Date: Mon, 8 Feb 93 16:59:03 +0100 From: RuneQuest-Request@Glorantha.Holland.Sun.COM (Digest Subscriptions) To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Subject: The RuneQuest Daily, Mon, 08 Feb 1993 This is an semi-automated digest, sent out once per day (if any messages are pending). Replies will be included in the next issue automatically. Selected articles may also appear in a regular Digest. If you want to submit articles to the Digest only, contact the editor at RuneQuest-Digest-Editor@Glorantha.Holland.Sun.COM. -- Send Submissions to:Enquiries to: The RuneQuest Daily is a spin-off of the RuneQuest Digest and deals with the subjects of Avalon Hill's RPG and Greg Stafford's world of Glorantha. Maintainer: Henk.Langeveld@Sun.COM --------------------- From: okamoto@hpcc90.corp.hp.com (Jeff Okamoto) Subject: Re: The RuneQuest Daily, Fri, 05 Feb 1993 Message-ID: <9302051809.AA18276@hpcc90.corp.hp.com> Date: 5 Feb 93 18:09:31 GMT > From: STEVEG@ARC.UG.EDS.COM (Steve Gilham) > Subject: heroquests, the Glowline and the Cradle > > most sources published after Cults of Prax seem to indicate that the Red Moon > is visible all over Glorantha (see the sky map in Elder Secrets), but is full > always withing the Glowline. You have it exactly. Jeff --------------------- From: clay@morticia.cnns.unt.edu (Clay Luther) Subject: Re: The RuneQuest Daily, Fri, 05 Feb 1993 Message-ID: <9302051829.AA18774@charon.vortech.com> Date: 5 Feb 93 06:35:50 GMT >Extending the Glowline is what the Temple of the Reaching Moon does. When >an area has been under lunar domination for long enough that it is considered >fairly stable politically, the Reaching Moon cult builds temples there to >connect the new area up with the existing Empire. Once these are built and >the appropriate rituals performed, the Glowline extends to incorporate the >new lands into the Empire. An interesting adventure concept built around this: Orlanthi terrorist/freedom fighters attempt to destroy such newly built temples in their lands or otherwise disrupt the ceremonies. Your mission, should you choose to accept it, Gem, is to kill *this* Lunar priest. --- Clay W. Luther clay@vortech.com Software Engineer Vortech Data, Inc Office (214) 994-1377 Fax (214) 994-1310 Also cluther@morticia.cnns.unt.edu Well, it had been 987 years in outer space time when I got back. Couldn't seem to find any of my friends to tell my interesting stories to. --------------------- From: carlf@Panix.Com (Carl Fink) Subject: Mobility and multiple priests Message-ID: <199302051928.AA25215@sun.Panix.Com> Date: 5 Feb 93 09:28:16 GMT Tom Zunder writes: >On the subject of Sun County why do Invictus, Vega and all the >Templars have Mobility when it is not a cult spell? I can hardly >see them popping down to the local nomad shaman. They get it from the friendly Lokarnos religion, Tom. Clay Luther writes: >Also, on a side note, Garhound seemed to conveniently have a large >number of earth-related priestesses and acolytes standing around. >I assumed they came from other villages/areas, but the author also >didn't speak to this. I have always assumed that the number of dedicated religious types (priests and acolytes) would be higher in a Gloranthan civilization, because unlike Earth, where priests are essentially nonproductive (in the sense of primary production) Gloranthan priests, particularly Earth priests, are *enormously* productive, because their spells can increase the fertility of land, heal injured workers, etc. Another difference from Earth is that in Glorantha, there are real supernatural threats to dispel - if *I* lived in Garhound, I'd want a few priests and acolytes around to repel evil spirits...because in Garhound, there really are evil spirits. Carl Fink --------------------- From: jeff@cotopaxi.Stanford.EDU (Jeff Freymueller) Subject: Re: The RuneQuest Daily, Fri, 05 Feb 1993 Message-ID: <9302051944.AA09382@cotopaxi.Stanford.EDU> Date: 5 Feb 93 19:44:39 GMT I'm trying to figure out who said what earlier in this thread. My apologies if I've mixed up the attribution... >From: peterw@computer-science.manchester.ac.uk (Peter Wake) >I think that the hour is too small a unit to apply to training. Some >sort of Daily Utility Phases (who remembers Golden Heroes?) would be >good. You could then have character allocate DUPS