From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Subject: RuneQuest Daily, Tue, 28 Sep 1993, part 3 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: mmlab!cookec%max@uunet.UU.NET (Kiliki) Subject: news from the front Message-ID: <9309272037.AA12888@relay2.UU.NET> Date: 27 Sep 93 20:34:18 GMT X-RQ-ID: 1841 This is much longer then I expected, how does everyone keep up? ______________ (Donald Wilton) : Beginning games >> Can a human member of Aldrya's cult use the elf bow? Why or why not? > I'd say "not". He's not a vegetable, and can't communicate/empathise with > it. But, hey, if that'll annoy a newbie player, of *course* he can use it! > (Let's be reasonable, here!) According to the Cults book from GoG, the High King Elf sub-cult(initiates) are given the seed to the elf bow on initiation. This cults lists requirments for non-elves, one of which (failure means death) seems to indicate changes taking place in the character for him to be able to channel Aldrya's magical energy. This character's parent's occupation was human nomad initiate, he chose Aldrya - PASSED the initiation, had 11 years previous experiance, so all in all I felt it reasonable. Think of the fun, not completly human anymore but not really elf either. Besides, one doesn't have to be a dwarf to empathise with a rock(or jem) such as those used in spell matrixes. Why should you be forced to BE a plant to understand one? Especially with the goddesss's guidance and aid... _____________ (Clay Luther) : on Heal-6 > completely guaranteed to work. Furthermore, your ability to cast spells is > always dependent on your standing in the cult, placing further restrictions on what about Shammans? They can cast Heal-6+ and have no standing in a cult. They appear to have access to all or more spirit magic then the divine cults. or the Storm Kahns? Look at some of the Rune Lord/Priest requirments... _____________________________ (Perusa Illuminatrix?) >> And for the stupid question of the day, why is chaos so wrong and >> what makes it so different(better? worse?) from pure evil? >There is little pure evil that seeks to destroy the entire world. How does a Broo, who can breed with anything, seek to destroy the world? It seems to me he seeks rather to fill it with his own kind. Creation rather then destruction. Another example is the walking octopi, continual LIFE rather then destruction. It may be an end to life as we currently know it but so does the Lunar invasion. At this point it seems both evil and Chaos seek to further their own interest. Could it not be that Chaos is simply ALEIN life rather then dissolution? > the evil is apparent. You'll find Illumination, and it's advantages > and it's disadvantages, described in Dorastor. *SIGH* One more thing to buy just to get simple answers... ______________ (Richard C. Staats) : My Question on Chaos > Chaos ultimately seeks the utter destruction of everything. At least > with evil, there will generally be something left even when its > nefarious plans come to fruition. But if *chaos* wins, there is no hope > --- there's nothing but chaos. By the bye, I'm not advocating evil > either, but in gaming terms, chaos' goals are a lot more frightening. I guess I still don't understand or am I perhaps(?) illuminated. I see the current cultures as defending their staus quo against a more alien invasion. The Lunar empire being something of a buffer between the truly alien(chaos) and the stagnant cultures present in Glorantha today. If chaos wins, there is chaos left. Broos, Walktopi, Jack-o-Bears, etc. I guess I still don't understand since this isn't "nothing" just not "our" thing ______________ (Colin Watson) : on chaos > The only problem with Chaos is that a lot of folk don't like it. );^> This makes sense give my reasoning. : Buying Enchantments > (1) In my campaigns, enchantments have been rare, but occasionally PC's > have been *loaned* or *given* enchanted items by benefactors for an > important mission or quest. How can enchants be rare in a land SO rich in magic? Everybody and their brother has "Enchant". A permanent point of power sacrificed is not that big a deal with weekly power checks(see experience, players guide). Are fire-starters impractical?, light crystals? why wouldn't most people fashion wards for their house? seems like CHEAP protection for your family to me... (Colin Watson) on Greg Fried: >Talking ducks? Walking octopi? Is there no room for sheep mounts in >Glorantha? > Hmm, I think perhaps there is. > ...so long as they're at least SIZ 30+... > ...with iron wool > ...and perhaps a Chaos feature > ...or three. > (I dunno 'bout the Ducks, but I take walking octopi *very* seriously.) Why not just a sheep the size of a rhino? Earth correlation is hardly necessary. Intelligent sheep from Beast Valley seem reasonable to me as well. a centar is 1/2 horse 1/2 man, why not even replace the horse with sheep? The walking Octopi? Just something to "amuse" the SB's... (i.e. keep them out of "normal" folk's affairs). The Octopi would make good slaves to one with proper control spells (what cannon fodder!).... _____ on me: > You can't "know" more points of spirit magic than your INT. Other than this > I don't know of any limit to RQIII spirit spell size. The biggest I've seen > published is 16 points (which was pretty gross). Bear in mind that, in theory, > you have to battle a spell spirit to learn a spirit magic spell. I haven't > seen a good guide to how powerful such a spirit should be. (I've heard 1D3 POW > per point of spell, my GM used to use 1D6 POW per point! Hence "learning" big > spells can be tough). Does anyone know what happens of you *lose* this combat? > Will a cult spell spirit possess someone it defeats? > The "teacher" has to provide a spell spirit for the student to battle. > Shamans do this by discorporating & wandering the spirit plane in search of > a spirit. Priests use the ritual Divine spell "Spellteaching", which summons > a cult spell spirit of the appropriate type. you see? this simple bit of collected wisdom took me ages to locate in the cults book(GoG) not the magic book in my players box. Works REAL well too. I like the chance at charging multiple spell costs for multiple tries. Also, the temple may choose not to teach someone. Money is not a driving force in my world for Cults or Shammans, Sorcerors - maybe... (I'm using 1D6 spirits) I know what the affect is for loosing spirit combat to a disease spirit but happens if the Bladesharp-4 spirit wins? does the temple "banish" it somehow? > >Is spirit magic taught by the cults at a percentage or is that only for > >shammans? > Sorry, I don't quite follow that one... Ok, in the pregenerated PC's they list a % by spirit magic. Is that % success at casting that particular spell? chance to know a spell? general chance of success for all spirit magic casting? does it apply to the spirit magic taught buy cults as well or only that taught by Shammans? and how is it calculated? ________________ (Greg Fried here) > Good work, Chris! THANKS! it seems to be going well, this wed will be night#4 and going stong! Last week's session was so crowded that I was turning people away(observers only). It seems that being able to keep order as well as having fun in uncommon. Glorantha is DIFFERENT and people are exploring it for the first time. As opposed to "same old, same old" yup yup, "Kill the orcs and take the treasure" etc. > It's always good to hear that the heathen can be brought into the fold.... > SOunds like you formed a nicley balanced group, with a varienty of narrative > hooks to get them into their characters and context. As far as further > adventures, I would say, allow the interests you see your players developing > to guide you to the next scenario. If you must, 'force' them into a scenario > you feel comfortable with, but then try to give them reasons for going that > fit with the still-fragile connections they are making with their characters > and cults. I've decided to run it in my old style, improvise, work with the players, plan out OPTIONS (2-4 new hooks). I am using the pregenerated for background as well as my own amusment. Solo gameing is not too hard with these writeups if you can be honest. One of this weeks options is the increase of bandit WhiteEye's bounty(AL). BUT, there are 2 or 3 others. I think they'll opt for "freeing" the ancient ruins of a "healing" shrine from Chaos creatures... Besides, it gives me the chance to "plant" a trident leading to the RoC region (that's me - add-a-hook, inc. mix and match.) I LIKE RoC & SC... > -- I would not allow a shaman character to gain spirit spells at a temple, > unless he for some reason has VERY close relations to that cult. Ok, is that only for assistant Shammans or all "shammanistic" types. === > Here's another game question. If an opponent has Countermagic up, do you > just have to guess how many points ar up in it, or do you get a sense after > you cast a spell against it that fails? Can I try? I would say it just fails, if it came down you'd know it was within a point or 2 of your spell. Otherwise you really don't get feedback. There are spells that will allow you to "see" the