Bell Digest v930603p4

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Date: Thu, 3 Jun 93 17:16:10 +0200
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From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer)
To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest)
Reply-To: RuneQuest@Glorantha.Holland.Sun.COM (RuneQuest Daily)
Subject: RuneQuest Daily, Thu, 03 Jun 1993, part 4
Precedence: junk
Status: OR

The RuneQuest Daily and RuneQuest Digest deal with the subjects of
Avalon Hill's RPG and Greg Stafford's world of Glorantha.

Send submissions and followup to "RuneQuest@Glorantha.Holland.Sun.COM",
they will automatically be included in a next issue.  Try to change the
Subject: line from the default Re: RuneQuest Daily...  on replying.

Selected articles may also appear in a regular Digest.  If you 
want to submit articles to the Digest only,  contact the editor at
RuneQuest-Digest-Editor@Glorantha.Holland.Sun.COM.

Send enquiries and Subscription Requests to the editor:

RuneQuest-Request@Glorantha.Holland.Sun.COM (Henk Langeveld)

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

From: marks@slough.mit.edu (Mark S. c/o Tom Yates)
Subject: This, that, and the other.
Message-ID: <9306030429.AA18169@Sun.COM>
Date: 3 Jun 93 04:32:40 GMT
X-RQ-ID: 934

                             Sorcery

     I am somewhat surprised at the current discussion of "fixes"
for the RQIII sorcery rules.  Wouldn't it be more useful to talk
about the RQIV sorcery draft?  The holes have been fixed, Free
Int has been abolished, long duration is  much tougher, and
Stafford has been consulted about the societal implications.
(One interesting Staffordian insight - spirits are *much* less
available in the West.)  (Which is to be expected, *our* dead go
to Solace)  (or perhaps the Praxians are correct, and monotheists
are fools without souls)

     The rewriting of the Runequest rules is quite properly
following an evolutionary, not a revolutionary, course.  Many
gamers who are running or playing in Western campaigns would be
rather annoyed to see the foundation of the system change
radically.  Look at the outrage generated by the changes in
RQIII, which are quite marginal compared to which would be
necessary if we changed to a runic sorcery system.  

     Some of the problems people have with sorcery probably
results from the disastrous RQIII decision to present sorcery
outside of it's social context.  Playing in a Western Campaign 
can give one  a greater appreciation of the culture and religion
of the West, and of the effects of sorcery on play.  Perhaps
some of the fixes that people have suggested for the problems of
sorcery would be more useful if they were developed in the
context of an ongoing Western campaign.

     Indeed, the many of the problems found in the unfamiliar
RQIII sorcery system go unnoticed in the comfortable familiar
Divine Magic system.  Some have decried the effect of long
duration sorcery, yet the extension spell can have an equivalent
effect, take the following example: 

     Count Sorcer of Bormandy and his friend Theo the Orlanthi
fought in a great battle.  They each captured a minor noble; and
each noble was ransomed for about 10,000L.  What can each do with
his money?  Count Sorcer can get his Str, Con, Siz, Dex, and App
raised by eleven points for a full year (note again that almost
nobody in Glorantha could actually cast these spells, under
RQIII rules, or under the more restrictive proposed RQIV rules). 
This is a powerful effect indeed.  Theo would be hard pressed to
equal it.  Or would he?  Consider the following purchases (made
under RQIV draft rules, RQIII would have permitted even greater
purchases)  Theo buys a casting of Shield 10 for a year,
Great Parry for a year, Dark Walk for a year, and then decides to
buy a Guided Teleportation Matrix (he wants to start his own
society altering long range communication network). 

     Note also that there are more acolytes and priests to create
extension matrices than there are sorcerers to create sorcery
matrices.  Extension matrices will work with any spell.  Sorcery
matrices will only work on one spell.  Divine magic users can
also use Truestone.  In the Sun County temple there is a
Truestone with extension 28.   

                         Pow Gain Rolls
     The RQIV rules have the gamemaster assigning Pow gain checks
checks subjectively, based on the amount of magic use and spirit
combat the character has done.  This would seem to satisfy most
of the complaints people have with the current system.  I
personally think the old system was fine. 

