Date: Mon, 26 Apr 93 17:15:24 +0200 From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Subject: RuneQuest Daily, Mon, 26 Apr 1993, part 1 This is the automated Daily RuneQuest Digest. Send submissions only to "RuneQuest@Glorantha.Holland.Sun.COM", they will automatically be included in a next issue. Try to change the ~Subject: line from the default Re: RuneQuest Daily... on replying. 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. -Henk Langeveld -- 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: carlf@Panix.Com (Carl Fink) Subject: Arkat and a defense of Chaosium Message-ID: <199304241551.AA01143@sun.Panix.Com> Date: 24 Apr 93 07:51:31 GMT Peter Wake (peterw@computer-science.manchester.ac.uk) writes: >Arkat... Well I don't think that Argrath = Arkat but I do think >that Arkat might be Gbaji :-) Seriously, Argrath follows the >ways of Orlanth in every way but Arkat does nothing of the sort. >Furthermore we believe that Arkat didn't come from Sartar or >even from an Orlanthi culture. Argrath became king and ruled a >kingdom for many years, like Orlanth the king, Arkat did not - I >could go on. But he did. The Dark Empire, a troll-dominated nation in Ralios. Tom Zunder (tzunder@cix.compulink.com.uk) writes: > 1I think the fact that there is no good clear tribal map of >sartar is pathetic and brings into question what Chaosium have >been doing all these years. All we need is a map and a simple >listing of tribes and who likes who as a tribal hostilioty >vtable. Afternoon's work. What has Chaosium been doing all these years? Call of Cthulhu, Pendragon, Arkham Horror, the odd bit of scenario packs...what makes you think they're required to work only on the stuff you want? I want it too, Tom, but let's not expect Greg and company to drop everything because of your desires or mine. -- Carl Fink carlf@panix.com C.FINK4 (GEnie) "If you can't laugh at yourself, then you can bet that everyone else is doing so." - Ed Johnston --------------------- From: dustin@ocf.Berkeley.EDU (Dustin Tranberg) Subject: rules and enchanting Message-ID: <199304241848.AA04536@earthquake.berkeley.edu> Date: 24 Apr 93 04:48:27 GMT This is my second try to post this, hope it doesn't double up... trystro!rune@Think.COM (Peter Maranci) writes: > I know that others have already said this, >but we're getting *way* too involved with RQ rules here. I disagree. This is the perfect (only?) place to discuss rules. Like Loren Miller, rules are the only reason I read this. Besides, the vast majority of posts ARE on Glorantha stuff. Anyway... > For those who *must* have some rule content: am I the only one >who feels that Armoring Enchantment and Strengthening Enchantment must >go? They make very high armor and hit points much more common than under >RQII, and really change the feel and balance of power of the game. Such >abilities should be gained through HeroQuesting -- or at the least they >should be made much more expensive. One AP or HP for each point of POW >would be reasonable. See? I told you this was the right place for rule talk. ;^) The simplest way to restrict Enchanting is just to have NPCs be relatively unwilling to teach it. Why create competition for yourself? (Sort of like nuclear non-proliferation, actually.) I agree that RQIII enchantments are off. I think I like something around: 1 POW = 1d4 Armor / 1d4 Hit Points / 1d8 Magic Point Storage On the subject of enchantments, I've been trying to think of rule modifications that would nudge sorcerors into using staffs and things like them. Maybe something like: Only one Enchantment Ritual per ENC of item. OR Only 4 POW of Enchantment per ENC of item, unless you want to use extra POW to "force" it in? (Ex.: ring 1 POW, dagger 2 POW, staff or broadsword 6 POW, etc.) This would also help justify, say, a flying carpet for a very powerful Fly spell matrix. AND/OR When multispelling, all matrices holding those spells must be in physical contact with each other, or on the same item. This encourages putting spells that are often multispelled (Form/Set + Animate, Summon + Dominate) on the same item or on items easily connected (glove and staff). Just some notions, whaddaya think? Dustin --------------------- From: seh0@aberystwyth.ac.uk Subject: Bigger than I thought Message-ID: <9304242248.AA28480@deca.aber.ac.uk> Date: 25 Apr 93 00:48:15 GMT The cults look even bigger when you have to space through them. If anyone wants any more of this kind of