, a reroll, or an increase in the effectiveness of the Effect in question, at the GM's whim. If the number rolled by the dragonewt is equal to it's POW, it may experience a conversation with a True Dragon, summon a Dream Dragon, or experience some other bizarre manifestation. Finally, the easiest way to keep a dragonewt with a party is to simply have a Noble order it to observe the group for a while. Let a Scout scout out the human frontier! -- (c) Copyright 1992 Peter Maranci. This version is freely redistributable as long as this copyright message is included. Commercial rights for derivative works are retained by the author. -------------------- From: Jeff Okamoto Date: Tue, 4 Aug 92 9:43:33 PDT Subject: Discussion, Convulsion > From: Tim Leask > Subject: RQ Discussion - When can a player D.I. ? In the Chaosium house campaign (whose Log was auctioned off at Convulsion -- more on that later), we allowed characters to DI if they were about to die. If we had to "rationalize" it, we probably would have said that although the conscious part may be non-functioning, the rest of the soul is doing just fine and is able to call on the gods to intervene. > From: Peter Wake > Subject: Re: Convulsion '92 > Apparently the Palmaltela stuff is written (it was completed for the > Glorantha box) but will not be coming out for the moment - no reason > was given. Just a bit of background -- Pamaltela was not included in WoG because it would have driven the cost of it too high. > Declared that HeroQuest will be called `Glorantha the Story' and will > be released SOON. He's back working on Glorantha and keen on it > again. Yes, it's been pretty interesting testing it. It's role-playing taken one notch higher. No munchkin would ever be able to understand it. > The Gloranthan Cyclopaedia went for GBP 420 (I think) and Sandy > Petersen's campaign notes went for almost as much. Anyone know exactly who purchased it? The PC version I provided was a poor transfer from Microsoft Word on the Mac (AmiPro really barfed on converting the style sheets). Once I get more done, I want to send the person an upgraded version. Jeff -------------------- From: David Cheng Date: Tue, 4 Aug 92 20:37:46 EDT Subject: A report on "Convulsion of a Trillion Tentacles" A report on "Convulsion of a Trillion Tentacles" July 24-26, 1992 College Hall, University of Leicester ("Lester"), England I went to England hoping for the _RuneQuest Event of the Decade,_ and I wasn't disappointed. Here's a rundown of what happened. I'll only discuss the events I attended: Guests of Honor: Greg Stafford Sandy Petersen Organized by: David Hall (Editor of _Tales of the Reaching Moon_) Kevin Jacklin Lewis & Karen Jardine Steve Thomas Elaine Waterson Other notable attendees: Ken Rolston (Avalon Hill's RQ Master) GS' financee, Suzanne Courteau Oliver Dickinson (author of the "Griselda" tales) contingents from Sweden, Germany, France, some other countries, and even a few (2-3 ???) of us Yanks, including David Gadbois, the guy who distributes TotRM to all of us here in the US. FRIDAY: "RQ Renaissance", hosted by Ken Rolston & Sandy Petersen (I took no notes, so this is from memory) They discussed and fielded questions about future RQ product releases. Hopefully for Origins/GenCon is "River of Cradles," which gives lots of background material on the region, and at least one good-sized (multi-session) adventure. At least 50% new material. Old material pulled from _Borderlands, Pavis, Big Rubble, and cult write-ups from Cults of Prax_. Also expect the long-rumoured Dorastor pack. Escort a Lunar trade caravan through this chaos-twisted land. Have dinner with Ralzakark, King of Broos! _Strangers in Prax_ details several groups of non-Praxian visitors to Prax. Not adventures per se, but these groups form the core of adventures, with lots of ideas for how to structure adventures around them. There is a western Sorcerer, an oriental Kralori, some Pamaltelan guy, and some others I can't remember. Also gives insight into their cultures, by how they view Prax. RQIV was discussed. It is at least a year away. There were several other products discussed. I apologize for my poor memory. I think the theme was something like: "We're going to develop Prax as a campaign setting, and then move on to Sartar." Rolston is looking for good Gloranthan material! Send it to him, he begs! SATURDAY: "Talking about Tekumel", hosted by Mike Cule and Dave Morris I only caught the tail end of this, but these guys really seemed to know their stuff. "Bothered about D&D", hosted by me I expected 4 or 5, but over 20 turned up. We had an excellent, animated discussion about the anti-gaming propaganda going around. It is not nearly as bad over in England, they tell me. Perhaps because fundamentalist Christianity is not as prevalent in the UK??? (Please reply to last comment on mail, not by posting) Eat at Geo's Dozens of people brought normal to strange foods, which were judged for prizes. Alcoholic beverages were judged too. Gloranthan Panel, hosted by Greg Stafford, Sandy Petersen, Ken