Bell Digest v931115p1

From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer)
To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest)
Reply-To: RuneQuest@Glorantha.Holland.Sun.COM (RuneQuest Daily)
Subject: RuneQuest Daily, Mon, 15 Nov 1993, part 1
Precedence: junk

X-RQ-ID: Intro

This is the RuneQuest Daily Bulletin, a mailing list on
the subjects of Avalon Hill's RPG and Greg Stafford's 
world of Glorantha.  It is sent out once per day in digest
format.

More details on the RuneQuest Daily and Digest can be found
after the last message in this digest.


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From: pearton@unpsun1.cc.unp.ac.za (Dave Pearton)
Subject: Pamalt, MORE PLEASE!!!
Message-ID: 
Date: 12 Nov 93 14:52:06 GMT
X-RQ-ID: 2293

To Sandy Peterson, 

Yes, please give us MORE, I want to go into Pamaltela overload.
Seriously, this is really great stuff about a scandolously
underrepresented part of Glorantha and it is stimulating the
wheels of my brain to spin with scenario ideas.  Keep up  the
good work!

Now if you would just give us more on the yellow elves to ;)!

Yak
-- 
***********************************************************************
Dave Pearton				* ....As I was saying before I
Biochemistry Dept.			* was so rudely interrupted
University of Natal			* by one of my multiple
Pietermaritzburg			* personalities....
					*
pearton@unpsun1.cc.unp.ac.za		* Naked Lunch (W.S. Burroughs)
************************************************************************

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From: rowe@soda.berkeley.edu (Eric Rowe)
Subject: Palmaltelan Elf Plant
Message-ID: <199311121109.DAA20838@soda.berkeley.edu>
Date: 11 Nov 93 19:09:38 GMT
X-RQ-ID: 2294


Yet another excerpt from Rodin Greenbeak's Compendium of Gloranthan Flora.

Safeleaf Plant
Herba defensor

One of the few elf bred plants I was able to gather and study was the
Safeleaf Plant.  After an unfortunate boating accident on the Aliss
river one of my guides swung a deal with a local Feofaxian yellow elf.
In return for a useless copper stirring rod we recieved 4 large leaves
of the plant.  Initial testing showed the leaves incredibly resistant
to damage across their entire broad form.  Further experimentation
revealed they were able to resist both my Agimori guide's spear and
even the acid from my toolkit.

The leaves also resisted all my best salad making techniques and in
the end I was forced to boil them for several hours.  Fortunately, it
proved well worth it.  The leaves proved tender and succulent, needing
only the slightest addition of spices to make a perfect meal.

Gamemaster Notes

(1) The Safeleaf plant is specially bred by Pamaltelan elves to protect
their other many important varieties from destruction by the hated Hoon
and their acid drool.  The Safeleaf plants are grown next to the plant
to be protected and guided so that at least one large leaf is close
enough to be swung over the other plant when Hoon are nearby.

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From: JARDINE@RMCS.CRANFIELD.AC.UK
Subject: Dwarf senses and EYES...
Message-ID: <9311121334.AA03476@Sun.COM>
Date: 12 Nov 93 12:04:00 GMT
X-RQ-ID: 2295


Ref: Various on Dwarf Eyes and other senses

Just an idea on the comment that dwarf eyes are metal disks... 

Dwarf eyes are small dish antennae.  

Size is about 3 cm, which gives an approximate wavelength of 3 cm.  
Thus frequency = 10^10 Hz = 10 GHz.  This is SHF and right in the 
middle of the X band radar range.  Thus dwarves use radar to see...  
Don't you just love it, our military have just begun to use what 
those pesky dwarfs have been doing for ages.  Obviously the 
beard is used for longer wavelengths (30cm) --> UHF (L Band).  

I wonder what they use for millimetric (highly accurate) radar.  
The antenna would be arround 3 mm (maybe fingernails, teeth or facets 
of their eyes)?  

I still that there is a lot more fun to be had with dwarves... 

