From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #99 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Friday, May 15 1998 Volume 01 : Number 099 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] NE Coast RPG Conventions [RQ-RULES] Greyhawk posts RE: [RQ-RULES] surpassing spell limits Re: [RQ-RULES] NE Coast RPG Conventions Re: [RQ-RULES] Greyhawk posts [RQ-RULES] Boosting sprit spells RE: [RQ-RULES] Boosting sprit spells RE: [RQ-RULES] Boosting sprit spells RE: [RQ-RULES] Boosting sprit spells Re: [RQ-RULES] On Turning Touch spells into Ranged ones [RQ-RULES] NE Coast RPG Conventions [RQ-RULES] Boosting sprit spells RULES OF THE ROAD 1. Do not include large sections of a message in your reply. Especially not to add "Yeah, I agree" or "No, I disagree." Or be excoriated. If someone writes something good and you want to say "good show" please do. But don't include the whole message you praise. 2. Use an appropriate Subject line. 3. Learn the art of paraphrasing: Don't just quote and comment on a point-by-point basis. 4. No anonymous posting, please. Don't say something unless you're ready to stand by it. ---------------------------------------------------------------------- Date: Thu, 14 May 1998 23:05:37 -0400 From: Tal Meta Subject: [RQ-RULES] NE Coast RPG Conventions This is a sort of a feeling out message. I may ramble a bit, so bear with me. :) Some friends and I have been running a small RPG convention at a local college for the past three years. Since this year was the last year that any of us would actually be students at the college, next year we're taking the "school's" convention and running it ourselves (i.e paying for a hotel site, etc.). Since I got elected the con's RPG Coordinator, it's my job to schedule events and whatnot. Admittedly, I have a bias towards certain defunct game systems, but that's not what I'm here about exactly. Naturally, I'm going to be approaching Chaosium and the other game companies about game support (we're not currently contemplating flying anyone out, but it MIGHT (and I cannot emphasise MIGHT enough) happen. Probably would not be who I might prefer, but I'm hardly the largest investor, so my voice only carries so much weight on some things. Have any of you folks ever attended a convention? What do you look for event wise? RPGs? LARPs? CCGs? For the folks who actually live with in spitting distance of NJ, what would whet your interest? Gloranthan LARPS? RQ/GtG events? Other game systems? I will likely be posting a more "formal" questionaire once I get around to writing one, along with the actual advertisement for the con sometime this weekend, but I'm more or less looking for brains to pick. I know what brings ME to a con, but I'm hardly a representative sample... *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 14 May 1998 23:56:08 -0400 From: Tal Meta Subject: [RQ-RULES] Greyhawk posts Just wondering: is anyone out there finding my Greyhawk/RQ conversions of any use? I've gotten plenty of feedback from the folks on the Greyhawk list, and was wondering if I'm just taking up bandwidth over here...? *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 15 May 1998 08:54:19 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] surpassing spell limits Me: >>if a sorceror execeeds his >>manipulation ability, each point over the limit subtracts 10% from >>his chance of success, a failure counts as a fumble (lose spell >>MPs), and a real fumble causes loss of GHP equal to the excess points. Tal: >I like this... I think I'll incorporate this into my house rules, as >well. Do you use this for sorcery only, or for other types of magic as >well? So a character who had Bladesharp 4, 16 POW and 10 Enc could cast Bladesharp 8 at 30%? Interesting idea. I hadn't thought of that. Actually, that would make a damn fine replacement mechanism for variable spells! Just learn the spell, not a particular point value, and cast it at -10% per point above the first. Humakti could get +40 at Bladesharp. Should spirit spell skill be improvable? philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ You never know what is enough unless you know what is more than enough. - William Blake *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 15 May 1998 12:12:13 +0100 From: "Terje Tollisen" Subject: Re: [RQ-RULES] NE Coast RPG Conventions > Have any of you folks ever attended a convention? What do you look for > event wise? RPGs? LARPs? CCGs? I have been at ARCON in Oslo, Norway many times. This is the biggest con in Scandinavia, as far as I know. I don`t know how big a con you are aming at, and that is an essential part. I think many people like a multirtude of different games and happenings. The more different systems represented, the broader the potential visitors. It's good to have many of the 'cool' , but from what I have seen the big games count a lot. For example AD&D. There are so many people playing it, that it shuld be on a can. It will atract people. It's hard to make any good LARP senarios for a con. But to attract LARP people, costume competitions, workshops, and debate groups seem be be a bether offer. Get hold of some locat LARP guru, and ask him to come hold a speetch or a seminar. About board games, I think the big and famous is good here as well. Axis and Allies, Warhammer Battle... - -Terry Tollisen *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 15 May 1998 12:14:56 +0100 From: "Terje Tollisen" Subject: Re: [RQ-RULES] Greyhawk posts > Just wondering: is anyone out there finding my Greyhawk/RQ conversions > of any use? I've gotten plenty of feedback from the folks on the > Greyhawk list, and was wondering if I'm just taking up bandwidth over > here...? I hvae not got around to read it all, but I put thm all in