thing, let me know. If it's wanted, I have several more cults to enter, namely, Gerran, a Dwarven god of war (who drifts away from the true Dwarven line), the Wild Healer cult (note, this is nothing to do with the Wild Healer of the Elder Wilds, just the same name), my own version of Eurmal (on the grounds that I never could track down the old RQ2 Eurmal....sigh), Kargan Tor (he of the Celestial Court), a trader god from the times of the EWF, and several other bits and bobs. I have a document written by a Lhankor Mhy sage from the time of the Dragonewt Dream, which I can put in, and assorted other stuff. If people want this, then I'll enter it (given time, a commodity in short supply at the moment, anybody selling some spare time?). If not, then I won't clutter the place up. Give me your words. One thing, anything I put in, I will retain publication copyright. Distribution among the people on the network is fine enough, but if you want to publish this kind of thing, TALK TO ME! please? Runeczar KR! A lot of people seem to be mentioning the fact that they wish the hallowed Greg was on this digest. Haven't you told him yet that the Computer is his friend? A million and one other things that I haven't the time to type in right now. See you later folks Stephen M Hunt Better Red Than Dead --------------------- From: ALUMNI107@camins.Camosun.BC.CA Subject: RQ 2ed Auction Message-ID: <01GXELRSY2MQ000HIN@camins.Camosun.BC.CA> Date: 24 Apr 93 15:20:54 GMT I have the following old Runequest (2nd edition) items up for auction. Any bids will not include postage and handling, which is extra. Current best guess for 1 or 2 items is $6 US to the USA and $6 Canadian to Canada. Overseeas/ Europe costs are higher. This is an UPDATE to the original auction message, with current high bids included. High bidders are notified via email, and their names do not appear here. ------------------------------------------------------------------------ Red Bear & White Moon : $5 Second Chaosium edition (c. 1976) of the board wargame currently marketed by AH as Dragon Pass. Very good condition, but comes in a ziploc bag. This was bought at an auction many years ago; I would appreciate someone telling me how it was originally packaged. Pavis, Threshold to Danger : $40 boxed campaign set detailing the city of New Pavis, with several adventures including the epic 'The Cradle'. One of the box panels on the lid is torn but otherwise in excellent condition. Big Rubble : $40 boxed campaign set, companion to Pavis detailing the neighbouring 'Big Rubble' or ruined city of Old Pavis. Several scenarios, and details of the Yelorna unicorn-riders cult. Excellent condition, but the top of the box has one split corner seam. Trollpak (original RQ 2 version) : Boxed set including troll character generation, cults, history, and adventures (plus the menu from the infamous Thunderbreath Gobbleguts troll restaurant). Excellent condition, but the top of the box has two split corner seams. Questworld : non-Glorantha boxed set including a world description, detailed continent description, and several scenarios. Also includes the cults of Panache, Nik-El, and Vrang 2jhomang. Excellent condition (yes, even the box). RuneMasters : $10 module containing detailed character sheets for a Rune Lord, Rune Priest, and Rune Lord-Priest of EACH of the cults in Cults of Prax, with attendant followers. Also has an extensive and very informative section on RQ battle tactics. Please reply via email to the address below; I will attempt to conduct auction updates (ie NAMED high bidders) by email, so INCLUDE YOUR EMAIL ADDRESS IN ANY BIDS, especially if you are using a different account than normal. Jeff Johnson; .sig agnostic alumni107@camins.camosun.bc.ca --------------------- From: tzunder@cix.compulink.co.uk (Tom Zunder) Subject: HOTT Message-ID: Date: 25 Apr 93 12:17:05 GMT I think I'd better explain this better. Re: What is HOTT? Hordes of The things Also DBA (can't remember full name it's latin) are 6mm (or card) miniature combat rules. HOTT=fantasy DBA=sensible But they are really the same. Simple and fun, fight a battle in 1 hour (faster than a RQ fight) Re Glorantha, They would work well especially with some ad hoc rules for BIG magics like crater attacks or wind demons etc. I don't know the USA distributor but ask your local guy or I'll get the publishers address. They're UK written rules. I mentioned it in connection with a comment on HOTT in a