	-----
	Lewis
	-----


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From: allan@tcrystal.gla.ac.uk (Allan Henderson)
Subject: Mostly Illumination
Message-ID: <28870.9311121356@sushi.tcrystal.tcrystal.glasgow.ac.uk>
Date: 12 Nov 93 13:56:09 GMT
X-RQ-ID: 2296

re Inconsistencies

I totally agree with Rich about the inconsitencies in Sandy and 
Gregs work. I have trouble keeping my games consistent from one 
month to the next never mind over fifteen years. Sure it would be
nice if things were more consistent but Glorantha is now very big
and even those who wrote most of the stuff probably can't 
remember it all. 

re Illumination

I really like all the stuff that Ed Wallman wrote on things that
could illuminate people, I also read with interest the thoughts
of Nick Brooke. I have given illumination some thought myself and
have decided that illumination may be more common than we think.
If you are illuminated then you no longer fear chaos, but you 
don't necesserilly go out and join Vivamort either. In fact 
illumination can have no effect on your outlook on life at all, 
eg that Chaos lover Arkat was illuminated as a boy.

When Greg says that a large proportion of the population is 
illuminated in Glamour then I say yeah sure maybe 25% but of
those only a small proportion will embrace Chaos or go out to 
spread the word. The rest will get on with their lives but in a 
much more philosophical way. eg a village of illuminates is 
attacked by broos it fights back and kills them all, the
difference between this and any other village that kills broos is
that they don't feel self righteous about it afterwards. 

While non-chaos benifits from illumination by a removal of fear
the real benefit to the Lunar Empire would be the illumination 
and integration into the army of more managable chaos troops, but
how do you take illumination to feral broos, or scorpion men. 
Writing slogans on walls will not work here, nor will walking up
and saying "Hi we really like you chaos scorpion men" and then 
trying to engage them in intelligent debate. Even sending out 
other broo with messages about harmony and  peace will probably 
not work. I don't have an answer to this one, can anyone help?

re Doraddi

Sandy, I think that you have enjoyed puting the Doraddi material
onto the Digest about half as much as I have enjoyed reading it. 
I will probably never use the information but it is the best read
on the digest in yonks. If you are going to post more material of
this quality please can we have information on the Wastes *and* 
Pamaltela.

re. Beaties sale

Many thanks to whoever posted the meassage about Beaties selling
off Runequest packs real cheap in the UK. I just got 3 boxes for 3 pounds each.

Re Runequest Adventures

Does anyone have subscription information on this ?



 

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From: burt@ptltd.com (Burton Choinski)
Subject: I'm back!  (random notes)
Message-ID: <9311121456.AA03092@tonto.ptltd.com>
Date: 12 Nov 93 14:56:36 GMT
X-RQ-ID: 2297

Hi guys!  Long time away (but lurking and reading :)
===============================================================================
john j medway notes:
%% >>  I love ducks.  A creature *that* cynical, *that* depressed, *that* obnoxious is
%% >>  a boon to every fun-loving referee the world over.
%% 
%% A creature *that* annoying, *that* grating, *that* whining ...
%% 
%% No wonder the Lunars put a bounty on their beaks!

  My players LOVE ducks...as long as everyone plays a duck at the same time.
  A lone duck surrounded by humans is tougher.

  We get lots of humor mileage out of them.  Afterall, Ducks ARE the master 
  race in Glorantha (as they see it), they are just in a slump. :)


%% >>  I agree that a fully fleshed out encyclopaedia for each and any
%% >>  lexicalic information about Glorantha would be great. Unlikely to
%% >>  happen, though. Maybe a fully indexed abstract, similar to those of
%% >>  scientific magazines, would be feasible either as book or as database,
%% >>  with short abstracts of the information in the source, and a literature
%% >>  reference for those who want to read the full text and have access to a
%% >>  copy.
%% 
%% This is a lovely dream. I hope something like it could be done, but the scope
%% of the project... ug! Maybe if we each pick a topic...

