From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V3 #101 Reply-To: runequest-rules@lists.ient.com Sender: owner-runequest-rules@lists.ient.com Errors-To: owner-runequest-rules@lists.ient.com Precedence: bulk RuneQuest Rules Digest Monday, October 16 2000 Volume 03 : Number 101 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Magical 'Energy' [RQ-RULES] Visibility [RQ-RULES] Re: Masswarp RE: [RQ-RULES] To change a mount or not RE: [RQ-RULES] Visibility Re: [RQ-RULES] Visibility [RQ-RULES] Masswarp and perpetual motion RE: [RQ-RULES] Masswarp and perpetual motion Re: [RQ-RULES] Masswarp and perpetual motion 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, 16 Oct 2000 09:40:32 -0700 From: "Simon Hibbs" Subject: [RQ-RULES] Magical 'Energy' Rich Alle :n > I'm not sure I understand that one. I have read about many different >types of real-world metaphysical beliefs, and several of them include the >idea of permanent enchantments in the form of love tokens, voodoo dolls, >medicine bags, etc. I'm not arguing against permanent magical effects. > ...Some believe magic is powered by the body, some believe >magic is powered by the cosmos. And what does that have to do with >RuneQuest and it's magic rules?? I'm not aware of any traditional systems of magic that think of magic interms of energy in this way. By and large they tend to think of magic as being a process. To me, saying that something is powered by magic is like saying that a car engine is powered by physics. The concepts of body energy and cosmos that are commonly understood today are modern inventions. Do Kabbalists believe their magic is 'powered' in this way? No. How anout Zoroastrian Magi, or Egyptian priests? To them such ideas would be equaly alien. A magician is powerfull in the sense that a King of a great nation is powerfull, not in the sense that an Energizer battery contains a lot of power. Simon Hibbs - ------------------------------------------------------------ - --== Sent via Deja.com http://www.deja.com/ ==-- Before you buy. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 16 Oct 2000 09:41:08 -0700 From: "Simon Hibbs" Subject: [RQ-RULES] Visibility Brad Furst : >How do you interpret the antecedents of the pronouns? Does "whether or not >_they_ have magic cast upon _them_" refer to the normal weapons or to the >creatures? What's actualy happening here? A non-material creature that cannot normaly interact physicaly with the material world in rendered visible. So, it's visible, but non-material. Hence weapons, enchanted or not, will not harm the creature since it is still immaterial. Wraiths are a special case because they can interact physicaly with the world. They are not purely spiritual creatures, as indicated by their stats. >Why would a spell caster cast Visibility and under what >circumstances? Would NPC's use this against the character party? No shaman should lack the Visibility spell. It allows the discorporate shaman to manifest, so that he can cast spells at corporeal enemies, communicate with his friends and even attack corporeal enemies in spirit combat. Simon Hibbs - ------------------------------------------------------------ - --== Sent via Deja.com http://www.deja.com/ ==-- Before you buy. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 16 Oct 2000 09:41:51 -0700 From: "Simon Hibbs" Subject: [RQ-RULES] Re: Masswarp Andrew : >Put the container on one end of a seesaw, >with a counterweight on the other. >Have a person or a mechanism alternately open >and close the container. >Seesaw goes up and down each cycle. Put a tilt switch on the container that rocks open and closed with the motion of the see-saw. One push to set it going, and it keeps pumping away forever. Simon Hibbs - ------------------------------------------------------------ - --== Sent via Deja.com http://www.deja.com/ ==-- Before you buy. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 16 Oct 2000 13:03:30 -0400 From: "Bob Stancliff" Subject: RE: [RQ-RULES] To change a mount or not This is a multi-part message in MIME format. - ------=_NextPart_000_0006_01C03771.7B5F7720 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit What I have been trying lately is, if the mounts are similar enough there will only be a slight reduction of skill. Once the character is familiar with the new mount it is at their primary ride skill. Jim Bickmeyer I subtract the modifier and apply a conversion of 1/2 or 1/3 before adding the modifier back in. This is basically the same technique I use for languages and weapon groups. Bob Stancliff - ------=_NextPart_000_0006_01C03771.7B5F7720 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
What=20 I have been trying lately is, if the mounts are similar enough there = will only=20 be a slight reduction of skill. =20 Once the character is familiar with the new mount it is at = their=20 primary ride skill. =20
Jim=20 Bickmeyer
I subtract the modifier and apply a = conversion of=20 1/2 or 1/3 before adding the modifier back in.  This is basically = the same=20 technique I use for languages and weapon=20 groups.