previous digest. Advice, get HOTT if you're into fantasy, get DBA if you want to fight some Ancients. I am no great wargamer but these are very nice. -------------------------------------------------------------------- tzunder@cix.compulink.com.uk How Illuminating! -------------------------------------------------------------------- --------------------- From: ABEAN@GEEL.DWT.CSIRO.AU (Andrew Bean) Subject: The Kingdom of War, Permanent Chaos features and various opinions Message-ID: <930425222521.20c0946f@GEEL.DWT.CSIRO.AU> Date: 26 Apr 93 08:25:21 GMT Where did people get the idea that the Kingdom of War worships some form of Humakt?? I just went and checked my Genertela book from "Genertela: Crucible of the Hero Wars" boxed pack and it implies to me that they are all Zorak Zorani worshippers to the hilt (i.e. God of Violent Death). To quote the two instances for this conclusion: " In 1612 the Kingdom of War burst forth from the Black Forest, which a century before [had] been Fronela's last troll stronghold." pg 15, Book 2 'Lord Death on a Horse: ... He is an avid head hunter. He eats meat raw, loves to see people bleeding and begging..." pg 12, Book 2 If you ask me the trolls, upon seeing the effects of the Syndics Ban, did a quick coup d'etat on the remaining humans in their area. The Zorak Zoranis had the upper hand and after 100 years of training and indoctrination the Kingdom of War was ready to go. Maybe humans have taken over the runnning of things because they breed faster and better than trolls or maybe Lord Death... is a troll or The Kingdom is some mixture of human and troll hierarchy. I just don't see how a mutated Humakt fits into the scheme and the two criminal Humakti in Pamaltela cited a few days ago sounded like they would have been perfect as Zorak Zorani's considering all their actions. I've seen a few people mutter about being Gregged when a new publication or bit of gossip comes out. Why do people let it get at them? If I have been to the trouble of creating something and then Greg contradicts me a bit later then he is wrong. At least in my campaign world. I don't see why all the Glorantha campaigns have to be the same the world over. A few odds and sods of my opinion: Permanent Chaos features: I agree that being hit with a permanent chaos feature should be exceedingly rare. Most chaos features are unfavourable and I am sure a lot of chaos tainted broos die young due to the ill effects of their chaos feature. Most adventurers only see the lucky ones who got a favourable chaos feature. All the unfavourable chaos featured ones died soon after birth. Brandon Brylawski: I was interested that Humakt was prepared to remove a chaos taint. Humakt has no problems with primal chaos as such and will happily accept chaos worshippers into his ranks as long as they conform to the rules. I would suggest that he would have just said keep on going and may Death be with you always. As it probably would have for the poor character if he/she tried to live in a non-Lunar society. Cults book only with no scenarios, only detailed cults: I would go for that as long as there was something new apart from CoP or CoT which I already own. However I 'm sure there is a good market for the two originals out there as well. So please do reissue them. Lay-flat binding: Yes please please please !!!!! RQ4 optional combat: Please ensure in the printing that optional things stick out a mile, whether by shading or having their own chapter. I can't tell at a glance what is optional in RQ3. Maybe that is because there is no optional stuff, but my gut feeling is that a lot of combat things in RQ3 should be optional. Whatever. Please make sure things are clear. Ulforg and Revenant cults: I thought they were okay. Rather tough for minor spirit hero cults but MOB tends to write things that way. I certainly could see them fitting into a Gloranthan universe easily enough. Joerg Baumgartner: I think a high saddle roof for Sartar longhouses sounds good. Just remember that Pavis architecture is designed for a desert outpost. I'm sure it would definitely not be representative of Sartar architecture. Most migrants adopt the sensible aspects of the locals architecture the world over because the locals have usually had a few centuries to get it right. Tom Zunder and Sartar Tribes Map: Look at ToTRM No.6 for a map on page 7 of the Sartar tribes (it is missing one tribe but make your own up, what the hell). Also get a