From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Subject: RuneQuest Daily, Thu, 02 Sep 1993, part 1 Reply-To: RuneQuest@Glorantha.Holland.Sun.COM (RuneQuest Daily) Sender: RuneQuest-Request@Glorantha.Holland.Sun.COM Precedence: junk The RuneQuest Daily and RuneQuest Digest deal with the subjects of Avalon Hill's RPG and Greg Stafford's world of Glorantha. Send submissions and followup 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. Send enquiries and Subscription Requests to the editor: RuneQuest-Request@Glorantha.Holland.Sun.COM (Henk Langeveld) --------------------- From: ddunham@radiomail.net (David Dunham , via RadioMail) Subject: Re: Sorcery; Re: Glorantha Message-ID: <9308280553.AA25568@radiomail.net> Date: 28 Aug 93 05:41:39 GMT X-RQ-ID: 1482 >From: MCKAY_MICHAEL@tandem.com >Subject: RQ 3 Sorcery, actually works! > > I heard it said many times that the sorcery system from Rune Quest III is >totally unworkable, or that it leads to grotesque situations. I never noticed problems, either. (As of last year, I know a lot of the RQ4 changes were intended to address problems at high levels. Having never GMed or run in a high level campaign, I think that's wasted effort. I think the sorcery complaints were based on Really Powerful sorcerers.) >From: MCKAY_MICHAEL@tandem.com >Subject: Glorantha ? AD&D Conversion Strategy > I've been low key on this digest for a while. One of the primary reasons >is that I have not activly played in a Glorantha game since 1984 or so (when >did Pavis come out?). While I have seen non-Glorantha messages from time >to time, this does not seem to be a major part of the digest. Would anybody >object to a medium sized description of using Rune Quest rules in other worlds? Not at all. (For 12 years, I never ran a Gloranthan RQ game. I did run a Gloranthan campaign, but with Pendragon rules...) --------------------- From: ALUMNI107@camins.Camosun.BC.CA Subject: Modular Rules Message-ID: <01H29CH6A7PK000B7Y@camins.Camosun.BC.CA> Date: 27 Aug 93 17:26:46 GMT X-RQ-ID: 1483 D.Dunham suggested building modular rules into Runequest. This would be fine - but not if this means multiple commercial versions. You can't split up your market for such a small target audience. Instead, perhaps an approach similar to that used in some of AH's board wargames would be useful - 'programmed instruction', introducing layers of rules step by step, with most layers being entirely optional. Hero system works this way already, to a small degree. But I think producing three or more differnt RQ rulebooks would be a colossal disaster. Jeff Johnson; .sig agnostic alumni107@camins.camosun.bc.ca --------------------- From: mdabbott@aol.com Subject: Ongoing games Message-ID: <9308281013.tn62386@aol.com> Date: 28 Aug 93 14:13:09 GMT X-RQ-ID: 1484 Hi, I'm new in this list. I've recently moved and haven't found any RQers in my area. Anybody out there looking for players in the Rhode Island area? I'm also an experienced GM and would be happy to run a game (I run a heavily modified form of RQ). Thanks, Mark --------------------- From: C442196@MIZZOU1.missouri.edu (Newton Hughes) Subject: rqlite initiative idea; also determining crits for dummys Message-ID: <9308281622.AA04577@Sun.COM> Date: 28 Aug 93 16:11:29 GMT X-RQ-ID: 1485 Thought I'd run by you an idea for initiative in RQlite. I have the same point of view as Uncle Ken when it comes to liking to see rules that are simple and encourage"dramatic maneuver on the tabletop." This is an attempt to write an initiative rule that gets rid of strike ranks, statements of intent, multiple actions per round, and simultaneous movement. The only thing not compatible with rq3 is that I'd use rq2 move rates. Otherwise this system produces equivalent results. ACTIONS PER ROUND Choices are Move, Melee (2 combat actions, chosen from attack, parry, dodge), Missile (usually 1 shot, but see below for 1/sr weapons), and Spell (1 spell per round). These choices are mutually exclusive. (An exception could be made for spells like Speedart.) INITIATIVE GENERAL RULE Each round the characters' actions are resolved one at a time in order of greatest to least DEX. Equal DEX's => simultaneous actions. The rest consists of exceptions to this rule. MISSILE FIRE A character using a "1/SR" missile weapon fires his first shot at DEX, his second shot at DEX-10, his third at DEX-20, for as long as his modified DEX >= 0. SPELLS Battle magic is begun at the character's DEX and takes effect at the character's DEX/2. Spell intensity or extra mps do not increase casting time. Rune magic takes effect instantly at the user's DEX. FIRST STRIKE When 2 characters melee attack each other, both characters' attacks are resolved at the higher DEX. If one character has the long weapon advantage (counting weapon SR only, not size) then the effect of his attack is resolved before his opponent's. --- The intent of all this is to produce a set of rules that does about everything that the current version does without the complication. The point of the first strike stuff, for instance, is that long weapon users always get first strike and that mounted lancers attack simultaneously. The missile rules make sure that characters get the exact same number of shots they got with Rq3. Attacking on the run is not covered; I don't know whether it would be a good idea to add it or not. Also fleeing from melee may be too easy for high DEX characters. Clarification: for weapon reach above, use the weapon srms on the rq3 weapons charts. SIZ doesn't come into it. EXTRA BONUS Here's a system for finding specials, crits and fumbles for skill levels <= 100%. It requires no multiplication, division, arithmetic shifts, arithmetical ability, intelligence or table look-ups. Roll a d20 along with the percentile dice. The percentile dice roll decides only whether you succeed or not; the d20 tells you the level of the success or failure, this way: d20 roll of 1-16 : normal success or failure " " " 17-19 : special success or normal failure " " " 20: critical success or fumble This method can be generalized to work for any skill level, but it requires a table; I leave it as an exercise for any interested students. nh --------------------- From: jacobus@sonata.cc.purdue.edu Subject: Simon's RQLite suggestions Message-ID: <9308282126.AA17914@sonata.cc.purdue.edu> Date: 28 Aug 93 11:26:41 GMT X-RQ-ID: 1486 I very much like Simon's RQLite schema: RQLite RQ Heroes (advanced character gen, advanced combat, etc.) RQ Magic (sorcery, divine, shamans, etc.) And other such stuff. The RQLite could work with either third or proposed fourth edition stuff, and the other books could be more of a "RuneQuest Glorantha" stuff, which incorporates the fourth edition changes. --------------------- From: glidedw@sfsuvax1.sfsu.edu (Donald Wilton) Subject: Re: RuneQuest Daily, Sat, 28 Aug 1993, part 1 Message-ID:Date: 28 Aug 93 13:36:18 GMT X-RQ-ID: 1487 I feel that a form of spirit magic, would best replace sorcery, in an RQLite. soercery does permit the addition of non-religious characters, ie Brythini. this would exist in a world as described, and makes a nice touch. Throw in a combined skill role, follwed by a spirit magic roll, and you get a sorcery roll. combined with Divine spells, _that never duplicate spirit_you get a better balance of magic. If spirit is the only magic as suggested, why bother to join a religion? go to a shaman, and pay for a bound spirit with a spell of the type you want. You wouldn't have the meens to provide for mondo bad guy sorcerers, or magic whatevers, without a sorcery system. Lunar sorcery makes much of this possible. shamans wouldn't do this, for it would break the bond to the spirits. Religoids wouldn't do it, because that breaks dependence on the gods, and lesens the need for religious magic. It is simpler to explain. When you convert to a more complex system, the idea of how to run the character exists, and the player can either die as a Lunar :>, or switch to a different set of spells. Donald --------------------- From: f6ri@midway.uchicago.edu (charles gregory fried) Subject: have we touched a nerve? Message-ID: Date: 29 Aug 93 09:17:51 GMT X-RQ-ID: 1488 Greg Fried here. Got my TotRM today. A GREAT issue: Gloranthan Oceanography -- especially welcome to me, who runs a maritime campaign! BUt there's a blurb on the RQ Digest, and I quote in part" "Though it is encouraging to see that interest in RQ is such that it can be produced daily, it's a pity so much of it devoted to rules!" Perhaps I should regret bringing up the subject of RQLite! But as response has shown, I think it's an important subject. So before I go on, here's GLoranthan lore question: In Big Rubble (Guide, p. 23) there is mentioned a divinity named Ikadz the Torturer God; he is worshiped by some broos, but