From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #37 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Tuesday, February 23 1999 Volume 02 : Number 037 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] Paul Reilly's Sorcery Rules... RE: [RQ-RULES] Nonhuman species RE: [RQ-RULES] Nonhuman species [RQ-RULES] Rq for Tolkien RE: [RQ-RULES] Rq for Tolkien RE: [RQ-RULES] Rq for Tolkien (and Heroic Greece) Re: [RQ-RULES] Rq for Tolkien [RQ-RULES] The Ring in RQ Re: [RQ-RULES] The Ring in RQ Re: [RQ-RULES] Rq for Tolkien RE: [RQ-RULES] Paul Reilly's Sorcery Rules... Re: [RQ-RULES] Paul Reilly's Sorcery Rules... [RQ-RULES] DMD - Zann for RQ/Greyhawk 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: Mon, 22 Feb 1999 23:47:03 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Paul Reilly's Sorcery Rules... Rich Allen wrote: > > Hi! Does anyone have a source to an updated version of Paul Reilly's > Sorcery rules for RQ3? I found a version on the RQ-Rules archive site at I based most of my Sorcerous Initiation rules on Reilly's work, but to my knowledge, he never took the ideas beyond what he'd presented in the old RQ4 playtest list. - -- talmeta@bellatlantic.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta1 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, 23 Feb 1999 09:55:52 GMT From: simonh@msi-uk.com (Simon Hibbs) Subject: RE: [RQ-RULES] Nonhuman species Rich Allen : > To put it in terms of your example: It's like having a discussion about >elves, and having someone state that Tolkien does it this way, so ALL ELVES >must be done this way as well. To use your own phrase, that's just daft. Well of course Tolkien didn't invent Elves from whole cloth, so yes it is daft. > No, as a matter of fact the main non-human species in RQ3 are the ELVES, >DWARVES, Trolls, Orcs, Halflings, Broo, and probably a few others I've >forgotten. In no place AT ALL in the Creatures and Players Books are the >words Aldriami, Modstali, and Uz used to describe any creature. Except of course in the 'latin names' immediately under the main title for each creature : e.g. Stygnathropus Uzko for Dark Trolls, etc. Also you mention Broo in that list. Do you have a non-gloranthan source for Broo I'm not aware of? Bob Stancliff : >It is clear that RQ3 was made with Glorantha in >mind, but the references were removed for cosmetic reasons. Which is just my point. However there is a huge difference between this and saying that there is a RQ3 way of running these creatures. There isn't. If we're talking about creatures clearly taken from glorantha then surely it's reasonable to talk about them in the context of Glorantha? If we're talkign about creatures taken from middle earth, surely it's reasonable to talk about them in that context? I accept that this is not a Glornathan discussion group, it's a ruels didcussion group. Does that mean that we are not allowed to dicuss rules for particular game worlds? After all, any rule we dicuss is intended to be gameable, and therefore part of some game world or other. Rich Allen would be right if he just said that ogres can be played differently. They can, and I've already accepted that weeks ago. However that doesn't mean I'm barred from discussing the rules I use for them just because it happens to be gloranthan. Simon Hibbs *************************************************************************** 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, 23 Feb 1999 09:57:19 GMT From: simonh@msi-uk.com (Simon Hibbs) Subject: RE: [RQ-RULES] Nonhuman species >> As to where this started, I think it was when someone >> pointed out that the character generator didn't do Ogres. >> It's time to let it drop. > > Thank you! My sentiments exactly. Fine, If I'd read this before I sent my last post I probably wouldn't have sent it. Si *************************************************************************** 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, 23 Feb 1999 10:03:41 GMT From: simonh@msi-uk.com (Simon Hibbs) Subject: [RQ-RULES] Rq for Tolkien I'm in a dicussion on magic in Middle Earth on rec.arts.books.tolkien at the moment and I'm wonderign if anyone has done any 'net published work on character generation and magic system conversions for RQ roleplaying in Middle earth. Does anyone know of any 'net resources for this? I'm particularly interested in roleplaying in Beleriand, along the lines of an alternative history of the First Age. How do people think maia such as Melian, Gandalf and Sauron should be handled in rules terms? Would I need a completely new magic system? Simon Hibbs *************************************************************************** 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, 23 Feb 1999 10:10:48 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Rq