to upkeep of >characteristics on a long term basis and spare DUPS could be used for >training. The number of DUPS a character would get would vary with >INT, POW and of course profession. Priests would lose many DUPS to >their work. Characters could then be farmers in their spare time or >whatever and the game would handle this neatly (and most Orlanthi >warriors are also farmers so taht's not a joke). I like this idea a lot. Since the RQ4 rules are being worked on, this could be included as an optional system for campaign play. In order to maintain your basic skills and characteristics, you would need to spend so many DUPS per week, leaving you with a certain amount available for training. If this could be made into a clean, easy-to-use system, I think it would be a great help. For characters with non-adventuring professions (or side professions) this would also be a great guide for the characters non-adventuring activities. I would tend to use the system as a guide rather than a set of absolute rule. And it isn't always necessary to enforce limitations on training. In my Earth campaign, the PCs were awarded a house and a stipend for performing a notable service, and almost none of them ever did any training or anything! They drank, chased women, and relaxed. I'm sure the warriors sparred to keep in practice, although we never specified it. In my opinion, this was far more realistic behavior than the compulsive training I've seen (and done with some PCs) in other games. I think not having the goal of becoming a Runelord to shoot for helped motivate the PCs to enjoy life instead of trying to master skills. Jeff --------------------- From: mace@lum.asd.sgi.com (Rob Mace) Subject: Re: RQ: Settings and miscellaneous Message-ID: <9302052021.AA18903@lum.asd.sgi.com> Date: 5 Feb 93 04:21:05 GMT > trystro!rune@Think.COM (Peter Maranci) > > Gee, I've always run *all* my games with the Runequest > system, and only about half of them are set in Glorantha. I'm not > suggesting that Chaosium/AH should make any other setting to > *rival* Glorantha -- after all, that wouldn't be possible. But > since RQ is a system for more sophisticated gamers, why not supply > them with more sophisticated game tools? I mean, I doubt that > many RQ players play only in Glorantha. If I'm wrong about this, > I'd like to hear about it. The problem I see with doing non-Gloranthan supplements is that they will not generally fit into ones non-Gloranthan world. I don't want to see a bunch of non-Gloranthan supplements that don't fit in a world I use. Just look at the ones that have been done. Quest World Vikings Land of the Ninja Daughters of Darkness Elderad (Probably some others I am forgeting.) How many of these fit into your non-Gloranthan worlds? How well do they fit with each other? As long as you are doing some of your RQ gaming in Glorantha the Gloranthan supplements will be relavent. So until we reach a time when non-Gloranthan supplements would not reduce the number of Gloranthan supplements published I don't want to see them done. Rob Mace --------------------- From: tzunder@cix.compulink.co.uk (Tom Zunder) Subject: Various bits and pieces etc. Message-ID: Date: 6 Feb 93 15:42:00 GMT Elmal/Yelmalio. I think that my view of this is twofold, one why did GS f***k it up and mess around? This is too late in the day to fundamentally mess with a cult like Yelmalio. Still, he did, and whatever he says, we'll have to live with this one. Small differences are okay but this is a biggie. I view what KoS says as an evolution and I think that the Sun Domers would view it similarly. Thay wont have forgotten Elmal, they will have realised, thorugh Monrogh's help that Elmal was Yelmalio, and with his help seen the full Truth as opposed to a muddied Orlanthi view of their god. The cult hierarchy will not spread this knowledge too far, but will say that Elmal is simply an obscured view of Yelmalio. Therefore the cult is contiguous. The Old Sun Dome Temple isn't a problem, it was an Elmal temple. That the Sun Domers have culturally changed is no problem, all cultures change but fundamentally believe that the past was as the present. It is the mythical past where big changes happen. Therefore I see the Elmal thing as easily dealt with. The old documents may refer to Elmal, but they'll be in Sartar