From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Subject: RuneQuest Daily, Thu, 09 Sep 1993, part 3 Reply-To: RuneQuest@Glorantha.Holland.Sun.COM (RuneQuest Daily) Sender: RuneQuest-Request@Glorantha.Holland.Sun.COM Precedence: junk 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: cjl@carmenta.se (Carl-Johan Lundell) Subject: Some Q's ... Message-ID: <9309081622.AA15329@carmenta.se> Date: 8 Sep 93 20:22:50 GMT X-RQ-ID: 1585 Hi all, I am a newcomer on the Daily. I did lots of RQII GM-ing back in the 80's, but have now started an RQIII game. I have run the group for about 10-15 sessions and have some questions I would like some help on: * Chainsawing. In X-RQ-ID 1545, David Cake talks about Damage Boosting resulting in "chainsawing of bad guys". One of my PCs becomes a formidable chainsawer using only spirit magic, namely Strength 4 and Bladesharp 4. This takes him from 1d4 to 2d6+4 extra damage and 32% extra attack. Shouldn't Strength be limited to species max, as in RQII, not just double current STR? * Bound spirits. I am a little unsure about binding spirits in RQIII. Is the number limited? What spells does the character have to use? Is it enough to Command/Control/ Dominate the spirit into an enchantment made by someone else? Can you buy a complete bound spirit item, thus needing no spells? * Using several "magic realms". One of my PCs are a Malkionist with rather low level sorcery. Would such a character feel bad about learning for example a spirit Heal spell? I keep telling him that he thinks spirit magic is crap and that he won't find anybody summoning a spell spirit, since they consider his magic evil. But then: Would he use a spirit spell matrix? Best regards, Carl-Johan Lundell Gothenburg, Sweden --------------------- From: fletcher@u.washington.edu (Brent Krupp) Subject: Sorcery and sorcerors... Message-ID:Date: 8 Sep 93 02:45:26 GMT X-RQ-ID: 1586 I have been watching the discussion and examples of sorcery and whether it is unbalanced and I thought I would throw my $0.02 in. My apologies if any of this repeats what has gone before, but I have not been on this list for too terribly long. An example was given of a 'beginning' sorceror and it was demonstrated how powerful the guy is (namely, that all his compatriots wuld have near permanently enhanced attributes and powerfully boosted weapons). One person claimed that he couldn't easily boost/enhance all his buddies all the time. But if he spends lots of time casting between adventures (and remember, failing to cast costs only 1 MP) there is no problem here. Another person claimed the example guy was not really 'beginning' due to his MP crystals and spirit. This is what prompts me to write. If you look at the character generation rules (which I assume are at least remotely followed - else it is impossible to say whether or not sorcerors are balanced, if the standard rules are discarded), there are apprentices and adepts. Adepts need spend less time studying than apprentices, the latter being barely able to adventure what with their 90% time commitment. Assuming that a 'beginning' sorceror is a new adept, let's see what happens. To be an adept the guy needs 75% in a few things, which in turn demands an absolute minimum number of years as an apprentice. With the basic 15+2D6 age, even 12 years is barely enough to make a guy an adept. However, given that many years (or just a few more from a lenient GM who wants the guy to be a 'real' sorceror - an adept) he will have learned a bunch of spells. This bunch of spells can easily include binding enchantment, dominate spirit, summon pow spirit and summon int spirit. For a measly 4 POW (and assume that a sorceror-to-be rolls decent POW (>14)) the guy gets two bound POW spirits (better than those crystals - at least 20 MP) and one bound INT spirit (for 5-6 points on spell storage. Someone suggested that sorcerors don't make enchantments until their skills are good, but to be an adept you can put enchant at 75%. With ceremony that as close to a sure thing as you get. And summonings can be done over and over until decent spirits are obtained. Furthermore, he has to have a familiar, which will take only one spell (create familiar INT) and yield another half-dozen INT points for storage and a dozen or so MP. Clearly, this 'beginning' adept is quite cool. 30+ stored MP and a dozen or so stored spells. He ends up with 17 