From: owner-runequest-rules@ (RuneQuest-Rules-Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest-Rules-Digest V1 #15 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest-Rules-Digest Tuesday, February 10 1998 Volume 01 : Number 015 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Sorcery Spells [RQ-RULES] Avalon Hill's Line on Slayers Re: [RQ-RULES] RuneQuest: Slayers Re: [RQ-RULES] Sorcery Spells [RQ-RULES] Re: Illumination and Enlightnment Re: [RQ-RULES] Sorcery Spells Re: [RQ-RULES] Shamanism, CharGen Re: [RQ-RULES] Illumination, Schools of Re: [RQ-RULES] Sorcery Spells [RQ-RULES] HB RQ 2 Re: [RQ-RULES] Sorcery Spells Re: [RQ-RULES] Elementals Re: [RQ-RULES] Elementals - (Fire attacks) RULES OF THE ROAD 1. Do not include large sections of a message in your reply. Especially not to add "Yeah, I agree" or "No, I disagree." Or be excoriated. If someone writes something good and you want to say "good show" please do. But don't include the whole message you praise. 2. Use an appropriate Subject line. 3. Learn the art of paraphrasing: Don't just quote and comment on a point-by-point basis. 4. No anonymous posting, please. Don't say something unless you're ready to stand by it. ---------------------------------------------------------------------- Date: Sat, 7 Feb 1998 21:10:47 -0800 (PST) From: allen wallace Subject: Re: [RQ-RULES] Sorcery Spells Leon, I think you may have missed the point on Greg's trash of the magic point storage matrix, most Gloranthan mages use crystals, little bits of dead gods blood, the god learners just figured out a way to duplicate the effect. Also some truestone also acts as a MP storage battery, usually in the 50 to 200 range, though some really disgusting ones are rumored. Allen *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 8 Feb 1998 11:44:07 GMT From: "Nikk Effingham" Subject: [RQ-RULES] Avalon Hill's Line on Slayers On the subject of the future of RuneQuest, this is a message I received from Avalon Hill after expressing certain "concerns" regarding their new game, I just thought you might be intrested: Reply-to: "J.C. Connors" From: "J.C. Connors" To: "Nikk Effingham" Subject: Re: Slayers Date: Wed, 21 Jan 1998 14:27:40 -0500 Nikk -- Thank you for expressing your concerns. We hope to make the new RuneQuest every bit as engrossing as the old one while keeping the "feel" that kept the older editions different from other fantasy roleplaying games. You'll also be pleased to know that it's not intended to be a hack and slash game -- Slayers is much more of a mature, yet still hard-edged roleplaying game. Thanks for your comments. - -J.C. TAHGC *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 08 Feb 1998 10:50:35 -0500 From: Tal Meta Subject: Re: [RQ-RULES] RuneQuest: Slayers Loren Miller wrote: > > The best quote from the page is this: > >> "RuneQuest: Slayers is a completely new incarnation of the >> classic RuneQuest game. Gone are the number-heavy mechanics and >> wearisome campaign worlds." > > Hmm. I guess they got rid of everything that made RQ RQ. Well, they certainly got rid of Glorantha and the magic weilders. I still think that if they get enough flak, they could always add in a more comprehensive magic system at a later date. >> Who's writing the new game? Who's the artist? >> In addition to the in-house design team, Avalon Hill has >> several artists working on the project. > > Ugh. Avalon Hill is using an inhouse design team? That's not too appetizing, unless they've hired some new talent nobody's heard of yet. Nikk Effingham wrote: >> Thank you for expressing your concerns. We hope >> to make the new RuneQuest every bit as engrossing >> as the old one while keeping the "feel" that kept the >> older editions different from other fantasy roleplaying games. >> You'll also be pleased to know that it's not intended >> to be a hack and slash game -- Slayers is much more >> of a mature, yet still hard-edged roleplaying game. If that's the case, they need to get somebody else to write ad copy; the way their page reads, it's a munchkin hack and slash bonanza. I am intrigued by the combining glyphs into runes concept; if nothing else I'll co-opt it for ideas. - -- talmeta@cybercomm.net - Former sysop / netgod, now 'net bum. Do I look like someone who cares what GOD thinks?! / I have no webpage. / Curiosity killed the cat... Loathesome rituals BROUGHT IT BACK! / Will work for cash. / Insert Nifty ASCII graphic here. / Give me Slack, or give me Food. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 8 Feb 1998 11:56:35 EST From: JULIAKIR@aol.com Subject: Re: [RQ-RULES] Sorcery Spells Allen, First of all, dead storage crystals are not that common in any campaing I ever played in. They are things of value and should not be just handed out so every body has one. The spells I described on the other hand are common and are a good way to balance out a low level sorceror without making him/her too powerful. Second, although I have heard and read other peoples opinions on true stone, in regards to being able to store magic points and/or even skills in then, it is not supported by any "official" sources and are just house rule variations. Leon *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 08 Feb 1998 20:43:17 +0100 From: Nils Weinander Subject: [RQ-RULES] Re: Illumination and Enlightnment Erik Nolander: > > You're probably right. I also think that the Kralori Enlightenment > > may be more Zen-like than Illumination is. In the terminology of the primary "users", Illumination is getting in touch with your seventh part (say the lunars), i.e. finding your own inner divinity. Enlightenment, for