                       Changing Rune Magic

     Giving initiates reusable rune magic creates a world much
more magical than the Glorantha I have read about.  Would any 
reasonable person become a priest if that meant that they would
have to give up 80% of their time and income in return for
regaining spells on a seasonal rather than yearly basis?   I
think not.  Initiates already get magic they can use again and
again.  Spirit magic.

                                  Mark Sabalauskas
.................................................................
     It's better to steal the Candle of Eternal Light than to
curse the darkness.  - God Learner Proverb

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

From: henkl@glorantha (Henk Langeveld - Sun Nederland)
Subject: Re: Missing issues
Message-ID: <9306030829.AA15664@glorantha.Holland.Sun.COM>
Date: 3 Jun 93 12:29:06 GMT
X-RQ-ID: 935

> From: "Neil Robinson" 
> Sender: nrobinso@sirius.UVic.CA
> Message-Id: <32989.nrobinso@sirius.uvic.ca>
> To: RuneQuest-Request@Glorantha.Holland.Sun.COM
> Subject: Missing issues
> 
> Henk,
> My mail server has been on the fritz since the weekend.  Would
> it be possible for you to resend me the digest from May 29 until
> today (June 2).

People from all over the world seem to have missed issues this
weekend...

> 
> Thanks,
> 
> Neil
> 
> Oh, and how was Eindhoven?  When I was playing there (84-85), the only games
> we had were one copy of Traveller, a copy of 'Oog van de Meesters' (I think,
> my Dutch is very rusty), and a photocopy of RQ II I got sent from Canada.
> Hopefully things are better now.

Eindhoven was great.  First time ever that we had a *real* trade show.
I spoke with the organiser and he seemed pleased with the overall outcome.
So we may see a repeat of this.

I didn't play, instead I walked around for chat and gossip.
I met Charlie Krank, who did promotion for CoC.

--
Henk	|	Henk.Langeveld@Sun.COM - Disclaimer: I don't speak for Sun.
oK[]	|	RuneQuest-Request@Glorantha.Holland.Sun.COM

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

From: F.Fontana@cs.ucl.ac.uk (Fabio Fontana)
Subject: Questions about two handed weapon use.
Message-ID: <9306031107.AA25099@Sun.COM>
Date: 3 Jun 93 13:07:02 GMT
X-RQ-ID: 936


Hello, 
	I am new to RQ3 (and the digest for that matter) and I have a couple
of questions about mechanics.

What are the penalties for using two weapons? On page 51 of the Players
Manual it says that off hand weapons start with a base chance of 0.5%, do
the actually mean "0.5 per cent chance" or half the normal base chance or
something like that? Are there any other penalties for using two weapons?

Also a couple of points just to make sure I have got it right: 
skills for melee weapons always go by group (both when you get the skill
through previous training and by adventuring) so that an increase in the
skill in one of the weapons in the group increases your chance with all the
weapons in the group. On the other hand missile weapons skills are separate
(except for bows and crossbows). Is this correct?

If you are wielding a single weapon, you can strike, parry or dodge but
only do ONE of those actions per round, right? 

Finally, what is a primary weapon? I have seen it mentioned in the Primitive
Hunter skill list and nowhere else....

I need some elightenment....

Fabio

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

From: joe@sartar.toppoint.de (Joerg Baumgartner)
Subject: Re: RuneQuest Daily, Tue and Wed
Message-ID: 
Date: 3 Jun 93 15:13:18 GMT
X-RQ-ID: 937

Joerg speaking

Traffic again! and quit a lot to answer, so I'll try to keep my quotations  
short:

Paul Reilly in X-RQ-ID: 895
> In reply to Nick:
On Malkionism and the God of Time:
Perhaps the Invisible God is Arachne Solara's child and the God of Time,  
and Malkion the PROPHET predicted this universal God before his rise. Thus  
the Brithini, clinging to their pre-Time ways, are Atheists. Hrestol would  
then be the Prophet who is inspired by the 'new' god. Since Godtime is  
acausal, the Invisble God can inspire Malkion before he is 'born'. And he  
can still be the Creator as well. Ideas getting tangled here...
<
I like that! Finally a way to separate Brithini and Vadeli from the rest 
 of the western church!

