From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #157 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Tuesday, September 22 1998 Volume 01 : Number 157 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Re: Fwd: divinations Re: [RQ-RULES] Missiles etc./SR/Mindlinks [RQ-RULES] heroquesting [RQ-RULES] Divinations [RQ-RULES] RQ/Gloranthan Auction [RQ-RULES] Fwd: divinations 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: Tue, 22 Sep 1998 01:04:50 -0400 From: Tal Meta Subject: [RQ-RULES] Re: Fwd: divinations > From: "Ian Thomson" > Subject: divinations > > I wonder that the god knows only what his/her worshippers, especially > rune levels have witnessed, and things that occur on (or adjacent to) > cult holy ground That's what the RQ3 rules say, but I've seldom hewed close to that mark. I generally try and tell the players (suitably disguised with imagery and prose) what I want them to know, without trying to lead them along. At the same time, I try and keep in mind what it is logical to assume the god would have access to, knowledge wise. > points I ponder immediately are: > - can a divination tap into knowledge of associate cults? Probably not. > - if a rune level is slain (or even an initiate) can the god tell > when, where, or how, or only that the person is alive or dead? Since > often such a person will go to that god's dwelling/sacred spot after > death, why can't they then simply tell the god all that happened and > have that knowledge communicated back when/if a divination is cast? It might take several days for the soul of the deceased to reach the halls of valhalla; so information might not be instantly available even to the gods. > - what if you wear masks, or some obscuring spirit magic, so that > even if the person returns or reports they don't know who you were Can't give info you don't have, though if you're high enough in the heirarchy, it's likely your god (or one of his duly appointed representatives) is keeping tabs on you. > Technical point - someone advised me that my mails are bouncing due > to a config problem. I have no idea how to rectify this as all seems > fine at my end, and I know my mails are being received. Is there a > technician on this mailer I can talk to? I did a WHO of the list, and your subscribed address is: ithomson@swin.edu.au However, according to the Bounce messages I get, your mailer/email client is reporting your address as : gpo.swin.edu.au@lucy.cc.swin.edu.au At a first glance, the gpo bit shouldn't be at the front of that, ithompson should be, or at least that's my impression. I'll leave the whole block of routing info on the bottom here; maybe someone else can see it more clearly? Received: from Mithril.MPGN.COM (Mithril.MPGN.COM [206.66.87.8]) by phaser.Showcase.MPGN.COM (8.8.8/8.8.8) with ESMTP id XAA22570 for ; Mon, 21 Sep 1998 23:19:41 -0400 Received: from lucy.cc.swin.edu.au (lucy.cc.swin.edu.au [136.186.1.111]) by Mithril.MPGN.COM (8.9.0/8.9.0) with ESMTP id XAA14878 for ; Mon, 21 Sep 1998 23:19:39 -0400 Received: from ithomson ([136.186.47.103]) by lucy.cc.swin.edu.au (8.8.8/8.8.8) with SMTP id NAA26508 for ; Tue, 22 Sep 1998 13:19:35 +1000 (EST) Message-Id: <199809220319.NAA26508@lucy.cc.swin.edu.au> Comments: Authenticated sender is From: "Ian Thomson" Organization: Swinburne University To: runequest-rules@MPGN.COM Date: Tue, 22 Sep 1998 13:19:55 +0000 MIME-Version: 1.0 Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7BIT Subject: divinations Reply-to: ithomson@swin.edu.au Priority: normal In-reply-to: X-mailer: Pegasus Mail for Win32 (v2.53/R1) - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! ICQ - 12594453 AIM - talmeta1 TANJ Lives! - Alternate Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 22 Sep 1998 01:13:16 -0400 From: Richard Ohlson Subject: Re: [RQ-RULES] Missiles etc./SR/Mindlinks Simon Phipp wrote: > Rich Olson: > > > So, no, I don't think archers can REALLY take on Knights, > > unless the Knights are idiots and get their horses bogged down > > in mud and the archers can take their time turning them into > > pin-cushions. > > But this happened - English/Welsh Longbows at Agincourt, Mongol > archers in Poland. The rules should allow it and they do, with a few > modifications. When Magic gets involved, missiles normally just > bounce off. Um, I believe you may have missed my point. If you can get the Knights bogged down in the mud, then the archers have all the time in the world to pump 'em full of arrows, knowing that it will take a critical to by pass all the magical protection. Of course, if you can wait five minutes until the spells go down, THEN cut 'em to