the Kralorelans, is the opening of the third eye. I take that to mean realizing the oneness of self and universe, the lack of boundaries. So, I think Illumination and Enlightenment are very similar, but 180 degrees different in direction: Illumination: see god in yourself. Enlightenment: see yourelf in god. How much that is related to Zen and other RW philosphies is not of primary importance IMO. It is of course very good to have a reference to point to, but the analogies mustn't be too close. Nikk E: >I'd be up for this!!!!!! From what I remember the main schools of >Illumination would be Nysalorian, Metsylan (see some of Nils >Weinander's web pages for stuff on this) That is, not yet. :-( There is one reference to Kralorelan attitudes to Illumination in the Red Tiger texts, but it is rather hidden in the other text. More will hopefully follow later. For those who want to read, go to http://www.geocities.com/Paris/8689/red_tiger.html _____________________________________________________ Nils Weinander | Everything is dust in the wind nilsw@ibm.net | http://www.geocities.com/Paris/8689 *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 08 Feb 1998 16:37:31 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Sorcery Spells JULIAKIR@aol.com wrote: > > STORAGE > Ritual (Ceremony), Low Ritual Magic This one I liked, but I think IMC I'll change it to a normal sorcery spell. It doesn't say so in the description, but this spell doesn't provide the magic points in the storage vessel as well as create the vessel, does it? > ENCUMBER > Ranged, Temporal, Low Magic Under Sandy's Sorcery, this spell is actually weaker than Drain Stamina, since you have to maintain it. (So I'll make this one common IMC and Drain Stamina gets bumped up to Rare ). *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 08 Feb 1998 16:50:57 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Shamanism, CharGen Nikk Effingham wrote: > > Yes, this is the sort of thing we want! I think a joint effort > between the Glorantha digest and the rules digest could generate > some intresting shamanistic variations. If we came up with rules > ideas and possbilities here, and then fixed them to Glorantha > cultures on the other Digest it'd be neat. Plus, for those who > play non-Glorantha RQ, it'd still be useful! I'm all for it. Granted, I'm far from a Gloranthan scholar, but I'd like to think that I can sling symbolism & rules mechanics with the best of 'em. Be a start towards putting something on the GET list for the list. :) > As I use a Character Generation system based on points, he paid > for the privelage. I'm tempted to wonder how many of these are floating around, as I've got one too. I developed it shortly AFTER I let one of the players start with a Priest level character. Only thing mine really needs is a better definition of skills available to each culture level: once you gte up to Barbarian, most things become possible except for a few magical traditions. :/ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 08 Feb 1998 17:15:24 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Illumination, Schools of Nikk Effingham wrote: > > Agreed! My players already read ancient tomes with forbidden > Illumination knowledge (something like one grimoire might give +2 > Illumination skill)! Of course, such tomes are rare (although my > players got a good laugh when they discovered a chaos worshipper > with "Gbajism: The ABC Guide to Illumination" - much to the > distate of the Illuminate, they burnt it). Heh. Reminds me of a campaign I was in years back where my character became a confirmed book burner (the GM in this case loved cursed tomes, tomes with extra-planar guardians, tomes leading to other worlds, etc.). Some books you are better off leaving alone. :) > I think that not only Art and Books can help Illuminate you, but > having a character who "thinks" like an Illuminate should give a > bonus (say +5 to +10%) to their Illumination skill. Yes, but depending on you campaign, such characters live in constant danger of being treated like an Illuminate. From what I hear, them Orlanthi up in the hills don't treat suspected illuminates (or sorcerers, or lunar sympathisers, etc.) real well when they come a-visiting. > Illumination, it should be remembered, is also magical in nature, > as well as philosophical, and so ancient artifacts might help you > (such as the Hand of Nysalor might Illuminate you, or help > Illuminate you) as well as HeroQuests Nysalor doesn't have an eye lying around somewhere, too, does he? My last RQ campaign did spend it's last few weeks on Greyhawk... Hmmm. :> > Perhaps certain cult gifts/geases help your Illumination skill? Only in cults closely tied to / with Illumination. Most other cults would come to recognize such gifts/geasa in their own heirarchy and strip away the knowledge of them, I'd think. > I'd be up for this!!!!!! From what I remember the main schools of > Illumination would be Nysalorian, Metsylan (see some of Nils > Weinander's web pages for stuff on this), Rashorana (and other > Pelorian cults of Illumination), various sects of Arkatism (again > see Jalmar Ironwood's description) and we could just make up a few > others on the fly. > Does anybody use Illumination in a non-Glorantha setting? I'd be on the whole-cloth team; my Gloranthan Lore skill is maybe 25%; I had a character on the road to Illumination (he was a shaman who'd developed a chaos-taint by accepting the services of a minor demon, and was looking for a way to get rid of the taint and keep the demon. (I should mention that my campaign world had equal shares of Glorantha, Elric, CoC, and