Bell Digest v941020p3

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From: loren@hops.wharton.upenn.edu (Loren Miller)
Subject: Rules: GOONQUEST 1
Message-ID: <9410200429.AA20741@Sun.COM>
Date: 19 Oct 94 20:28:22 GMT
X-RQ-ID: 6668

GOONQUEST 1:   An Almost Fully-Compatible RuneQuest Variant of
               Ultra-Lite Rules
 
RuneQuest is a trademark of Avalon Hill
Glorantha is a trademark of Chaosium
 
Copyright 1994 by Loren J. Miller
All Rights Reserved
 
GOAL
     I wanted GoonQuest 1 to be a rules-lite system of sleazy
shortcuts and time-saving guidelines that I as GM can use for
NPCs and Monsters et al (Goons) while players continue to play
their detailed PCs. Goons under this system should be 85%
identical (the Orlanthi "all") to fully detailed RuneQuest
characters in combat situations, which are the game situations
most closely covered by game rules. They approximate RQ
characters somewhat more closely in most non-combat situations,
where RQ characters are not described in such excruciating
detail. Magic is a problem, but I've attempted to find a workable
solution.
     If I haven't hit close to my goals with these rules, let me
know how they can be improved.
 
EQUIPMENT
     You will need a pencil, some dice (10 sided, 6 sided, and
others to taste), and a bunch of blank or lined index cards. I
use 3" by 5" cards which I can get in any stationery or drug
store in the USA. You could also use a pad of paper, or loose
sheets of paper, but they aren't as easy to index as cards are.
The whole goal of GoonQuest 1 is to make things easy for the
referee, and I've found over 17 years of GMing that a small file
box with index cards arranged alphabetically is the ideal place
to keep NPCs ready for quick reference. So I recommend that you
get a small filebox and a bunch of index cards, and start going
crazy with your pencil! Just don't put out any eyes with it...
 
CHARACTER DESCRIPTION STUFF
     First off let's get the terminology straight. In GoonQuest 1
we don't call sentient gameworld entities "characters," as most
roleplaying games do. That's because GoonQuest 1 isn't a complete
roleplaying game. It's a method of describing non-player
characters succinctly while allowing them to be used in a game of
RuneQuest (RQ). So instead of calling them GoonQuest characters,
we will call them Goons. Got that? Now it's time to move on.
     Every character has a defining ability. Some games call it a
character class. In RuneQuest the defining ability actually turns
out to be whichever skill or characteristic the character's
player rolls against most often. For most RuneQuest characters
the defining ability turns out to be a weapon skill or a
professional skill of some sort, though a shaman might be defined
by Fetch POW, a wizard by his sorcery skills, and a priest by her
ceremony or cult lore skills. In GoonQuest terminology the
defining ability will be called the goon's GoonPower (GP).
     Choose the name for your Goon's GoonPower. If the Goon is a
fighter, then "Fighter" would make a dandy name for the
character's GoonPower. If the Goon is a thief, then "Thief" would
make a dandy GP name (funny how familiar that sounds). If the
Goon is a religious fanatic, then "Priest" would make a dandy GP
name (we're still playing RuneQuest, after all). Note that the
main GP is supposed to be very broad. It's a succinct description
of what the Goon does. It should not be narrow like a RQ skill.
It should be broad like a character class from The Other Game
(TOG).
     Now write it down on something. An index card (the kind you
would keep in a small file-box) is a good place to write it.
Everything you need for a Goon should fit easily on a single
index card (a 3x5 card in american lingo). Choose a percentile
score for the GP. I'd suggest somewhere around 60% as a solid
score for average folks in society, 90% for expert opposition,
and 100% and up for really scary opponents. You probably know how
to gauge this pretty well already, being experienced RQ referees
yourself. Here is a table that I try to stick to with my own
NPCs. I find that if I don't then skill masters are always
popping out of the woodwork, yet nobody has ever heard their
names... a ludicrous situation you will admit (I hope).
 