  Well, I have a new group stating up in Ralios.  One is a Noble with titled
  lands, so they have a strong motivation to stay in the general area.  As a
  result I will have to be fleshing out the Galin/Basolmi area.  I'm willing
  to donate my notes to the cause, if a net.glorantha.tome is ever put
  together.



Colin Watson, on Magic
%% >And there is the cost for permanent effects of magic. I doubt a mere 
%% >mortal's soul would give enough material for 1 ENC of any substance 
%% >while being burned off totally.
%% 
%% I feel otherwise. To be game-mechanicky: I reckon 1 point of permanent POW
%% sacrificed should, in theory, suffice to create 1 point of SIZ or thereabouts.
%% There might be some variation, but I think that this is the correct order of
%% magnitude. Consider the yield of the Tap spell... it leads me to suspect
%% that spirit may even be worth more than base substance.
%% (But this could just be a game-balance thing ;-)

  I think in my tweakings of my Sorcery stuff (and I did see the version
  posted here, just haven't gotten to looking it over in detail yet),
  I figured 1 POW=1 ENC of solids or 1 SIZ of liquids or 1 m^3 of gasses or
  ethreal (darkness, light) substances.

%% >Then I'd call it "Summon (substance)". The substance provided would be 
%% >taken away somewhere else along the fibre.
%% 
%% BTW I think a generic Summon(substance) spell is a potential can-of-worms;
%% Summon(Gold) Summon(Diamond) etc. you can see the problem...
%% I'd restrict it to creating pure elements: Earth, Air, Fire, Water etc.
%% This way you don't destroy the economics of your campaign.
%% (I also think, in this case, it would be best to lay down the specific
%% effects for each spell rather than just have a general "1 enc per intensity"
%% rule or whatever.)

  I think in my notes I limited such summons (and I think the word "summon"
  should only apply to spirits or creatures -- something else should denote
  this process for inanimate material...perhaps "gather") to runic elements.
  Thus, Summon (or Gather) Cold, Heat, etc.

  Actually, that is an interesting concept.  Summon Infinity.  Each intensity
  may be applied to area (1 cubic meter) or effect.  Every point of effects
  slows the passage of time down by (1+point) times.  Thus, 9 points of effect
  has everything in the area aging at 1/10th rate.

  Summon Fertility.  More aplicable to single creatures.  A wizard might
  be petioned by a Lord to do this on his wife to give him a son.  Duration
  should be long enough to cover the time frame.

  Summon Beast?  Perhaps it reduces one's mental state to that of an animal,
  running on instinct and emotions.  Summon Man is an obvious counter.  
  Summon Man alone clears the thoughts of base animal instincts and emotions.
  I can see the Brithani sinking lots of time into this one.  Probably carve
  the runes for it into their skulls. :)

  Summon Plant?  I have NO idea how useful this might be.  Perhaps you become
  more in tune with the natural world (I envision this to be like the Elf
  Sense, which I see like the "Emfol" ability in Alan Dean Foster's 
  _Midworld_.)

  Summon Stasis.  Reduces the energy available.  You get sluggish.  Feel
  Tired.  Summon Mobility is the counter.  Alone, it gives you that
  "caffine rush". :)

  Summon Fate.  THIS I can see as an excellent base for curses.  With a good
  duration on in (or combined with an Enchant and POW to make it permanent),
  You place the "fate" of the poor soul into the spell.  Every point of
  intensity adds to the fate.  For example, Joe Wizard gets really tweaked
  at some thug that tried to rob him at knifepoint.  So he decides that he
  who uses the blade will be "fated" to die by the blade.  In any point where
  this sap is defending himself from blade attacks, subtract 5% per intensity
  from his defense roll.  Obscure fates should cause situations to happen
  where they might not normally.  If someone is fated to drown in the bath
  have him make Dex rolls every 3-4 days (unless he states he does not bathe,
  in which case his friends may want to get masks. :)  

       -- Burton

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From: sandyp@idcube.idsoftware.com (Sandy Petersen)
Subject: re: RQ Daily
Message-ID: <9311121717.AA27025@idcube.idsoftware.com>
Date: 12 Nov 93 05:17:10 GMT
X-RQ-ID: 2298

Klaus O K asks (embarrassingly): 


> I have a question. Where does the word "pharoah" come from? At 

> first I thought that it was just a typo for pharaoh, but it has
> been used too consistently for that.