otherwise explained no further. Anyone know more about this god? I have worked on a torturer god, but he is not a chaotic. In KoS, Ikadz is only very tangentially mentioned (p. 38), but there he seems to have influence over Earth fury goddesses. Rich: DId it seem to be _Stafford's_ view that RQ is in trouble?! In any case, the question regarding a Judges Guild-esque publisher of inexpensive RQ products must depend on licensing issues, which I have no idea about. Anyone? BUt I fully support the idea. --- Bryan: You may have a 180 IQ, but a lot of my players don't! As David wrote, the problem with RQ is that it is not easy to teach and combats take a long while to resolve. Personally, I like complex, advanced publications, but I know the market for the game cannot support this forever if RQ's share does not expand. --- Simon: You write: "Some people have suggested that AD&D is near ideal with just HP, AC and THAC0. Well, RQ just needs HPs, APs, and skill %s. Big deal." Yep. Knew I'd get flamed for that comparison. Well, I by no means think AD&D is "near ideal", and by no means do I want to get into debate about comparative virtues of that game. My point is simply that with a few concepts, a player can be equiped with a character and begin to play, and that combats are very easy for the new player to get a grip on. We fans of RQ have to be concerned about the fact that this is not the case for our game, and that we are failing to attract new players in the numbers needed. Yes, RQ has HPs, APs and skills, but there is so much more to keep track of for a new player in these categories, and it is frequently the case that values have to be recalculated (say, if you are hit with poison and have to refigure HPs) in the middle of combat. Experinced palyers can do this, but that's not the problem. I've seen prospective converts put off by just this sort of complexity when they were first open to the game. We all can't afford to be sniffy about how superior our game is (it is!) if that puts it six feet under. And though we may be lowly contibutors to the Daily, RQ Con IS coming up, and if there is a real groundswell of interest in RQLite, the ideas threshed out here could well reach receptive ears there. Perhpas a serious RQLite project could get into the AH pipeline if the likes of Ken Rolston et al get behind it. Otherwise, I like many of your ideas on what RQLite should accomplish: publish it in one book; make it fully playable out of that book; list monsters, magic, etc in a simple format, etc. Your criterion that there be NO conversion FROM RuneQuest TO RuneQuestLite is a tough condition, but a fair consideration. I am not sure it can be met. I don't think an experienced player is going to be confused by doing a few calculations to get into a Lite game, though. Enough from me on this for now! I have promised to produce some rules for RQLite for you all, and I do hope to -- when I finish the last half of the last chapter of my dissertation! But let's at least keep talking about what we'd like to see in a RQLite -- and hope the eyes of the gods turn our way! GF out. --------------------- From: timbee@timbee.rnd.symix.com (Tim Beecher) Subject: Submission Message-ID: <9308291808.AA02249@timbee.rnd.symix.com.symix> Date: 29 Aug 93 18:08:14 GMT X-RQ-ID: 1489 Submission: (Dominance and) >Unlike some modules from a company in Lake Geneva, the RQ >and Stormbringer modules usually deal more with plot, descriptions >and characterization than stats and game rules. I disagree , I think the big difference between RQ and Lake Geneva is that the materials presented in the RQ modules have been about 30% adaptable to the average campaign and D&D runs about 50% last time I checked . I was running a merchant campaign based in the Island Regions in Glorantha and wound up making up most of the stuff . I was looking at RQ material on the market but it just wouldn't fit . Its as though the RQ material targets a small specific area (One portion of a Glorantha campaign ) while the opposition presents material that can be adapted with less trouble (Where's the Blind King's Palace in your campaign ?) . Pendragon released a series of adventure in this mold , the module was usable in 85% of your campaign . I always wondered why there was no scenario pack of Chaos Nests or Bandits . You can take the Giant Modules and Ravenloft switch them around a bit and put them