shreds, thats an option too. Also, if the archers are in a secure area where the Knights can't get to them, (i.e. in a tower, accross a bridge, etc.) Then they can do the same thing, shoot and hope for the critcal. The advantage archers have is that the Knights wouldn't have an effective attack, and it's possible that encumbered Knights might not be able to climb the walls, etc. Hm, one thing that I think we may have been overlooking when trying to make archers "work against knights" is Coordination. In the errata, 1 point =2 points of Dex, or if you ignore that, it's still only Coordinate 4 to get a 16 dex archer to a 20. And lets face it, having THREE bow shots a round is very VERY handy. Of course, you can't really cast magic on the arrows, but as it has been pointed out before, arrow magic is kinda lacking. Rich Ohlson *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 21 Sep 1998 23:42:50 -0700 From: "Dana and Cynthia Myers" Subject: [RQ-RULES] heroquesting This is a multi-part message in MIME format. - ------=_NextPart_000_0009_01BDE5B9.8B265EA0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable I hope this would be the proper list to send this message. I have seen a = reference to Sandy Petersens Hero Quest rules. Does anyone know where = these can be found? Thanks, = dnc@icehouse.net - ------=_NextPart_000_0009_01BDE5B9.8B265EA0 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
I hope this would be the proper list = to send=20 this message. I have seen a reference to Sandy Petersens Hero Quest = rules. Does=20 anyone know where these can be found?
          &nbs= p;            = ;            =             &= nbsp;           &n= bsp;   =20 Thanks,
          &nbs= p;            = ;            =             &= nbsp;           =20 dnc@icehouse.net


- ------=_NextPart_000_0009_01BDE5B9.8B265EA0-- *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 22 Sep 1998 10:28:48 +0000 From: "Simon Phipp" Subject: [RQ-RULES] Divinations Ian Thomson asks about Divinations and people's personal opinions: > how much can a divination tell you? > what are the restrictions? A Divination can tell you as much as the GM wants. Basically, if a God knows the fact and wants it released then it can be released via Divination. Some of the GMs in our rolling-campaign used a literal 10 word answer (or whatever the rules say) and began with "Hi there, the answer to your question is " and Yes/No/Not Telling. I prefer the answer to be a Vision or similar which requires interpretation. You can have loads of fun with these. Q: "Where is StromGran's Amulet" A: A Vision of an ornate chest in a treasure chamber. Further divinations may result in a picture of the building and maybe the surrounding countryside. It should not say "In the chest in Horgan's mansion 10 miles south east of Boldhome, ask for Rupert". Of course, if the deity WANTS you to know, the Vision can be as direct and comprehensive as you like. > I wonder that the god knows only what his/her worshippers, > especially rune levels have witnessed, and things that occur on (or > adjacent to) cult holy ground I play that The Deity knows the following: What the Deity did and has not forgotten What worshippers do when HeroQuesting as the Deity What Rune Levels see/feel AND HAVE TOLD THE DEITY What Initiates have told the Deity What Allied Spirits or Temple Guardians have told the Deity What Associate Cultists have told the Deity Temple Guardians generally tell the Deity everything important that happens in the Temple that they see. So, attacks, comings and goings of important people, HeroQuests partaken of are all duly reported. Allied Spirits generally tell the Deity what they are aware of. Illuminated Allies often withhold information as do those who do not want Divination to report certain facts. Members of the Cult have to actually tell the Deity what has happened to them otherwise the Deity does not know. They may lie. I play that this happens when the cultist spends a few minutes communing with the Deity (prayer). Members of associate cults may tell the Associate Deity through prayer to their own deity. Allies and Temple Guardians may pray at any time and impart information to the Deity. People who are killed and go to the Deity's afterlife can only have told the Deity what happened through prayer/Divine Intervention. If they did not do this the Deity does not know how/where they died, only that they are dead and with him. If they did not reach the Afterlife, the Deity can only tell that the worshipper is probably dead. Anyone killed in the Defense of a Temple is normally recorded by the Temple Guardian VCR. Rune Levels