     GP%  How Good Are You?
     45%  Talented Beginner, Apprentice
     60%  Journeyman, Normal unmotivated folks
     75%  Professional, Business Owner, a Specialist
     90%  Master, Locally Known
     105% Master, Regionally Known
     120% Grand Master, Nationally Known, a local hero
 
     If one GP isn't enough to define the character then write
some more down. Call them GP2, and set them at about 30% below
GP1 (GP1 == Goon's highest GP). There should be no more than two
GP2 entries. If you need yet more then call them GP3s, and set
them at about 30% below the GP2s.
     Finally, you may want to give each Goon a flaw, or something
distinctive that helps players (and you) to remember it. One
might be bald, another might have a high-pitched laugh at
inappropriate times, another might have a nasty scar across its
cheek, or smell like cheese. We will call it a GoonFlaw (GF).
GoonFlaws might have game effects, or they might not, it's up to
the GoonMaster (GM) to decide. So that's why I haven't assigned
percentile values to them. I suggest that if the PCs are getting
demolished and you figure they need a break then the GoonFlaw
makes itself obnoxious and gives them the break they need. Or if
they're having too easy a time of it the GoonFlaw doesn't have
any game effect at all.
     Here's an example Goon. Note that I've tried to make
Koraloon more than just an enemy warrior. He has a personality of
some sort. It is actually possible to roleplay him as is. And
when the Index Card is filled out with all the stuff you need to
know (look in MORE CHARACTER DESCRIPTION STUFF) he'll be pretty
darn easy to use in a RQ session.
 
     Koraloon the Goon
     Tough Customer of Kolating Descent
     GP: Mercenary Fighter 60%
     GP2: Drinker 30%
     GP2: Ancestor Worshipper 30%
     GF: Stutters
 
     Here's another example Goon, based at 90% instead of 60%.
Quite a different type of Goon, wouldn't you say? Note that this
Goon has a specialty in his main GP. See below for how to give a
specialty to a character.
 
     Vangker the Tanner
     Expert Tanner in Nochet
     GP: Tanner and Leatherworker 82% (Huckster 98%)
     GP2: Streetwise 60%
     GP2: Initiate of Artisan God 60%
     GP3: Poet 30%
     GP3: Erotic Arts 30%
     GF: Smells like blood, stained with dyes
 
     And here's another, even weirder.
 
     Brainbusterandeater the Broo
     Feral Broo in the woods around Apple Lane
     GP: Feral Broo 57% (Head Butt 63%)
     GP2: Nauseating Body Odor 30%
     GP2: Write Disturbing Runes on Object 30%
     GF: Forgetful
 
MORE CHARACTER DESCRIPTION STUFF
     You may want to elaborate the character description a
little. Or you may not... until it's too late. Following are some
sneaky shortcuts to derive practically everything you could ever
want to know from a Goon's GPs. Luckily, if you discover a
burning need to elaborate the Goon's index card at the last
minute (for instance in the middle of a game session) you can.
Just hurriedly follow these guidelines and put on your best Mona
Lisa face. The players will think something horrible is going on
as you roll dice and smile enigmatically.
     GOALS AND STRATEGIES: Generally you will want to add a
sentence or so that describes what the Goon's goal will be in the
scenario, and what strategy it is likely to use to achieve its
goal.
     SPECIALTIES: Many Goons are specialists in some particular
part of their GPs. A Mercenary Fighter might specialize with her
sword. To make a specialty roll 1d10 and add it to the GP for the
specialty skill, and subtract it from the GP for other related
skills. For example, say Koraloon is a Swordsman. I roll 1d10 and
get a 6. Now his GP looks like this: "Mercenary Fighter 54%
(Sword 66%)." Alternately, if you don't want to roll dice, you
can choose a number between 1 and 10 and modify the GP according
to the same rules.
     COMBAT STATS: If the Goon has a tough-guy or combat-related
GP then divide that by 5 to get its HP. Compute location HP as
usual, or if you need a shortcut just divide HP by three and add
or subtract one for bigger or smaller locations. Double HP and
consult the Damage Bonus table for Damage Bonus. All combat
skills are at the appropiate GP, and if there are no appropiate
GPs written down, then add one at GP3 level (GP1 minus 60%, with
a minimum of 10%). Unless you want to work out SRs assume that
all Goons have a DEX SR of 3 and a Base SR of 5.
     CHARACTERISTICS AND STUFF: If it becomes necessary in some
game situation to get the Goon's actual characteristics, roll 1d3
or 1d6 (your choice) and add or subtract from HP for SIZ. Do the
opposite for CON. Roll 2d4-5 and add to HP for STR, or 2d6-7
would work too. Base Dexterity off the most physically adept of
the Goon's GPs, if there are any. Divide the GP by 5 to get DEX.
Compute SR as usual. Base INT off any intellectual GPs, POW off
any magical GPs (with a minimum of 10), and APP off any
communication GPs (minimum 10, unless the flaw affects the Goon's
appeal). If you don't like any of these options for a particular
Goon, you should either pick a number or roll the dice. It's your
choice, GoonMaster.
     MAGIC AND STUFF: Magic is the most problematic thing you
have to deal with because fully detailed RQ characters are
supposed to have so many spells. And since GoonQuest is designed
for GMs who make up Goons on the run, in the middle of a session,
the GM doesn't have much time to decide on spells. Also, spell-
users aren't rare in RuneQuest like they are in the world of
Glorantha. So... what can you do? I don't have any answer for
which spells to pick. You'll have to consult your ethnic and
social campaign resources for that. But I can tell you how much
magic the Goons get. If the Goon uses spirit magic from a shaman
or a divine temple, choose one of the Goon's GPs, whichever is
the magical one, and divide by 5 to get the points of spells the
Goon has. If the Goon's main GP is "Shaman" or a synonym, then it
also has a fetch of GP/5 POW. If the character is a divine magic
user, then the magical GP better be its main GP. If it is, then
it gets GP/5 points of divine magic. If it isn't primarily a
divine magic user, then each point of divine magic counts as two
points of spirit magic. If the character uses sorcery, then it
knows GP/5 sorcerous skills and spells. Sorcery-using characters
often have enchanted items. Each two points of enchantments
counts as one sorcerous skill or spell. If a Goon is a
sorceror/wizard/whatever with its main GP being sorceror, then it
also gets a familiar of POW GP/5. Henotheists and other users of
mixed magical systems combine all these systems. You're the
GoonMaster, you figure it out.
 