copy of the Revised Stafford Compendium from ToTRM Megacorp and see if there is a tribe hostility table in there (I don't know since I don't own a copy yet). If not, make it up and ignore anything Greg says from now on. Henk Langveld: Any chance of easily putting a total at the top of each emailed out RQ Digest saying how many subscribers there are. It would be interesting to see if there were only a few of us constantly philosophising at each other or hundreds or whatever. --------------------- From: langsl@cbr.hhcs.gov.au Subject: RQ-lite, Tricksters, and Lay Membership of Cults Message-ID: <0096B91196C3DF00.0000A520@hhcs.gov.au> Date: 26 Apr 93 02:46:10 GMT Comments about rq2 and rq-lite and rq4: ======================================= Like many others, I like rq2 - its simple and it works well enough for my gaming group. That is why I think rq-lite might be worth developing. RQ4 seems to be good from what I have seen and heard but it -isn't- a very quick, simple system like rq2 was. For some people quick and simple hits the spot better than detailed and realistic. I don't know how you'd do it though. So long as the system doesn't take away from enjoying the setting, which is the main strength of rq IMHO. Meanwhile I will stick with rq2, and try rq4 when it comes out. Brandon Brylawski writes about tricksters: ========================================== >With regard to Tricksters and Chaos : >I have viewed trickster cults, including Eurmal, as having three runes: >Illusion, Disorder, and the "third rune", which varies from cult to cult. ...stuff deleted... >Trickster philosophy [...good description deleted...]. Thankyou for the writeup. I have found it very enlightening - and will be showing my ref! We have been trying to agree on stuff regarding tricksters for a little while, particularly tricksters who a nice guys, not just thieves, murderers etc which seem to be the only good writeups available to my ref. The nearest I have managed so far is a minstrel of Donandar with certain Orlanthi like tendencies for wandering, adventure, etc. Andrew Bean writes: =================== >Is there anyone else out there who regrets the loss of lay membership in >RQ religions. I think it is a great idea as it allows you to just have a >casual relationship with a God without having to get greatly enmeshed in >regular services and that God's ethics. It is a good tool for merchants >and strangers to get accepted in different communities. Not to mentionjust >plain darned polite when your visiting an elven forest on a holy day to >pay your respects to Aldrya. RQIII doesn't allow this which always make my >characters feel very strange. "Oh you are busy having a holy day today. >Fine, we will be just having a drink outside until you're finished." Yes I -very- much like the idea of lay membership. Details below. Our group in a rq2 campaign seems to like lay membership. My character, a rune-priest of Donandar, certainly likes it. It has made for good roleplaying experiences when meeting various NPCs to have them to dinner, exchange favours, and as a sign of respect for them and their religion to join as Lay Members. This just happened naturally, and only happens occasionally, but allows an extra dimension to our roleplaying when establishing links with characters in the game world. Also, when it comes to promoting your own cult I have found it useful too. My character, Myk, sort of runs a pub - his proto temple- at Griffin Gate in Pavis. [I have an Issaries initiate looking after the more mundane aspects of the business, plus a Chalana Arroy initiate to help with cleaning up/patching up after the weekly and seasonal celebrations we hold.] People turning up for the weekly dances/concerts/poetry recitals or whatever buy up booze, food and have a good time - but part of the money, the cover charge if you will, is them joining Donandar as lay members. It helps the temple and reminds patrons who is bringing them the good time they are having, and who to see [me and my fellow musos, jugglers, dancers etc]. This often leads to recruiting opportunities, and has worked in our campaign quite well. Myk has a ways to go with this, but the idea of Lay Membership has made it work so much better. In our campaign Griffin Gate is a growing settlement. We cleared out the nasties in Balastor's Barracks and our Humakti has reconsecrated the Humkati temple there and is now its priest. People feel more secure visiting, and