From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #106 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 Tuesday, August 28 2001 Volume 04 : Number 106 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] History of RQ [RQ-RULES] DMD: Brilros for RQ/Greyhawk 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: Fri, 24 Aug 2001 12:09:00 -0400 From: "peterm/maranci.net@mail.maranci.net" Subject: Re: [RQ-RULES] History of RQ Whew! This is going to be a huge reply, My apologies in advance! * bjm10@cornell.edu wrote: > A minor detail: Cults of Prax and Cults of Terror gave very little > information on Eastern Genertela. Eastern Genertela was still the "very > mysterious place beyond the Wastes, even beyond the Plateau of Statues". > CoP and CoT gave information on central Genertela. Good point. Many of my books and maps are still in storage, so I was working off my memory. I'll fix that (the article, not my memory). > PS: for those who wonder, it's /gen-r'-t@-l@/ ("hard g" and stress on > second syllable) and not /Dzen-r-tel'-a/ ("soft g" and stress on third > syllable), although the second is ruder. HAH! In MY Glorantha it's a soft "G", and Greg can't stop me! Next he'll be telling us that it's "Glorantha" with a soft "G"! :o) > The 1984-before Ken Rolston was hired era of Avalon Hill: According to > scuttlebutt, the reason so very little new stuff was published ... There were a lot of things that I decided not to include in the piece because they were only rumor as far as I knew; I didn't want to be called lots of hurtful & wounding names and accused of malign motives by various people. For example, I left out the showdown between Greg and Jack Dott when Greg offered $25k for the rights to RQ because I have no proof that it happened that way. Unlike the US media, I ocassionally feel a need for confirmation of a story. :o) As it is, I probably included more of my own unsupported opinions than I should have. > GS dismissed the entire RuneQuest game system as a haven for power gamers > and rules lawyers. Sounds like sour grapes to me. :o) Thanks for all the additional info! Looks like there are several new changes to make in the article. FrontPage here I come. > One last question: When did "Wing it, baby!" become "cutting edge"? That was restrained sarcasm. But I think I'd actually admire HW more if it was a true "wing it" system; I've run some of my own games that way, after all. What stupefies me is the apparent combination of inchoate rules anarchy with jackbooted rules authoritarianism. But in fairness I must admit that I haven't PLAYED HW, and if I knew anybody in the area who would play it, I would give it a try. * "Stephen Posey [TurboPower Software]" wrote: > Very cool. I appreciate your efforts in creating this. Thank you. Please don't tell my wife I'm wasting time on a project like this. Particularly when I'm sure there's something more I could be doing to make the place ready for The Baby. :o) > I don't know how much of a completist you're trying to be; Not too much, although if anyone wants to supply more material I'd be happy to include it. And I'll try to add more detail over time. > ...but as for supplements I notice the omission of "Plunder" under the RQ2 list. Good point. I never managed to get a copy of Plunder, so I forgot all about it. Also, I wasn't sure how much detail I wanted to include. Would anyone who has read Plunder like to write up a paragraph? Seriously? > I'm presuming you're not wanting to include expressly non-Gloranthan > supplements like "Questworld" and "Gateway Bestiary"? On the contrary! I've gotten more and more disaffected from Glorantha over the years (although I still love the old RQ2-era Glorantha, back when it was sometimes allowed to be silly & fun). I'd LOVE to list non-Glor stuff. It's just almost impossible to find any. * trentfs@ix.netcom.com wrote: > something that might be worth mentioning is the correspondence > between the shift in style and tone of Greg/Chaosium's Glorantha material > and Sandy Petersen's leaving Chaosium in 1989(?) I hadn't made that connection! But it does seem to make sense. Something definitely went out of RQ at that time...even the Renaissance stuff was missing a certain sense of playfulness and clarity. Of course we're getting even deeper into " meta-commentary and value Judgments", which I can't help but worry about. :o) Anyway. I probably shouldn't mention this, but lately I've been working on a new project: an online version of the basic RQ3 rules. The idea is to provide a booklet with all the core rules needed to play or run the game. It would be about 12 pages long, I'm thinking, and of course many rules would be left out. It wouldn't exactly be a replacement for the published rules, more like a work-around. And it probably wouldn't be for complete RPG novices. I'd like to make something that could be used easily by a semi-experienced roleplayer though, no matter what games they've had experience with. Delicate ground, I realize, but if it can be done right I think it will be fairly useful and maybe allow new people to convert to RQ. Hopefully they'll then progress to the various web sites out there, and buy old RQ products too. It's just in the preliminary stages right now, but if anyone wants to see what I've got so far you can go to http://www.maranci.net/basicrq.doc . Please note that this is a Word document--I'll convert it to friendlier formats (HTML and PDF, probably) when it's done. I've added and will add some simple house rules (like the modular-success Dodge rule). I've also made some official rules optional. Like the "STR & CON are limited to the highest STR/CON/SIZ score" rule, which is stupid; if someone happens to be born with equal STR/CON/SIZ, that means they can NEVER IMPROVE THEMSELF? Please! Fatigue will probably be tossed, because I think it sucks; it's also not really that necessary to run a game. Last note (really!): Just wanted to make it clear that I know the booklet isn't 100% canon. My goal is a compatible RQ3 primer, not a complete reprint of the published rules. Happy to discuss choices and issues, of course. Sorry to