Rolston, and Nick Brooke (a Brit Gloranthan encyclopedia). No rules questions were allowed! I DID take notes, and here are some of the good points: - Almost all non-sorcery using cultures are violently anti-sorcery. They are heretics, after all! This includes trolls. Only in areas where Arkati trolls are prevalent is their use of sorcery tolerated. - Greg Stafford says: "Humakt is not illuminated... but once I thought he was." - GS: "Cultural biases are always allowed to override religious biases in Glorantha." - Yelm (and his worshippers) are not all that anti-chaos... He was safe in Hell when all that was going on, eh? Perhaps that is why the Yelmi get along so well with the Lunars... - Once Daka Fal judges a soul that comes before the Court of Silence, there is no chance for resurrection. - Divine Intervention will not remove a chaos taint. - The entire basis for the Yelmalio cult is being rethought. Look for more in Stafford's forthcoming game, or TotRM. HOME OF THE BOLD Freeform role-play game 77 (plus a few more squeezed in at the last minute) players This was definitely the centerpiece event of the convention. Pretty much everything else halted while this was going on. Those not participating either open-gamed, or observed. From what I heard from some non-players, that was great fun too. The basic premise: It is Storm Season, 1624, in the city of Boldhome. Will the Sartarites foment a rebellion? Will the Lunars be able to keep the peace? What side will the Independents ally with? There were about 20 Lunar players, and I can only guess about 20-30 independents. I guess that leaves 25-35 Sartarites. Each player got a character description about 3 pages long, detailing who you know, what your motivations/goals are, and what you can do. Try to imagine the web of intrigue that gets woven between 77 players! Known major events were a big chariot race, and the elections for the Mayor of Boldhome. Of course, there were political implications for each faction associated with these. Other events that surfaced were a Vampire killer stalking the streets (a PC of course), assassination attempts, romance, pickpockets, invisible people walking around getting to spy on you, and the Lunar Tax Collector lightening your purse. I played Lergius Cassius, the Lunar General in charge of all troops in Sartar and Prax. Without rambling on too much, let me summarize by saying it was quite fun, albeit stressful. I kept getting reports about attacks all around the region. Is this the sign of rebellion, or just standard raiding? How do I respond? The Sartarites did indeed drive us out of Boldhome in the end. But, it might have been a replay of Starbrow's Rebellion, because the Tarsh Ambassador PC thought that rebellion was immanent, so he called in the Tarshite army to occupy the city, as the real Starbrow was leading an army of Heortland Orlanthi up from the south... Kevin Jacklin and David Hall did an excellent job putting all this together. Stafford gave them a lot of material to work with, so that the characters could best fit into the political reality of the time. A physical keepsake of the event is the "Rough Guide to Boldhome," a 30 page booklet which includes a fairly detailed map of the city, and essays detailing the physical and cultural setting. They even had the guy who produces the "Alternative Armies" figures (whose name escapes me right now) mint actual Lunar coins. Amazing! SUNDAY: Bitch Panel, hosted by Ken Rolston, Sandy Petersen, Greg Stafford, and Ian Marsh (of Games Workshop?). A discussion about the state of the industry. Topics included: RQ targeting a mature gamer market, women in gaming, allocating small budgets to please the most people, certain game manufacturers trying to drive the competition out of business, the scarcity of gaming magazines in the UK, and a bunch of other things. Stafford's Main Address Not about RQ, Glorantha, or HQ. Stafford spoke about Elvis (yes, with some seriousness), women in gaming, and why he things RPG's appeal to us. The Auction Lots of hard to find RQ stuff. I sold a copy of Cults of Prax for 28L (over $50). A copy of Stafford's _Gloranthan Encyclopedia_ went for over $750, and a transcript of Petersen's world-spanning Pamaltelan campaign went for over $500. The crowd was ravenous for out-of-print or unique RQ stuff! Stafford Reads Stafford read from "The Elusive King," or Argrath's Saga. Relates the story of Argrath's fight against the Lunar Empire, ending with the Red Moon falling from the sky. Neat stuff! No, I was too busy listening to take notes. Write pesky letters to David Hall, and perhaps he will be persuaded to print tidbits in TotRM. Other stuff I did not attend: Cthulhu Tournament; Pendragon Tournament; Panel discussions on Cthulhu, Pendragon, Fanzines & Interactive Literature; Oliver Dickinson reads new Griselda stuff; Pub Quiz; open gaming. General Impressions: BEER This was new to me. At Convulsion, and all British cons, they drink. Not to excessive drunkenness, mind you. But, many people are walking around with these big pint