> On Deezola:
 Yes, she looks shamanic. [...] Also, I think that Arachne Solara worship  
seems to occur among Shamanic cultures (Beast Men, etc.) She is in the  
Innermost Plane, spinning the web of the world. Lost shamans occasionally  
attract her attention: some are destroyed and some are sent back as Her  
priests.
<
Which reminds me to an early concept of Spirit healing I wanted to use in  
may campaign (and didn't, rereading the spirit rules):

Near-fatal or crippling wounds or a severe disease deliver a character  
into comatose state. The shaman summons/captures a healing spirit and  
releases it on the character, binding it (no enchantment) to the victims  
soul. Victim and healing spirit together battle the disease/wound,  
reducing the damage if successful. Slowly, mind you - a crippling wound  
should be undone only as slow as in sorcery regeneration, and no regrowth  
of lost parts; a disease will take it's time to be cured, only the chances  
of success are enhanced.

In reply to my contribution to the POW-gain debate:
> If as I believe stats are actually logarithmic (like decibels) then the POW chart makes  
plenty of sense.
<
If, for which I haven't seen the rel evidence yet. And if the stats are  
logarithmic, to which base?
---

Greg Fried in X-RQ-ID: 897
> I'd like to respond to Paul Reilly's excellent posting on sorcery.
[...]
Somehow, RQ III stumbled and produced a sorcery system that seems more  
like an outgrowth of a game system.
<
An argument my foremost sorcerer's player keeps running with me, and where  
we agree to a certain extent.
> [...]
As far as the present sorcery mechanics go, it seems to me too many of the  
spells relate to game mechanics. Something is wrong when you've got guys  
like in Griffin Mountain with 20 HP in in a location, 20 AP and 20 damage  
boosting! This ruins the feel of the game. 
<
Exactly this is what gave sorcery a bad name among RQ2-players! (I've got  
a discussion running on that in Free INT) The easiest way around this is:  
Forbid it when GMing. (BTW, game balance and feel is destroyed by Rune  
Levels with Shield 10 and Truesword plus Bladesharp 6, too...)
>
Also, why are all spells just as easy as each other to learn? They should  
be more or less difficult depending on the interpretative weirdness of  
their runic 'spelling, perhaps on the sorcerer's level of mastery with the  
runes concerned.
<
Good idea!
>
Perhaps different schools 'tie' the magician closer with certain runes,  
making learning and casting certain spells easier.
<
That's what runic ties are al about, aren't they?
>
Instead of having a % score in each spell, have a skill in spell-casting  
alone, with plus and minus given for the difficulty of the spell, its  
range and intensity, etc.
<
No! This removes the real limit sorcerers have: to learn each spell as  
different skill. If we make up a system usng runic ties instead of  
specific spells, we do have this skill already: it's called intensity. But  
if we allow specific formulas to be trained like spells as they are now,  
each specific formula it's own skill.
>
[...] A wish list for the FLAVOR of sorcery I'd like to see.
<
Tastes good!
---

Brandon Brylawski in X-RQ-ID: 911
> I agree that duration spells should have SEVERE limitations, expecially 
in Glorantha, where all other magics, spirit and divine, have very little 
duration (some, like bless crops, have a lasting effect, but those work in 
a very limited sphere and are part of the culture that they operate in).
<
How about making long term duration (or long Range) ritual magic (1 hour 
per magic point), eating up a whole day for just one long duration spell? 
Restrict use of multispell to one target, and your apprentice sorcerer 
maybe still could keep 20 men in Damage boost, if that's all he does. For 
non-ritual duration I like the squared duration proposal...

On bound spirits: 
I was told last weekend that to command/control/dominate a bound spirit to 
do something, you had to give up one of your combat actions. That may be 
different for familiars, but else this slows the effects you mentioned a 
lot.
While I too dislike the characters carrying around masses of enchantments, 
I hesitate to have permanent POW sacrifices to be refreshed. I advise my 
player characters to include some clever conditions in their enchantments, 
like "only the maker and those willingly given the artifact can use it" 
(the latter to make it possible to use an artifact as ransom...)