FREE INT and can enhance all his buddies and himself to high DEX (DEX SR 1) and big weapons. So, you say, I've just proved that beginners should always be apprentices, not adepts. Ok, true enough. But, how on earth do you adventure with 90% of your time being your master's? I suppose the GM can rig it so adventures are quests for him, but what about your sorcery student or divine initiate buddies? All-in-all, I think apprentices present campaign arrangement problems in the same way adepts pose game balance problems. Also, even with apprentice sorceror characters, they can begin to reach the adept level, and the moment they free up enough FREE INT to do duration they become the pains that real adepts are. The above notwithstanding, I have almost always had an adept in the games I have run and it can be managed. But it does elevate the level of the game, and none of this contradicts the odd position of sorcerors within the gloranthan setting. Sorry for the length... fletcher@u.washington.edu --------------------- From: DScott@snail.demon.co.uk (David Scott) Subject: FAQ's ? Message-ID: <9309081803.aa11449@post.demon.co.uk> Date: 8 Sep 93 17:03:15 GMT X-RQ-ID: 1587 Felow Digesters; Rob Mace said: >The current HeroQuest campaign(Steve Maurer's) I play in is somewhat focused >around the pieces of Gbaji.....They both become equivalent. Arkat later left Glorantha >because he realized that if he remained he would take the same path as Gbaji. Wow, now thats a game I want to run...Is Steve still on Email, perhaps he would like to share some of his campaign with the digest? (Like he did his HeroQuest system - has it come any further?) ------------------------ Ken (Rune Czar) Rolston; Perhaps you could clear up a couple of Dorastor questions - Hungry Jack in the Contents list becomes Hungry eater in the Encounters section - which was meant to be correct; Hungry Jack was in the Dragon Pass game - never heard of Hungry Eater. Or did Ethilrist kill Jack so you had to change his name. (If this was a typo then I agologise for bringing it up :-) Also being an old AH person, perhaps you know the answer to this one; > the other Ralzakark", the "hairy broo with a scorpion arm" (depicted on the cover of the >Genertela box!) Is this really a picture of the other Ralzakark? ------------------------ Clay, I dont think another list is in order - RQLite was already in dissussion on the RQ4 play test echo. I just dont think it is on, reducing another list to mechanics. If people want to discuss fine tuning RQ mechanics then I think RQ4 is the place for it. BTW when are you going to make the TORG & Shatterzone lists like this one, rather than an echo? ------------------------ Nick said, >If you want to know why Humakt hates Ikadz, ask Steve Thomas. Okay Steve, do tell... ------------------------ Finally, what do readers think about the idea of an FAQ for the digest. I dont know how it would work - but perhaps it could be available from soda.berkley by FTP or perhaps if you could send a message to request-Digest with FAQ in the header?. I realize that not everyone has access to USENET or FTP so could it all be done by mail? If I remember correctly you can get files by mail from soda (cant remember how though). I think the purpose of something like this would be to notify new subscribers to where sources are kept - RQ magazine subscription addresses, convention details, have a complete index to all back issues of the digest, including disscussions, supplements etc. For instance, a few? digests ago JagWire X asked about other RQ sources - does anyone know of any - even old ones other than soda? I realise that these things have to be kept current, but other lists manage it. I think I maybe creating a workload for other people by suggesting this sort of thing. But long term this will benefit the digest and any associated RQ/Glorantha activities. Also, what happened to the MUD that was suggested sometime back - is it dead? Any ideas Henk, Shannon, Clay, everyone... David Scott Sandwiches on the edge of time DScott@Snail.demon.co.uk 158.152.16.30 --------------------- From: carlf@panix.com (Carl Fink) Subject: 200% of Nothing Message-ID: <199309081730.AA16367@panix.com> Date: 8 Sep 93 09:30:57 GMT X-RQ-ID: 1588 mace@lum.asd.sgi.com (Rob Mace) writes in part: >David Scott writes: >> >> Who thinks after reading Dorastor that Ralzakark is a part of >> Nysalor/Gbaji/Arkat, > >This