From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #131 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Wednesday, July 22 1998 Volume 01 : Number 131 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Defense [RQ-RULES] Newbie Questions I'm sure everyone asks [RQ-RULES] Making New Sorcery Spells [RQ-RULES] Fixing the interaction between Magic Ty RE: [RQ-RULES] Making New Sorcery Spells Re: [RQ-RULES] Fixing the interaction between Magi Re: [RQ-RULES] Making New Sorcery Spells RE: [RQ-RULES] Fixing the interaction between Magi RE: [RQ-RULES] Fixing the interaction between Magi [RQ-RULES] Lunar Magic RE: [RQ-RULES] Lunar Magic [RQ-RULES] An Improved Immortality Re: [RQ-RULES] Fixing the interaction between Magi Re: [RQ-RULES] Lunar Magic [RQ-RULES] DMD - Rudd for RQ/Greyhawk Re: [RQ-RULES] Another Newbie question. 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, 22 Jul 1998 07:13:30 PDT From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Defense >Tal Meta: > >> > This is a straight linear add, as in RQ4, but it is never negative (Why >> > should cats have problems killing rats?). >> >> This is the one piece of RQ4 I keep mulling over. To switch, or not to >> switch.... > >It makes things marginally easier, but more boring IMExperience. In any other >BRP game I wouldn't do it (you wouldn't need to), but the commonly encountered >giant-sized and tiny-sized creatures of Gloranthan RQ (and of heroic fantasy in >general) tipped the balance for me. If your game is very humanocentric though, >then the old rules aren't broken enough to need such extensive overhaul. > Two points in this regard. First if you (like myself) like the feel of lots of dice being rolled then defenantly stick to the old system. And second, do not forget that by switching to a linear damage bonus you must make adjustments in the armor AP, to maintain game balance. A linear damage bonus will also increase the importance of small damage increasing spells. 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, 22 Jul 1998 11:35:40 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Newbie Questions I'm sure everyone asks RU>I finally decided to subscribe to this list after going through my RU>RQ/Glorantha materials and realising how much I wanted to run a RU>RQ/Glorantha game again. You don't happen to live in Gainesville, Florida, do you?? RU>But with RQ no longer supported I have a couple of questions: RU>1) who actually owns the rights to the RQ *system*? Most of us agree that RQ3 was an extension of the 'Basic Role Playing' system that was used in most of the Chaosium games and is still owned by them. Generic BRP material could be posted for Glorantha to provide additional material for RQ3 players. Nothing the gaming community does to the game can be copywritten/published without AH permission unless they finally renounce legal copyright. Eventually Avalon Hill will discover that the RuneQuest name has little value at all, especially with their changes, but they will probably always own rights to the RQ3 reprints of older material, which includes most of the offical Gloranthan background material. Bob Stancliff (Stancliff@commnections.com) (http://commnections.com/upgrades) *************************************************************************** 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, 22 Jul 1998 08:48:23 PDT From: "Leon Kirshtein" Subject: [RQ-RULES] Making New Sorcery Spells Has someone written any rules for sorceror characters to research new spells? 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, 22 Jul 1998 12:03:52 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Fixing the interaction between Magic Ty RU>I want there to be a simple reason why people don't mix and match magic RU>types. Why a Shaman isn't normally also a Priest and a Priest won't RU>normally touch Sorcery with a ten foot Staff of Office. RU>Michael Cule The official reason was basically that Spirit Magicians worship/reverence ALL of the spirits of earth, nature, etc, and they worship, placate, or manipulate them to increase their personal power in the world. Priests are required to ignore all lesser spirits except those belonging to the Greater Spirit that they have bonded their soul to. Sorcerers treat ALL spirits as lesser beings unworthy of respect and will not 'soul bond' to one although they will form an 'Apprentice Bond' with a teacher (a strongly similar process). RQ3 fuzzed the lines between Shaman and Priest by creating several cults where Shamen are Priests also, but usually with cult restrictions on their actions to tie them closer to the deity. Anyone who has achieved Rune Level in one branch of magic has tied himself so closely to the fundamental beliefs of that system that they cannot repudiate their beliefs and learn a new form, although a lesser believer might be able to change their cultural views sufficiently. However, once they have learned a new culture, the old beliefs no longer work, and the old magics are shunned or invalid. It would be more clear if their were a 'coming of power' ritual for Sorcerers similar to the ones for Priests and Shamen, but since Sorcery is so strongly opposed to the magics gained from any spirit, it is hardly needed. I might even argue that since this issue of world views transcends the insights of Illumination, it is possible that Illumination might not free a person from their world view and a Rune Level person is locked into a style of magic forever... then again I might not. Bob Stancliff (Stancliff@commnections.com) (http://commnections.com/upgrades) *************************************************************************** 