From: owner-runequest-rules@lists.imagiconline.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.imagiconline.com Subject: RuneQuest Rules Digest V3 #39 Reply-To: runequest-rules@lists.imagiconline.com Sender: owner-runequest-rules@lists.imagiconline.com Errors-To: owner-runequest-rules@lists.imagiconline.com Precedence: bulk RuneQuest Rules Digest Monday, April 3 2000 Volume 03 : Number 039 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Personailty types and skills modifiers RE: [RQ-RULES] Adamantite [RQ-RULES] Re: RuneQuest Rules Digest V3 #37 RE: [RQ-RULES] Adamantite RE: [RQ-RULES] Adamantite Re: [RQ-RULES] Spirit Combat Re: [RQ-RULES] Re: RuneQuest Rules Digest V3 #37 Re: [RQ-RULES] Re: RuneQuest Rules Digest V3 #37 [RQ-RULES] RQ variants [RQ-RULES] rune magic etc. 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: Mon, 3 Apr 2000 16:15:23 +0100 From: chris ward Subject: [RQ-RULES] Personailty types and skills modifiers Hi Guys, (I'm afraid I've lost the posts I wanted to reply to, so sorry for not mentioning names.) Anyway, it was noted that progressing over 100% can tend to be much quicker for manipulation (ie mostly combat) skills than for those areas of expertease attributed to a charcter by his/her player. Lots of players use a varient of the "personality types" (or whatever the jargon is) character generation methods a la Elric whereby you decide you want to play an agile character (say) and get 100 points or so to spread between the relevant points at start uo (perhapd with some max limits per skill). Anyway this could be adapted slightly so that the character gets +5 or so points to the relative skill modifier, possibly plus a reduced number of skill points to allocate within the skill category. This way charcters will progress more rapidly at high skill levels in the areas that fit their personalities. - - Chris *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 03 Apr 2000 16:07:50 +0100 From: Philippe Krait Subject: RE: [RQ-RULES] Adamantite Bob Stancliff wrote : > > 1) Adamantite / Truestone. Does anyone have statistics > > in RQ3 terms for these. Elder secrets has few paragraphs > > about the Truestone (Divine Magic storing properties > > etc.), but I can't find any information about AP and/or > > damage bonuses > No, there are no rules for these. Truestone is believed to be only > breakable by mystical or godly powers, not by any normal weapon. > Adamantium is a 'metal' derived from Truestone and could only be made by > gods (Mostal only??). Since mortals can't shape it, any weapons would be > primitive daggers, spears and maces (all extremely rare). The truestone > portion would have intense AP values but the gripping portions would be > breakable normally. In a very high powered campaign (basically a long multi-part heroquest, one of my best RQ Campaign for that part at least), there was some adamantium to be had. Basically, it was an embodiment of law : more than black (i.e. it absorbed all light), completely unbreakable, and completely magic-less. This meant that it had a tendancy to ignore all magic, but that the bearer could not use any magic as well (its countermagic value was about 20 times that of unenchanted iron, i.e. - -100% per ENC). It also provided resistance to Chaos at the same value, i.e. protecting from chaotic effects (features, powers,...), which was sometimes a blessing, sometimes a curse. I can't resist telling you about one of the bigger laugh of that campaign, related to Adamantium. Unfortunately, it was in french, and a bit difficult to translate but still... Basically, we were at the end of a complicated quest and me had managed to enter the tower of a powerful lord of the Hero plane despite numerous obstacles. and in the top floor, we encountered this guy, in full adamantium plate armor (I told you it was high powered :-). Everybody was properly awed, until the GM made a terrible mistake. The guy opened his mouth and said in a cavernous voice (rendered even more so by the visor) : "I am LAW !" Unfortunately, in french, it is written : "Je suis LOI !", which sounds completely like "Je suis l'Oie !", meaning "I am the Goose !". One of us said : "Qwack ! Qwack !" and we all exploded, laughing ! I must still say that the GM had the grace not to slaughter us all like pigs for making fun of his most powerful NPC... As Fred might mention, I might not have been so lenient ! (:-) Philippe *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 03 Apr 2000 16:25:32 +0100 From: Philippe Krait Subject: [RQ-RULES] Re: RuneQuest Rules Digest V3 #37 Frederic Moulin wrote : > I could not agree more with this. Someone mentioned in response to the HW > review that "Finally Glorantha had been freed from RuneQuest"... Well in my > case, it is actually RuneQuest that needed to be freed from Glorantha and > its circle of theocrats. I have used the RQ system with Glorantha > (Pavis-Borderland) and non-glorantha (Griffin Island) settings, in the > world of Greyhawk, in Middle-earth, in Space (Yesss, I also have a version > of StarQuest... with inspiration from "Other Suns", the RQ2 in space), in > the cyberpunk world and as a combat system for CoC... I like the RQ > system, and that's the reason why I am on the "RQ-rules" list