The spelling standards at early Chaosium (pre-Sandy Petersen/Lynn  
Willis, to pat myself on the back) were none too tremendous.  
"Pharoah", "Kahn", and the whole "Lhankor Mhy/Lankhor Mhy"  
controversy all result from such errors. Actually, "Kahn" was also  
caused by the fact that Sherman Kahn was an employee.

Clay Luther sez: 


> The Persians, who the Greeks defeated at Marathon, wore linen armor 

> and carried wicker shields, spears, and bows.  However, Marathon 

> proved the worth of the phalanx.  Athens mustered about 10,000 men 

> against the Persian 250,000.  The Athenians used phalanx tactics, 

> the Persians just kinda ran across the battlefield, I guess.  The
> Athenians lost 200 men.  The Persians lost several thousand and 

> retreated.

The Persians had light armor and weapons because one of the main  
functions of their army was to patrol their vast empire. The  
heavily-armored Greeks didn't have to go on long marches. It is  
worthy of note that when Alexander developed his superior phalanx  
with which he beat the Greeks, his troops were less armored than the  
Greek citizen-soldiers. Also that after his conquest of Persia, he  
started developing a new type of military unit, in which only the  
first few rows would be armored hoplites, with the rest bow-armed  
Persians. 


The Persians didn't just "run across the battlefield", of course.  
They had carefully-drilled army tactics. The phalanx was obviously  
superior. Ardant du Picq, in his classic "The Art of Battle" points  
out that in ancient battles, almost all the casualties of the losing  
side occur after it has broken and run. Following his calculations,  
the Persians probably lost only 200-500 of their own men at Marathon  
before they ran, at which time the pursuing Greeks slaughtered  
several thousand more. "The Art of Battle" is fascinating stuff for  
anyone who really intends to find out what ancient combat was really  
like, and why one army won while another lost. 


> the Romans used both the long celtish slashing swords and the
> short stabbing gladius

Not necessarily at the same time, though. The long slashing sword  
became more in vogue during the later Empire, when a lot of the Roman  
troops were romanized gauls and such. During the early conquests they  
stuck to the gladius. 


Colin Watson sez: 

> I'd say 50% of the gaming sessions I play involve combat of some 

> sort (regardless of the game system. The only exception is CoC, 

> where the combat ratio is probably 25%)

This ratio is quite close to what occurs in my own games. (Including  
CoC.) Especially if you count hunting as combat. In my Pamaltelan  
campaign there was little conflict against the humans, them all being  
friendly. However, the party couldn't carry enough food to survive  
for weeks on the plains, so we played out all the hunts to satisfy  
the players' lust for battle. Some were exceedingly exciting (like  
the time the players were so starved for meat they went after a  
Stegosaurus). 


David Dunham asks: 


> How tall is the Block?

Several miles. In my campaign, I always claimed 5 miles, but if  
someone is able to make calculations proving that I'm an oaf, I'll  
back down at once.

I also did not know that Goldgotti was Manirian. I thought he was a  
Sartarite merchant. 


re: The Fall of the Lunar Empire

Just before the Lunar Invasion of Dragon Pass, the Empire was in the  
best position imaginable. To the West, the Syndics' Ban blocked  
possible invasion from Fronela. To the East, the Nights of Horror had  
wiped out the Pent Nomads. To the Southwest and Southeast, their  
empire was bordered by the Rockwalls and the useless expanses of  
Balazar, respectively. Thus, the entire might of the Empire was  
channeled, as through an enormous funnel, right down on top of  
Sartar. 