a word document for later. They might prove very usefull yet. - -Terry Tollisen *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 15 May 1998 12:20:39 +0100 From: "Terje Tollisen" Subject: [RQ-RULES] Boosting sprit spells Does anybody use that one can boost a spirit spell, like one can Deine spell? By this I mean that one allows a player to use extra MP to punsh through defensive magic, _and_ to help him covercome the target in resisting the spell. - -Terry Tollisen *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 15 May 1998 11:36:57 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Boosting sprit spells >Does anybody use that one can boost a spirit spell, like one can >Deine spell? By this I mean that one allows a player to use extra MP >to punsh through defensive magic, _and_ to help him covercome the >target in resisting the spell. What's this about increasing chance of overcoming the target? I don't remember that! philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ You never know what is enough unless you know what is more than enough. - William Blake *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 15 May 1998 14:30:44 +0100 From: "Terje Tollisen" Subject: RE: [RQ-RULES] Boosting sprit spells > >Does anybody use that one can boost a spirit spell, like one can > >Deine spell? By this I mean that one allows a player to use extra MP > >to punch through defensive magic, _and_ to help him covercome the > >target in resisting the spell. > > What's this about increasing chance of overcoming the target? I don't > remember that! With devine spells you basically cast the spell with a resistance level equal to you POW. But to push through, you can boost this by adding extra MP. So if Peter Priest (POW 15) casts a Lightning at Bob Bad guy (POW 18) , Bob would have to resist the spell 18 vs. 15 and have a 35% chance to shake it off. If Peter however used 5 MP boost, Bob would resist 18 vs. 20. It might be this can be used only to go through defensive magic, but I don't thin so. I don't have my rules books here. - -Terry Tollisen *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 15 May 1998 13:36:04 +0100 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Boosting sprit spells Terry: >It might be this can be used only to go through defensive magic, >but I don't thin so. I don't have my rules books here. I very much think that this is only for defensive magic, and this can be done for spirit and sorcery as well as divine. Sandy's sorcery has Force, which can be used to boost spells past peoples MPs. philip.hibbs@tnt.co.uk or phibbs@compuserve.com http://members.tripod.com/~PhilHibbs/ You never know what is enough unless you know what is more than enough. - William Blake *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 15 May 1998 14:54:35 GMT From: "Nikk Effingham" Subject: Re: [RQ-RULES] On Turning Touch spells into Ranged ones > >But you are not using range, the range is still touch, just that your > >touch is now defined by the end of the Project spell. > > No it isn't, at least not in the version of Sandy's sorcery I have. > You describe the RQ3 Project (sense). I don't believe that is how the rules are meant to be interpreted. If you were in Mindlink, or a high enough Telepathy, with the Prjecting Sorceror then you could cast a spell through the Projected Sense. The only real thing stopping you from casting a Touch spell through a Projection is the fact that it is an Active spell. > Sorcerors have several quite easy ways of bypassing the "only- > -one-active-spell-going-at-a-time" rule. > > Multispell is the obvious one; having bound spirits controlling the > extra spell(s) the most costly but versatile one, especially when > combined with Enchantment conditions. There are others. I noted Multispell as the effective way to Range Tap spells myself, as for Bound Spirits controlling the spell I cannot see how this would work, a Bound Sprit could only cast a spell it itself knew, which is not the same thing as maintaining an active spell for the sorceror it is bound to. I still don't understand what Enchantment spells you are refering to that maintain Active spells for you. > The only way that a sorceror could cast Tap through a Project [sense] > would be to enchant the viewpoint so that the viewpoint itself were to > cast the spell. Several options are available for a sorceror who wanted > to do this. He could turn his viewpoint into a Tap matrix with a triggering > condition and a reserve of MPs. But surely the Projected image is incorporeal and therefore unEnchantable. Worse still, the Enchantment, and all the POW used on it, would dissappear as soon as the spell was dispelled, or the sorceror died. > n.b. Spells can be enchanted using the ritual magic rules. Enchantment > Runes must exist somewhere. The enchantment of spells or of other > immaterial objects could be ruled to be more difficult than that of > material things, for pure game balance reasons. Not IMG. I don't think it is possible to enchant immaterial objects. All IMHO! Nikk E. Nikk Effingham eng7nje@leeds.ac.uk http://www.geocities.com/TimesSquare/Lair/7556/ "If absolute power corrupts absolutely Where does that leave God?" -- George Daacon *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 15 May 1998 10:01:00 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] NE Coast RPG Conventions Hi, this is a very interesting topic, and I would like to share personal opinions gathered over 15 years of helping the JaxCon in Florida... RU>Naturally, I'm going to be approaching Chaosium and the other game RU>companies about game support Contact every company that publishes a game that you can find an address for. Many only give support for sessions of their game that are run. They