for Tolkien >How do people think maia such as Melian, Gandalf and Sauron should be >handled in rules terms? Would I need a completely new magic system? Yes, I think so - at least, a new spell list, built on a different set of design criteria. Opinions expressed may not even be my own, let alone those of any organisations, nations, species, or schools of thought to which I may be affiliated. http://www.snark.freeserve.co.uk/ Failure is not an option, it's integral to the o/s. *************************************************************************** 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, 23 Feb 1999 10:49:47 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Rq for Tolkien (and Heroic Greece) >character generation and magic system >conversions for RQ roleplaying in Middle earth. I converted the Mythic Greece supplement for use with RuneQuest (IIRC, you played Merimelodes the bard), and was thinking of using that for heroic First Age ME roleplaying. The rules were (from memory, this was six years ago): Roll 4d6, one of which is distinctive, choose a stat to apply it to, if it's INT or SIZ, then remove the distinctive die and one other of your choice and add 6, otherwise remove one die of your choice. Repeat seven times. Choose: 1. Replace one stat with 25 2. Add 10 to any one stat Pick any two occupations, and add the skills for 10 years in each (most people chose Warrior and Noble), but ignore magic. One point of POW will buy 1 divine spell and 1 spirit spell, appropriate to your deity, reusable by offering appropriate sacrifice. Players may invent divine spells, subject to referee's approval (one had a Hephaestus spell that summoned a clockwork animal). These are quick and simple rules for creating heroic characters (not as powerful as Gloranthan heroes, though). Opinions expressed may not even be my own, let alone those of any organisations, nations, species, or schools of thought to which I may be affiliated. http://www.snark.freeserve.co.uk/ Failure is not an option, it's integral to the o/s. *************************************************************************** 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, 23 Feb 1999 09:02:45 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Rq for Tolkien Simon Hibbs wrote: > > I'm in a dicussion on magic in Middle Earth on rec.arts.books.tolkien at > the moment and I'm wonderign if anyone has done any 'net published work on > character generation and magic system conversions for RQ roleplaying > in Middle earth. Does anyone know of any 'net resources for this? I'm > particularly interested in roleplaying in Beleriand, along the lines of > an alternative history of the First Age. Actually, a friend of mine sent me his interpretation of the One True Ring for RQ, but seeing as he is a devout Tolkienist (and I remember the movies better than the books), his version seemed a little outrageous to me. For what it's worth, here's his interpretation.... ... by Locoloon@aol.com The Following is an attempt to write up The ONE ring from J.R.R. Tolkiens Lord of the Rings(C) using Rune Quest. No challenge to copyrights is indended. The ONE ring in Rune Quest Terms The ONE ring is an artifact of great power. It will enevitablly corrupt the wearer according to how often it is used INT (20) POW (24)* Body (20) (Adamanite) Size (1) Is Protected by the following sustatained spells Resist Damage (60) Adjust self (3) permits it to slip off fingers Animate self (1) permits it to roll to an optimum location when dropped gleam (1) permits it to catch someone's eye Seduce/Corrupt (20) permits it to appeal to the base nature of its current owner Resist Magic (60) Acquireing the Ring The ring has a malicious sentience. It will not take a wearer that can not bring it closer to finding it's TRUE Master. To be acceptable a wearer must fail a POW check by less then 10 or succeed by less than 4. others will find it has slipped off their fingers at an inopportune time. (it want's some one strong, but not too strong) *regardless of pow checks the ring is never completely under anyones control. Powers confired by the Ring Passive Powers Improve abilities - The 4 highest abilities of the wearer at the time of finding recieve +30 (a good gardener/fighter/mage/cheif becomes a great one) reduces aging 1 year = one month owner is marked by chaos Active Powers owner has + 30% to resist chaos magic. (count as use if successful) Invisibility when Worn (not broken by attacks) as wearer is mostly on the spirit plane. (counts as use when worn) Owner may see invisible creatures clearly when worn, and may percieve invisible items after long possession of the ring. (never counted as a use) Owner may cause other magical rings to temporarily malfunction (1/d for 1 turn) 5% base raised normally