After conquering Sartar and nominally conquering Prax, they moved in  
on the Holy Country. But around this time, everything started to fall  
apart. The Pent Nomads, evidently not quite wiped out, started  
returning in force. The Syndics' Ban broke, and Prince Argrath, at  
the head of no less than three nomad secret societies plus the Wolf  
Pirates led a big rebellion in Sartar. Suddenly they were surrounded  
by enemies. 


johnjmedway: probably still wants to know whether the Sables switched  
before or after the lines were set at Moonbroth. 


Well, IMO, it would make for a more interesting miniatures game to  
have the Sables be on the nomad side at first, and as the game  
progresses have them keeping rolling to see whether they switch to  
the Lunar Side. This chance should probably be increased by losses  
the Sables take (so the Nomad player won't just try to sacrifice them  
right away). 


By the way, sorry about accusing you of being Loren Miller, David  
Cheng, et. al. 


PRAXIAN POLITICS: A BRIEF NOTE

All the major tribes (except the Sables, of course) were defeated at  
Moonbroth. The Morocanth and High Llama tribes sullenly accepted  
Lunar dominance, and so are permitted to freely stay in Prax. The  
highly favored Sables pick on them all the time, extorting "tribute"  
and "tolls" for using the oases. The Bison and Impala folk still  
wanted to resist after Moonbroth, and so large gatherings of these  
two tribes are forbidden by the Lunars. Since the Lunars don't patrol  
most of Prax, the Sables have taken it upon themselves to harass and  
raid vigorously whenever Bison and Impala clans are encountered. As a  
result, the Bison and Impala folk are mainly in the Wastes nowadays,  
with only a few small groups entering Prax, mostly for religious  
duties at the Paps, brief raids on their enemies, or adventurous  
groups of youths out for a lark. 


"What has four legs, horns, and an asshole in the middle of its  
back?" "A sable."


---------------------

From: staats@MIT.EDU (Richard C. Staats)
Subject: Combat in Roleplaying
Message-ID: <9311121727.AA07725@MIT.EDU>
Date: 12 Nov 93 11:29:34 GMT
X-RQ-ID: 2299

        I definitely agree that combat still has a role in roleplaying 
(pun intended!  ;-)    ).  One of the nice things about RQ from a GM 
standpoint is that the combat system tends to be deadly.  PCs are 
*c*a*u*t*i*o*u*s* about getting involved in melee, because it only takes 
one lucky shot to ruin a really good PC's whole day (or conversely, one 
truly unlucky shot ala fumble).  At the same time, the melee does add 
some spice to the roleplaying.  For one thing, everyone can participate 
in the action at the same time.  

        If you are running a session with five or more people, you can 
only have "so many" complex social intrigue type plots that can get them 
all totally involved whereas in combat, almost all characters can be 
involved, e.g. warriors up front, spell casters in the next rank, 
healers are healing, etc.  Even the PCs that take exception to the 
combat can lead to interesting roleplaying . . . "that duck was about to 
chop off my head, and you, you miserable idealist, sat back and watched 
him!"  

        If you run a campaign with two or three players, you might be 
able to get away with little or no combat with the right setting.  (A 
noble court or complex government setting spring to mind as examples.)

        On the other side, campaigns or even a series of scenarios with 
little but combat to offer get pretty dull quickly.  The key thing is to 
find an area that grabs the players/PCs attention.  If you are running a 
bunch of Storm Bull initiates then any scheme to rid an area of chaos 
would probably meet with zeal --- a session whose primary aim is to 
figure out a way to drain a swamp sounds dull and listless, but if the 
swamp is filled with gorp then this civil engineering feat takes on new 
life for the aspiring Storm Bull follower!  In this case, the plot 
device that grabbed the PCs was the chance to foil Chaos.  If you have a 
Yelmalio initiate in the group, you might use a hook such as recovering 
a helm lost in the Prax by some great cult hero.  The two previous 
scenarios might contain little or no combat.  But, melee tends to get 
everyone's attention; afterall, their character's lives are on the line!

        In service,

        Rich (  Staats --- ;-)     )

        "Remember, any way you spell it, it comes up Staats!"

        S  S
       STAATS 
        A  A
        A  A
       STAATS
        S  S    :-)  One time sig. block