will want a copy of the official schedule to see that the game occured before they send prizes. A FEW will send a representative to run their games and he will give the prizes for those sessions. RU> (we're not currently contemplating flying RU>anyone out, but it MIGHT (and I cannot emphasise MIGHT enough) happen. RU>Probably would not be who I might prefer, but I'm hardly the largest RU>investor, so my voice only carries so much weight on some things. You will need every penny you have to handle site, mailings, and advertising. If you can establish an annual gate of OVER 400 people, then you will have the funds to provide hotel rooms for a VERY FEW special guests, but no travel expenses. You could probably fly one person 700 miles or so for each 100 additional attendees, but that would take all of your extra funds. You will need about 2 staff for each 50 guests to run registration, game assignments, security patrols, game judge liason, and information desk. Try to get at least three people able to do each job so that everyone gets some time off. Registrations in the morning are busiest and everyone is needed, days are moderate, after supper things die down and two people can do it all. You can wing a lot until you get to about 300 guests, then you need GOOD organization to reach 500. Above that, you will need automation. We find, in Jacksonville, that we are being priced out of the market; the few sites that have enough space are upscale convention centers. We had to cancel the Con this year for the first time in 23 years because we no longer had enough staff in the city to do all of the needed local footwork. In general, preregistration is GOOD for you, so give a decent discount. Just don't expect more than 5-10% prereg. Get as many judges as possible lined up 3-5 months in advance because you have to go to press at least 3-5 weeks before the Con and you should try to get a mailer out about 4 months before the event with known games advertised on it. Most important, have several trash cans in each room and make sure the site will dump them twice a day, three an Saturday. This may seem trivial, but it will matter quickly. RU>Have any of you folks ever attended a convention? What do you look for RU>event wise? RPGs? LARPs? CCGs? I used to attend 5 Florida conventions each year, but had to stop for financial reasons. I am a board gamer who does some role-playing. Unfortunately, board games have been on the slide for awhile. I used to always run two or three sessions of Advanced Civilization (the board game) for beginners so that they could enjoy learning a great old game. I would put 9 beginners around the normal (10 if extended) board and teach the game while playing 10 moves in 4 hours. The tight space made the game more interesting, and the extra players made trading better, plus there were plenty of calamities. Figurine games, like Warhammer, Space Hulk, Battletech, and some miniatures will attract serious wargamers who will need several rectangular tables for the full spread. LARP's are very popular and handle a large group of gamers, but the down side is that they rarely play anything else, some get too into character and we have had property damage, plus they spill out of their assigned areas and frighten hotel guests and the management (some hotels will not allow them anymore). Tell the hotel what you are doing, even if you lose a site. It is their property and they deserve to know what to expect. Be polite and be politic, describe gaming in good terms, but don't lie. D&D is still the master of RPG, even though it seems to be fading out now. It is usually as big as ever other RPG combined, but the gothic games are growing fast. Whenever possible, put 'one table' RPG games into hotel rooms to save tables in the main room for other sessions, especially on Saturday when there is NEVER enough space. CCG are nice if you can keep up with the popular games. Try a mix of Magic TG, ShadowFist, Babylon5, and maybe some Vampire. It seems that ShadowFist is the popular game now. It is very important for you and the other staff to realize that you are on the job all weekend so that your guests can have the most fun possible for their money. If you get to play one or two games that is a great bonus, but don't expect it. The goal of any gaming convention isn't to make a profit (that NEVER really happens), it is to make enough money to have a Con next year and do it all again just a little bit bigger. Bob Stancliff (Stancliff@commnections.com) (http://commnections.com/upgrades) *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 15 May 1998 10:11:00 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Boosting sprit spells RU>Does anybody use that one can boost a spirit spell, like one can RU>Deine spell? By this I mean that one allows a player to use extra MP RU>to punsh through defensive magic, _and_ to help him covercome the RU>target in resisting the spell. RU>-Terry Tollisen Of course... the rules allow adding MP's to a spell to break through a defense for every kind of magic, they all have the rule since it is described in the general rules at the front of the book. This does not help for any resistance role though, only for getting through defense. Bob Stancliff (Stancliff@commnections.com) (http://commnections.com/upgrades) *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest Rules Digest V1 #99 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. RuneQuest is a Trademark of Avalon Hill Games. With the exception of previously copyrighted material, unless specified otherwise all text in this digest is copyright by the author or authors, with rights granted to copy for personal use, to excerpt in reviews and replies, and to archive unchanged for electronic retrieval.