somewhere ( I have a great mental picture of a large crowd of villagers with pitchforks and torches crying out "Humaqkt" as they head for the Lord's Castle) . There were one or two sets of adventures in this vein though ,Snakepipe Hollow and Hellpits of Nightfang , the only problem was that the unique nature of some of the monsters made it so that veteran players could actually identify the monsters ( Hey, thats the group of broos from ) . --------------------- From: jjm@zycor.lgc.com (johnjmedway) Subject: source v. scenarios Message-ID: <9308292154.AA02023@hp0.zycor.lgc.com> Date: 29 Aug 93 21:54:07 GMT X-RQ-ID: 1490 >> From: f6ri@midway.uchicago.edu (charles gregory fried) >> Subject: more RQLite >> X-RQ-ID: 1470 >> >> on here?" Perhpas the problem is that product like Dorastor try to combine >> broad historical and other background with specific campaign scenarios. The >> two should be separated. I think new RQers are much more likely to buy Apple >> Land and Snakepipe Hollow than Dorastor (and if they get Dorastor, they will >> be overwhelmed). So again, more INEXPENSIVE modules so that a GM can play a >> fun adventure right away, but backed up with rich Gloranthan background >> supplements. Understand this is purely a marketing strategy, and constitutes >> no criticism of the HIGH quality of products such as Dorastor. There may be another gain for this kind of strategy. It can be real awkward for a GM to have others read the scenarios. As for general information, this ned not be thee case. Separating the two materials would probably slightly decrease the scenario sales, but may increase the sourcebook sales. And I'd agree that smaller cheaper books would be the way to win the hearts and minds and $ of gamers as a whole. As with GF, do not construe this a a smudge on the very fine work of Sun Sounty or Dorastor. Top notch materials. --------------------------------------------------------------------------- | john_medway@zycor.lgc.com | Landmark Graphics Corp | 512.292.2325 | --------------------------------------------------------------------------- --------------------- From: davidc@cs.uwa.edu.au (David Cake) Subject: Re: RQ Lite Message-ID: <9308300357.AA05366@cs.uwa.edu.au> Date: 30 Aug 93 03:58:42 GMT X-RQ-ID: 1491 Those of you on the rq4 list will have just received my extensive ranting about RQ Lite, and what a potential there is to make a disastrous mistake with it. As there is also discussion about RQ Lite here, I will summarise my extended rant, and also discuss what I think should be in RQ Lite Remember that something similar to RQ Lite has been tried, the RQ3 'Standard' edition (which was never a standard!). This boxed set was RQ3 without background material, most spells, some skills (I think), and much of the magic system. It sold badly (I am pretty sure), was pretty useless, and caused RQ supplements to be polluted with repition of the rules for the benefit of the poor fools who bought RQ Standard. Any RQ Lite must not repeat this mistake! RQ Standard and the handling of the rules compatibility problems it presented was a major complaint of the Tales crew in 'Ruined-Quest', lets not do it again. Some things can be made optional rules for those that prefer them, without affecting compatibility, like SRs and hit locations. Some things cannot, like most of the magic system. RQ Lite should definateley not create any compatibilty problems, supplements should be instantly useable with both. Should it be a separate publication? Perhaps, there seems to be feeling that it should. The rules of RQ Lite should also be included as options in RQ4 (whatever form it takes) as well, and they should probably appear at the same time. What do I think should be in RQ Lite? -A character creation system based on the RQ4 one, but with possibly less templates, and working on the basis of 'choose a template or two' rather than keeping track of all points. Probably no skill modifiers. -No hit locations. Major wound rules in their place. Explanation of how hit locations work, and how to convert, for RQ4 compatibility -Change criticals, fumbles, specials, probably to work like Elric! -Much reduced combat options. Obviously RQ4 special combat options are out, but should intentional knockback, grapple, martial arts, etc be in it? Probably not. -Perhaps a smaller skill list, but with skills 'folded' into the higher level skills, and a list of what