have a reason to visit because of the pub and the social events there. Our shaman is a -great- attraction (much to other character's annoyance at times) and people ask about his religious practises all the time. Having lay membership has been a significant part in roleplaying this. The public can take a definite step - become a lay member - without committing themselves to something they can't back out of. And it doesn't cost much either. They are then the ones we focus on - and non lay members see this and sometimes join just to be part of the favoured hangers on, as they see the benefits. And out of this we get those who really believe and are keen to go on. I haven't played rq3 so I can't say how well this would have worked in that system, but it is sure working well in rq2 for us.[until the lunars arrive to start taxing the success that is] Alistair Langsford, aka Myk Sajar, wanted for crimes against the Lunar Empire (such a fuss over a simple song!) Langsl@hhcs.gov.au --------------------- From: tzunder@cix.compulink.co.uk (Tom Zunder) Subject: Swearing Orlanth/Argrath Arkat/Gbaji/Cernein Message-ID: Date: 25 Apr 93 15:17:37 GMT Swearing and Xtians I think being violently anti Christian is as rude as being vi9lently anti-pagan, anti-Muslim etc. Please be considered. I am an atheist veering towards considered agnostic and have real problems with Xtianity but I do not generalise. The Pope and The Methodists or the Liberation Theologists are not the same as The Branch Davidians.. Swearing, Oh isn't it big. Why not use asterisks you rude f****r? (in other words aren't we getting a little overheated..) Orlanth/Argarth Argrath is in my opinion not Orlanth but a manifestation of him thru a loyal worshipper. All devout people emulate their gods and in Glorantha try and be them thru HeroQuests. Thus all Heroes become echoes of gods, some one god, some many. Arkat/Gbaji I think Arkat is both an aspect of Nysalor and not. Thus is the relativity of Illumination expressed in him. In the destructive nature of Arkat we see echoes of Gbaji and in the constanchanging and playing with cults we see the insight of Nysalor. Arkat, however, violently opposed the insidious power of the Bright Empire and as such we must see Arkat as very diffeerent to the Dorastor hierarchy. Illumination is a two sided thing and Arkat represents the inner belief that only a small and carefully disciplined elite can be exposed to it. I would have thought that Arkati would be very dubious of the Lunars use Chaos but would be divided in that opinion until Arkat returned. That one of the Arkats who returns is Chaotic does not surprise me, a chaotic could be illuminated and realise the dangers of excessive use of chaos.. Cernein Liked this cult, altho it'll need converting to RQ3/4 for me. I would have said that it fulfilled a nice role as a protector cult, specially for the Stinking Forest and the Elder Wilds. But, is it really a cult which would have a priesthood? I see it more as an associate cult of Aldrya and as such would not have a priesthood but be a Rune Lord only cult, such as Humakt or Zorak Zoran in GoG.. The Wild Hunt is of course the domain of Gagarth in Prax but I also like the idea of an elvish one too! CoP CoT etc I like the idea of cults books, but I think they will be BIG tomes. I could see, in fact would hope for, a Lunar book all on its own, Orlanthi all by themselves, Earth gods, etc. This might be too optimistic but the early ones need doing. Lunars: May I say now we need Lunar religion properly detailed and the Seven Mothers as reversed Lightbringers ain't good enuff. I want Red Goddess and incarnations/hero cults, Nysalor, Yelm, Lodril, Crimson Bat, 7 Mothers, Yara Aranis, Dendara, an explanation of the Carmanian Heresy and a slew of nice spirit cults, ie tax demons! Orlanthi: Orlanth, including all sub cults, associate cults (ie Vinga, Yinkin etc.), The Lightbringers, Daka Fal, Humakt (I know he's elsewhere), Yelmalio ?? (again accepting that it's Elmal and therefore Orlanthi), Ernalda, Barntar, Storm Bull, Waha, Eiritha (always spell that wrong), Praxian spirit cults. Earth: Ernalda, Esrola, Babeestor Gor, Maran Gor, Asrelia, Ty Kora Tek, Aldrya, Grain Goddesses, and a development of Tarsh and Esrolian Earth deities. Chaos: I guess you'll do this in Dorastor, but basically CoT again. Put the Bat in Lunars. Now on reflection this isn't perfect, I've split the Solar pantheon, made good tomes but