and not the > Glorantha or HW list ... Doh! Actually, while I am as big a fan of RQ as Fred, who was introduced to RQ by me (hello, Blackfinger, how are you these days ?), I think that one of the things that drew me to RQ was the integration of RQ with the world. Basic Role-playing was nice, but a little desincarnated. To me, all the games that worked were those where WOolrd and System worked properly enhancing each other... and Glorantha / RQ were simply the best ! And this is why, while I agree that the Glorantha ML is absolutely awful for its maniacal attention to detail and autoritarism and that a lot of that is unfortunately present even in the short three chapters of Hero Wars already available, I have trouble envisionning Glorantha without RQ, as well as RQ in a very different setting (for example not Heroic Fantasy). Basically, to me, RQ works better with low powered fantasy, and has trouble coping with high scaling, as it very linear system becomes quickly unbalanced. It can be done (see my high level campaign for example), but it needs constant juggling by the GM to keep things balanced. > The thing I appreciate most in RQ is actually the strong and precise set of > rules, which greatly help in fair game mastering. At the opposite of what > seems to be the tendency here, I don't like to "suck up" to the GM to keep > my sword or win some artificial XP/HP... whatever benefits the GM can > bestow on the players at his leisure... and I don't like whinny players > trying to play my sympathy to survive at all cost either. I like a set of > rules on which we all agree before the game, and for which there is a > uniform application specially during potentially lethal situations. I guess > in that sens I may qualify as a "rule-lawyer"... shameful specie if there > is one. All of that is basically true, and I was like you ten eyars ago. Since then, I've done a lot of Live Action and mastered two Amber campaigns (diceless and, for all practical purpose, rule-less [Fred : even with Guillaume, so you see, everybody can be reformed :-)]), and I think that proper adequation must be the rule. For me, I think that what RQ lacks is a correct character generation system with points, virtues and flaws more than anything else. Otherwise, one barbarian warrior is basically the same as any other. Because, in terms of Rules, I think that RQ IV had a lot of great ideas to correct the greatest problems of RQ II / III. > Sooo, I am all in favor of more critical/fumble tables, modern and > futuristic weapons, armors and "shields", combat with vehicules, plane, > spaceships... and anything else anyone can come up with. As explained before, all of that is a bit too much for me but why not... > PS Hi Philippe, glad to see that your players have not lynched you yet. ;-) It's only because I keep changing them... After finishing with Amber in France, I've started Sengoku (Japanese) and Simulacres (Capitaine Vaudou) in the UK and so far they love it... Philippe *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 3 Apr 2000 11:43:34 -0400 From: "Bob Stancliff" Subject: RE: [RQ-RULES] Adamantite >In a very high powered campaign (basically a long multi-part hero quest, >one of my best RQ Campaign for that part at least), there was some >Adamantium to be had. Basically, it was an embodiment of law : more than >black (i.e. it absorbed all light), completely unbreakable, and >completely magic-less. This meant that it had a tendency to ignore all >magic, but that the bearer could not use any magic as well Black is nice, though I believe that Genertela:CotHW described a few known pieces, all small, and I don't remember an unusual color. It is said that Arkat's Unbreakable Sword was Adamantium, and only Gbaji was powerful enough to shatter it. The embodiment of Law part is right, but I would definitely not say that it was anti-magic or counter-magic. Stancliff *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 3 Apr 2000 16:49:49 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Adamantite >The embodiment of Law part is right, but I would >definitely not say that it was anti-magic or counter-magic. I think that's from the Rainbow Mounds, there's an underground pillar underneath the plinth that cancels all magic. It's right at the back of the caves, through the newtling area and over the stream IIRC. Philip Hibbs http://www.snark.freeserve.co.uk/ Opinions expressed may not even be my own, let alone those of any organisations, nations, species, or schools of thought to which I may be affiliated. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 3 Apr 2000 17:06:50 +0100 From: Michael Cule Subject: Re: [RQ-RULES] Spirit Combat In message <002568B6.0053276D.00@uk-fbr10.eu.csc.com>, aevans5@csc.com writes >Thanks for that .... now, I don't suppose anyone knows where I can perhaps pick >up a copy of the RQ4 draught?.... pretty please? > >Regards The only rules I stole from RQ4 for my games were: 1) Increased Hit Points. Characters can sustain up to negative their full HP before they die. I'm thinking of modifying this to CON rather than HP. 2) Bash Specials maximise the Damage Bonus Damage. (I believe this didn't get all the way through to the final draft.) 