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, Sat, 29 Oct 1994, part 1 Sender: Henk.Langeveld@Holland.Sun.COM Content-Return: Prohibited Precedence: junk X-RQ-ID: Intro This is the RuneQuest Daily Bulletin, a mailing list on the subjects of Avalon Hill's RPG and Greg Stafford's world of Glorantha. It is sent out once per day in digest format. More details on the RuneQuest Daily and Digest can be found after the last message in this digest. X-RQ-ID: index 6764: henkl = (Henk Langeveld - Sun Nederland) - Re: Nick Brooke on Cannibal Cult... 6765: watson = (Colin Watson) - Organs & stats 6766: sandyp = (Sandy Petersen) - Re:what? 6767: yfcw29 = yfcw29@castle.edinburgh.ac.uk - Sprirts & Shamans 6768: pheasant = (Nick Eden) - Humakt the Comic 6769: sandyp = (Sandy Petersen) - stuff 6770: mmorrison = (Michael C. Morrison 8-543-4706) - Gaming stores in NYC 6771: henkl = (Henk Langeveld - Sun Nederland) - Re: Sprirts & Shamans 6772: henkl = (Henk Langeveld - Sun Nederland) - Re: your mail 6773: ddunham = (David Dunham) - Eat Enemy; Priestly requirements 6774: scotty = (Scott Haney) - Organs, Elements, and Stats 6775: scotty = (Scott Haney) - Shamans and held spirits 6776: nam = (Nicholas Marcelja) - Game mechanics RQ2 to RQ3 --------------------- From: henkl@aft-ms (Henk Langeveld - Sun Nederland) Subject: Re: Nick Brooke on Cannibal Cult... Message-ID: <9410280821.AA29079@yelm.Holland.Sun.COM> Date: 28 Oct 94 08:21:09 GMT X-RQ-ID: 6764 "albino cannibals in the sewers of Furthest." And you think you can get away with that? -- Henk | Henk.Langeveld@Sun.COM - Disclaimer: I don't speak for Sun. oK[] | RuneQuest-Request@Glorantha.Holland.Sun.COM | In every shell script there's a small one trying to escape. --------------------- From: watson@csd.abdn.ac.uk (Colin Watson) Subject: Organs & stats Message-ID: <199410281214.MAA12347@pelican.csd.abdn.ac.uk> Date: 28 Oct 94 12:14:59 GMT X-RQ-ID: 6765 ____________ Sandy's list: > STR: heart > CON: bowels > SIZ: bones > INT: brain > POW: liver > DEX: hands > APP: skin Why hands for DEX? Ok hands are useful for manipulation; so they represent some aspect of DEX. But agility in general is not really hampered by lack of hands. The other bodyparts listed are pretty-much vital to sustaining life; removal would result in death just as if the stat had been reduced to 0. But hands? Loss of hands need not be fatal. And they can be regrown. Personally I prefer Lewis's (troll inspired) suggestion of linking DEX with sinews. An even better alternative would be the spine. Other than that, the list makes perfect sense. ___ CW. --------------------- From: sandyp@idcube.idsoftware.com (Sandy Petersen) Subject: Re:what? Message-ID: <9410281724.AA12549@idcube.idsoftware.com> Date: 28 Oct 94 03:25:25 GMT X-RQ-ID: 6766 Colin Watson: >I'm willing to go along with the idea that a Ghost is just a Magic >Spirit with attitude They differ in the crucial point that a Magic Spirit cannot initiate spirit combat. >I consider Intellect spirits to be the ghosts of animals; and Power >spirits to be the ghosts of plants (which lack INT) But you can use the INT but not the MPs of an intellect spirit, and you can use the MPs of a power spirit. Yet you can't use either in a Magic spirit (it has to cast the spells itself -- you don't get access to its' INT or MPs directly). This was done because Greg felt that the traditional Allied spirit, who let you use its INT and its MPs, and could cast spells, was very powerful, and should be considered (one of) the most useful spirits available. Note that none of the garden-variety spirits left in RQ III can do all those cool things. Dave Dunham: >A spirit needs its own pair of eyes to be able to perceive the >world. This is true, but there are ways around it. A Magic Spirit bound into a torc, for instance, can be told to cast Second Sight -- _then_ it can see other people to cast spells at them. Jake Meredith: >My main problem with Controlis that it is HORRIBLY weak >compared to other magic systems mastery spells. Yes, but it is FLEXIBLE. It mirrors the whole difference between spirit magic and divine. Your example has a fire elemental ravaging the tribe, and the shaman taking an hour to use Control species to get it. If the fire elemental was ravaging an Orlanthi village, the priests wouldh't be able to control it at all! Of course, if it was an air or earth elemental, the Orlanthi would have things under control in a matter of minutes. The spiritist can control _anything_, but nothing is easy. The priest has a much more restricted range of possibilities, but he's powerful within that range. Probably your shaman should deal with the fire elemental by unleashing the undine he's got bound in his fetch for just such a contingency. And if he _doesn't_ have such an undine, and his tribe is prone to being harassed by fire elementals, he is remiss. Any Doraddi shaman living near the Nargan would always have an undine available in case Promalti show up. Kevin Rose: >All mutinies need a leader, but they are somtimes low ranking. Yes, this is of course true. But it still helps to have all the officers be unified. For that matter, a potential rebellion among Esrolian men might well be led by women who hoped to enhance their personal status by doing so, in the same way that the Jacquerie peasant uprising in medieval France was led by nobles; some of whom were essentially "captives" and others that were just ambitious. >Look at the Russian army as an example of an army where the troops >are treated like dirt. Large scale rebelions haven't happened. Actually, they have. Think of the Potemkin, and the Russian naval mutiny in the 1920s. And their mutinous refusal to fight in 1917. Some of these were under the Czar, but they were even _more_ oppressed then, if anything. >But the junior leaders (the ones who are at the sharp end) had >better be really big strong girls I think they just have to be smarter or have control over the magic. Mutineers aren't often suppressed by the officers being physically stronger than their men. And the women leaders are likely to be better-educated, smarter (presumably the real smart men don't go into the army, since there's no hope of advancement), and probably with a Babeester Gor "minder" to back her up. >And you are succeding at the plan to be the primary cause of lost >productivity. *wince* Sorry. --------------------- From: yfcw29@castle.edinburgh.ac.uk Subject: Sprirts & Shamans Message-ID: <9410281457.aa22403@uk.ac.ed.castle> Date: 28 Oct 94 14:57:06 GMT X-RQ-ID: 6767 RE : Subject header. Good name for a game eh? ddunham@radiomail.net (David Dunham) says: >A spirit needs its own pair of eyes to be able to perceive the world. As a shaman, I would keep a copy of the 'visibility' spell handy at all times. Very usefull to cast either on yourself while discorporate, or on your fetch. >* What exactly a fetch is I'll leave for another message: I'd be interested to hear your thoughts on this. I would say it is an awakened part of the shaman. Although I believe there is a case for saying that about allied spirits and familiars too. jake@spy.org (Jake Meredith) says: > My main problem with Control is that it is HORRIBLY weak >compared to other magic systems mastery spells. This is because it can >only be used by a discorporate shaman (assuming that the spirit does not >initaite combat w/the shaman). Or by the shaman's fetch, with visibility cast on it. See my note above. Visibility is a vital part of a shaman's toolkit. >..............the seventh 7M being the mortal who actually gave birth to >the Red Moon (the godess not the rock =)) and was also deified. You mean Teelo Norri? I am not sure about her being deified, the 'cult' has no magic or worship rituals. I think she sacrificed her existance so that the Red Goddess could be incarnated into her flesh. Something like that. I agree generaly though. sandyp@idcube.idsoftware.com (Sandy Petersen) says: >>Of