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, 22 Jul 1998 17:08:17 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Making New Sorcery Spells Leon Kirshtein: >Has someone written any rules for sorceror >characters to research new spells? Nikk Effingham has: http://www.geocities.com/TimesSquare/Lair/7556/sorc.htm philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ Any view of things that is not strange is false - Neil Gaiman, Sandman *************************************************************************** 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, 22 Jul 1998 12:14:08 -0500 From: stancliff@commnections.com Subject: Re: [RQ-RULES] Fixing the interaction between Magi RU>This is a God Learner POV, anyway, and not necessarily accurate. Correct RU>Some forms of illumination may be able to transcend even these fundamental RU>boundaries. Some lunar sorcerors, notably, use the Arts of sorcery to RU>manipulate spirit magic. The real argument for allowing Illumination to release the magic restrictions is all of those Mistress race trolls who remained Priestesses and still learned sorcery (from Arkat?)!! Bob Stancliff (Stancliff@commnections.com) (http://commnections.com/upgrades) *************************************************************************** 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, 22 Jul 1998 12:18:11 -0400 (EDT) From: Al Harrison Subject: Re: [RQ-RULES] Making New Sorcery Spells > Has someone written any rules for sorceror characters to research new > spells? Yes, actually. Check out Peter Maranci's rules for Runic Sorcery: These could be quite good for GM-ing spell research, as they provide a logical framework for the whole process of sorcery. As an exercise, it would be wise to take the most common spells in your campaign and figure out which ones use which Runes. The problem with my suggestion is of course that Peter's rules are not very compatible with RQ3 rules for sorcery .... Next time I run a campaign, I'm considering a "bash" of the Runic Sorcery rules with Sandy Peterson's rules for Sorcerous Arts. You can probably find those by going to www.glorantha.com and looking around. Hope this was somehow helpful. Al Harrison (- sig) *************************************************************************** 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, 22 Jul 1998 17:31:19 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Fixing the interaction between Magi >The real argument for allowing Illumination to release the magic >restrictions is all of those Mistress race trolls who remained >Priestesses and still learned sorcery (from Arkat?)!! Stygianism (or Arkatism) is not necessarily the same as Illumination. Arkat left Malkionism, and worked out how to steal Sorcery from them. Stygians re-enact this theft, and this gives them the ability to use Sorcery alongside their own magic. How this translates into game terms, I'm not too sure. Personally, I'm inclined not to worry about it. If a character follows a particular stygian school, then that determines what spell access they have. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ Any view of things that is not strange is false - Neil Gaiman, Sandman *************************************************************************** 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, 22 Jul 1998 12:57:22 -0500 From: stancliff@commnections.com Subject: RE: [RQ-RULES] Fixing the interaction between Magi RU>I don't see the need to legislate for this. They just don't do it. Are all RU>decisions by Gloranthan magicians made purely on how much power the magic RU>gives them, and how easy it is? I don't think so, they are (very, very RU>nearly) all religious, they have religious reasons not to mix and match. RU>Some Stygians do mix all three, and I don't see that as being overly RU>powerful, so long as you don't allow such abuses as using Arts with spirit RU>spells. I don't think Illumination makes a jot of difference, either. An important thing to note is that, no matter which branch of magic you know, there is never enough POW to do the things you feel are important. If you had a second branch of magic also, it would be twice as bad. Bob Stancliff (Stancliff@commnections.com) (http://commnections.com/upgrades) *************************************************************************** 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, 22 Jul 1998 13:10:54 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Lunar Magic RU>> Julian Lord: RU>> >But some Lunar magicians do precisely this ! RU>> >(See Sandy's latest version of sorcery ... ) RU>> RU>> Yes, but Range is linear, Red Goddess magic is VERY hard to come by since only priest(esses) of one of the Seven Mothers or Eteries are permitted to apply, and you must be Illuminated first. There is a different, but similar skill to replace Duration, Range, and Intensity, but the effects are, in many cases, much less than normal sorcery. Range and Duration are linear, Intensity is not fully inclusive for each spell, and all of the spells cast are cyclical (oh dear, we are being attacked and I can only do Intensity 1). RU>> and I doubt that Speedart 10 would give +150 to RU>> hit and +30 damage. That's what I meant by abuse. The write-up does limit this. It is a nice balance of increased power for spirit magic that is still not quite sorcery. Bob Stancliff (Stancliff@commnections.com) (http://commnections.com/upgrades) *************************************************************************** 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, 22 