3) Battle skill goes on the character sheet following the rules in the Dragon's Past article I put in a variation of GURPS style fatigue and encumbrance rules that I'm not sure were in RQ4. Stuff I would have liked to include but decided against were: The Manoeuvre skill. Improved Lore skills. The March skill. - -- Michael Cule *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 3 Apr 2000 17:18:00 +0100 From: Michael Cule Subject: Re: [RQ-RULES] Re: RuneQuest Rules Digest V3 #37 In message <38E8B7EC.88362E76@uk.airsysatm.thomson-csf.com>, Philippe Krait writes >For me, I think that what RQ lacks is a correct character generation >system with points, virtues and flaws more than anything else. >Otherwise, one barbarian warrior is basically the same as any other. >Because, in terms of Rules, I think that RQ IV had a lot of great ideas >to correct the greatest problems of RQ II / III. I have to agree with the first part while saying that for me, what was in the RQ4 draft material I saw just did not work too well. It wasn't clear and intuitive for me. Of course what was in RQ:AiG the Gods alone know... - -- Michael Cule *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 3 Apr 2000 12:30:45 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] Re: RuneQuest Rules Digest V3 #37 In a message dated 4/3/00 10:38:54 AM Central Daylight Time, philippe.krait@uk.airsysatm.thomson-csf.com writes: << I have trouble envisionning Glorantha without RQ, as well as RQ in a very different setting (for example not Heroic Fantasy). >> Well, I'm using a CoC/ RQ/ Superworld mix for a modern/Tintin/ Comicbook-type setting, as well as my more normal RQ Celts Campaign. In addition, I'm a player in a friend's Highlander Campaign using a mix of RQ/ CoC mechanics. Anything goes....:) -Ken- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 3 Apr 2000 17:33:00 +0100 From: craig.t.carter@hsbcgroup.com Subject: [RQ-RULES] RQ variants Folks, Pete Maranci asked for variants on RQ, so here are my two euro's worth. In addition to a lazy form of RQ3 in Glorantha (if I don't know the rule, I just make it up - the players are none the wiser!), I adapted the CoC/RQ rules to Werewolf. I was attracted to the atmosphere of the game but I could not get the rules to stick in my brain. The result is quite playable although the GM (me) needs to think on his feet rather a lot and generally be prepared to wing it (see my version of Glorantha above1). I also run a Space 1889/CoC mix again using the CoC/RQ rules that is great fun - imagine the darkness of Charles Dickens with tentacles and wooden space ships. I do have a conversion sheet from Werewolf rules into CoC/RQ that requires a bit of effort from the GM, but basically gives the idea. If any one is interested in a copy of this, I'd rather stick it on a donor web site rather than answer individual requests - I'm notorious for my tardy email responses! Cheers, Craig PS I must say that along with Pete, I do find myself using the Page Down a lot in the Glorantha Digest - just a bit too detailed for me! The HSBC Group's website is at http://www.hsbc.com ************************************************************************ HSBC Bank plc, which is regulated in the UK by SFA, has issued the information contained in this message (including any attached documents) for its non-private customers only. 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Each page attached hereto must be read in conjunction with any disclosure which forms part of it. ************************************************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 3 Apr 2000 20:58:07 +0300 From: "Jukka Tervonen" Subject: [RQ-RULES] rune magic etc. Tdmd on moniosainen MIME-muotoinen viesti. - ------=_NextPart_000_0026_01BF9DAF.4FEF8C80 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Hi everyone, I'm new to the list but have been playing Runequest (in Glorantha) for a = number of years. I'm using an old Finnish translation of the rules, and = I could use some help with the details... 1. According to the cult descriptions (in GoG, for example), many cults = have access to 'all common divine magic'. Fine, but I haven't found a = list of 'common' spells anywhere. Could someone please post a message = telling which spells exactly are 'common' ? 2. How long does a priest actually have to pray to regain his re-usable = magic ? The rulebook says that priests get their re-usable spells back = 'when they come back into the temple'. If this happens instantaneously, = or even relatively quickly, there's an obvious problem when priests are = defending their own temples... We have used a house rule of one day per = point, but if there is an official (or universally used) rule, I'd like = to know it. 3. In GoG, some Runelords (e.g. Yelmalio, Yelm) have no mention of rune = magic. Does this mean that they only get one-use spells ? 4. Gnomes. My version says that Gnomes do so-and-so-much damage to ALL = hit locations. So, if the Gnome does, say, 20 points of damage, is it 20 = divided equally to all hit locations, or 20 to all hit locations = (yikes!!!!) ? Thanks in advance, Jukka Tervonen - ------=_NextPart_000_0026_01BF9DAF.4FEF8C80 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
Hi everyone,
 