I don't quite undestand what you mean with "A POW spirit with 10 points of 
power effectively doubles one's spirit magic ability". The chance for a 
success stays the same, only benefit is that you keep your own magic 
points for defense and overcoming purposes.
I liked your classification, though, provided that INT spirits still had 
their 2D10 POW or higher. Instead of rare etc. you could say outer/inner 
spirit plane...
POW to bind a Spirit: How about one point for each stat die?
Rebinding spirits: What do you mean? Is the spirit freed, and you have to 
force it back into the enchantment, or does the enchantment get void? (In 
this case, which I don't like, how are you going to handle RQ2-style 
storage crystals?)
---

Arganth in X-RQ-ID: 912:
Cult Points: Nice concept, how do you gain them? Can you dirrectly trade 
them?
Attempts to DI: Do you treat this as a spell (RQ2-style?)

Weapon length ignored: My little experience in melee tells me that to get 
round a longer weapon, more than a simple maneuver success is needed, 
because that other guy tends to back up as son as I get round his spear. 
One reason why I don't like any combat grid - it leads to the impression 
that characters dig in their heels an stand and fight. No circling, no 
backing up/rushing forth/closing up.
I agree that maneuver skil as proposed for RQ4 is a bit clumsy, but 
nevertheless something has to be done there.

Brian Hebert in X-RQ-ID: 914:
Attitudes:
Now here we get our data sheet clogged up. As Arganth mentioned, one 
easily forgets about this multitude of attitudes...
Everytime I see this it ranks of alignment and the like, though I have to 
agree that it works with Pendragon.
---

Dustin Tranberg in X-RQ-ID: 915:
Duration in Sorcery:
On my world, apprentice sorcerers are comparable to acolytes, not 
initiates (these correspond to pupils).

> 3) This is something that Burton Choinski brought up in the context of 
Rune Sorcery, but could apply generally: How about if long-duration 
sorcery holds the MPs used until the spell wears off? After all, someone 
who looks at an enspelled object with, say, Mystic Vision will SEE the 
magic points in it. They've gotta be there, and you don't get them back 
until the spell wears off.
<
I'm afraid this won't quite work since it would not allow the use of magic 
point matrices/dead crystals. Things would be different for a warded 
spell, as suggested earlier. In this case I can imagine a POW-spirit or a 
magic point storage device being blocked by the ongoing ward. It's similar 
to a Ghoul spirit's POW being blocked while incorporated - no magic points 
regainable. So you might view such a ward as an undead?
---

Graeme Lindsell in X-RQ-ID: 917 on the same line:
>
Agreed concerning the way long duration spells can ruin the world. As a 
limitation for limiting the maximum no. of spells that a sorcerer can 
maintain, how about an analogy with rune magic: as you can't regain a rune 
spell that is still in effect, you can't regain the magic points equal 
to the intensity of a spell that is still in effect. It could be argued 
that those MP are needed to keep the spell in existence 

This may actually be too limiting, since storage crystals (that can't 
regenerate MP) would only be of use casting instant spells: a sorcerer 
would need a LOT of power spirits.
<
Sorry, the spirit wielding character is the shaman, not the sorcerer.
If he's a tapper, he'll just use tapped magic points, which are lost 
anyway. If not a tapper, why make him evil (not being able to regain magic 
points is a characteristic trait of the undead, e.g. ghouls/ghoul 
spirits)?

About Malkioni:
> After all, they do get a reply to their sacrifice.

