Subject: Debbie Does Dagori Inkarth, Volume 7, Number 1 RQDIGESTV07N01 First Distribution: August 15, 1991 This issue: Western Saints Oliver Jovanovic Teelo Norri Oliver Jovanovic Glorantha Runespells Steve Maurer What's happening with HQ at Chaosium Mike Dawson Origins 91 and RQ Mike Dawson Correction: Apparently, Sweden (not Malta) has the highest RQers per capita, not Malta. ====================================================================== From: Oliver Jovanovic (JOVANOVI@CUCCFA.BITNET) Subject: Western Saints Western Saints Note: The source of the following is unpublished (and uncopyrighted) material from Chaosium that is several years old, and may not resemble the final form that the material will be published in. As there is a chance that it may not ever see the light of day, it is summarized here. Saints Certain mortals can achieve a spiritual perfection such that after their mundane life has passed, they can procure special benefits for those that pray to them. A few saints are debased and worshiped as deities in non-Malkioni lands. To obtain a patron saint, a supplicant must sacrifice a certain amount of permanent POW to the saint. The exact amount varies from saint to saint, and the entire amount may be sacrificed for gradually. A supplicant can have more than one patron saint. Once the full amount necessary to make a saint one's patron has been sacrificed, the supplicant can call upon one or more of his or her patron saints to receive their blessing(s). Invoking a blessing costs an additional point of permanent POW every time it is done. The saint's blessing takes effect on SR 1 of the round it is called upon (if part of a statement of intent), and cannot be Dispelled, Dismissed or Neutralized, nor does iron have an effect on it. Some important saints: Arkat the Liberator ARKAT'S BLESSING: when Arkat is invoked, the skin and clothing of all Illuminates within 100 meters of the supplicant turns a pale, translucent white. The effect lasts until the next sunrise, and will include the supplicant, if he or she is an Illuminate. It costs 8 POW to gain Arkat as a patron saint. Gerlant Flamesword GERLANT'S BLESSING: when Gerlant is invoked, the blade of whatever weapon the supplicant holds is endowed with a permanent Fireblade. Only one weapon at a time can be affected, but the effect can be transferred from one weapon to another by invoking the saint again. It costs 3 POW to gain Gerlant as a patron saint. Talor, the Laughing Warrior TALOR'S BLESSING: Talor can only be invoked immediately prior to or during a battle. When Talor is invoked, the supplicant experiences a great joy while fighting, and for the duration of the battle is immune to the effects of Fatigue loss and incapacitation, becoming a Living Blade in a form of controlled berserk. It costs 6 POW to gain Talor as a patron saint. Hrestol HRESTOL'S BLESSING: when Hrestol is invoked, the supplicants POW is doubled for the next full day (24 hours). His magic points do not immediately double, but will regenerate normally, so that without any magic point expenditure, they will be doubled as well halfway through the day, and regenerate twice as quickly as is normal for the duration of the effect. When POW drops back to normal at the end of the day, any extra magic points remain until they are used. It costs 8 POW to gain Hrestol as a patron saint. Paslac PASLAC'S BLESSING: when Paslac is invoked, the armor points of any one piece of metal, be it a weapon, shield, or piece of armor, are permanently doubled when it is touched by the supplicant. Only one piece of metal at a time can be affected, but the effect can be transferred from one piece of metal to another by invoking the saint again. It costs 5 POW to gain Paslac as a patron saint. Valkaro VALKARO'S BLESSING: when Valkaro is invoked, the supplicant is gifted with great powers of concentration until the next nightfall. He or she automatically succeeds in any INT or concentration roll that need be made, and automatically succeeds in any sorcery spell casting and manipulation rolls that need to be made as well, with no die roll necessary, although no critical successes are possible either. It costs 6 POW to gain Valkaro as a patron saint. Xemela XEMELA'S BLESSING: Xemela can be invoked over one or more people, excluding the supplicant, up to a total not exceeding the supplicant's POW. All wounds and diseases afflicting the targets are instantly cured. Each hit location cured of damage gives the supplicant 1 point of general hit point damage. Each disease cured gives the supplicant 1d6 points of general hit point damage. If the supplicant still lives, 1 SR later, any victims with general hit point damage, such as from poison or certain spells (again, excluding the supplicant) are completely cured. Each such person cured causes the supplicant 1d6 points of general hit point damage. The supplicant can never heal him or herself by calling upon Xemela. It costs 6 POW to gain Xemela as a patron saint. Other saints exist as well, some major, some minor. Not all sects of the Malkioni accept saints. In particular, the Brithini and Vadeli do not accept saints, and never worship them. ====================================================================== From: Oliver Jovanovic (email@example.com) Subject: Whatever happened to Teelo Norri? For those of you, like myself, that might have wondered at exactly what role Teelo Norri played in the Seven Mothers ritual. The cult of Teelo Norri provides no rune spells, and her role in the Seven Mother's ritual is never well described - at best as the cup bearer or as an innocent that had to be unaware of the ritual's purposes. She is called "Young Life", and described as an urchin drawn randomly off the streets of Torang for the ritual. What role did she play? A simple one. She was basically possessed by an ancient spirit summoned by the Seven Mothers. The Red Goddess began as a 13 year old street urchin. Other parts of the Red Goddess may have covertly or overtly possessed other members of the Seven Mothers as well. The girl received instructions from the other conspirators and her other parts, and set out to find herself, a task at which she succeeded as few have done before. ====================================================================== From: Steve Maurer (firstname.lastname@example.org) Subject: Glorantha Runespells The following runespells exist in my campaign. Except where noted, these are spells offered in addition to, not as a replacement for, spells in Gods of Glorantha. NOTE: any duration of "Lunar Cyclic" means 30 minutes anywhere within the Lunar Glowline, otherwise it varies based on the phase of the moon. Yarra Arranis Arm of the Goddess Cost -- 2 POW Points Range - Touch Duration - Lunar cyclic Stackable to 4 Reusable This spell adds an extra arm to the recipient, who must be either the caster, or least an Initiate of Yarra Arranis. The arm may be used in combat to add either 20% to a weapon action against one opponent, or an additional action against a dif- ferent opponent. The spell provides only the arm, not weapons to be used with it. The combat bonuses this spell gives can't be applied to any missile weapon except daggers (the extra arm may be used to throw a dagger). It does not provide an attack when one would not be normally allowable (for instance, if the recipient chooses offensive spell casting). Yelm The Emperor of the Universe (while Orlanth is King of Gods). These spells are from Yelm the Youth (not Yelm Imperious which is written up in Gods of Glorantha). Note: Yelm worshipers almost never trade runespells. Courage Cost -- 1 POW Point Range - 160 meters Duration - 15 Minutes Nonstackable Reusable This spell makes the recipient immune to any fear inducing spell or power cast by a darkness worshiper or creature; this includes Shades, no matter who summons them. Courage cannot be dispelled. Shield of Fire Cost -- 3 POW Points Range - Self Only Duration - 15 Minutes Nonstackable Reusable The priest casting this spell obtains the attributes of a very small fire elemental. Anything within 2 meters sustains 2d6 Fire Damage - including all flammable objects held by the priest himself. Metal equipment (except enchanted Gold) will melt in 5 minutes under this spell (10 for iron). If used in combat, this time is halved due to pounding. Any being which is demoralized in sunlight will be demoralized if it believes it must combat a priest under this spell. Fire does not harm the caster while under the effects of this spell. Curse Vampire Cost -- 2 POW Points Range - 160 meters Duration - 15 Minutes Nonstackable Reusable This spell causes a Vampire to loose all special abilities which do not work in Sunlight. The Vampire is not allowed a resistance roll, nor can the curse be blocked by countermagic, or be dispelled. Command Subjects Cost -- 1 POW Point Range - 160 meters Duration - 15 Minutes Stackable (to 4) Reusable This spell adds +10% to the recipient's effective Oratory; if the recipient is in a position of command (such as a king or nobleman speaking to troops), the effect gives +25%. Dendara Yelm's wife, the Goddess of Marriage, Fidelity, and Monagamy. In the empire, she is considered the goddess of housewives. Her temples teach Cooking, Teach Children, and Maintain Household. Marriage Oath Cost -- 3 POW Points Range - Touch Duration - Until permanent death Nonstackable Reusable On each casting of Marriage Oath, a permanent point of POW must be sacrificed by the two recipients. The spell serves to inform both the recipient and the Priestess of all violations of the Oath by the other. Terms of the Oath are fixed in the ceremony, and are based on culture. All Darra Happan oaths are patriarchal and sexist in the extreme, while Pent nomads are more egalitarian. There is no preset magical punishment for Oathbreaking in this spell, but there may be cultural ones. A Marriage Oath is not affected by Dispel. Control Child Cost -- 1 POW Point Range - 160 meters Duration - 15 Minutes Stackable (to number of children) Reusable This spell may be acquired only during childbirth. When invoked, it grants the mother complete control of all behavior except thoughts. The spell is reusable by even Initiates, but ceases to function on any married child (under Marriage Oath). No POW vs POW is necessary to trigger the effect. Typically, this spell is not cast, its use is merely threatened. Household Harmony Cost -- 2 POW Points Range - 160 meters Duration - 15 Minutes Nonstackable Reusable This spell acts