From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #94 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Wednesday, May 6 1998 Volume 01 : Number 094 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS RE: [RQ-RULES] Renewing Divine Magic [RQ-RULES] Divine Magic RE: [RQ-RULES] Renewing Divine Magic [RQ-RULES] wraiths in RQ3 RE: [RQ-RULES] Renewing Divine Magic RE: [RQ-RULES] Renewing Divine Magic RE: [RQ-RULES] Renewing Divine Magic RE: [RQ-RULES] Renewing Divine Magic Re: [RQ-RULES] Greyhawk Gods Re: [RQ-RULES] Divine Magic [RQ-RULES] DMD - Lydia for RQ/Greyhawk Re: [RQ-RULES] Renewing Divine Magic 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: Wed, 6 May 1998 17:34:47 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Renewing Divine Magic >>I would like to know how other people handle renewal of divine magic. >>Currently I allow only the renewal of the magic that is accessible from >>that temple >>or shrine at the time of the renewal. However, I have been considering >>making it easier to renew divine magic that has already been sacrificed >>for, and would like to know what others have done and how well it works. >I have always been very leniant about renewing divine magic and have >allowed players to repray inside a sanctified area. This allows >characters to move about more freely and at the same time makes them pay >more attention to some the less used Common Divine spells like Sanctify, >Worship, and Warding. I presume you are referring to reusable divine magic, as one-use spells are gone, and can't be 'renewed', but must be re-acquired. I allow reusable spells to bre renewed at any shrine and at any time, but Sanctify is not good enough. Portable shrines should be limited to fantastically rare items like the wooden sword. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ A single death is a tragedy a million deaths are a statistic Josef Stalin *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 6 May 1998 13:51:43 -0400 From: Gavin McIntyre Subject: [RQ-RULES] Divine Magic RU>I would like to know how other people handle renewal of divine magic. RU>Currently I allow only the renewal of the magic that is accessible from that RU>temple at the time of the renewal. However, I have been considering RU>making it easier to renew divine magic that has already been sacrificed RU>for, and would like to know what others have done and how well it works. In both my old campaine and a new one which i will be starting soon for some experienced role players although new to RQ i have been quite lienient about Divine majic First I allow the Sanctify spell to make an area holy enough to recover divine majic for a priest. Only priest & followers of that god are allowed in for the area to remain sanctified. This allows the priest to recover divine magic and as expressed earlier by Leon Kirshten makes them use none battle spells like sanctify, worship etc. Secondly I let all initiates get back at holy time all divine majic spells provided they have been used wisely. The reasoning behind this is "Big Bull & Little Cow are both Storm Bull initiates and both have some divine majic. Over the course of a few years both get into some fights with chaos. Big Bull casts his divine majic to help his allies and to defeat his foes and so ends up with no divine spells. Little cow however hangs around the edge of any fights, does not cast any spells and so kills less chaos than Big Bull. they now both try for preist hood, oh dear Big Bull has low POW because of all the divine majic he has sacrificed for and not enough spells either. Little Cow however has all of his spells and so has beenable to keep any POW increases won. This means that Little Cow can become a priest where as Big Bull who has done all the correct things by his god cannot. By allowing an automatic renewal each year big bull can still go out and fight yet qualify for preist hood if he wishes. One bye product of this is that the cost of having divine majic cast on you decreases the closer you get to the Holy season as people use up their spells knowing that they will get them back soon. Gavin McIntyre *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 06 May 1998 11:04:49 PDT From: "Leon Kirshtein" Subject: RE: [RQ-RULES] Renewing Divine Magic >I allow reusable spells to bre renewed at any shrine and at any time, but >Sanctify is not good enough. Portable shrines should be limited to >fantastically rare items like the wooden sword. > I know that most people play it this way, but I never saw the need to limit players in this respect. I am not too sure as to the justification as to why this should be so. IMO, if a character had dedicated his life to a diety to an extent of becoming a priest/acolyte/rune lord with reusable divine magic, then the link so established is already a strong one and his ability to renew spells (not sacrifice for new ones) should not depend on a fixed physical location but rather on a religious focus for which Sanctify spell is adequate. Leon Kirshtein ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 6 May 1998 11:23:12 -0700 (PDT) From: Brad Furst Subject: [RQ-RULES] wraiths in RQ3 Do wraiths in RQ3 deplete their magic points? How? "This is not considered to be a form a spirit combat." When "the wraith gains one magic point for each characteristic point it saps," does such magic point(s) accumulate from encounter to encounter? Brad Furst esoteric@teleport.