course, most religions are realy ancestor worship. > This seems a peculiar non-sequitur. Well... I did say most, not all. I have been having some peculiar thoughts recently. I have been thinking about deities in their role as parent figures, super-adults. Perhaps reading Joseph Campble's 'Hero With a Thousand Faces', concurently with the Roberts Shea and Anton-Wilson's 'Illuminatus trilogy', is a mistake. Simon Hibbs yfcw29@castle.ed.ac.uk --------------------- From: pheasant@cix.compulink.co.uk (Nick Eden) Subject: Humakt the Comic Message-ID: Date: 28 Oct 94 18:18:00 GMT X-RQ-ID: 6768 In-Reply-To: <9410270816.AA20863@glorantha.Holland.Sun.COM> If there are any people out there sympathetic towards comics, give Dark Horse's Grendel Tales a look, especially it's latest storyline - Devils and Deaths. VERY Humakti. ----------------------------------------------------------------- > I have been playing and running RQ II since university, but with the > Plethora of new modules for RQ III I am tempted to slowly introduce it > to my players. > > My first step is to introduce Sorcerers, but ONLY as NPC's...it will be > nice to use opponents that have powers that my players really know > nothing about (I have not let them read anything on RQ III). > > However, this poses some rules issues....has anyone else used > Sorcerers in RQ II...if so some advice would be appreciated. > > Geoff Revill Who needs rules? Sorcerers are evil scum who break all the rules that your players think they understand. When I was running my PenDragon Pass game I had to think about Sorcerers, and came to the conclusion that Sorcerers would use magic that confused the living daylights out of all the PCs. It didn't happen often. but when a Sorcerer turned up they were scared out of their wits. --------------------- From: sandyp@idcube.idsoftware.com (Sandy Petersen) Subject: stuff Message-ID: <9410282116.AA13536@idcube.idsoftware.com> Date: 28 Oct 94 07:16:34 GMT X-RQ-ID: 6769 Colin Watson: >I'm willing to go along with the idea that a Ghost is just a Magic >Spirit with attitude They differ in the crucial point that a Magic Spirit cannot initiate spirit combat. >I consider Intellect spirits to be the ghosts of animals; and Power >spirits to be the ghosts of plants (which lack INT) But you can use the INT but not the MPs of an intellect spirit, and you can use the MPs of a power spirit. Yet you can't use either in a Magic spirit (it has to cast the spells itself -- you don't get access to its' INT or MPs directly). This was done because Greg felt that the traditional Allied spirit, who let you use its INT and its MPs, and could cast spells, was very powerful, and should be considered (one of) the most useful spirits available. Note that none of the garden-variety spirits left in RQ III can do all those cool things. Dave Dunham: >A spirit needs its own pair of eyes to be able to perceive the >world. This is true, but there are ways around it. A Magic Spirit bound into a torc, for instance, can be told to cast Second Sight -- _then_ it can see other people to cast spells at them. Jake Meredith: >My main problem with Control is that it is HORRIBLY weak >compared to other magic systems mastery spells. Yes, but it is FLEXIBLE. It mirrors the whole difference between spirit magic and divine. Your example has a fire elemental ravaging the tribe, and the shaman taking an hour to use Control species to get it. If the fire elemental was ravaging an Orlanthi village, the priests wouldh't be able to control it at all! Of course, if it was an air or earth elemental, the Orlanthi would have things under control in a matter of minutes. The spiritist can control _anything_, but nothing is easy. The priest has a much more restricted range of possibilities, but he's powerful within that range. Probably your shaman should deal with the fire elemental by unleashing the undine he's got bound in his fetch for just such a contingency. And if he _doesn't_ have such an undine, and