constituent skills apply for compatibilty - ie leave out lock pick maybe, but leave in Devise. -remove SRs, Probably just replace with Dex order (one action at Dex, a possible second at half Dex). -Divine magic - but without enchanting. -Sorcery - but without enchanting, and probably without some of the manipulations (multispell?). Being as we don't know what will be in sorcery yet, we don't know what to leave out. But we can't exclude it completely (campatibilty) -Spirit magic - but maybe leave out much of the new stuff added in RQ4, such as the more advanced shaman rules like Spirit Travel, special spells, etc. Thats enough for now, some feedback/debate is appreciated (though perhaps the RQ4 list is more appropriate). Cheers Dave Cake --------------------- From: f6ri@midway.uchicago.edu (charles gregory fried) Subject: e-module Message-ID: Date: 30 Aug 93 04:01:09 GMT X-RQ-ID: 1492 GF here. One more thing. Earlier this summer, I posted that I have an adventure I designed on file and ready to send by e-mail. Since I am still getting enquiries about this, I thought I'd mention again that it is still available, and I will send it to anyone who asks for it, on the conditions of respecting my copyright -- and of giving me your impressions and criticisms (some of you who have received it have not been so fastidious about the latter condition; I'm not asking too much am I?!) The adventure was designed for players in my campaign who had never played RQ before, and combines an emphasis on role-playing with the unraveling of a mystery. GF out. --------------------- From: Tom.Zunder@cyberhm.royle.org (Tom Zunder) Subject: Re: RuneQuest Daily, Tue, 24 Aug 1993, part 1 Message-ID: Date: 29 Aug 93 15:18:28 GMT X-RQ-ID: 1493 Re Spirit Cults and Ancestr Worship But ancestor cults are very powerful, they do howver change and become different, as deity cults. In deity cults the cult spirits still attend worship services, thus any Gloranthan cult has many many more dead worshippers than you would presume from the livivng congregation. Let me ask a question, admitedly from a RQ3 perspective, would you want to worship Kyger Litor or Yelm? One is a huge ancestor worship cult, with all those shamanic powers, the other is a classic deity cult with limited cult practices vis-a-vis magic and no shamanic power. Where Yelmic cultures win thru is in their civilisation and magical diversity. The best example being the Lunar Empire. --------------------- From: Tom.Zunder@cyberhm.royle.org (Tom Zunder) Subject: Re: RuneQuest Daily, Thu, 26 Aug 1993, part 1 Message-ID: Date: 29 Aug 93 18:10:42 GMT X-RQ-ID: 1494 RQ Lite My thorts are that a RuneQuest Glorantha or a RuneQuest Lite would be good. It would replace RQ3 by having a players and gamesmaster box and would present a streamlined RQ in the players, like CoC or Elric but compatible with all the published stuff. In the gm box it would say "Now here is the complex way to do it" Players box would concentrate on really good introductory stuff on Glorantha, largely Prax/Pavis/Sun County OR Sartar (thus allowing us old hands to have a point in buying it!). In other words, RQ would be both RQ Lite and RQ, choose your depth of flavour. RQ4 was actually the wrong direction, it made the game mopre complex in parts. The character gen and spirit combat would come across, tho. --------------------- From: gadbois@cs.utexas.edu (David Gadbois) Subject: Re: Paul Reilly: costumes + props Message-ID: <9308282132.AA13694@yoakum.cs.utexas.edu> Date: 28 Aug 93 11:32:56 GMT X-RQ-ID: 1495 +0200 <9308280515.AA25342@glorantha.Holland.Sun.COM>, <9308272026.AA18576@minerva.phyast.pitt.edu> Subject: Re: RuneQuest Con From: paul@phyast.pitt.edu (Paul Reilly) Date: 27 Aug 93 20:26:44 GMT X-RQ-ID: 1479 Paul Reilly here. Just a short note: if you are going to RQ -con and need costumes or other props, e-mail me and I may be able to arrange something. For Orlanthi types Finula can provide some woad and also henna for Lunars. Let me strongly encourage everyone playing in Home of the Bold to bring a costume. I initially thought costumes were, well, silly, but when I saw the costumes for the game run at Convulsion, I realized that they do add a lot to the game. The Humakti with their Death Rune facepaint, the Praxians dressed in the manner of Plains Indians, the Lunar garrison with their Roman-like attire -- it was really cool. --David Gadbois