with Allied Spirits are reported on when dead just so that people can take revenge later. People who are dead can tell the Deity all that happened but the Deity often is not listening. Also, a lot of people are shocked by Death and lose all free will. (This is a Plot Device to make it harder to instantly detect when PCs have killed Lunars.) > - - lets say you kill a bunch of Lunars, or an Orlanthi rune lord, > and throw the body/ies into a gorp, what do you need to worry about, > other than a DI bringing one back to tell on you? - - what if you > wear masks, or some obscuring spirit magic, so that even if the > person returns or reports they don't know who you were If you were disguised or the victim dod not see you then you are safe. People can only tell what they know. Anyway, people can Lie so Divinations are not always accurate. The God may not know the answer and may not wish to show ignorance, so the Deity may lie in the Divination or may make it obscure. All Visions are open to Interpretation, I played in a scenario where a number of Wind Lords needed guidance from Orlanth over a course of action. The Divination came in the form of a Vision of Storm Clouds boiling angrily overhead. Three of the Wind Lords thought that Orlanth was displeased, my character though that Orlanth, God of Storms, was pleased with the course of action. See Ya Simon Phipp *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 22 Sep 1998 13:29:52 +0000 From: "Simon Phipp" Subject: [RQ-RULES] RQ/Gloranthan Auction RQ/Glorantha Auction Overview Well, the time has finally come. After playing RQ in Glorantha for 16 years, I have finally given up. The reasons are many-fold and irreversible. However, one good thing to come out of it is that I am selling off all my RuneQuest/Gloranthan material, carefully collected over the last 16 years. As people who have read my WebSite may know, I have a fair amount of stuff from RuneQuest 2 and RuneQuest 3, most of which is not currently available so it is a good chance to buy those supplements you always wanted to have. I will be posting this information on the Glorantha Digest, the RQ Rules Digest and on my Web Site so there will be ample opportunity for people to participate. Please email any Auction Bids to before the end of October. Terms and Conditions 1.The Auction will close on October 5, 1998. 2.All prices are quoted in UK Pounds. 3.Payment may be made in UK Pounds Cheque, Irish Pounds Cheque or through Western Union Money Transfer. 4.For Irish Pounds, please add 20% to the UK Pounds Price. 5.A Postage charge of 5 UK Pounds will be applied to all items bought. 6.Where more than one item is bought by the same person, some of the postage charge may be waived at my discretion. 7.Where an item has failed to make the Reserve Price, I may choose not to sell the item. 8.Payment must be made within 7 days of notification of Bid Success. 9.If payment is late or not forthcoming I may choose to sell to a lower bidder. 10.Bids will be publicised on a daily basis on my Website. 11.When submitting bids, please include proposed method of payment. 12.Please include the words "RQ AUCTION BID" in the Email Header. 13.If you do not want your name to appear as the current bidder, please include ANON in the Email Subject. 14.In the event of a tied bid, the first bid received will be preferred. RQ2 Material Boxed Sets Pavis Big Rubble Borderlands TrollPak Questworld Thieves World Supplements The Gateway Bestiary Plunder (Book of Treasure) RQ Companion Foes Creatures of Chaos 1 (Scorpionmen and Broos) Militia and Mercenaries Griffin Mountain RQ2 Rules (Well Used) Fangs Cults of Terror Cults of Prax SoloQuest The Snow King's Bride Scorpion Hall Rune Masters City of Lei Tabor Broken Tree Inn Legendary Duck Tower Duck Pond Carse Tulan of the Isles RQ3 Material Boxed Sets RQ Deluxe Edition Vikings Gods of Glorantha TrollPak Elder Secrets of Glorantha Troll Gods Griffin Island Genertela, Crucible of the Hero Wars Monster Coliseum Supplements Shadows on the Borderlands Strangers in Prax The Haunted Ruins Into the Troll Realms Lords of Terror Gloranthan Bestiary Sun County River of Cradles Dorasta, Land of Doom SnakePipe Hollow Apple Lane Land of Ninja Hardback RQ Basic Rules Hardback Dragon Pass Series Nomad Gods (1st Edition) Dragon Pass (inc WB&RM Rulebook) Les Dieux Nomads Gloranthan Supplements Heroes of Wisdom - The Jonstown Guide The Broken Council Guidebook The RuneQuest Con Compendium The RQ2 Con Compendium Wyrms Footptints University of Sog City Conference Guide Report on the Fall of Boldhome A Rough Guide to Boldhome Questlines - RQ Con Down Under The Entekosiad