have taken up so much space here, though! ->Peter - ---------------------------------------------------------------- Peter Maranci peter@maranci.net Woonsocket, RI Pete's RuneQuest & Roleplaying! Adventures, art, an online game, NPCs, magic items, rules & more: http://www.maranci.net/rq.htm - -------------------------------------------------------------------- Mail2Web - Check your email from the web at http://www.mail2web.com/ . *************************************************************************** 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: Tue, 28 Aug 2001 00:21:57 -0400 From: Tal Meta Subject: [RQ-RULES] DMD: Brilros for RQ/Greyhawk I gathered inspiration from a variety of sources for this pantheon, but a good many came directly from 'The Centaur Papers' by Stephen Inniss and Kelly Adams back in Dragon 103. This is my interpretation of one of the deities they listed.... BRILROS Runes: Heat, Stasis, Truth Called 'the Wrestler', Brilros is the chenxa deity of Strength, Justice, and the Flameless Forge. Cult in the World Born the son of Fanthros and Naharra, twin brother to Linroth, Brilros is one of the more sedentary chenxa gods. Popularly depicted as an overmuscled male whose skin looks as though it has been baked in a kiln, Brilros taught the sons and daughters of Fanthros the arts of metallurgy and flameless smithcraft. As physically slow as his sister is quick, the depth of his wisdom makes up for this lack, making him (and his followers) excellent judges and lawgivers. His one indulgence is wrestling, a sport at which he excels, defeating all his siblings and even his father. One legend has his even defeating the euroz godling Bahgtru (which has led to a deep enmity between followers of the two cults). Brilros' followers begin the celebration of his High Holy Day on the 18th of Planting, and engage in a week's festivities ending on the 24th. Known as the Whinno'hlal (Time of Casting), it is a time of general feasting and sport, wherein the entire community turns out to honor the Lawgiver. Regular services are conducted every Godsday, and some larger tribes observe additional holidays, as well. Shrines to Brilros typically double as forges, which are generally set into a large stone or pile of stones, if a single boulder large enough is unavailable. Shamans of Brilros are generally recognized both by the obvious strength of their bodies and taut, leathery condition of the front of their bodies, as they eschew aprons or other protective gear. Lay Membership Requirements: Any chenxa willing to learn smithcraft is accepted as a student, so long as they are willing to perform the necessary chores. Skills taught by the cult include Orate, Sing, Craft (most smithcraft), Evaluate, Lores (chenxa, mineral, world), Listen, Ceremony, and Wrestling. Initiate Membership Requirements: Standard. Known as the Nelahai (Ember-eyed), those accepted as assistant shamans are expected to devote themselves to perfecting their skills, to better aid both their teacher and their community. Spirit Magic: Most spirit magic is available from the shamans of this cult, but few teach any except the following: Brilros' Hammer (Strong Hammer), Comprehension, Heat Metal, Protection, Repair, Shimmer, Slow, Strength. Rune Lords / Shamans Requirements: Standard for both. Known as the Nelamaac (Ember-hearted), these powerful individuals grow more and more like their god as they grow older, and are said to join with him upon their final deaths. Those who master the Rune of Heat gain the ability to Command Embers by word alone. Nelamaac who master the Stasis Rune can invoke the Strength of Brilros spell without ever making CON checks. And finally, shamans master the Rune of Truth may invoke a power similar to Truespeak, but which requires the magic points of the target touched to be overcome only once. Virtues for Brilros include Creative, Honorable, Prudent, and Social. Common Divine Magic: Call Followers, Command Cult Spirit (Ember), Enchant Metal, Initiate, Sanctify, Spellteaching, Summon Ember, Warding, Worship Brilros. Special Divine Magic: Bless Forge, Brace, Clear Sight, Copy, Hands of Brilros, Strength of Brilros, Truespeak Shamanic Taboos No Self Resurrection Rune Affinity Only (Embers excepted) Never light a fire Embers (Heat Elementals) Characteristics Average STR 1d6 3-4 SIZ 1 cubic meter POW 1d6 3-4 HP 1d6 3-4 Move 6 6 Embers manifest as clouds of distortion, and emit waves of blistering heat. Anyone within an ember can feel the fluids being wrung from their body, their metal implements being flash-heated, and their clothing scorched. An ember's primary attack is it's fierce internal heat, whereby it matches it's magic points vs. the target's CON. Those who fail lose 2d6 fatigue and hit points (half if save is made). When an ember attacks, it may engulf 10 SIZ worth of opponents for each cubic meter of SIZ it possesses. Victims within an ember are grasped by it's STR (match STR vs. STR to overcome) and anyone grasped by the ember is subject to the full intensity of it's heat attack. Anyone else remaining within the ember's presence loses 1d6/1d3 fatigue and hit points per round to the incredible heat within the ember's volume. Additionally, each round a metal implement remains inside an ember, it picks up 1 point worth of heat. A sword that has been inside an ember for 3 rounds would do 3 points of damage to the person holding it, losing 1 point for each round it remains outside the ember's volume. The maximum heating of metal items is governed by the total SIZ of the ember (i.e. a 5 cubic meter ember couldn't heat an item past 5 points of damage). No matter what the size of an ember, it will never start a fire. Associated Gods None - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - Is death legally binding? *************************************************************************** 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 V4 #106 ************************************* *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. RuneQuest is a Trademark of Hasbro/Avalon Hill Games. 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