I'm new to the list but have been = playing=20 Runequest (in Glorantha) for a number of years. I'm using an old Finnish = translation of the rules, and I could use some help with the=20 details...
 
1. According to the cult = descriptions (in GoG,=20 for example), many cults have access to 'all common divine magic'. Fine, = but I=20 haven't found a list of 'common' spells anywhere. Could someone please = post a=20 message telling which spells exactly are 'common' ?
 
2. How long does a priest actually = have to pray=20 to regain his re-usable magic ? The rulebook says that priests get their = re-usable spells back 'when they come back into the temple'. If this = happens=20 instantaneously, or even relatively quickly, there's an obvious problem = when=20 priests are defending their own temples... We have used a house rule of = one day=20 per point, but if there is an official (or universally used) rule, I'd = like to=20 know it.
 
3. In GoG, some Runelords (e.g. = Yelmalio, Yelm)=20 have no mention of rune magic. Does this mean that they only get one-use = spells=20 ?
 
4. Gnomes. My version says that = Gnomes do=20 so-and-so-much damage to ALL hit locations. So, if the Gnome does, say, = 20=20 points of damage, is it 20 divided equally to all hit locations, or 20 = to all=20 hit locations (yikes!!!!) ?
 
Thanks in advance,
 
Jukka Tervonen
 
 
- ------=_NextPart_000_0026_01BF9DAF.4FEF8C80-- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest Rules Digest V3 #39 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. RuneQuest is a Trademark of Hasbro/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.