The Fortunate Succession The Dara Happan Book of Emperors The Glorious Re-Ascent of Yelm The World's Greatest Tournament Cults of Light and Death King of Sartar The Collected Griselda Thieves' World Companion Fanzines Tales of the Reaching Moon (1-15) Wyrms Footprints (11-14, 1-10 Photocopies) New Lolon Gospel (1-2) Codex (1-3) RQ Adventures (1,3,4) Broos (5,6) Heroes (1.2, 1.4, 2.1, 2.2, 2.4) The Book of Drastic Reslotions 1 Different Worlds (2-17,19-20,24,26,30-36,38) White Wolf (5-7, 9-19) Dragon (132) Best of the Dragon Pavic Tales (1-9) White Dwarf (20,23-99,101,102 [2 copies of 34,35,39,40,42,45,57,69,82]) Best of White Dwarf Scenarios Best of White Dwarf Articles Miscellanea Cities All the World's Monsters (x2) RuneQuest Cities Stormbringer Hardback Call of Cthulhu Hardback (3rd Edition) Hawkmoon Boxed Set Ring World Boxed Set Super World Boxed Set Stormbringer Boxed Set Green and Pleasant Land Stealer of Souls (Stormbringer) Black Sword (Stormbringer) White Wolf (Eternal Champion) The Kingdom of Dolg (Used as Fort Wrath in my campaign) *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 22 Sep 1998 09:23:30 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Fwd: divinations RU>From: "Ian Thomson" RU>Subject: divinations RU>how much can a divination tell you? By the rule, a Div gives you a sentence up to seven words long or a vision with literal or prophetic meaning that must be interpreted by the recipient. RU>what are the restrictions? RU>I wonder that the god knows only what his/her worshippers, especially RU>rune levels have witnessed, and things that occur on (or adjacent to) RU>cult holy ground The god only knows the things in his sphere of influence. This can be very broad for things like wind gods or darkness gods so some restriction is necessary to keep the story interesting (where there is moving air, etc). They know whatever happens at a place where they have interest: a temple, shrine, holy place, battlefield where their magic is readily used. They can never see other god's shrines, temples, etc. They know their followers by name, their level of rank and devotion (roughly), and whether they are apostate (unless Illuminated). The god knows what he is told in prayer by a follower, although this may be false or incomplete. They do not know other people, but a vision may show a picture if the god is aware of the person. IMG the players stole Everburning Torches from the Zorak Zoran temple in the Rubble while everyone was feasting in the street. A human, elf, and Agimori crept in and the human watched while the others took the torches. Later the priest was demoted for failure and told to kill the infidels to regain face. All elves and humans look alike so he used Div to see visions of the thieves in the temple and eventually identified the Agimori by physical description. He lost the fight, the player killed him, and the temple sent a murder party to avenge him. It got messy after that. RU>points I ponder immediately are: RU>- can a divination tap into knowledge of associate cults? No, get a Div from that god directly. RU>- if a rune level is slain (or even an initiate) can the god tell RU>when, where, or how, or only that the person is alive or dead? Since RU>often such a person will go to that god's dwelling/sacred spot after RU>death, why can't they then simply tell the god all that happened and RU>have that knowledge communicated back when/if a divination is cast? The god should know if someone is alive or not, the trip ot the realm of the dead takes about five to six days, after that the god should have more details. RU>- lets say you kill a bunch of Lunars, or an Orlanthi rune lord, and RU>throw the body/ies into a gorp, what do you need to worry about, RU>other than a DI bringing one back to tell on you? RU>- what if you wear masks, or some obscuring spirit magic, so that RU>even if the person returns or reports they don't know who you were Most people wear distinctive armor and marking for honor or pride. If you intentionally hide these or never wear them, you have some protection. Masks help against seeing faces. Then it is just a group of men (?) who killed Hector, we couldn't identify them by their clothes or manner. Some groups have reputations and distict members who might be identified by size, weight, special weapon, etc. Then the chance of ID goes way up. 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 #157 ************************************* *************************************************************************** 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. 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