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 6 May 1998 19:16:28 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Renewing Divine Magic >IMO ... his ability to renew >spells (not sacrifice for new ones) should not depend on a >fixed physical location but rather on a religious focus for which >Sanctify spell is adequate. It's all to do with how easy it is to contact a deity. In Glorantha, it is quite hard due to the Compromise (or whatever), and the best place is a place of regular worship. I'm sure there are others. In the Young Kingdoms, it's quite easy, and a Sanctfy would certainly do. In Fourth Age Glorantha, I would think it will be nearly impossible. All IMO. YG(ame)MV. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ A single death is a tragedy a million deaths are a statistic Josef Stalin *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 06 May 1998 11:56:56 PDT From: "Leon Kirshtein" Subject: RE: [RQ-RULES] Renewing Divine Magic >>IMO ... his ability to renew >>spells (not sacrifice for new ones) should not depend on a >>fixed physical location but rather on a religious focus for which >>Sanctify spell is adequate. > >It's all to do with how easy it is to contact a deity. In Glorantha, it is >quite hard due to the Compromise (or whatever), and the best place is a >place of regular worship. I would have to differ with you on the level of difficulty of contacting a deity in Glorantha. In fact it seems to me that it is much easer then in some other magical worlds like Middle Earth (but not Young Kingdoms). The Gods are restrained from acting directly in the mundane world, but have intement contact with their worshipers. Note the "link" created between them and their initiates. In addition, the gods are capable of directing action by use of: Spirits of Reprisal, Divine Intervention, Divination, communication with Hero Questers, as well as other means. Please also note that a number of dieties have a physical location on the mundane plane in Glorantha such as Pavis and even Kygor Lyter (Castle of Lead in D.I.) or can be accessed directly through rituals (and/or minor quest as you can call them). Living crystals are another form of divine presence and can act as a source of religious focus. All in all, Glorantha is a very magical place (at least in the 3rd age) with much contact (probably too much which causes the Hero Wars) with the divine. Leon Kirshtein ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 06 May 1998 12:04:23 PDT From: "Leon Kirshtein" Subject: RE: [RQ-RULES] Renewing Divine Magic >>IMO ... his ability to renew >>spells (not sacrifice for new ones) should not depend on a >>fixed physical location but rather on a religious focus for which >>Sanctify spell is adequate. > >It's all to do with how easy it is to contact a deity. In Glorantha, it is >quite hard due to the Compromise (or whatever), and the best place is a >place of regular worship. I would have to differ with you on the level of difficulty of contacting a deity in Glorantha. In fact it seems to me that it is much easer then in some other magical worlds like Middle Earth (but not Young Kingdoms). The Gods are restrained from acting directly in the mundane world, but have intement contact with their worshipers. Note the "link" created between them and their initiates. In addition, the gods are capable of directing action by use of: Spirits of Reprisal, Divine Intervention, Divination, communication with Hero Questers, as well as other means. Please also note that a number of dieties have a physical location on the mundane plane in Glorantha such as Pavis and even Kygor Lyter (Castle of Lead in D.I.) or can be accessed directly through rituals (and/or minor quest as you can call them). Living crystals are another form of divine presence and can act as a source of religious focus. All in all, Glorantha is a very magical place (at least in the 3rd age) with much contact (probably too much which causes the Hero Wars) with the divine. Leon Kirshtein ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 06 May 1998 12:12:15 PDT From: "Leon Kirshtein" Subject: RE: [RQ-RULES] Renewing Divine Magic >>IMO ... his ability to renew >>spells (not sacrifice for new ones) should not depend on a >>fixed physical location but rather on a religious focus for which >>Sanctify spell is adequate. > >It's all to do with how easy it is to contact a deity. In Glorantha, it is >quite hard due to the Compromise (or whatever), and the best place is a >place of regular worship. I would have to differ with you on the level of difficulty of contacting a deity in Glorantha. In fact it seems to me that it is much easer then in some other magical worlds like Middle Earth (but not Young Kingdoms). The Gods are restrained from acting directly in the mundane world, but have intement contact with their worshipers. Note the "link" created between them and their initiates. In addition, the gods are capable of directing action by use of: Spirits of Reprisal, Divine Intervention, Divination, communication with Hero Questers, as well as other means. Please also note that a number of dieties have a physical location on the mundane plane in Glorantha such as Pavis and even Kygor Lyter (Castle of Lead in D.I.) or can be accessed directly through rituals (and/or minor quest as you can call them). Living crystals are another form of divine presence and can act as a source of religious focus. All in all, Glorantha is a very magical place (at least in the 3rd age) with much contact (probably too much which causes the Hero Wars) with the divine. Leon Kirshtein ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 