using RQ advancement (counts as use if attempted) Owner has a base 30% chance to cause fear/respect in beings of chaos. (Counts as use if attempted) Ring acts a 5x magic point multiplier (counts as a use if more than normal mp used in a day) Ring acts as a 2x int multiplier (for holding spells) (counts as a use any day more than normal number of spells are kept in memory Ring acts triples range of spells (even touch spells have base of 10ft) (counts as use if target beyond normal range.) Ring permits spells to be cast through scrying devices. Curses of the Ring The First curse - Greed. an owner tries very hard to keep anyone from finding out about it. for fear of it being taken The second Curse, evil activity will increase in areas where the owner remains eventually attracting Suronic agents. The Great Curse, If it is not worn one pow check per year is made. If failed Ring subtracts 1 point from Int, or Pow, or Char or Body due to the nature of the passive powers, stat is chosen randomly. Any time 4 actions(uses) are performed using the rings assistance a pow check is performed failure results in loosing 1 point as above. stat chosen randomly. When any stat hits Zero. The wearer becomes a wraith Subservient to the ring but regains all lost points of int,pow, char, or body. - -- talmeta@bellatlantic.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta1 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, 23 Feb 1999 14:14:12 -0000 From: "Hibbs, Philip" Subject: [RQ-RULES] The Ring in RQ >his version seemed a little outrageous to me Seems about right to me. Opinions expressed may not even be my own, let alone those of any organisations, nations, species, or schools of thought to which I may be affiliated. http://www.snark.freeserve.co.uk/ Failure is not an option, it's integral to the o/s. *************************************************************************** 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, 23 Feb 1999 15:44:10 +0100 From: "Terje Tollisen" Subject: Re: [RQ-RULES] The Ring in RQ > >his version seemed a little outrageous to me > > Seems about right to me. Yes, I agree. But the reduction in stats works too fast. - -Terje Tollisen "Never underestimate the bandwidth of a station wagon full of tapes hurtling down the highway." -Tanenbaum ********************* Terje Tollisen Kjelsåsveien 99 0491 OSLO Tlf. 22153817 P.søk 96867204 ********************* *************************************************************************** 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, 23 Feb 1999 15:56:36 +0100 From: "Terje Tollisen" Subject: Re: [RQ-RULES] Rq for Tolkien > How do people think maia such as Melian, Gandalf and Sauron should be > handled in rules terms? Would I need a completely new magic system? > I think it is important to remember that magic in ME is not like magic in RQ. Ok, the magic in MERP is quite similar to other RPG, but in Tolkiens ME it works differently. The Elves does not have magic at all according to themselves, but they have powers that Men calles magic. Men does not have any magic at all (might be a few extraordinary exceptions). I'd say that none of the races "below" Maiar have spells. Instead they would have abilities or powers that is used in combination with other thing. Some Elves (like the "Ringmakers") and Dwarves would have power similar to alchemy in other RPG. Others would have other abilities used through song and dance, or the making of food, clothes or other stuff. The Maiar on the other hand should have magic more similar to traditional spells. Of course they must be restricted to spells according their source, similar to a Gloranthan cult I guess. - -Terje Tollisen "Never underestimate the bandwidth of a station wagon full of tapes hurtling down the highway." -Tanenbaum ********************* Terje Tollisen Kjelsåsveien 99 0491 OSLO Tlf. 22153817 P.søk 96867204 ********************* *************************************************************************** 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, 23 Feb 1999 16:23:54 -0600 From: "Rich Allen" Subject: RE: [RQ-RULES] Paul Reilly's Sorcery Rules... > > Hi! Does anyone have a source to an updated version of > Paul Reilly's > > Sorcery rules for RQ3? I found a version on the RQ-Rules > archive site at > > I based most of my Sorcerous Initiation rules on Reilly's work, but to > my knowledge, he never took the ideas beyond what he'd presented in the > old RQ4 playtest list. Do you have the last posting he did on the rules? I got this copy from the RQ-Rules mailing list archive, so it's probably not the same as was posted to the RQ4 playtest list. This version has sentences that are cut-off, etc. They're the second release, dated 1993. Rich *************************************************************************** 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, 23 Feb 1999 21:43:29 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Paul Reilly's Sorcery Rules... Rich Allen wrote: > > Do you have the last posting he did on the rules? I got this copy from the > RQ-Rules mailing list archive, so it's probably not the same as was posted > to the RQ4 playtest list. This version has sentences that are cut-off, etc. > They're the second release, dated 1993. Same ones I have, I'm afraid. - -- talmeta@bellatlantic.