and buried in the archives. Thos sophisticated enuff to see them will know the story and know that Elmal is just another name for Yelmalio. NOW: Does Glorantha have a real set of gods or are they a reflection of the worshippers? If there is a core set of "real" gods then we can accept all varitaions as the effect of seeing the same mythology differently. Terefore Elmal and Yelmalio probably are the same god, indeed one can easily see that Yelmalio and Orlanth fought, Zorak Zoran stole Fire from Yelmalio and at a later date they fought and became colleagues. That Yelmalio stayed in the world when Yelm died and when Orlanth went to hell im perfect as the god who defends the last homestead. In Orlanhi culture he is played up a thane of Orlanth, in Yelmic culture he is noble even to the pouint of aiding the rebellious Orlanth in making repentance to Yelm. If they don't exist then it's all relative and you can explain it how you like. If it is relative then I think there would be more variation than the RQ material would sugest. I prefer the idea that the gods are fundamentally real but changeable by their worshippers to some xtent. The feel of KoS is that Glorantha becomes scientific/secular and modern in the Age of Illiteracy. I don't like the idea of that at all. --------------------- From: tzunder@cix.compulink.co.uk (Tom Zunder) Subject: The Primal Order Message-ID: Date: 6 Feb 93 15:42:00 GMT Has anyone used The Primal Order? Do you actually play gods using the rules? I want to play a deity campaign, as the basis of a RQ game in which the players helped develop the mythology themselves. I want to start with "There was nothing.." and let the players develop it from there! --------------------- From: tzunder@cix.compulink.co.uk (Tom Zunder) Subject: RL/A in RQ 4 Message-ID: Date: 6 Feb 93 15:42:00 GMT I think that Acolytes are a good position, allowing Rune lords to act with the power of priests. I think lay membership need not to be overdone, just explained. We use it still, but as a loose thing. I also allow associated cult members access to the lead cult far more than implied. In Sun County the Ourania nuns would be right up the creek if you don't allow a high degree of cross worship etc. --------------------- From: g.hoyle@genie.geis.com Subject: THE NAME GAME Message-ID: <9302061959.AA09174@relay1.geis.com> Date: 6 Feb 93 18:49:00 GMT Many cultures incorporate the names of gods into personal names. 'Thor' is often found in Scandinavian countries; my sister has a friend named Thor, and he's an American! Biblical names often end in '-iah','-jah',and '-ia', which are contractions of the name of God, as well as '-el', which is another of God's numerous nicknames. '-el' and '-bel' were also common divine name elements in the ancient middle east, as well as '-sin', all the names of ancient deities. The Greek 'Herakles' means 'Glory of Hera'. The names of the gods often show up in Egyptian names, such as Tut-ankh-AMUN, or SET-i. The gods show up more often in names than one might think! --------------------- From: langsl@hhcs.gov.au Subject: DIGEST/DAILY entry Message-ID: <00967D18F885BE00.00000B9F@hhcs.gov.au> Date: 8 Feb 93 20:07:50 GMT Greetings - I'm relatively new to this list, and I thought it was about time I said hello and passed some comments. I am only new to RQ, and I am playing in an RQ2 campaign (though I have RQ3 rules, somewhere 8-). Armour Effects on Combat in other Game Systems ---------------------------------------------- GURPS has a -3 penalty on vision and hearing rolls (-3 on 3d6 roll for those who don't know gurps) for wearing a 'full head helmet' - which I assume means a closed helm. The weapon skill penalty is only -1 : matching well with the person who suggested that even a closed helmet doesn't seriously degrade skill in a 1 on 1 fight. I'd suggest that a -30% on search/scan/listen type rolls, plus a -10% on weapon attack, would be an appropriate conversion. RQiv ---- Could someone tell me what RQiv is all about? And if there is a draft copy going around for comment, could someone send me a copy please? The Digest/Daily messages I have seen implies that there is a copy - and I'd like to read it before joining in discussion on it. Group Archives and Cult Notes ----------------------------- Does this group have any archives I could