proposed a weak third that would be better as the Esrolia pak. So it's just promulgation, I guess. I and others might object to buying them all over again as well! -------------------------------------------------------------------- tzunder@cix.compulink.com.uk How Illuminating! -------------------------------------------------------------------- --------------------- ~From: kenrolston@aol.com ~Subject: Re: RuneQuest Daily reply Message-ID: <9304251517.tn89815@aol.com> ~Date: 25 Apr 93 19:17:36 GMT Adam Reynolds et al: Like Greg, I haven't much time for on-line dialogues. I'll reply when i can, and when i have something useful to respond. Concerning RQ AH critiques: 1. Alternate schemes of supplement organization. I am very satisfied with our current practice of publishing a few cults in each supplement, according to the needs of the supplement. In one cover RoC permits play in a River of Cradles setting. Sun County seems to me an ideal organization. It would of course be nice to have all the cults in one reference, and even nicer to have the narrative frame of Cults of Prax, but that would be a separate, additional supplement, and not a priority release at present. A large cults book covering cults of the Lunar empire is envisioned, along with Gods of Dorastor, which will look something like Cults of Terror, but not before other supplements of wider utility and appeal. 2. Quality of productions. Sun County, River of Cradles, and Shadows on the Borderland are all first-class in their physical components. I weary of complaints about the failings of earlier products, not because the dissatisfaction and complaining is unjustified, but because it doesn't have anything to do with what we're doing now. 3. The Glory That Was RuneQuest II Why reprint old adventures? Don't you have them already? And if you don't, please realize that you are in desperate minority among RQ fans, and therefore not exactly a promising marketing target. Whether you lost your copy of Borderlands, or it disintegrated, or you never had the ready cash for it, you can only desperately hope that someday, when everything else fresh, original, and useful to a wider audience has been published, that we'll get around to reprints. The case for reprints of campaign settings like Griffin Mountain and Pavis is more substantial. These, however, need to be revised and reconceived, which, hard as it may be to imagine for folks outside game design and publishing circles, is almost as much work as doing a new setting, with ten times less creative payoff for the guys doing the work, and considerably less market interest. I prefer new campaign settings with new ideals and perspectives, setting which incorporate advances in game design like those seen in Pendragon, in presentation and tone like those seen in Shadowrun and Vampire, and in roleplaying conception like those represented in Ars Magica. And I personally would like a little more cheap-and-cheerful humor and free-wheeling fantasy, though i may be in the minority in that. Revision and reprint of Cults of Prax really only acknowledges its formerly-cutting edge game design features, which are old hat today, and its narrative structure, which is admittedly a classic even by today's standards. It should be done, but it too must be reconceived and rewritten, and revised to fit current and future revelations about Glorantha. In short, be patient. Now, on some other topics: "COME ON! GIVE ME THE ESSENTIAL GLORANTHAN TRUTHS I NEED!" I was touched by the plea for a map of Sartar. Please understand. Most of what you want is not available, and cannot be made available without a lot of Time and Work. In most cases detailed maps, historical data, cultural institutions, and other information about Glorantha do not exist, or exist in hopelessly crude, out-of-date scribbles, or in clumsy, self-contradictory notes, or in polished, out-dated, and incorrect drafts. Making this stuff up, and making it make sense, takes time and work, and I'm working as hard as I can right now. Personal needs of individual gamers vary with taste and campaign style. I am more interested at present in entry-level products right now. A magazine like Tales of the Reaching Moon probably serves hard-core fans like readers of the Digest better than most current AH RQ releases will. Dorastor will have something for old-timers, but River of Cradles and Shadows on the Borderland don't offer much play for Rune-level