like City Harmony, except that spell range is limited to a single household. Pelora/Ernalda Preserve Food Cost -- 1 POW Point Range - 160 meters Duration - 1 season Stackable (no limit) Reusable This spell preserves 1 bushel (about 1 square meter) of grain from rot. Grain directly affected by Mee Vorala spells are not protected. Ward Vermin Cost -- 2 POW Points Range - 160 meters Duration - Permanent Nonstackable Reusable This is a 1 point warding spell with no size condition. (A normal warding allows small natural animals passage to prevent accidental tripping of the spell). The spell does not give an alarm, but the spell effect does not drop if the animal is SIZ 1 or less. Tilling Enchantment Cost -- 1 POW Point Range - Touch Duration - Permanent Stackable Nonreusable This spell permanently enchants any earth moving implement to work more effectively through difficult, hard packed soils. As no rules for tilling are given in RQ, exact effects on game mechanics are left up to individual GMs. Approximately three points of Tilling Enchantment will double the speed of a plow. Gorgorma Barren Cost -- 2 POW Points Range - Touch Duration - 15 minutes Nonstackable Reusable This spell renders the recipient temporarily barren. Any child being carried will immediately begin to be expelled. (A very mature fetus may survive this.) The recipient must allow the spell (it is not POW vs POW). Barren can also be used to prevent conception. Uleria Uleria's runes are Fertility/Fertility/Disorder (love is both blind and often random -- you can also read WF about the Boggles). The cult does not offer "Community" - that harmony spell is a Herald (Issaries sub-cult) runespell. Instead she offers the following: Enchant Beauty Cost -- 1 POW Point Range - Self Only Duration - Permanent Stackable Nonreusable This non-reusable spell may be purchased by initiates. It adds 1 APP for each point of permanent POW. To any Ulerian who betrays the goddess, the effect is reversed. The APP is lowered by the same amount previously gained. Church of Immortality Transfer Youth Cost -- 1 POW Point Range - Touch Duration - Permanent Nonstackable Nonreusable This spell allows the caster to transfer one year of life to the recipient. The effect is exactly as if the caster has aged a year, and the recipient has become younger by one year. Aging rolls are made immediately. ====================================================================== From: Mike Dawson c/o Kirsten K. Niemann
Subject: What's happening with HQ at Chaosium The Whole World in Your Hands An inside perspective on new HeroQuest developments Introduction Through complex but happy circumstances, I was in part responsible for renewing Greg Stafford's interest in HeroQuest. Based on my conversations and correspondence with him, my long presence in Greg Maples' RQ game, and a years-long attempt to do for Glorantha what Greg Maples is now doing for HeroQuest, I would like to share some ideas about what HeroQuest is currently becoming, and even part of the reason why it has taken so long to get this far. False Starts Like most RQ fanatics, I dug through every source I could for years, trying to figure out what HeroQuesting was. Luckier than most, I read some really obscure but info-laden stuff from A&E and The Wild Hunt from the early 80's. Most of this was written by Bill Keyes, and has recently reappeared in TOTRM. Based on this info, members of the local gaming group experimented with HeroQuesting. (This was not your average gaming group. Les Brooks, Sam Shirley and Ann Merritt were part of it. All are now Chaosium employees. Dan Greenberg has major RPG publications to his credit, including one of the Watchmen modules, Ghostbusters, etc. Most of us have had something or another published.) The general drift we got was that HQing was sort of "super RQ." As you moved onto higher and higher levels of the Hero/Spirit/God plane, rolls got harder and harder to make, and experience gains were more and more rewarding. If all your skills while HQing were divided by 10, then any experience gain resulting from a HQ was multiplied by 10. HQing Rune Lords found themselves with best skills of 10-11%. On return to the inner/mundane world, their experience went through the roof, with an average 3% gain becoming 30%. It sort of worked, but many questions were unanswered, and so HQing was not exactly a common occurrence among most PCs. As a ref, I certainly didn't feel comfortable running all that stuff off the top of my head. Cutting to the chase, we were very wrong. So was everyone else, apparently. Work at the Chaosium stopped, I think, because the "super RQ" model was the best they could come up with, and they (specifically Stafford) didn't like it. Merging Paths An abortive project for another company led Les Brooks and Greg Maples to develop a new level of game world detailing and integration. The intent was to create an single mechanic for dealing with the intents and actions of groups in a game world. The system was supposed to allow a ref to define a group, assign it goals and abilities, and let it use these to interact with other groups. Every group had common statistics, skills and motivations, much like a character. This level of detail allows a ref to understand the