a hash of ideas from a dozen-odd fantasy authors including Kerr, Brust, and Bradley.) *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 8 Feb 1998 21:44:23 EST From: JULIAKIR@aol.com Subject: Re: [RQ-RULES] Sorcery Spells In a message dated 98-02-08 17:02:11 EST, you write: << > STORAGE > Ritual (Ceremony), Low Ritual Magic >This one I liked, but I think IMC I'll change it to a normal sorcery >spell. It doesn't say so in the description, but this spell doesn't >provide the magic points in the storage vessel as well as create the >vessel, does it? >> This spell stores the magic points, the vessel can be anything and is not special in and of itself. The Storage Enchantment on the other hand creates the vessel withcan then be filled by the Storage spell. The condition is that S.E. can only be cast on something which is already magical. > ENCUMBER > Ranged, Temporal, Low Magic >Under Sandy's Sorcery, this spell is actually weaker than Drain Stamina, >since you have to maintain it. (So I'll make this one common IMC and >Drain Stamina gets bumped up to Rare ). I do not use Sandy's Sorcery rules, please make any changes you see fit for your worlds. I am not sure what you mean by maintain it. The duration of this spell is as per any other sorcery spell, no active consentration is required. Leon Kirshtein *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 08 Feb 1998 22:26:21 -0500 From: Tal Meta Subject: [RQ-RULES] HB RQ 2 For anyone who's interested, theres a RQ2 hardcover for sale at the following url for $70. - -- talmeta@cybercomm.net - Former sysop / netgod, now 'net bum. Do I look like someone who cares what GOD thinks?! / I have no webpage. / Curiosity killed the cat... Loathesome rituals BROUGHT IT BACK! / Will work for cash. / Insert Nifty ASCII graphic here. / Give me Slack, or give me Food. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sun, 08 Feb 1998 22:11:26 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Sorcery Spells JULIAKIR@aol.com wrote: > >> It doesn't say so in the description, but this spell doesn't >> provide the magic points in the storage vessel as well as create >> the vessel, does it? > > This spell stores the magic points, the vessel can be anything and > is not special in and of itself. I guess what I was asking was this: if you put a 12 Intensity Storage on your ring, is it full of mp already, or must you fill the freshly created storage with magic points? > I do not use Sandy's Sorcery rules, please make any changes you > see fit for your worlds. I am not sure what you mean by maintain > it. The duration of this spell is as per any other sorcery spell, > no active consentration is required. Ah... under SS, sorcery spells have no duration, they are either instant or they take up a certain amount of Presence to maintain (indefinitely) once cast. So if your sorcerer had a Presence of 20, let's say, you could cast a 15 Intensiy spell and it would take up 15 points of Presence, until voluntarily dispelled. Any further spells you cast would have to have an intensity less than or equal to the 5 points of remaining presence. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 10 Feb 1998 10:16:42 -0800 (PST) From: jarold davis Subject: Re: [RQ-RULES] Elementals All this talk about shades and such has got me to thinking about the various Fire attacks - normal, basic fire as opposed to salamander attack, as opposed to Dragonewt firebreath, Dream Dragon firebreath, Sunspear, etc. They all resolve damage differently, and with different protection from each. What I'm trying to puzzle out is how Dragonewt and Dragon firebreath are different, for starters. Their breath would be magical in origin, I'm assuming, but their effect and the defense against said effects are completely different. Salamanders attack vs. 'best armor, including protection spells' as a resistance roll, while Sunspear does damage minus 'thinnest armor, spells are ineffective'. I'm sorting out some rules variants on these, but I'm looking for some consistancy with 'magical fire attacks', and what actually *are* 'magical fire attacks'. Dragonbreath seems to be magical in origin, but 'normal fire' in its effect, as an example. Feedback would be most welcome! JD *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 10 Feb 1998 22:32:32 EST From: JULIAKIR@aol.com Subject: Re: [RQ-RULES] Elementals - (Fire attacks) The one I have the most troble with is the Sunspear. First, I would have to say that I do not think of it as a fire attack per se, that is the damage is not based on heat it self. Second, the avarage damage for a Sunspear is 14pt (4d6) in most cases cast on an opponent with at least Ringmail armor and padding for 5AP and generally at least a Protection 4, for a total of 9AP. Thus for a three point divine spell you get about 5 points of damage. I am for one, is not impressed. Granted it is death vs unarmored opponents, but that is rarely the type you really need to cast a Sunspear against. To make this spell more in line with the rest of divine magic I propose either: 1. Make it stackable 2. Have it do rolled damage minus armor to each location. My preference is the first. Leon Kirshtein *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest-Rules-Digest V1 #15 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. RuneQuest is a Trademark of Avalon Hill Games. With the exception of previously copyrighted material, unless specified otherwise all text in this digest is copyright by the author or authors, with rights granted to copy for personal use, to excerpt in reviews and replies, and to archive unchanged for electronic retrieval.