look at (and if so, how do you go about doing this?) Aside from history I am interested in cults, particularly if there are any writeups suitable for a roguish character who doesn't want to be Orlanthi or a Trickster. If an appropriate cult has been written up, or any of you have suggestions, please let me know. --------------------- From: Henk.Langeveld@sunnl Subject: lay-members Message-ID: Date: 4 Feb 93 20:24:11 GMT King of Sartar, p246, Jalk's Book, Report on the Orlanthi, Initiatory Status, last paragraph: An observer can be admitted to some rituals. Most of the larger, social rituals allow observers. These people must be friendly or at least open, to the proceedings. Outsiders call these people /lay members/, though the use of this term is discouraged as probably being of God-Learner origin. Though they can watch what is going on, they never participate in the magic, and never get to see anything other than the mundane results of the rites. --------------------- From: alex@dcs.gla.ac.uk (alex) Subject: Yamsur and Elmal Message-ID: <9302061842.AA04475@speedwell.dcs.gla.ac.uk> Date: 6 Feb 93 18:42:37 GMT Carl Fink: > In any case, the initiate who says > "Fire!" would presumably run to a priest and be assigned penance before > Monrogh attacks. That's a good point. But do you play it that way in general? I would think that some, eg Humakt, would take place immediately, at least for serious offenders. Does the offender at least always become Inactive? Does (s)he lose the use of Gifts for the duration? > >That's pretty weird. Being named after a God seems i) improbable; > >ii) blasphemous; iii) problematic if only his name survives to the > >present, and no other knowledge; and iv) confusing. Why not just > >rename the Hero? Mike Dawson: > However, you only have to > look to a hispanic country to run across many people named Jesus! And > what about Arabic countries, where the tradition is to name the 1st > born male child Mohammed? OK, point(s) taken. However, I'm not aware of many cases of children called Jesus Christ, or The Prophet Mohammed, which would be more analogous to this cases. > It grew out of a cultural "contamination" by Dara Happa solar > worshippers Yes, but how does this get to Sun County, what with "Solitude of Testing" and all? > The contamination came by tempting the Elmlio cultists to expand out > of their bounds as guardians, and guys that always got the snot > beaten out of them in religious rituals, where they traditionally > took the roles of the solar enemies of Orlanth. They got uppity, and > they started to try an win, which can have serious repercussions to > the well being of your festival. Ah, _that's_ where the HeroQuesting comes in. But the myths are much the same before and after, aren't they? At least, I haven't heard of any differences that are more than a matter of interpretation, really. Unless the heroquesting has changed the myths even for the remaining _Elmal_ worshippers. > The power of faith and belief being rather stronger in Glorantha than > here, reality changes to accomodate, and this includes the sudden > emergence of cult records written before the (historical) founding of > the cult, old buildings (like the Old Sun Dome) and so on. > REvisionist history writeen across the past in stone and ink. That's stretching the HeroQuesting and Retroactive Change idea a little far for my personal taste. For example, you'd have a lot of changing about to do in the case of Solinthor... retirement towers, hymns about Yelm, and membership of: > ON Yelm the Elder: > I think the various solar cults who enable Yelm status actually do > the supporting necessary, without having to have a big local > population. But still, surely retiring to YtE is only an option if there's _some_ Yelm worship in the area. There is in Sun County "now", but I don't think there was a significant amount in 12xx, regardless of the Elmal/Yelmalio business. > Thus, you retire to Yelm the Elder, but you don't have to lead a > congregattion or anything like that. I think that's true. Nick Brooke suggests that the whole Yelmalio retirement tower bit is a Yelm the Elder knock-off. Alex. --------------------- From: alex@dcs.gla.ac.uk (alex) Subject: Rune Metals and Enchantments Message-ID: <9302062159.AA19256@hawaii.dcs.gla.ac.uk> Date: 6 Feb 93 21:59:33 