one seemed even more hinted at then the Harrek = Wolfbear. Perhaps >if Ralzakark is not one of the pieces he contains or is in possession of >one of the pieces. Bwahahaha! While I hate to give you advice, let me just say this: It is a bad idea to mindlink with Gbaji's remnants. I know this from experience. >The current HeroQuest campaign(Steve Maurer's) I play in is somewhat focused around the pieces of Gbaji. Here is a basic and very simplified outline: [deleted] I played around the edges of this when our NY game crossed over into Steve's West Cost one. Your Yelmalio Hero scared the Hell out of our group, you know. BTW, did you ever hear about Firesnake or the Squid? jeff@cotopaxi.Stanford.EDU (Jeff Freymueller) writes in part: >Subject: Re: "starting sorceror"? >This is a *starting* sorceror? With two crystals and a bound intellect spirit? >How did he get the spirit? He doesn't have summon, or dominate, or a spell >to enchant the binding. Family heirloom? ;) > >So he has beginner's skills, but some nice magic items. He tries to cast his >spells, the first four at intensity 6, duration 9 for 18 points of manipulation. >But wait, he has 4 companions, so he has to add targets, which only gives him >5 points of duration. And by the time he has cast the spell, refilled his crystals >and regenerated his MP, the spells have expired. > >Not so gross. Jeff, he doesn't use Multispell, he just casts the spell separately, several times. He can also have his friends refill the crystals as partial payment for the spellcasting. --------------------- From: stormbull@cix.compulink.co.uk (Tim Westlake) Subject: Re: RuneQuest Daily, Wed, 25 Aug 1993, part 1 Message-ID: Date: 8 Sep 93 17:55:43 GMT X-RQ-ID: 1589 In-Reply-To: <9308250515.AA28722@glorantha.Holland.Sun.COM> having been away recently, I am just catching up with my backlog of RQ Dailys. I could not resist resonding to this from 25 August where Greg Fried writes > If RQ is to break into new markets, we desperately need a system that > can allow new players to pick it up and play readily. Only then can > we convert players of other systems en masse, and make broad inroads > into uncharted European (and other) markets. "Uncharted European Market" !!! Humph! Well, coming from the "uncharted European market" I can shed some light on the reasons behind the low take up of RQ in the UK at least. When RQIII came out, in order to get the Deluxe set (which, lets face it, you would probably need) it was priced at UK 40.00 which was double what was needed for an AD&D startup set (maybe a Players Handbook and a DMG). The bulk of new blood to the role playing environment comes from teenagers, and the heavy cost of RQIII stoped most of its expansion dead. It was only those of us who fell in love with the game during the RQII incarnation that kept on. Even so, the problems encountered with RQIII led to its decline. The price is now about UK 20.00 so that has now been fixed, however, most of the current games generation have never gone near the game due to the high price/high difficulty image that it recieved in RQIII. The major competitor to a RQLite will be D&D, therefore it must be priced to match this, the major problem will be suppliments and scenarios, for which D&D has an unbelievable quantity. Maybe a method could be devised to convert D&D type stats and scenarios for this use (or leverage the install base, as our marketing types would say), otherwise RQ would be facing a massive up hill struggle to get anywhere near the number of items required. I know this may be a unpopular method and difficult to get good quality scenarios out of but, it will give us an edge on the stuff that is already out there! Tim StormBull@cix.compulink.co.uk Westlake_tim@Tandem.com --------------------- From: f6ri@midway.uchicago.edu (charles gregory fried) Subject: Shamen are real mans, Man! Message-ID: Date: 8 Sep 93 18:22:11 GMT X-RQ-ID: 1590 Greg Fried here. Tim: I agree largely with what Henk said in the last Daily about shamans (yes, that is the correct plural, Henk! ;) ). Note however that gods more powerful than those who are the source of spirit cults do recruit shamans too, though -- gods like Daka Fal and Thed and Malia. These shaman-cults do not allow rune-lords however, and this fits. In my campaign, I have allowed a shaman to become a priest to a local mminor god she discovered. In