USING GOONQUEST IN COMBAT
     Take the Combat Stats you derived above and use them in your
standard RQ combat. Goons lose Hit Points and inflict damage just
like RQ characters do. Use the Goon's combat-related GP for its
attack, parry or dodge, and maneuver skills, modifying
appropriately for specialties.
 
USING GOONQUEST IN SIMPLE SKILL USE SITUATIONS
     Pick the appropriate GP, modify according to task
difficulty, and roll against it on percentile dice, just as if it
were a RQ skill. Contests of skills work just like they do in RQ.
So do special and critical successes and fumbles. Here's a simple
table of modifiers that I use.
 
     Modifier  Task Difficulty
     +50       Ludicrously simple
     +25       Simple
     +5 to +10 Minor advantage
     -5 to -10 Minor disadvantage
     -25       Hard
     -50       Very Hard
     -75       Ludicrously Hard
     -100      Impossible (I wouldna believed it if I hadna seen
               it with my own eyes!)
 
USING GOONQUEST IN STAT VS STAT SITUATIONS
     Divide the appropriate GP by 5 and use that in place of the
necessary stat. If the resulting stat is very low, you might want
to bring it up to 9 or 10. Or you may not. Or you could roll 3d6
or some other appropriate number of dice for the stat. It's GM's
choice. You will need this for POW more often than any other
stat, because of RQ's magic rules, so you may want to routinely
record Goons' POW when you first write them down.
 
USING GOONQUEST FOR CHARACTERISTIC ROLLS
     Pick the appropriate GP, modify according to task
difficulty, and roll against it on percentile dice.
 
USING GOONQUEST 1 AS A STANDALONE GAME
     It can't be done. That would have to wait for GoonQuest 2
(GQ2). I have some ideas on how to go about it, but the result
wouldn't be compatible with RQ anymore. RQ characters used in GQ2
would have to be completely reworked, not a difficult task, but
they would lose quite a bit of detail. The resulting game
(GoonQuest 2) would still be relatively freeform, but the rules
would be somewhat stricter since they'd have to handle PCs as
well as NPC Goons. If you really want to see GQ2 let me know and
I'll try to coalesce my ideas and write them down. Or you can
consult Over the Edge, a superb roleplaying game written by
Jonathan Tweet and published by Atlas Games, to get a hint at the
way I would develop GPs and the rest of the Goon description
system into a complete resolution system.

-- 
Loren Miller       
I can tell by your shoes that you are a lover of liberty

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From: ddunham@radiomail.net (David Dunham)
Subject: Tales of Ralios
Message-ID: <199410200626.AA25718@radiomail.net>
Date: 20 Oct 94 06:26:37 GMT
X-RQ-ID: 6669

The following is a writeup of recent events in my campaign (after every
session I write these so we can all remember the next time we get
together). It illustrates a few things recently discussed, as well as being
an example of how I run things, and an Orlanthi scenario. This might be a
bit of a lengthy way to make a point, let me know what you think.