his tribe is prone to being harassed by fire elementals, he is remiss. Any Doraddi shaman living near the Nargan would always have an undine available in case Promalti show up. Kevin Rose: >All mutinies need a leader, but they are somtimes low ranking. Yes, this is of course true. But it still helps to have all the officers be unified. For that matter, a potential rebellion among Esrolian men might well be led by women who hoped to enhance their personal status by doing so, in the same way that the Jacquerie peasant uprising in medieval France was led by nobles; some of whom were essentially "captives" and others that were just ambitious. >Look at the Russian army as an example of an army where the troops >are treated like dirt. Large scale rebelions haven't happened. Actually, they have. Think of the Potemkin, and the Russian naval mutiny in the 1920s. And their mutinous refusal to fight in 1917. Some of these were under the Czar, but they were even _more_ oppressed then, if anything. >But the junior leaders (the ones who are at the sharp end) had >better be really big strong girls I think they just have to be smarter or have control over the magic. Mutineers aren't often suppressed by the officers being physically stronger than their men. And the women leaders are likely to be better-educated, smarter (presumably the real smart men don't go into the army, since there's no hope of advancement), and probably with a Babeester Gor "minder" to back her up. >And you are succeding at the plan to be the primary cause of lost >productivity. *wince* Sorry. --------------------- From: mmorrison@VNET.IBM.COM (Michael C. Morrison 8-543-4706) Subject: Gaming stores in NYC Message-ID: <1994Oct28.141937.83389@vnet.ibm.com> Date: 28 Oct 94 21:19:37 GMT X-RQ-ID: 6770 I will be in the Manhattan area (Yonkers actually) for Christmas, and I'd like to know if anyone who lives in the area knows of good gaming stores. I'd especially be interested in stores with used/old stuff. I wouldn't mind meeting a few folks too, but am certain I won't have time actually to game ... this is a family trip, with much time already planned! Thanks, Michael ----------------------------------------------------------------------- Michael C. Morrison IMS Information Development Tieline 8-543-4706 Santa Teresa Lab, San Jose, California (SWS) Phone (408)463-4706 Bitnet ID: MCM at VNET Fax (408)463-4101 Internet ID: MMORRISON@VNET.IBM.COM or USIB47H4@IBMMAIL.COM IBM Mail Exchange ID: USIB47H4 at IBMMAIL or USIB4MCM at IBMMAIL X.400 Address: G=mcmgm; S=morrison; P=ibmmail; A=ibmx400; C=us ----------------------------------------------------------------------- --------------------- From: henkl@aft-ms (Henk Langeveld - Sun Nederland) Subject: Re: Sprirts & Shamans Message-ID: <9410282146.AA01366@yelm.Holland.Sun.COM> Date: 28 Oct 94 21:46:15 GMT X-RQ-ID: 6771 Simon Hibbs : >Well... I did say most, not all. I have been having some peculiar >thoughts recently. I have been thinking about deities in their >role as parent figures, super-adults. There's a word for that: role-models. >Perhaps reading Joseph Campble's 'Hero With a Thousand Faces', >concurently with the Roberts Shea and Anton-Wilson's 'Illuminatus >trilogy', is a mistake. Try to follow up on that with Skynner and Cleese, `Families and how to Survive them.' -- Henk | Henk.Langeveld@Sun.COM - Disclaimer: I don't speak for Sun. oK[] | RuneQuest-Request@Glorantha.Holland.Sun.COM --------------------- From: henkl@aft-ms (Henk Langeveld - Sun Nederland) Subject: Re: your mail Message-ID: <9410282223.AA01481@yelm.Holland.Sun.COM> Date: 29 Oct 94 00:23:54 GMT X-RQ-ID: 6772 seskf2n3@ibmmail.com: > > Subject: > REG: RUNEQUEST DAILY WED 26 OCT???? > > Hello, > > Just wonder if there were a Daily on Wednesday? > If it were could you please send it to me since I > didn't get any. > > Best Regards > > Per Stromberg There wasn't. System trouble. --------------------- From: ddunham@radiomail.net (David Dunham) Subject: Eat Enemy; Priestly requirements Message-ID: <199410290043.AA00947@radiomail.net> Date: 29 Oct 94 00:43:01 GMT X-RQ-ID: 6773 Lewis Jardine reminded me of my spell Eat Enemy (from my non-Gloranthan campaign). Eat Enemy, 3 points This spell can be used when eating part of a vanquished enemy. The brain (INT) or heart (POW or STR) can be eaten. The spell is resisted by the characteristic the user is trying to gain, thus if he is eating the brain he must roll his POW vs the victim's INT. If successful, he has gained that much temporary INT, POW, or STR. Temporary INT may be used to memorize spirit magic. It is lost when the spell is cast. Temporary POW is a store of magic poitns which may aren't regained once used. Temporary STR can be used to add damage to a weapon blow. One point may be used per blow (before success is rolled for), and will do one extra damage point. All temporary characteristics fade away at one point per day. An individual's temporary characteristic cannot exceed his permanent characteristic. Only one characteristic can be gained from a particular enemy. This is a spirit magic spell, probably a ritual. I haven't run the culture that has this spell in 10 years, so I'd probably handle the spell somewhat differently today. Nick Brooke asked >An aside: anyone else think it's odd that while Rune Priests have to spend >90% of their time and give 90% of their income to the cult, but there's no >requirement to cast 90% of their Rune Magic for it, or indeed (in a non- >RunePower game) to sacrifice 90% of their POW for useful rune spells like >Worship and Sanctify and Divination and Cloud Call and the like... Nobody in my campaign can become a Priest or Acolyte without at least having Worship, Sanctify, and probably Spellteaching. (Which, BTW, I consider an argument against RunePower...) --------------------- From: scotty@olivia.cedar-rapids.ia.us (Scott Haney) Subject: Organs, Elements, and Stats Message-ID: <1fa5031e.7a12a-scotty@olivia.cedar-rapids.ia.us> Date: 28 Oct 94 23:25:38 GMT X-RQ-ID: 6774 I never really got around to associating stats with elements, but I did associate some organs with elements, based loosely on Chinese cosmology. (I taught xing yi for some years...we have a form/kata based on them.) Darkness Stomach, Spleen Water Kidneys, Bladder Air Lungs, Large Intestine Fire Heart, Small Intestine, Circulation, Triple Heater* Earth Liver, Gall Bladder The Chinese, ironically, knew what the brain was for, but it is largely absent from their traditional medical teachings! Medicine was focussed chiefly on the twelve organs above. (The 'triple heater' refers to the body's temperature maintenance mechanisms...treated by the Chinese as a single organ.) Thought I'd share it with you. Scotty --------------------- From: scotty@olivia.cedar-rapids.ia.us (Scott Haney) Subject: Shamans and held spirits Message-ID: <1fa506a8.c351-scotty@olivia.cedar-rapids.ia.us> Date: 28 Oct 94 23:40:43 GMT X-RQ-ID: 6775 Help me out here. I played RQII for a very long time and had a lot of fun with shamans. I just last night re-read the RQ *III* rules on shamans and held spirits (I haven't run a RQIII game yet), and I'm confused. "POW" and "MP" are used in a manner that makes me wonder: To hold a spirit, does a RQIII fetch need to maintain a sufficient number of MAGIC POINTS or PERMANENT POW to hold all of the spirits? Thanks. Scotty --------------------- From: nam@grendal.rain.com (Nicholas Marcelja) Subject: Game mechanics RQ2 to RQ3 Message-ID: <9410290535.AA00hq3@grendal.rain.com> Date: 29 Oct 94 05:35:56 GMT X-RQ-ID: 6776 Greetings, here is my FIRST question... In the old RQ2 rules the Lhankor Myh initiates or something like them, can brew potions. Healing, Farsee... whatever spirit magic. How does this work in RQ3 ? is this a skill = Brew Potion ? Thanks Nicholas Marcelja pacifier.rain.com!grendal!nam nam@grendal.rain.com Genie : N.Marcelja marcelja@sharpwa.com Compuserve : 76056,753 ---------------------