GMT Some notes and queries about Rune Metals, and enchantment thereof. What are the runic associations of the various metals anyway? Clearly: Lead :: darkness Quicksilver :: water Copper :: earth Yelm :: fire Bronze :: air and more or less clearly: Silver :: air and/or moon but what about Iron? (death? stasis?) Aluminium? (water, or heat?) And is lo-metal really a different colour from sa-metal? I have difficulty with the idea of lots of grim-looking Magasta cultists Floating About in cheerily bright red armour (and it makes me think of my anodised (earthly) aluminium house key). And what about Tin? Truth?? Okay, so I'm stretching the Rune metaphor a little far, perhaps, but humour me a little. Access to Rune metals doesn't seem very coupled to Rune-level status in RQ3. Once an item is enchanted, anyone can use it, seemingly. And in principle, even initiates could enchant metal by themselves, if they had access to the raw metal, and POW to burn on the spell and enchantment process. What mechanisms control access to, and use of, Rune metals, other than GM fiat? It makes sense that iron not be so restricted in the West and among dwarves, so I have no problem with the sorcerous Enchant Metal rules. User conditions and Enchant Metal: can these be usefully used together? What would the effect be? An iron sword which reduces the spirit magic chance of a ineligible user? (As per RQ2, roughly.) Copper armour which temporarily loses AP if worn by such a user? Enchantment and POW sacrifice: must it be the caster who supplies the POW for an enchantment? This rule appears to be creatively "bent" in _Sun_ _County_. This would appear to have the consequence that if a Rune Lord wishes Enchanted weapons or armour he must either convince a priest to supply the POW, or sacrifice for both a one-use Enchant Metal spell, and then further POW for the actual enchantment. -- Alex Ferguson. ARPA: alex%dcs.glasgow.ac.uk@nsfnet-relay.ac.uk UUCP: alex@glasgow.uucp BANGNET: ...!mcvax!ukc!dcs.glasgow.ac.uk!alex JANET: alex@uk.ac.glasgow.dcs "You mean you could have walked the galaxy and you simply never bothered?" --------------------- From: SPB1@vms.bton.ac.uk (Ghost Dancer) Subject: GLOWLINE Message-ID: <9302081048.AA11640@Sun.COM> Date: 8 Feb 93 09:04:00 GMT Hi again, Thanks for all the comments and ideas about the Glowline. I particularly liked the suggestion about a fake Red Moon being produced by a Trickster cult, I think I'll use this variation as it should tie in nicely with the rest of the scenario. For those of you who may be interested the scenario outline is as follows. 1) Count Solanthos Ironpike secretly sends a group of Temple militia (the players) to Morning, disguised as a group of Traders and escort, to investigate rumours of Hazia trading and other suspicious activities by the local militia unit. 2) A group of Tusk Riders lead by a Trickster priest have set up in a small abandoned farm 10K West of Morning. The Tusk Riders are routinely raiding the local area to hide illegal trade activities taking place between various village personalities and the Lunar Trickster cult. 3) The party will not be able to find enough evidence to lay blame on the local militia, after all crops burn so easily, and so will have to content themselves with stopping the trade by breaking up the Tusk Rider group. Most of the scenario is intended to be very non combative with plenty of casual investigation. If the party give away their true purpose they will probably find their next meal heavily laced with Hazia. The only real combat in this scenario is the battle with the Tusk Riders right at the end. ._ /! \ Alternative /-!-/ Realities Jarec / ! \ Games Club e-mail: SPB1@VMS.BTON.AC.UK --------------------- From: SPB1@vms.bton.ac.uk (Ghost Dancer) Subject: Character Generation by Social Class - An idea Message-ID: <9302081442.AA23590@Sun.COM> Date: 8 Feb 93 14:41:00 GMT I have recently been putting a few ideas together for a new character generation system, although it is not anywhere near complete I thought it might be of interest to some people to see a rough of the system I am working on. As always any thoughts or suggestions are most welcome. _______________________________________________________________________________ At the start of character generation roll to determine the