Year 19 of Ekel Field-Destroyer
        When he discovered that Una was pregnant, Nath Brawl [1] had a
divination cast. He was upset when the seer's answer was, "Life begins at
night." [2] However, Ekel Field-Destroyer also had a divination cast for
his grandchild, and got, "Dark rage's sister sings, a child is born. The
waters cover all." The consensus was that the prophecies mentioned Xiola
Umbar, the troll goddess of healing. The obvious place to find her was in
the troll lands in eastern Corolaland, but Methe the Traveller said that
the Mokevogi clan's women worshipped Xiola Umbar to ease their childbirth
[3]. They decided to head east; they would at least go as far as the Ajim
tribe, and possibly on to Corolaland. They took some trade goods that
trolls might want, and Nath figured they could go on a cattle raid just
before they met the trolls.
        Jornast wanted to talk to the Kolating shaman at the Orlanth
complex in Kilwin, so they headed for the city [4]. They decided to camp
outside, though they had trouble finding a spot, and ended up giving gifts
to a local farmer. [5]
        Una was examined at the Chalana Arroy temple. They predicted she'd
have a girl, and recommended against Xiola Umbar as being coarse and
violent.
        Korun visited the Lawspeaking Lodge, and learned a little about
trolls from Engorn the Head-Full, such as a drum beat to beware of.
        Una spotted a man wearing a tall, red and white striped,
cylindrical hat, being followed by a man dressed similarly but with a
beret. The latter said he worked for Eleskorth of Noloswal, on the coast,
and that his master, a busy man, knew about trolls. He agreed to receive
them at the Seventeen-Point Moose Inn that evening after Una promised that
Konall would play his bagpipes
        Una also talked to a newtling, who didn't much like trolls but had
traded fish with one for some gems. The newtling said that Kilwin was named
after the newtling hero who built it, and that the blue-green dome
currently underwater was their temple to Doskior and Pastoma, and would be
exposed in Fire Season when the river was lower.
        At the inn, Eleskorth's lackey didn't extend any hospitality. Nath
entered a drinking contest and lost, possibly due to trickery. When the
lackey was again rude, pointedly refusing to offer food or an apology, they
decided not to see Eleskorth after all -- either he knew nothing of
hospitality, or didn't respect them, and in either case, they wanted
nothing of him. They returned to their camp in the dark with some
difficulty.
        After several days, Jornast learned a Multimissile spell, and they
continued east. They stayed again with Denall Talvingi, who hadn't had any
trouble with trollkin since they'd last visited. [6]
        As they entered Ajim lands, they were met by two chariots and five
men on foot who asked, "Are you friends or foes of the Kolorain clan?"
Although Korun tried to stay neutral, eventually insults were exchanged,
and they attacked. Several of the Olkoring warriors threw javelins great
distances [7]. One knocked Harmast off his horse, but he got up and
continued the charge on foot. Jornast used Multimissile on a javelin and
killed a horse, then Befuddled the driver of the other chariot. Una and
Konall took out its warrior, and Konall chased after the driver, who
managed to knock him off his horse.
        Nath fought from the chariot yoke until he had taken several
wounds. Finally, only one of the Olkoring warriors was still standing.
Korun asked him to surrender. He hesitated, then agreed. Korun then took
off on his charger, caught up to the charioteer, and dispelled the Befuddle
spell on him. He then persuaded him to join his kinsmen in surrender.
        They took the arms and armor, as well as the three surviving
horses, one chariot, and the wheels from the other one.
        The Olkoring explained their feud with the Kolorain, who were also
of the Ajim tribe, and denied that any Ajimi worshipped a troll god.
        They ran across several standing stones arranged in a straight
line, each covered with strange runes.
        They arrived at the Mokevogi tula, and explained their mission to
the thane, Dorn Hundred Hogs. He gave Una a cloak, and had them escorted to
the Soothing Touch Grove. On the way, their guide pointed out Narent's Oak,
sacred to Narent Mudman who blessed their pigs, and told about Bowbreaker,
another local spirit. [8]
        The circle of trees contained a crudely carved but obviously female
statue. Dailenn Curly Hair was the grove's tender. She denied any
connection between the local spirit Soothing Touch and the troll goddess
Xiola Umbar, although trolls sometimes visited the grove. She was unwilling
to let outsiders participate in a Mokevogi ritual - it was bad enough that
an outsider, Madur Great Valor of the Jaskori clan, had just last Storm
Season stolen the necklace which had hung on the statue.
        At the feast that night, they learned that Madur Great Valor was a
Storm Lord, and was from the Narit tribe, so it was difficult to obtain
justice [9]. He'd stolen the necklace because of a geas [10]. The Mokevogi
had twice sent warriors to get the necklace back, and failed.
        Intamorl the Noble's sister Kimne (Konall's aunt) had married into
the Mokevogi clan. Her granddaughter Ingkar introduced herself, and wanted
to hear all about her distant kin. She offered to intercede with Dailenn
Curly Hair, who eventually agreed to perform the childbirth ritual if they
returned Soothing Touch's necklace. Jornast swore an oath to do so.
Meanwhile, Konall hobnobbed with Akavran the Piper of the Lelvani clan, who
was a guest at the stead.
        The Ozobo clan demanded a toll of one cow to cross their lands.
Harmast shamed them by pointing out how greedy this was, and they agreed to
let the group pass. Konall then offered a contest. Nath won a chariot race,
Korun defeated his opponent in a memory game, and Jornast won a javelin
toss.
        They were met by warriors in finely decorated chariots, who
escorted them to Madur Great Valor's stead. Madur was busy giving craisech
instruction and other duties of a Rune Lord. [11]
        At the feast that night. Una asked about the various items on the
trophy wall. Madur was glad to explain about the leather hat that had once
housed a sorcerer's familiar, the Telmori shaman's drum which still growled
every Wildday, and the necklace he'd stolen from a darkness goddess so that
he could join the Sandals of Darkness subcult. [12]
        They slept in the great hall, but decided not to steal the
unguarded necklace while they were guests.
        The next morning, Madur drove off on more cult business, and they
debated their options. Many people in Madur's stead seemed to have the
sniffles - Madur himself had a persistent cough. Although Harmast and Una
tried toplay it up, everybody seemed to think it was just an unusually bad
case of seasonal colds, though they had lasted quite a while. Jornast and
Nath were both willing to fight Madur, but everyone finally decided to try
another approach first. [13]
        When Madur Great Valor returned, Harmast eloquently explained why
they needed the necklace. Madur gave it to them.


