Bell Digest v930426

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
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Selected articles may also appear in a regular Digest.  If you 
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						-Henk Langeveld
--
Send Submissions to: 		    
Enquiries to:		  
The RuneQuest Daily is a spin-off of the RuneQuest Digest and deals
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---------------------

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