interconnectedness of his world very clearly--to hold the whole world in his hands. It lets the ref know exactly what kind of effect PCs have when they act upon the world. In effect, a ref could use the system to create the history (or even the cosmology!) of his world. Doesn't it sound useful to have a one page character sheet for the Lunar Empire? Or for Ernalda? The original project died, and the system was never finished in a publishable form. Nevertheless, Greg Maples continued to use and refine it for his own unique RQ based fantasy world. Because of his interest in the Heroic Journey (it was a fantasy game, after all) and HQing, a natural coming-together occurred. In Greg Maples' world, HQing became intimately linked with the groups or entities defined by the system he was using. The gods, cultures, peoples, religions and even philosophies were all defined by this mechanic, and of course they all wanted heroes of their own. So, for his own game, Maples defined Heroes and HeroQuesting based on concepts within his informal mechanic. With this system Greg was still fudging much more than he would if there was a finished mechanic running the interactions, but overall, the level of making-it-up-as-he-went-along was lower than any other game I can imagine anyone else ever having run. >From my own experience in Maples' game, it worked very well. Though radically different from Glorantha, the feel of heroic action was there. I could sense that it would work in just about any milieu. The knowledge (on a player level) that most of the world was worked out ahead of time, and that most everything happened for a reason (and not because the ref thought it up at the last minute) made a tremendous difference in the game's presentation. When player incompetence doomed a two year old campaign to an ignominious end, the players were able to take things philosophically and move on to another campaign. How else would you get that reaction when telling your players "Sorry, guys, but for no apparent reason, a meteor the size of a large building falls on the party and you are all dead. Let's start another game."? The Call Based on my understanding of some simple elements of Maples' system, and a copy of a draft of Sandy Petersen's 1984 HQ rules, I forged off on my own with an attempt at HQ rules. I didn't like Petersen's rules at all. They were very clunky and weird -- missiles always hit, only crits were good for anything but "will points" could make any hit a crit, lots of other strange things. Thirty-five pages later, I had what I thought was a working system. So, I sent a letter to Stafford saying as much. I figured that HQ was way on a back burner, but when he got around to heating it up, I wanted to be there to push my idea. Stafford called me at home five days after I sent the letter. Greg started off by blowing my mind with this: "I think HQ is a computer game." Well, my brain went spinning for a moment. Then I started asking him about what kind of a computer game. No, it wasn't an arcade game. No it wasn't a text adventure. It wasn't really even a game--the computer was more an aid for the ref to figure out what effect PC actions had on the world. As he put it " the computer serves as a reactive version of Arachne Solara's Web of Myth." Stafford was once more way ahead of everyone else. It seems that the mechanic of HQ was never the problem to him. The problem was in understanding how the potential hero's actions in the realm of myth affected the world. This is the central problem of HQing--without the interaction between the potential hero and the world, there is no way to judge the importance of the character's actions to the world of myth; thus there is no way to judge whether the character achieves heroic status. Stafford wasn't sure that he wanted to see any thirty-five page system. He did want to know several things about the system though. Mostly, he wanted to know if my system addressed the problem mentioned above, what he called the link between the Macrocosm (the world) and the Mezzocosm (the hero). I was left knowing that what he really needed was to talk with Greg Maples, the man with the plan for how to do this. That's what I told him, and that's what he has done. Stafford has run HQ for Maples, to show him "how HQ would go if it went right." All without rules, just off the top of his head. The Quest The results of this have allowed Maples to come up with the following outline for a HQ manuscript. As related to me by Greg Maples, this is what Stafford wants to see in HeroQuest. My information on them is sketchy in some spots, but I will try to make them understandable within that limitation. Foremost, and most generally, the game must be "transformational and satisfying." Your guess is as good as mine on the first part of that. I think he means that the game must address the subject of the hero in the same sense that Joseph Campbell does. Heroes in HQ are meant to be more than "real tough guys," they must be heroes in the mythological sense. Stafford wants the experience of playing such a character to drive home to the players what it means to be a hero. "Satisfying" is much simpler to explain and links directly to his next stipulation. The game must play well, grab the player's