general, the relation of shamans to gods should be mutual distrust and/or indifference, with rare exceptions role-played out by you. NEVER allow them to become rune lords! --- Clay: For reasons stated in the last Daily, I don't think a separate list is necessary for Glorantha-gossip. Thanks for offering us all your time and effort, but I, for one, do like the combination of subjects. And I also think the Daily is like the Hero Plane -- if you put in enough of the right kind of effort, you can influence what it is. That makes it flexible enough for my tastes. --- Colin: I agree with you criteria for readily playable scenarios, but I think that instead of placing them in generic towns, etc, they could be given a definite (pr semi-definite) location in GLorantha, but with specific recommendation on how the location could be tranlated elsewhere. --- Rob: VERY cool idea about the Moon-Hole left in the God-Plane by entropic Chaos devouring all memory of a now forgotten God-time god! A hole then filled by the Red Moon. I suspect Stafford had not thought of this because he had not thought about the God-Time role of this now annihalated deity. Why bother if s/he is reduced to cosmic Nothingness, after all! What this suggests is that the Red Moon fills a _structural_ void left in the cosmos by the destruction of the Chaos Wars. The question remains, how WELL does the Red Moon fill this void? Like a hand in a glove, or, rather, to use a Mostali world-machine image, like a square peg in a round hole? (Now there's a thought: a square moon!) I remember some reference to the Mostali wanting to use the Moon in some way to fix the world machine by plugging up Magasta! A sort of cosmic gall stone. The things a dwarf will do to save water.... Damned eco-techno-terrorists! Anyway, what IS the void left by this putatively annihilated God-Time deity, that the R M does or does not properly fit into it? And GAWD, Rob, what kind of campaign is that you play in?! My players will be lucky to get dates with scrofulous clansfolk, much less daughters of the Sun, dolling it up in their star-palaces! But really, I admire a GM who could properly handle such a high-myth campaign, and I liked the ideas a lot -- if for nothing else but for their audacity. The relation of Gbaji's claw to the trollkin curse is definitely intriguing. Any reason, other than random GM fiat, that it be Gbaji's claw that be the key to his re-memberment? I guess I am also just curious how you handle trotting about in the heavens and such truck. It's not as if we get "Astral Projection" in RQ. Are you simply HeroQuesting ALL the time? I'd like to see your GM's encounter charts! GF out. --------------------- From: grendel@sfsuvax1.sfsu.edu (John Castellucci) Subject: Issue #2 of RQA available Message-ID: <9309081941.AA08484@sfsuvax1.sfsu.edu> Date: 8 Sep 93 05:41:31 GMT X-RQ-ID: 1591 The second issue of my RQ Adventures Fanzine is now avaibable. It contains an 18 page adventure that is a rainbow chase across Sartar and includes info on Tink and the Dragon of Jarn. Two Gloranthan dice games. Extensive Duck Mythology The Duck enemy cult of Quackodemon. A 4 page mini-adventure set in a duck village. Single issue price $5.00 US/$6.00 foreign (all via air mail) John Castellucci RQ Adventures 2006 22nd Ave. San Francisco CA 94116 USA Copies of Issue #1 (featuring Escape From Duckland) are still available. --------------------- From: mace@lum.asd.sgi.com (Rob Mace) Subject: assorted stuff Message-ID: <9309092337.AA08677@lum.asd.sgi.com> Date: 9 Sep 93 09:37:45 GMT X-RQ-ID: 1592 Greg Fried writes: > Who knows anything about the tribal distribution across Prax and the Wastes? My understanding is that there is no fixed distribution. These tribes are nomads. They wander from place to place. They push against each other all trying to control the best grazing, etc. areas. From year to year and probably sometimes from week to week the distribution fluctuates. --------------------------------- Clay Luther writes: > > I've been thinking about creating a mailing list dedicated *SOLELY* to > Gloranthan lore; rules questions and complaints about the magic systems > would be taboo. It would be more like a place where people would be > encouraged to spout God-Learner philosophy and to publish Gloranthan > short stories and remark endless on the connection between Nysalor/Gbaji/ > Arkat/Ralzakark. > > So, would anyone