Bob = Stancliff
 
= - ------=_NextPart_000_0006_01C03771.7B5F7720-- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 16 Oct 2000 13:26:27 -0400 From: "Bob Stancliff" Subject: RE: [RQ-RULES] Visibility > The spell named Visibility has been interpreted differently > depending on with whom I am gaming. The point of difference > comes at (I am quoting from RQ3): > Brad Furst The primary purpose of Visibility is so that a discorporate shaman can reenter and interact with the physical world as a disembodied spirit. As a disembodied spirit, no weapon can affect him, whether it has spells cast or not. Nor does it matter whether the shaman has any other spells cast on him... they will not make him corporeal. This same rule applies to any spirit that does not have any physical form, such as ghosts, magic spirits, spell spirits, etc., though ghosts get visibility as a natural ability and do not need the spell. I also allow this spell to affect allied spirits tied to an object, not bound in an animal. Many spirits do coalesce some form of substantive body when they enter the physical plane, such as wraiths, elementals, nymphs, chonchons, and others. These get no use from visibility and have other ways to enter the world. Bob Stancliff *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 16 Oct 2000 14:00:05 EDT From: SPerrin@aol.com Subject: Re: [RQ-RULES] Visibility In a message dated 10/16/00 9:47:51 AM Pacific Daylight Time, simonh_hibbs@my-deja.com writes: > > What's actualy happening here? A non-material creature that cannot normaly > interact physicaly with the material world in rendered visible. So, it's > visible, but non-material. Hence weapons, enchanted or not, will not > harm the creature since it is still immaterial. > > Wraiths are a special case because they can interact physicaly with the > world. They are not purely spiritual creatures, as indicated by their > stats. > > >Why would a spell caster cast Visibility and under what > >circumstances? Would NPC's use this against the character party? > > No shaman should lack the Visibility spell. It allows the discorporate > shaman to manifest, so that he can cast spells at corporeal enemies, > communicate with his friends and even attack corporeal enemies in spirit > combat. > So you are saying that the Visibilized shaman can cast spells but can't physically attack? Since the shaman cannot attack with spells if he is not Visible, we have to assume that Visibility adds something more than just a visual component to the situation. Visibility more or less "anchors" the spirit to a spot and makes it part of the "real" world. Therefore, it is reasonable to assume that the same stuff that anchors the image can affect it in other ways. Magical spells cast at it, like Disruption, work. So it is not a jump to assume that magical enchantments on weapons would also work. The question is: how do they work? I see two possibilities. Either just the enchantment works, such as the +4 from a Bladesharp, without benefit of actual weapon damage or damage bonus, or the enchantment serves to allow the entire weapon damage to count. If just the enchantment works, I would say that armor and protective spells on the visibilized target do not work, as the spirit is an extension of the soul, or is just the soul, of the target. If the entire weapon works, I would give the target the benefit of a Spirit Screen or Spirit Shield spell as Protection against the blow. One good question is what a Fireblade spell does if only the enchantment works. Myself, I would say that the points of the Fireblade count like points of Bladesharp. Just two bolgs comment from one of the progenitors of this quandry. Steve Perrin, who is still fussing over how spirits work... *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 16 Oct 2000 15:27:19 -0400 From: Andrew Barton Subject: [RQ-RULES] Masswarp and perpetual motion > This assumes that magical energy is a finite commodity, I tend to think of it like light; it's everywhere, ready to be used if you know how, and in practice it's inexhaustible. Have you read 'The Magic Goes Away'? The more serious problem is the effect a magical source of unlimited mundane energy would have on the world. A Masswarp-powered device would be quicker and cheaper to build than a watermill and far more portable - the effects on the world would be similiar to the invention of the steam engine. What I'm arguing here is that Masswarp is a much more powerful spell than it looks like at first sight - out of line with any of the standard spirit or divine spells of RQ2 or RQ3. In the hands of ingenious players it may disrupt game balance. In