From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V2 #38 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Thursday, February 25 1999 Volume 02 : Number 038 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] RQ for Tolkien [RQ-RULES] Re: RuneQuest Rules Digest V2 #37 [RQ-RULES] RQ for Tolkein [RQ-RULES] DMD - Zuoken for RQ/Greyhawk [RQ-RULES] Campaign styles... [RQ-RULES] Off topic- Elric Re: [RQ-RULES] Off topic- Elric RE: [RQ-RULES] Campaign styles... Re: [RQ-RULES] Campaign styles... 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: Wed, 24 Feb 1999 07:39:26 -0500 From: Andrew Barton Subject: [RQ-RULES] RQ for Tolkien It's my belief that Tolkien's work contains no reference anywhere to spell-casters in the normal FRPG sense. What you have are people who can make magic items, and supernatural creatures with innate abilities. Tolkien was drawing on Germanic myth, where smiths are the magic-workers. Gandalf disguised himself as a spell-caster, but this was to conceal the fact that (besides being an angel) he was carrying one of the three Elven rings. Notice that when he uses fire powers on an early stage of the quest, he remarks that he might as well have put up a sign saying 'Gandalf is here'. This wouldn't be true if there were any large number of others around who could cast fire spells. Andrew *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 24 Feb 1999 09:19:06 -0500 (EST) From: Al Harrison Subject: [RQ-RULES] Re: RuneQuest Rules Digest V2 #37 Terje: > > 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. This seems about right to me. The Elves and Dwarves have extremly long lifespans and certain species gifts (very keen eyesight, hearing, etc.) as in TOG. Only certain very special people (priests / prophets of the ME deities) have "magical" powers. Some of these special people are corrupt because the ME god lack monotheist qualities of omni- science, presence, or potence. ME strikes me as the fantasy closest to mythic reality of ancient Europe. The average person believes in magic, but hopes never to see its terrible effects. If lucky, he lives out life and is maybe once troubled / blessed by the haunting sound of Elvensong. Those poor fools who go seeking magic, find it - and with it, a great number of powers and burdens beyond mortal ken. Clearly, Middle Earth presents a philosophy of adventure _very_ different from Glorantha, just as Glorantha is very distinct from other fantasy settings. Tolkien wrote an Iron Age setting, where magic was a distant wonder for most people; Stafford and the rest of us write scenarios for a Bronze Age setting, where magic is still a part of tasks the Iron Age relegated to science. One reason most other settings ring hollow to me is that they try to combine these two attitudes - resulting in magical refrigerators... Okay, enough non-rulesy stuff. ForME roleplaying, same as Ancient Europe, I would say all magic should be shamanistic or divine. Actually, strike the shamanistic part. All divine magic, limited by characters' imaginations. And divine enchantments. Al Harrison www.coe.neu.edu/~aharriso/ aharriso@coe.neu.edu *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 24 Feb 1999 10:26:33 -0500 (EST) From: bjm10@cornell.edu Subject: [RQ-RULES] RQ for Tolkein The greatest difference between true Tolkein (as opposed to the stuff in the MERPG) is that "magic", per se, as has been already noted, is not what one finds in that world. However, certain magnificent powers do exist. First, any "real" magic would be completely restricted to NPC races, like the Maiar--who are virtually demigods. However, various PC-eligible races might have magic-like powers. I suggest the following: Humans: Consult RQ Vikings, specificall the section that describes the use of Divine magic in an "innate" fashion (I forget the specific terminology off the top of my head). "Barbaric" and "savage" peoples would likely be able to sacrifice POW to have ONE such power, each unique to their society, and no other powers. "Barbaric" peoples would also be able to learn the Spirit Magic forms of "Divination" and "Enchant", and a few (a VERY FEW, maybe no more than two per society) specific Enchant effects/spells. POW/MP storage and any kind of spell storage should be prohibited. This only applies to humans before the Third Age. Civilized humans should be able to learn the Sorcerous forms of "Divination" and "Enchant" and pretty much all the various "enchant" effects except those dealing with POW/MP storage and spell storage. However, this only applies to humans before the Third Age. From the Third Age onwards, only the Divination spell can be learned by humans. Elven magic is likewise limited, as per "civilized humans", except that they can also do POW/MP and spell storage manipulations. Furthermore, individual Elves can learn Divine Magic (one use only). In the Third Age, they are limited to INT/2 in total points of Divine Magic and they no longer can enchant spell storages. Dwarves are similar to elves excepting that they lose all Divine Magic abilities by the Third Age. All enchantments have a double POW cost. This can be eliminated by increasing enchantment time by no less than 100-fold. Elf SIZ should be increased to 2d6+7. However, they should have various geasa imposed upon them through the centuries of their living. These are just preliminary notes, of course. PS: No Broo. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 24 Feb 1999 10:47:36 -0500 From: Tal Meta Subject: [RQ-RULES] DMD - Zuoken for RQ/Greyhawk Gods of the Bakluni (This completes the Bakluni series - I'm planning on doing the Hobniz next, borrowing ideas from the recent Demihuman Deities work. By the time I post Arvoreen, the completed collection of Bakluni gods should be available on my website for those interested in having the complete set ). ZUOKEN Runes: Man, Mind, Mastery Zuoken is the god of Physical and Mental Mastery. Cult in the World Zuoken is the son of Koram and Istus, and father to Bleredd and Jaahar. While his sister Xan Yae plys her trade in the shadows, Zuoken demands that those who follow his path perfect both mind and body, to improve themselves in as broad a range of skills and disciplines as possible to better be able to defend the ideals of the Bakluni people. It is interesting to note that much like their ancient enemies the Suel, the main war-god of the Bakluni is primarily a god of athletes. Zuoken's followers celebrate their High Holy Day on the 4th of Wealsun, with lesser holidays on the 4th of each month in addition to normal Godsday services, which are commonly conducted in open-air stadia. Followers of Zuoken wear whatever is appropriate for the season and occasion, typically breechclouts for training, armor for war, and a simple aba of white linen over trousers for ceremonial work. Lay Membership Requirements: Lay members are encouraged to learn the skills the cult teaches, and to train their attributes so that they may become more perfect examples of (wo)manhood. The cult sponsors bi-weekly sporting events in addition to worship services, open to non-cult and cult sponsired participants alike. These are often very popular with the citizenry, and betting on favored champions can be quite heavy. Skills taught by this cult include Climb, Dodge, Jump, Leap, Ride, Swim, Throw, Tumble, Sing, Speak Languages, First Aid, various Lores, Martial Arts, Read/Write Languages, Listen, Ceremony, Javelin attack, and Scimitar attack/parry. Initiate Membership Requirements: Unlike most Mind Rune cults, psionic aptitude is not a requirement for initiation into Zuoken's cult, though it is generally a requirement for higher positions within the cult. Zuoken's initiates generally are required, in addition to the standard requirements, to have raised at least three of their physical attributes 2 or more points. They may also select one Gift and it's attendant geas. Those who have shown an aptitude for the Way are taught the skills of Gestalt and Psionic Combat. Spirit Magic: Coordination, Ease Pain, Endurance, Mind Trap, Strength, and Vigor. Acolyte Membership Requirements: as per Priests, excepting psionic aptitude and attribute increases of only 4 points. Upon becoming an acolyte, the character may select another gift/geas. Rune Lord Membership Requirements: as per Priests, excepting psionic aptitude, though it is preferred. Zuoken's Rune Lords may select one gift/geas per year of service, and are typically masters in both martial arts and the scimitar, and are all-around deadly fighters. Priesthood Requirements: In addition to the standard requirements, prospective priests of Zuoken must have accomplished the following goals: raised their STR, CON and DEX to their species maximum, successfully awakened their psionic potential, and mastered a Lore skill that none of the other resident priests have mastered. Priests, like Rune Lords, may take on a new gift/geas each year they remain active in the cult. Virtues of Zuoken include Energetic, Honorable, Loyal and Warlike. Common Divine Magic: all Special Divine Magic: Awaken, Feet of Zuoken, Hands of Zuoken, Living Blade, Resist Pain, Sixth Sense, Shield, and Weaponmight. Zuoken's Gifts Zuoken's Geasa +10% to attack with any 1 weapon skill. never dodge when that weapon is in hand. +1 to STR pay double tithing. +1 to CON drink only water, milk, or wine. (can be taken 3 