glasses of brew. This took a little getting used to on my part, being used to having 35% of convention attendees being young kids whose parents would have a fit over such activity. David Hall tells me that any British con without an open bar would be a failure! Apparently, even the type of brews available is a major issue... GLORANTHAN AMBIGUITY At one point, Stafford came out and said that he doesn't want to provide all the answers. With new Gloranthan material he produces, he will deliberately be including conflicting info. This is not new; previous Chaosium releases have taken this "cultural bias" viewpoint. He also emphasizes that there is no "right" answer; searching for one is a God Learner mistake. A TOTAL RQ CONVENTION The best part of the experience for me was that this was a RuneQuest convention. Usually, I'll go to a con of 300-400, and have a RQ chat with 5 or 6 people. But, at Convulsion, a good 85%+ of the ~175 attendees were Gloranthan enthusiasts. It was a very pleasant change of affairs. CAN WE DO IT IN THE USA? It was such a neat experience, I am thinking about trying to do one here in the states. Do we have enough RQ-devotees, with the money to congregate, to have a RQ-con? The U.S. is significantly bigger than Britain, and thus travel expenses would be greater. But, even there, they attracted attendees from around Europe. Are there enough RuneQuesters left in the U.S. to make this a success? Is there the interest? Do U.S. RQers WANT to attend such an event? What do you think? How many people do you know who would attend such an event? I envision having the centerpiece event be "Home of the Bold," just as it was at Convulsion (which is why I didn't go into pages of detail about it earlier). David Hall has given me a preliminary word that this is possible. Certainly we would invite as many RQ-names as possible, to speak as they did at Convulsion. Where would we have it? California has a reputation for a heavier RQ-playing population. Is this fact? Is there someone in Cali who would do logistics? Being in New York, I could not imagine that I could do this unless the location was here in the Northeast. These are just preliminary ramblings. Certainly this could not take place for about a year, at least. Your feedback and volunteerism is welcome at: -- David Cheng drcheng@wissel.stern.nyu.edu v124pz9t@ubvms.cc.buffalo.edu GEnie: D.CHENG 313 East 85th St, Apt 2C New York, NY 10028 (212) 472-7752 -------------------- From: J.R.Davis@bnr.co.uk Date: Thu, 6 Aug 92 9:05:37 BST Subject: Convulsion auction prices report The recent RQ digest mentioned the Convulsion games auction - here is a listing of the major items which were sold, and the prices reached. No guarantees of accuracy, as I was only noting them down on scratch paper! Where multiple prices are listed, this indicates several copies sold. Interestingly, condition of goods seemed to have little effect on prices. If you are interested in selling this sort of thing, you might expect to get this sort of money for the items, if you can find a serious buyer. Probably, most of the "serious" wealthy RQ people in Europe were present. Here 'tis: this is not complete, I concentrated on the (old) Runequest stuff. Prices in pounds Sterling. Borderlands 31,31 Questworld 20,20 Big Rubble 60 Snakepipe Hollow (old) 7,8,3 Trollpack (old) 30,30 Foes 12,6 Griffin Mountain 35,37,35 Balastor's Barracks 10,11 Cults of Prax 21,27,31,24 Cults of Terror 32 Gateway Bestiary 7,8,15 Hellpits of Nightfang 3 Broken Tree Inn 9,8 Duck Tower 12,11 Dragon Pass 10 White Bear Red Moon (3rd ed.) 30 White Bear Red Moon (1st ed.) 40 Nomad Gods 75 Soloquest 2 and 3 10,10 Runemasters 17 Plunder 30 (amazing!) City of Lei Tabor - (reserve price 5 not reached) Duck Pond 10 Soloquest 2 4 Tales of the Reaching Moon #1 14 Tales of the Reaching Moon #2 11 (signed by authors) Tales of the Reaching Moon #3 7 (signed by authors) Tales of the Reaching Moon #4 5 (signed by authors) Tales of the Reaching Moon #5 5 (signed by authors) Wyrms Footnotes 1 - (reserve price 60 not reached) Wyrms Footnotes 2 30 Wyrms Footnotes 5 15 (second copy reserve price 20 not reached) Wyrms Footnotes 6 14,12 Wyrms Footnotes 8 10 Wyrms Footnotes 9 11 Wyrms Footnotes 10 11 Wyrms Footnotes 11 7,7,7 Wyrms Footnotes 12 10,10 Wyrms Footnotes 13 7 Wyrms Footnotes 14 15 Pendragon Campaign 21 There was also a bunch of unique stuff supplied by Greg Stafford, this went for fairly silly money: I include just for information, this stuff hasn't got a "Market Value" as such... Gloranthan Encyclopedia (290 pages) 420 Campaign log of BIG "official" campaign 340 Runequest movie script 60 Jonat's saga (book manuscript) 75 Alpha notes of Greg's latest project 170 Draft of Glorantha book (with extra info) 80 If you want more info, mail me. I'm not going to post or mail descriptions of any of the items, though! Hope some of you find this useful... -jrd -- John Davis, sysmgr EB20, | Hoare's law of small problems: T4E east end, ext 3618 | Inside every small problem is a | large problem struggling to get out.