characters. "STAFFORD (AND OTHER PROFESSIONALS) HAVE TO GET THE STUFF I NEED INTO PRINT. THIS IS HIS WORLD. IT'S HIS RESPONSIBILITY TO MAKE IT WORK." I am only slightly ironic here. Greg and the rest of us has created the problem of a complex, detailed fantasy setting, and in many ways we bear the responsibility for keeping campaigns going in Glorantha fandom. However, I have great respect for people like Steve Maurer and Steve Marsh who have taken responsibility for their visions of Glorantha, and who have developed them themselves for their own campaigns. Our local variant RQII campaign set in 1580 in Sartar is the best FRP gaming I've done in years -- and all our GM had to start it on was the map in TotRM 6 and assorted fragments from ancient supplements. Glorantha's greatest fault is its tragic capacity to strangle creative thought. I'd like to see discussions of the various ways that folks have managed to get the Gloranthan Dogma monkey off their backs. Adam Reynolds: "DO YOU WANT WRITERS?" Hell, no. I want perfect manuscripts. Brilliant, internally-consistent, original conceptions that advance the RPG design art while exploiting every graphic and marketing gimmick in the book. I want my soul to sing when I read the first page, and I want tears to well up in my eyes as I compulsively read and re-read the last page, unwilling to have the exquisite experience come to an end. Writers are what i am -- tired, grumpy, whining grudges who struggle feebly with inadequate resources to meet impossible deadlines, only to endure endless production delays and disasters inflicted by the frailties and foibles of man and nature. What I'd REALLY like to see is a manuscript that would silence all criticisms and speculations about superior alternatives. It shouldn't be that hard. WARNING: This last bit is ironic and flippant. It is tough to convey conversational nuances on the net. I guess I would like writers, but I want them to solve problems for me, not create them. I really do need developed, realized manuscripts, not clever but incomplete ideas, or charming fragments. Tales of the Reaching Moon is the place for that stuff. I do love reading TotRM for its explosive, creative incoherence, but it's not what i want in a manuscript. In closing, keep complaining. I'll keep reading and enjoying the dialogue. RUNECZAR Ken Rolston --------------------- ~From: STEVEG@ARC.UG.EDS.COM (Entropy needs no maintenance) ~Subject: Re: RuneQuest Daily, Sat, 24 Apr 1993, part 1 Message-ID: <01GXG3R1QBXE002J4G@UG.EDS.COM> ~Date: 25 Apr 93 17:06:31 GMT OK, here's some flamebait :-) awr0@aberystwyth.ac.uk asserts > Where to start. Firstly, RQ 2 is simple, it is recommended > and in my opinion makes the player more of a Roleplayer rather than a > Rollplayer Except when it comes to experience rolls! At least AD&D gives you the possibility to do a little Skinnerian conditioning on your players by tweaking their experience awards to reward role-play. The RQ die-roll mechanism (as well as being prone to runs of ill-luck) gives no real scope for such - just roll the D% and hope! I think the players have to have come a long way before they will apreciate the role-play benefits of e.g. favours from high places as a substitute... >> Use of the Bargain skill allowed only if the roleplaying was decent with >> +/- modifier for good roleplaying So if the PLAYER lacks the appropriate skills se gets penalised? Let's try extending that to combat as well, just to be fairer. peterw@computer-science.manchester.ac.uk (Peter Wake) asserts:- >> Argrath became king and ruled a kingdom for many years, like Orlanth >> the king, Arkat did not what about Arkat's 75 years in Guhan AFTER the Gbaji war? --------------------- ~From: ade@insignia.co.uk (Adrian Brownlow) ~Subject: Not taking it very seriousl Message-ID: <16427.9304261105@piglet.insignia.co.uk> ~Date: 26 Apr 93 04:12:26 GMT Mail*Link(r) SMTP Not taking it very seriously. I would like to make quite a serious point, this mailing list is getting far too frivolous. Glorantha is sacred and we can not make snide remarks about its great creator our lord Greg. It is blashephemy to even suggest that Greg is wrong about anything. There is only one true path in Glorantha and we should be pleased to humbly follow where ever our worldly guide chooses. If that means altering our course and doubling back then we should be eternally greatful for the experience. May the Lord Greg be with you. Ade PS : ;-j