the hands of ingenious NPCs it would have major effects on the economy (and probably warfare as well). > If you tie a string to the heavy object, the two become one object as far as this rule is concerned. I was reading your post in that sense. Hence the 'hook-and-eye' arrangement to move the string into and out of the container, switching the spell effect on and off. The hook is clearly a separate object while it's not connected to the ring. It doesn't matter whether it is part of the object when it is linked, the device works either way. Andrew *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 16 Oct 2000 15:09:01 -0600 From: "Rich Allen" Subject: RE: [RQ-RULES] Masswarp and perpetual motion > Have you read 'The Magic Goes Away'? Yeah, great story, I like all of Niven's stuff. But that's not RuneQuest. Hmm, I wonder if magic is really defined in any way at all in the RuneQuest rules. Aside from Glorantha references, does anyone know? I'll have to check the rules when I get home. If it's left up in the air, I'd guess anything goes. > > If you tie a string to the heavy object, the two become one > > object as far as this rule is concerned. > > I was reading your post in that sense. Hence the 'hook-and-eye' > arrangement to move the string into and out of the container, > switching the > spell effect on and off. The hook is clearly a separate object while it's > not connected to the ring. It doesn't matter whether it is part of the > object when it is linked, the device works either way. I'm not able to picture how this would work... Even if a pole with a hook is able to grab a ring inside the container on its own, how does it unhook itself and start the whole cycle over again? If the pole and hook require a person to make it work then it's not a perpetual motion machine. Actually, the bottom line is how much a GM allows ANYTHING is his/her game to be abused. Even if you rule that a perpetual motion machine is possible with this spell, you can decide that spell spirits will seek out and destroy any such device, along with it's creators. Or you can say there is a cult that believes such devices will destroy the world and so _they_ seek out and destroy them, etc. If you play in Glorantha, I'm sure there are existing methods for taking care of 'god-learner' type devices. Personally, I don't see anything wrong with the spell and in my game it hasn't presented any problems at all. The players appreciate anything that can help them in their adventures and the game is that much more enjoyable. YGMV. Rich Allen *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 16 Oct 2000 17:31:45 EDT From: SPerrin@aol.com Subject: Re: [RQ-RULES] Masswarp and perpetual motion In a message dated 10/16/00 2:10:50 PM Pacific Daylight Time, rico@mindspring.com writes: > > Yeah, great story, I like all of Niven's stuff. But that's not RuneQuest. > Hmm, I wonder if magic is really defined in any way at all in the RuneQuest > rules. Aside from Glorantha references, does anyone know? I'll have to > check the rules when I get home. If it's left up in the air, I'd guess > anything goes. > > For most of my magic using games, including RuneQuest, I assume that magic is a renewable resource. If you look at my new rules, I specify that you can tap into the ambiant magic of an area and not spend mana points (magic points), but it takes longer. In general terms, this is tapping into the "magic points" of Gaia. I also play that an intense use of magic, probably in excess of what even high powered RQ players would use in a day, can temporarily drain an area of its magic. I generally use this as a plot device, with magic-based empires suddenly finding problems keeping their flying fortresses in the air, etc., because they have too many of them and there is not enough mana to keep them going. I work this as a tenure situation. Already established spells have first dibs on the local mana--they have become part of the fabric of the local time/space. Latecomers, even though they are created in the exactly the same way, don't have precedence and fail. Thus an area may have many ancient artifacts of powerful magic, but they cannot be duplicated, no matter how knowledgeable and powerful the person(s) trying to do so are. Something like the perpetual motion machines mentioned before may have been used, but they preclude any more being devised. Steve Perrin, always looking for a good world hook *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest Rules Digest V3 #101 ************************************* *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. 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