imagination and not let go. At the same time, this criteria means that the more obtuse and ephemeral things about the heroic cycle may be left out. For example, I understand the the heroic cycle as laid out in Campbell will be used for all kinds of heroes from all cultures. Even Non-human cultures, whose psychology, society and myths differ radically from humanity's will follow the same heroic myth structure. The reasoning is simple--how satisfying is it to play a dwarf heroquestor, whose quests are to build neat stuff? Mostali (or Brithini, or ephemerae, etc.) mindset does not generally lend itself to satisfying HQing when examined closely. These differences will be glossed over in HQ, to make everything "satisfying." The game must not be limited to Glorantha. The session Stafford ran for Maples & co. was set in a primitive Scandinavian village. It must be imposable as a meta-rules system on any other milieu or game system. Imagine HQing Call of Cthulhu players, or even D&Ders! Aside from these general criteria, there are five major design points being worked out now. They are: Aggregate will versus personal will Quantification of natural phenomenae Emotions and their impact Quantification of interactions between conflicting traits The Self-Generating Flow Chart of Myth Quite a mouthful. Let's look at them one at a time. Aggregate will versus personal will Quests and quest paths don not exist for the benefit of individuals. They are manifestations of the will of an "aggregate group," be it the cosmos, the world, a species, a race, a nation, a tribe, a town, or a clan.To risk overstatement, individuals do not create myths, they interact with them, or they become them. Heroes are the symbolic representative of their entire group, and the friends and foes they meet on a quest are symbolic "front men" for other groups. Thus, the relationship of the individual's will to the combined will of what he interacts with must be understandable and mechanized. In essence, its not who you are, but who you represent. As questors become more important to their "aggregate group," their ability to affect things in the mythic realm increases. Conversely, the more important a quest the hero undertakes, the more important to the group he is. If Joe Hero heads into the Mythic realms to gain a point of INT, he had better be well prepared. But if he head off on the Sun's Path to gain Fire, then his whole culture must be ready to undertake such an important journey. At the same time, the wishes of these groups must be understood. A potential hero finds the going much easier when he is after something his group wants than when he wanders around aimlessly or in a manner contrary to the group's wishes. So, a method of relating the goals and motivations of groups must be part of HQ. What does the Janube River God want, anyway? or how 'bout the Kingdom of Tarsh? The first design criteria demands a way of answering all these questions simply and mechanically. Quantification of Natural Phenomenae This one is quite a bit more straightforward. If a hero can "whistle up a wind" or calm the seas or cause a rain of frogs, how does this happen mechanically? These things must be quantifiable. Emotions and their Impact Some things can only be achieved by the pure of heart. Others rely on love, or courage, or whatever. HQ must quantify these things in relation to the rest of the world. Look to Pendragon for the basis of this part of the system. Quantification of interactions between conflicting traits Part and parcel of the previous section, but more broadly aimed. What happens when one hero tries to use his Sneakyness (or his Animal Power, or whatever) to avoid another hero's All-Seeing Watchfulness?. Or if a hero uses his Anger to withstand possession? Again, these things must all be measurable. The Self-Generating Flow Chart of Myth I understand this one the least. Maples also feels this is the one that will take the most work. Basically, the mythic cycle will be laid out in diagram form, with all possible branches and twists. It will serve as the framework for all types of questing. This is the "Web of Arachne Solara" that Stafford started off thinking should be done as a computer game. With the addition of the "character sheets" for all the groups that affect myth, it defines the relationships and myths of the cosmos. The choice of what groups are plugged into what parts of the diagram define the specific quest and who it is important to. The World Machine Stafford was loath to think that the nature of the World could be quantified. In fact, I don't think it ever occurred to him that it was even valuable to do so. There is a danger that in systematizing something, "the magic goes away." When everything is laid out and cut and dried, the mystery and sense of wonder can dry up too. I think this mindset is clearly shown in the way magic is dealt with in Pendragon. But to me, the difference between the two approaches is not so diametric. Consider this analogy. To a primitive, a wind up clock is a mysterious and magical thing. Awe is the main emotion he feels. He does not understand its inner workings in the least. To a clockmaker, the sense of understanding, aesthetic enjoyment and appreciation for a well made thing