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta1 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, 23 Feb 1999 23:09:32 -0500 From: Tal Meta Subject: [RQ-RULES] DMD - Zann for RQ/Greyhawk Gods of the Bakluni ZANN Runes: Truthx2, Mind Zann is the diety of Truth, Learning, and Intellect. Cult in the World Known as 'the Learned', Zann is the ultimate expression of unwavering dedication to Truth for it's own sake, and to the development of the intellect through learning. Like most other Mind Rune cults, Zann's cult also teaches the Way of the Mind, or psionics. While there are many cults that exist to gather and concentrate knowledge, none do it with the zeal that Zann's followers exhibit. In areas where two cults coexist, it is not uncommon for Zann's cult to engage in a deadly rivalry with the followers of the other Truth Rune deities - most such cults honor their gods by gathering knowledge to themselves, but the fervor with which scholars guard their ideals can be shocking to those who see them only as bookworms and shut-ins. Zann's followers celebrate their High Holy Day on the 11th of Patchwall, with lesser services on the 11th of each month. Mosques to Zann double as libraries, and typically have vast archives of less accessable volumes stored beneath. Priests of Zann wear simple abas of white trimmed in crimson, with matching sashes. Lay Membership Requirements: Lay members of this cult are commonly drawn from the ranks of scholars, sages, wizards, and those who wish to study the Way. Most spend the bulk of their service to the cult copying ancient texts by hand, in order to preserve them for future generations. Known as Seekers of Learning, all are taught the following skills: Orate, Speak Languages, Craft (Bookbinding, Caligraphy), Evaluate, various Lores, Read/Write Languages, Listen, Search, and Ceremony. Only those with an aptitude for the Way graduate to become initiates. Initiate Membership Requirements: In addition to becoming opened to the Way, applicant must also complete the standard requirements for acceptance as an initiate. Zann's initiates calculate their Telepathic Aspect at a 2:1 ratio, and have access to training in the skills of Debate, Gestalt and Psionic Combat. Initiates, known as the Lights of Knowledge, spend the bulk of their time seeking new knowledge for the cult, often under the direction of more experienced Razors or Lesser Sages. Spirit Magic: Befuddle, Comprehension, Mind Delve, Second Sight, and Visibility. Acolyte Membership Requirements: as per Priests. Until they have sufficient seniority to head a Library of their own, acolytes (known as Lesser Sages) travel extensively, looking for caches of lost knowledge, and entering debates in regions where such scholarly contests are popular. Rune Lord Membership Requirements: as per Priests. Zann's Rune Lords serve the cult in a variety of fashions. Their primary duty is the recovery of knowledge and texts from enemy hands, but they also serve as guardians of the knowledge the cult has already gathered to itself. Known as Zann's Razors, their debating skills are often as finely honed as their swords. Weapons training is not offered by the cult, but they will subsidize the training required by their own. Priesthood Requirements: Standard. Known as White Sages, Zann's priesthood jealously guards the information gathered by their followers, keeping it safe from the ravages of time and circumstance. Virtues for Zann's priesthood include Conservative, Curious, Proud, and Suspicious. Common Divine Magic: all Special Divine Magic: Detect Truth, Discern Magic, Divination Blank, Forgetfulness, Know Lineage, Knowledge, Mind Read, Mindblast, Reconstruction, Sapience, and Translate. Associated Gods Chan: provides Vigilance Koram: provides Undetectable to Jann - -- talmeta@bellatlantic.net - Heretic & Dilettante ICQ - 12594453 AIM - talmeta1 Homepage - *************************************************************************** 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 V2 #37 ************************************ *************************************************************************** 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 Hasbro/Avalon Hill Games. 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