Bell Digest v930320

Date: Sat, 20 Mar 93 17:15:06 +0100
From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer)
To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest)
Subject: The RuneQuest Daily, Sat, 20 Mar 1993

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From: okamoto@hpcc90.corp.hp.com (Jeff Okamoto)
Subject: Re: The RuneQuest Daily, Fri, 19 Mar 1993
Message-ID: <9303191810.AA16863@hpcc90.corp.hp.com>
Date: 19 Mar 93 18:10:56 GMT

Okay, this information is culled from some as-yet-unpublished stuff.
It's highly condensed and the information is subject to change.

"Dart Competitions" perform two main functions: they do provide a kind
of "gladiatorial" vicarious release of emotion by the populace, but
they also provide a more sinister, yet not entirely irrational
purpose.

The "secret" dart competitions are ways for the noble families to hone
their skills and release their emotions in a fashion that does no harm
to the public.  It is an accepted form of assassination and warfare
that keeps those on top constantly on their toes and all of the Lunar
families in a constant state of readiness, should they be needed for
war.

A quote: "Rather than spending all the money to raise large armies of
peasants or freement to fight for the whims of the rulers, the rulers
instead hired very special and elite forces to wage private war at
public expense, but not at public destruction."

Harrek, by the way, was hired by a noble family to take part in a
"dart competition".  It was from this that his dislike of the Empire
began.

Also, the Red Emperor himself was once killed in a dart competition.

Jeff

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From: erf1@midway.uchicago.edu (evan richard franke)
Subject: My lif and RuneQuest
Message-ID: 
Date: 19 Mar 93 19:15:04 GMT

Hello,

I've been a lurker on this list for a while, and submitted very few
things to the list back when A. Bell was in charge.  Nonetheless, I
try and keep up with RQ as much as possible because I've loved the
game and the world of Glorantha since they were introduced to me in
1982.  Unfortunately, I haven't played the game in almost four years,
at first because of the prohibitive startup time for a new campaign
when I moved to go to the U of Chicago.  Later because, though I grew
up with RQ2, I realized that enough flaws were pointed out by RQ3 that
I didn't want to play plain old RQ2 without modifying it.  I also
thought that RQ3 had as many new flaws, so I wished for a perfect
synthesis of the two, but never had time to write my definative "House
Rules."

So now RQ4 is coming out and I'm a number of GLorantha supplements
behind and I haven't got KoS either.  I am letting my ties to the game
get weak, and yet, I am wondering if I can really commit to the new
system.  I am glad that it will shift the focus back to Glorantha.
The strong sense of background was RQ1 + 2's great advantage over so
many other games.  However, I would rather like to have some
explainations about the changes.  I was really confused when so many
things were changed without explaination between 2 and 3.  Why no Rune
Lords, and then why put them back for some cults, but those cults
don't then have regular Priests.  Why get rid of the crystals, and
then bring them back later somewhat altered?  WHat happened to my
familiar universe?  I know there are a lot of answers floating out
there, and most of them start with "Greg Stafford decided..." or
"Greg's concepts have now evolved..." and that's fine.  I love this
guy's ideas, his imagination.  It is certainly a match for many others
who have made more money and let their fans have less say (like George
Lucas).  Still, back in the 80's when I played RQ2 I more or less
understood the universe and the internal logic.  Now I have a lot of
conflicting data, old RQ new RQ, newer RQ and I need to be able to
organize it so I can go back to running around in my favorite imagined
world.

So, what is thei RQ4 going to do?  Codify all the piecemeall rules
that came out in different Glorantha Supplements?  Continue to
rupudiate Griffen Mountain (one of my all time favorite GLORANTHA
supplements), fix combat, fatigue, sorcery, etc.?  Is it really going
to be worth the investment for someone who still hasn't let go of RQ2?
Maybe we haven't got answers to these, but I had to ask, because I
love the game and I miss playing it and I may be moving back to where
my old group is, and they are stuck at Gonn Orta's Castle, waiting to
take their new Iron goodies to try and kick the Lunars out of Trilus
and to look for Vivamort's Castle in the Dangerground.  Now what rules
am I going to use?

					Evan Franke  erf1@midway.edu

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From: JOVANOVIC@CUCCFA.CCC.COLUMBIA.EDU
Subject: Third Eye Blue
Message-ID: <930319181055.2494@CUCCFA.CCC.COLUMBIA.EDU>
Date: 19 Mar 93 13:10:55 GMT

The info on the Third Eye Blue cult I promised - 

>From the RQIV sorcery section draft:

7) Miscellaneous

The Third Eye Blue family of metal smiths is associated with the
Carmanian sect, but it is not a sub-school of the Carmanian School. It
is a cult based on sorcerous manipulation of metals, which some claim
was a secret their founder stole from the dwarves. The cult is
secretive and clannish, but is responsible for most of the metal work
in the Western Reaches, producing iron weapons and armor used by the
nobles and knights, and most the of iron plows used by the farmers of
the Western Reaches.

The cult teaches all common Low and High Magic useful in
metal-working, as well as a few unique Low and High Magic spells used
to work metal, particularly Iron.

>From some old notes of Stafford's comments:  

The Third Eye Blue cult came over with the Carmanians, and is a
sorcery based family cult. An adoption ritual for outsiders exists,
but is rarely used. They have sorcerous Heat Metal, Form Metal, and
Enchant Metals of all types.