spell, up to type and points depending on how much power you expend. Far simpler just to go Venom-15 or such... === > One more thought. When you give new players treasure, either give them small > items, like one spirit magic item, or give them an item of more power but > that requires them to get more involved in their cult and take on important > obligations. For example you could put a greatax in a trasure for the > minotaur character, one with a Trueax matrix which can only be activated if > the wielder is follower of Storm Bull and takes it to the Block to fight > Chaos. Excellent advice! I am using it on a certain trident... Most of my fragile converts are delving into mythic identification and exploring what it means to be Orlanthi, shammanistic, Hrestoli, and a human in Aldrya's world... ======================== I will say - finding the basic information is TOUGH. no organized tables, lists of rules for the types of magic. the summary packet included in the players box is WAY incomplete. ok, weapons and armor are listed but the magic book is unorganized. some classes types (ex: fisher) have group skills but NO fishing skill? I am being easy on them so far, concentrating on creating interest more then the letter of the rules. the group is borderline low/mid power but have only faced single opponents so far. they could MAYBE have taken the roc in the Greenbrass sceniaro. The Humakt wannabe has SpeedDart-4... The bear, cave troll, giant spider, and bandit weren't too tough. They caught but didn't kill the duck bandit(and he got off for 200L NOT 300L) but they used the Humakt method of dealing with ambush. They took out the attackers by shooting 1st. Critical on a pumkin no less. the spider taught them about poison. I've been using encounters as teaching tools and building interest. Last week taught them about magic(more then battle magic). they have have met a travling adept, been abused by concentrated disrupts from a troop of baboons, found an ancient map to a healing shrine(whose location is worth a "reward" to certain cults). This week the first of the chaos creatures (a pair of Jack-o-Bears). If they survive, they have at least 2 hooks(a bounty hunt aka Apple Lane or do something useful with the lost shrine ruins info) or some combination of the 2(or something else improvised on the run). I will mix and match pregenerated sceniars with my own writeups as the campaign progress. -- | Chris Cooke - cookec@mmlab.UUCPcookec@mml.mmc.com | | Sometimes you're the windshield, sometimes you're the bug... | --------------------- From: nh0g+@andrew.cmu.edu (Nils Hammer) Subject: God of Adventure Message-ID: Date: 27 Sep 93 15:03:41 GMT X-RQ-ID: 1842 An interesting problem, what will happen when worshipping an unknown. It has been done before. There is mention of it in the Bible (here on earth). Let us consider how to make the connection to pipeline the power to the correct target. Can you get physical proximity? Maybe LEAVING the place you started the ceremony would count as physically adventurous. How many different kinds of tokens of adventure can you put in your shrine without them contradicting each other? The shrine must also be without hints to established unwanted dieties. I recommend reading the work of P.E.I. Bonewits such as "Authentic Thaumaturgy" and "Real Magic". As GM, I would have you roll your ceremony skill for worship. (Really, characters should have more reasons to use cermony than spell casting, such as throwing a party.) A success would put one MP on the spirit plane. Not necessarily where you want it. A fumble means you are barking up the wrong tree and future attempts using the same ceremony are meaningless. You may not realize it for a while. Who will pick up a random MP on the spirit plane? This MP is flavored by the ceremony used. If it doesn't just dissipate, it would be "tastier" to the spirits related to the ceremony. You still shouldn't perform it near places with a spiritual bad reputation. I think you might have fun making contact with spirits from the right spiritual neighborhood, even if they can't steer you in the right direction. After several sucessful ceremonies, you might start to have spirits visit during dreams. As game master, I would probably look for an excuse to send one from my favorite unpublished spirit cult, The Dark Lady, who would dishonestly take the worship, while trying to surreptitiously introduce your character to thier strange feminist revolutionary cult. This isn't so bad. Paul Reilly suggests that the true and correct adventure diety may be Trickster. Nils K. Hammer