subscribe to it? :-) I would subscribe if it existed, but I do not think it is a good idea. Some lore does not need rules with it but for other lore rules are needed. What would we do with cult writeups? Would we have to post cult background in one group and cult specific rules in another. Too me that sounds really dumb. If you are not interested in the rules discussions of this digest then skip them. --------------------------------- Colin Watson writes: > Why not separate the background from the plot?: > Produce comprehensive tomes of Gloranthan lore for campaign background; > and generic scenarios that are not set in specific locales. > *All* campaign-specific details (cults etc) should be explained *briefly* in > the scenario so that it can stand alone. But there is no need to have large > amounts of extraneous cultural detail in a scenario; keep this in the > Gloranthan Encyclopaedia(s). > > Does this seem sensible to people? Not to me. To me this sounds like you would end up with flavorless scenarios. I'm sure there are some types of scenarios that would work fine done this way, but other types depend too much on background to be left with any flavor. Other types like the Cradle scenario from Pavis could not be done with out the heavy background. Personally I would rather just buy the Gloranthan parts of a scenario pack as I generally do not use pregenerated scenarios any more. But I think that the scenarios made this way would be boring and likely not sell well to those who do use them. Rob Mace --------------------- From: C442196@MIZZOU1.missouri.edu (Newton Hughes) Subject: red moon Message-ID: <9309082346.AA00397@Sun.COM> Date: 8 Sep 93 23:44:29 GMT X-RQ-ID: 1593 Some Glorantha questions: 1. The subject of Vinga brings to mind Babeestor Gor and Gorgorma - What is the defining difference between those 2 anyway? (The cult write-up of Babeestor Gor at the soda site seemed to endow her with attributes more appropriate to Gorgorma.) 2. Considering that Glorantha is flat, how far can someone see on the ocean? Since the ban on sea travel that Dormal's ritual negates takes effect when the vessel is out of sight of land, the obvious question is, how far is this? How far can someone standing on the top of Vent in Caladraland see? 3. It would be nice for those outside the Glowline to be able to see the Red Moon; I'm not sure it's so bad that people within couldn't see the phases. You don't want the peasants going nuts every week when they see the moon go dark. The comments in the Dorastor entry on the Telmori are rather odd, especially where it says that "only within the Lunar Empire does the Full Moon fall on Wildday." The description there conflicts with the way the Wolfrunners are depicted in the Dragon Pass game, where their power waxes and wanes gradually with the Red Moon, except within the Glowline, when they are always at full strength. My own uninformed opinion had been that there is no search- light effect, the moon appears the same to everyone outside the Glowline at the same time. I thought of the Moon as a piece of Godtime that is not bound by physical laws about rotation, if that makes any sense. About Rob Mace's objection to the initiative rule I posted, I'd like to see movement and combat integrated, too, if it can be done in a way that won't make things hellishly complicated. My own position on the subject has changed 180 degrees lately, but I won't belabor the Daily with any of it. nh --------------------- From: mcarthur@fit.qut.edu.au (Mr Robert McArthur) Subject: Bits and pieces of gods... Message-ID: <199309090028.UAA17330@fitmail.fit.qut.edu.au> Date: 9 Sep 93 15:28:01 GMT X-RQ-ID: 1594 Rob Mace writes > The current HeroQuest campaign(Steve Maurer's) I play in is somewhat focused > around the pieces of Gbaji. Here is a basic and very simplified outline: > > - Arkat destroyed Gbaji and cut him into many pieces. ... > Here are some of the things we have discovered so far. ... > - If the parts are reassembled Gabaji will exist in full again. If I remember correctly, somewhere is KoS it says that a god (Orlanth I think (I hope :-)) was 'only cut up into 49 pieces and so survived because there was one piece left'. If so, there may be an exact number of pieces that a god needs to be defenestrated into in order not to reform on its own. 49 (or 50) heroquests to get all the parts would be mighty awesome! Robert