Jul 1998 13:26:24 -0500 From: stancliff@commnections.com Subject: RE: [RQ-RULES] Lunar Magic RU>> In GoG, Amplify only added +1 to the damage done by Disrupt. If it was RU>> linear, a magician could cast Disrupt 6 in one melee round for 6d3 RU>> damage, which is a bit much. However, what is to stop them casting six RU>> Disrupt spells with Combine? RU>Because it counts as only 1 point for breaching defences? At least RU>that's how I'd rule it. RU>Stephen Watson - http://www.kerofin.demon.co.uk/ - Glorantha & RISC OS Not quite correct. All spells that hit the same target arriving in the same SR are added together to overcome CounterMagic, etc. Resistance checks are separate. *************************************************************************** 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, 22 Jul 1998 13:36:22 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] An Improved Immortality ... RU>Wouldn't this be a lot more fun than the somewhat tacky RQ3 version? RU>Michael Cule There are many ways in Glorantha to become 'immortal', the sorcery spell with hard or easy material components, is just the most mundane method. It is only as difficult as the gm wants it to be... just like hero-questing. Bob Stancliff (Stancliff@commnections.com) (http://commnections.com/upgrades) *************************************************************************** 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, 22 Jul 1998 21:24:23 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Fixing the interaction between Magi Bob Stancliff: > An important thing to note is that, no matter which branch of magic > you know, there is never enough POW to do the things you feel are > important. If you had a second branch of magic also, it would be twice > as bad. In a nutshell !! *************************************************************************** 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, 22 Jul 1998 21:27:15 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Lunar Magic Bob Stancliff: > All spells that hit the same target arriving in > the same SR are added together to overcome CounterMagic, etc. > Resistance checks are separate. Erm .. Isn't that a RQ2 rule? *************************************************************************** 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, 22 Jul 1998 19:52:01 -0400 From: Tal Meta Subject: [RQ-RULES] DMD - Rudd for RQ/Greyhawk Fifty-second in the streak.... RUDD Runes: Luck, Truth Rudd is the Goddess of Skill and Luck. She is the wife of Zilchus, and mother to nearly half the Oeridian pantheon. Cult in the World Rudd's cult has, over the centuries, diminished greatly in power and prestige. In the ancient past, when the Oerids were still wanderers, luck counted for more in hunting and in life, but with their settlement of the Flanaess, Rudd's importance waned, and she has lost even more ground to foreign Powers governing Luck (Norebo, Ralishaz, even Zagyg to some extent). Lay Membership Requirements: Rudd's faith appeals to a wide variety of people, but fewer and fewer of her own people call upon her, and this weakens her power. As Rudd appeals to those who seek beneficial luck, so she is worshipped by gamblers, adventurers, and other sorts of treasure hunters. Skills taught by this cult include Dodge, Jump, Fast Talk, Craft (various games of chance), Evaluate, Human Lore, Sleight, Listen, Scan, Ceremony, and Dagger attack/parry. Initiate Membership Requirements: Unlike most cults, initiation into Rudd's faith requires only a POW sacrifice of 1 point, and entrance into a curious game of chance. Double-blind is an ancient game, played by the Oeridians since the beginning of time. It combines elements of both craps and poker, in that both dice and cards are used. The dealer draws a card, which is held face down. The player rolls three dice, and if the total of his roll is less than the face value of the card, he wins. To qualify in the initiation ritual, the supplicant is given 10 silver pieces, and must play for 12 rounds. At the end of the session, the supplicant must still have at least 1 coin left. Spirit Magic: Befuddle, Demoralize, Silence. Priesthood Requirements: In addition to the standard requirements, the prospective priest is given 100 silver pieces, and must play 200 rounds at a profit. Priests who double their money (or more!) are marked for special favor with their Goddess and her cult. Virtues for Rudd include Honorable, Joyous, Reckless, Social, and Unpredictable. Common Divine Magic: all Special Divine Magic: Avoid Fate, Oath Associated Gods Zilchus: provides Spell Trading Procan: provides Command Undine Velnius: provides Command Sylph Atroa: provides Reproduce Sotillion: provides Cool Area Wenta: provides Regrow Limb Telchur: provides Vigilance Erythnul: provides Command Human Delleb: provides Clever Tongue *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 23 Jul 1998 13:01:59 +1000 (EST) From: Robert McArthur Subject: Re: [RQ-RULES] Another Newbie question. > Are there any RQ character generator programs for the PC? There are > several for GURPS and one for RQ3 would be useful. Coming soon (from me) I hope! Pity my home computer just went down - new motherboard needed. I'm most of the way through one, finishing touches needed only. Cheers Robert McArthur *************************************************************************** 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 #131 ************************************* *************************************************************************** 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.