Do they? GoG doesn't mention this explicitly.
And why should they? After all the creator can produce life force, so why 
tap into those piddly bits of human life force?
---

Greg Fried's Cult of Uralog: (X-RQ-ID: 918)
Sounds like an interesting setup. Do you have your other deities ready as 
well?
---

Graeme Lindsell in X-RQ-ID: 921
I think Flamal has Infinity becaus he stands for continued creation, as do 
the Invisible God and Uleria (well, procreation). I'd expect it for 
Hykim/Mikyh, too (GoG has "varies").
---

Henk Langefeld in X-RQ-ID: 923
>
malcolm@num-alg-grp.co.uk (Malcolm Cohen) writes:
>>
The problems I have with RQ3 sorcery are:
Free INT -- does not have the right "feel", effects are not nice
Intensity skill -- chance of casting a spell of intensities >1 is the same 
for intensity 2 as for intensity 20.
Duration  skill -- chance of casting a spell of duration 1 year is the 
same as for 20 minutes.
<<
>
I see what you're getting at...
<
>> The basic solution to this is to allow any manipulation of the spells 
characteristics, not limited by "Free INT".  Further, I consider each 
MP-worth's of manipulation (both increased intensity, increased range and 
increased duration) to increase the difficulty of the spell by 5% (i.e. 
reduce the spell-casting success roll).
<<
>
So a sorceror casting damage boost 4 with a basic spell skill of 34% would 
have a chance of 14% with this rule.  I like it. 
<
This is very much the system the swedish Basic Roleplaying variant "Drakar 
och Demoner" uses for its magic system. In my Non-Glorantha campaign I've 
incorporated this as "Low Sorcery" or "guild magic" in feudal cultures, to 
emulate the "Path of lesser magic" from Raymond Feist's Midkemia novels. 
It's basically a skill-version of spirit magic with linear cost increase 
for manipulated intensity, range or duration. I complemented this with the 
Range/Duration tables from RQ3 sorcery when used in a ritual spell, 
"eating up" ceremony Skill in 5% pieces. Thus the total amount of long 
Range and long-term duration was limited by the ceremony skill, the 
remnants of which could be used to increase success chances. Each 5% 
ceremony "eaten up" for rage or duration prolonged the casting time like 
one additional D6, and each magic point used in excess of one reduces the 
casting chance by 5%. If a character wanted to circumvent this 5% penalty, 
he could learn the spell for two points of Free INT (No, Henk, not yet 
obsolete ;-).
Sorry, this got out a little confusing.
---

Henk in X-RQ-ID: 924
>
Suggestion to limit the (ab)use of bound spirits:

Make it impossible for bound spirits to regenerate MPs while being bound. 
This would have the same effect as putting a slave collar on a person...
<
Makes them qute one-use, doesn't it?
The effect I see is:
"Okay, this one's empty, I release it, since I do know its true name. Next 
weekend is summoning session, boys!"
---

Harry Sigerson (& Sam Phillips) in X-RQ-ID: 925
>
Joerg again: "luck rolls .. a concept I havent used once in four years of 
.. Runequest)".
Why not, Joerg?
<
First of all because my players were (in my opinion rightfully) 
complaining the overPOWering influence of this stat (pun intended). It's 
an almost purely positive stat with just one (slightly artificial) 
disadvantage (stealth), but rules all magic.
Then one of my players' characters successfully DI-ed and saved the whole 
group, ending up with a POW of 4. Why should this character be unlucky 
form now on? Didn't his deity show him a favour?
>
We have always found them rather good for those situations when only the 
favour of the gods can make a difference. How would you GM a gamble? A 
fluke? Remembering to bring that vital piece of equipment which you 
thought you had but you forgot to write onto your character sheet?.. 
<
Quite harshly: Gambling has something to do with chance and how to 
manioulate this -> DEX, or the appropriae skill. Remembering requires INT, 
not POW, so when I'm soft they get an INT*3 roll, when not, they forgot 
it.
>
Mind you, we may be guilty of the POW roll not to be spotted (A major RQ 
heresy and a contradiction in terms).. But then again maybe we haven't 
ever been that stupid.
-- POW*3 says we didn't.
<
Nothing to do with stupid, just personal likes and dislikes. I'll ignore 
that last roll, though :-)

Final note:
Henk, did you attach the X-RQ-IDs to the earlier dailies, too? (I assume 
you did so systematically)
If so, I'd FTP them for easier filing.

Joerg
-- 
--  --  --  Mit freundlichen Gruessen...

Joerg Baumgartner