06 May 1998 17:52:59 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Greyhawk Gods Hibbs, Philip wrote: > > Tal, in Greyhawk, surely, to perform magic one has to study from an early > age, and devote one's life to it. How do you justify almost entirely > rewriting the game world rules in using the RuneQuest system with spirit > magic intact? I hadn't really given it much thought, really. I'm certanly rewriting the entire AD&D cosmology in favor of a Moorcockian one, and I envision the Spirit Plane as being the "cosmic soup" in which the individual spheres of reality float. I'm not enough of a Gloranthan scholar to give a definitive answer as to why spirit magic works on Glorantha, so I'm hardly prepared to give a formal dissertaion on why it works anywhere else. As I believe I said before, I view spirit magic as something that minor spirits offer to mortals as a way of getting magic points. Somewhere out in the Spirit Plane, there's a Powerful family of spirits known as Bladesharps. They owe fealty to larger spirits called Gods, and grant their boons to the gods followers much as a count send troops to the King's army. That's my answer for today. No doubt next week I'll have a different theory. :) *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 6 May 1998 16:09:32 -0700 (PDT) From: allen wallace Subject: Re: [RQ-RULES] Divine Magic On the regeneration and reuse of divine magic IMG divine spells are regained with a successful Worship, during a proper worship ceremony. This ceremony requires at the very least sanctified ground. It also must be done on the Holy Days of the religion. IMG you can only sanctify appropriate areas to a god, caves don't sanctify for sky gods, but are wonderful for earth and darkness. Also, IMG if you can sacrifice for divine magic it's reusable, but it's more difficult to get any divine magic at all, and it's very difficult to get the cult specials. 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: Wed, 06 May 1998 19:19:19 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Lydia for RQ/Greyhawk Twenty-fifth in my series of Greyhawk gods in RQ format... LYDIA Runes: Light, Truth, Harmony Lydia is the Goddess of Music and Light. Cult in the World Lydia is seen as the muse; those seeking inspiration in things musical venerate her name and pray that she will smile upon them. She is worshipped by sages, bards, and knowledge seekers of all types. Lay Membership Requirements: Lydia's cult is mainly concerned with the gathering of knowledge, despite her fame as the Muse. Lay members are expected to catalog and record any type of information that they come across, especially if it pertains to the music, stories, and ledgends of humans, elves, dwarves, or halflings, and especially as those legends pertain to the supernatural. Skills taught by the cult include: Orate, Sing, Speak Languages (Common, Elvish, Dwarven, Halfling), Evaluate, (Human, Elven, Dwarven, Halfling) Lore, Read/Write (Common, Elvish, Dwarven, Halfling), Play Intrument, Ceremony. 75% of Lydia's lay members are women, 25% male. Initiate Membership Requirements: Standard. Lydia's initiates serve much the same purpose as do her lay members, but whereas the laymen merely record what they hear, Initiates are expected to seek out new (or old) information through travel and exploration. Initiates, however, are warned against trafficing with those who worship Darkness cults. Spirit Magic: Countermagic, Detect Magic, Farsee, Glamour, Light, Lightwall, Protection, Spirit Screen. Acolyte Membership Requirements: as per Priests. Acolytes of Lydia are the ones most commonly sent out on fact finding missions to centers of Darkness, as they are considered fit enough to withstand it if they must. Priesthood Requirements: Lydia's priests are more retiring than most; having walked the world as initiates and acolytes in search of knowledge, as priests they tend to settle down and put that knowledge down into more permenent form before it is lost with them. Temples to Lydia, while uncommon, are generally regarded as places of great learning. Virtues include: Altruistic, Calm, Creative, Curious, and Social. Common Divine Magic: all Special Divine Magic: Comfort Song, Knowledge, Sunbright, Translate. Associated Gods Lendore: provides Reconstruction. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 06 May 1998 19:30:25 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Renewing Divine Magic Hibbs, Philip wrote: > > It's all to do with how easy it is to contact a deity. In Glorantha, it is > quite hard due to the Compromise (or whatever), and the best place is a > place of regular worship. I'm sure there are others. In the Young Kingdoms, > it's quite easy, and a Sanctfy would certainly do. In Fourth Age Glorantha, > I would think it will be nearly impossible. All IMO. YG(ame)MV. In the Greyhawk campaign I'm planning, Sanctify would be sufficient for renewing spells, but a temple or shirne would be needed for gaining new spells. While I disagree with the implied level of divine presence on Greyhawk (let's face it: they give you combat stats for the gods!), I will have an avatar or two lurking about (one of my upcoming posts concerns a hero-cult with an active avatar). *************************************************************************** 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 #94 ************************************ *************************************************************************** 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.