characters parental social standing, this is a reflection of the parents level of importance within the local community. Parental social standing is determined by rolling D100+40. The parents social class can then be found by looking at the following table: 01-60 Low 61-120 Middle 121+ High Next determine the parental occupation, this will be the player characters initial occupation during character generation. Occupation is determined by rolling D100 + Social Standing, and refering to the occupation table for the relevant culture: Example: Primitive 01-100 Low Class Occupations (i.e. Herder) 101-200 Middle Class Occupations (i.e. Hunter, Warrior) 201-300 High Class Occupations (i.e.Noble, Shaman) As can be seen from this table it is possible for a middle class character to have either a low or high class occupation, this reflects the fact that people can be either climbing or descending the social ladder. The character starts with the same occupation as their parent, skills appropriate to the occupation are expressed as the percentage chance that a skill increase roll can be taken for each year. Example: Hunter skills (per year) : Sneak (55%); Listen (60%); Track (45%) a primitive hunter has a 55% chance of receiving a skill increase chance each year, if the character rolled 42% then they could then proceed to make a skill increase roll for Sneak and if successful gain the normal gain. Also at the end of each year of training the character must roll on the social change table below: Social Changes table (D100) 01-10 -1D10SS 11-90 No change 91-00 +1D10SS The modifiers apply immediately to the characters Social Standing and reflect changes in peoples attitudes to the character based on good or bad deeds done during the last year. If the change in SS causes the character to move into a new social band then the character must immediately reroll for their occupation and continue character generation with the new occupation. This forced change in occupation reflects a character being offered different jobs as peoples attitude towards them changes. Example: Hroth the primitive hunter has a SS of 65, during his third year as a hunter he fell into a hole whilst not looking where he was going and frightened off the herd of bison that the hunting party had been stalking for two hours (the player rolled SS-7, so new SS = 58). After this the other hunters refused to go hunting with such a clumsy oaf again so the tribal elders decided that perhaps Hroth would be better looking after the Goats (Reroll occupation and came out as a Herder [D100 = 25+58 = 83]). During the next year Hroth fights off a group of wolves that were menacing the flock and is proclaimed a hero (SS+9, so new ss = 67), Hroth once again is welcomed by the hunters (Reroll occupation and came out at 55+67 = 122 "Hunter"). The advantages of this system for character generation is that two characters with identical stats in identical occupations for an identical number of years will still end up with a different set of skills. The benefits of having a Social Standing characteristic for players and NPC's is that it provides a good indicator of Player/NPC reactions (Would the Yelmalio Rune Lord really talk to a Primitive Goat Herder?). Also the players Social Standing would make a good additional test for players trying to become Priests etc.. Bonuses or penalties to a players SS could be awarded by the GM dependant on deeds done and playing in character. _______________________________________________________________________________ ._ /! \ Alternative /-!-/ Realities Jarec / ! \ Games Club e-mail:SPB1@VMS.BTON.AC.UK --------------------- From: danm@cpqhou.compaq.com (Dan Mazina) Subject: RQ Character Generator Source Message-ID: <9302080832.aa12062@cpqhou.se.hou.compaq.com> Date: 8 Feb 93 02:32:17 GMT Due to the number of responses, here is the source and DOS executable for a RQ3 Character Generator program. I'm somewhat new to sending stuff like this on the internet so I don't know if what I did will work. This file was first archived using 'tar', then 'compress'ed, then 'uuencode'd. So cut below, uudecode it, uncompress it and then run it through tar. If anyone actually gets a usuable copy from it I'll be surprised! Dan Mazina [Deleted because of excessive volume Let's figure out something else - HL]