Comments:
[1] Una is the daughter of Ekel Field-Destroyer, thane of the Belovaking
clan. She's married to Nath Brawl, Urox initiate and son of Kerval Very
Tall, thane of the Karbaring clan of Keanos.

[2] Gotta love them Divinations.

[3] Methe the Traveller is the Talking God representative on the clan ring;
her tales have appeared on the Digest earlier.

[4] I'm allowing every character to learn one spell not normally available
from the pantheon -- one way around the fact that no Orlanth worshipper can
learn Multimissile (despite Odayla being in the pantheon -- Odayla isn't an
associated deity). The Kolating shamans who sometimes hang out at the Great
Temple in Kilwin are convenient for this.

[5] They wanted to camp outside Kilwin because, being good Orlanthi and
used to hospitality, they were uncomfortable at the idea of paying for it
at an inn.

[6] Denall of the Talvingi clan is a farmer they'd stayed with before; the
last time, they drove off a trollkin horde, but not before one had chewed
off Harmast's ear.

[7] The Olkoring clan heroquest ability lets them throw javelins at long range.

[8] Every clan worships several local spirits. It certainly appears that
the Mokevogi worship Xiola Umbar as one of theirs, though they deny this
(perhaps before Arkat betrayed the Orlanthi they would have agreed?).

[9] The Mokevogi clan is part of the Ajim tribe; the Jaskori clan is part
of the Narit tribe. In a dispute, they'd have to get justice from the King
of Delela, which is impractical in most cases.

[10] I haven't really decided whether or not Madur Great Valor was geased
to steal the necklace; in fact his Honest trait isn't that high, and he
might have been lying. It's true that he had to steal _something_ from a
darkness goddess [probably a troll priestess would serve], but not likely
someone placed a specific geas on him to go bother the Mokevogi spirit.

[11] I tried to show how a Rune Lord would have to spend his 90% time
requirement.

[12] Since Madur Great Valor merely took a necklace from a sacred grove,
instead of raiding a Kiger Litor temple, does he really deserve his
nickname?

[13] This scenario seemed perfect for Orlanthi, since the solutions were
all cultural: fight Madur, steal the necklace, or rely on the generosity of
someone sworn to Orlanth.


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