replaces the primitive's awe. Only unperceptive, uncaring folk exposed to clocks every day fail to appreciate the fine intricacies involved in such a creation. To me, the second portion of the analogy matches my preference for world design and running. I want to know the depths and breath of my world. To understand the intricate inner workings and mainsprings that drive it into the future. At the moment, all of us are primitives, staring without comprehension at the marvelous mystical entity called Glorantha. But I predict that HQ will shed light where no light has been, and will give the keys of understanding to RPG refs everywhere. We will hold the whole world in our hands and understand its details and inner workings. Mostal was more right than he knew. Bio Mike Dawson wrote the Ostrich Tribes. He is currently trying to get answers from Nick Atlas on a variety of proposals for Gloranthan supplements. ====================================================================== From: Mike Dawson (email@example.com) Subject: Origins 91 and RQ Alas I was only able to attend a few days of Origins. During that time, I found out some very interesting info about RQ & AH. But let me start at the beginning..... First off, I asked Nick Atlas by letter if he needed refs to run official RQ at the con. I gave him several months of lead time, but he never replied. Scanning over the games listed in the con booklet, I was unable to find a single RQ game being run. To the best of my ability to determine, RQ had no [events? --ACB] Even worse, the RQ display at the AH booth was inconsequential to say the least. Granted, the AH booth itself was nothing to look at, with loose cardboard boxes and boring displays. Even so, on Friday morning the RQ display consisted of 6 Deluxe sets stacked on top of each other on a corner of the table, with one more Deluxe set leaning up against it. Oh, yeah, and a few loose copies of a new (poorly written) brochure/catalog with just RQ stuff. Sometimes life is better scripted than the movies. Later Friday morning, I hauled a friend of mine over to the AH booth to show him what I had described to him (sarcastically) as "the fantastic, huge RQ display." By the time I got there with him, the 7 boxed sets had been taken down entirely and placed on the floor behind the table! In its place was a copy of some new bored game "Battle on the Beachhead" or "Duel in the Ditches" or some such. There they stayed for [? --ACB] All day Friday, Nick Atlas was unfindable at the AH booth. I have it on good authority from a Chaosium staffer that he was at Origins, however. The same person described him as "rather fannish, self-conscious and awed by people who work at Chaosium." I for one know that he certainly has a major case of hero worship on Stafford. I helped Chaosium set up on Thursday, and in the midst of cutting out buttons and opening cartons, I found out some very worthwhile info. It seems that Charlie Krank understands that AH is looking for a new full time RQ only editor/product manager. In fact, AH is negotiating with Ken Rolston for the position. You may know of Ken's work in Pavis/Big Rubble (the Taleo Illuminae scenario featuring the blind Yelmalio priest and the Eye of Wakboth) and his seminal design work for original Paranoia. I know Ken from years back, and I buttonholed him as soon as I could. He says AH is being very reasonable, and they have so far agreed to every one of his requests about the job. The only hitch is that they want someone now, and Ken can't start 'til February. So, what does that all mean? I can only guess but here's my pipedream forecast: Someone more competent than NA will soon be at AH. Production values increase. Due to the changeover, current projects in the pipe are slowed down a bit if they are actually near production. We probably won't even notice the slowdown, considering the current schedule. Writer's guidelines appear by mid '92. A strong "stable" of freelancers grows up around RQ. Active editorial direction for the line starts within a year. 3 new 48-64 page scenarios published in 91'-'92. Sartar pack, Pent pack, Prax pack all within two years. 5-10 official RQ games at Origins/Gencon '92. Wierd, attention-grabbing stunts at major cons (like what Chaosium does for CoC) start in '92. Please note that this is purely my guess!!!! It is absolutely unsubstantiated, once you get past the first line. Just the thing for making happy happy? Well, I think so. A bit too ambitious? Only if another NA gets hired or a good person gets stymied by AH molasses and politics. A good editor should be able to get all of the above moving within a year. ====================================================================== The RuneQuest(tm) mailing list is a courtesy of Andrew Bell. All opinions and material above are the responsibility of the originator, and copyrights are held by them. Unless specified in the specific article, all RQ Digest material is freely redistributable on a not-for-profit basis as long as author credit is included. RuneQuest is a trademark of Chaosium, Inc. Send submissions, mailing list changes, requests for old article lists, etc. to: firstname.lastname@example.org ...!mcnc!unc!bell Request old articles by volume number and issue number.