times, restricting the cultist from wine on the 2nd, and milk on the 3rd). +1 to DEX must fast 1 day per week. +1 to INT master any 5 lores. bless specific weapon to do 2x damage weapon may never be sheathed without drawing blood. (after armor). doubled healing rate accept no magical/psionic healing improved movement rate (DEX+SIZ/4) may not ride a mount Associated Gods None. - -- 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: Wed, 24 Feb 1999 20:49:35 -0600 From: "Rich Allen" Subject: [RQ-RULES] Campaign styles... Since the list is fairly quiet, I'd like to ask those of you that GM a RuneQuest game how you approach the game as a whole. Do you have your players roleplay out every detail of their character's life, do you skip over quite a bit of stuff and just roleplay the exciting parts, or is it somewhere in-between? In particular I'm interested in how you play sorcerers, shamans, and priests... do you role-play the various duties, studies, etc. of these characters? If so, what do the characters of the rest of the party do during this time? I'm working on a custom version of the sorcerery rules, based heavily on Paul Reilly's (somewhat incomplete) rules. That's why I'm asking. Here's a few examples so you know what I'm asking... An apprentice sorcerer must spend 90% of each year performing duties and studying under his master. If this apprentice is part of an adventuring group, do you have the entire party hang around waiting for the apprentice to get some free time? Do you just say "One year passes, apprentice you get blah blah, now let's go on an adventure?" Or do you just make that player come up with another character while the current one is in training? Another example: you have a player that has an Adept sorcerer. He finds a very nice tome of Lore on the Elves of Green Tree Forest midway through an adventure and decides he wants to spend some serious study time on it to increase his Elven Lore. Do you make the Adept leave the adventure to do the studying, allow him to study, forcing the rest of the party to hang around and wait for him, or what? If this is off-topic for the list, please send me your ideas via direct e-mail. Rich Allen *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 24 Feb 1999 21:11:45 -0600 From: "Paul Stolar" Subject: [RQ-RULES] Off topic- Elric Is anyone here on the Elric list? Is it dead? I subscribed, but they do not say where to senf messages in the help file. *************************************************************************** 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, 25 Feb 1999 01:06:16 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Off topic- Elric Paul Stolar wrote: > > Is anyone here on the Elric list? > Is it dead? > I subscribed, but they do not say where to senf messages in the help file. I suspect it's death - I sent messages to it and they bounced. Maybe MPGN would like to start one? - -- 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: Thu, 25 Feb 1999 09:10:48 -0000 From: "Hibbs, Philip" Subject: RE: [RQ-RULES] Campaign styles... >An apprentice sorcerer must spend 90% of each year performing >duties and studying under his master. I've never seen anyone play an active apprentice, if someone wants to play a sorceror in a low level game, then they have left their master for some reason before becoming adept. This is the equivalent of "Journeyman" in Sandy's rules. >Adept sorcerer... finds a very nice tome >of Lore on the Elves of Green Tree Forest ... >he wants to spend some serious study >time on it to increase his Elven Lore. This has to be done in between adventures, IMO - there are too many distractions while travelling. He needs time and some peace and quiet. I also reserve the right to spring adventures on characters who are trying to get some peace and quiet to do some training. I don't make players suffer the minutiae of running their characters' daily lives, I ask them to figure out a weekly cost of living, and throw an occasional disease roll at anyone skimping too much. I don't fret about equipment too much - if someone says they throw some salt on a dragonsnail, then I don't check their list for salt - if the character is reasonably well-off and otherwise well-stocked, then that's okay, but they only have a small amount. 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: Thu, 25 Feb 1999 08:42:56 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Campaign styles... Rich Allen wrote: > > Since the list is fairly quiet, I'd like to ask those of you that GM a > RuneQuest game how you approach the game as a whole. Do you have your > players roleplay out every detail of their character's life, do you skip > over quite a bit of stuff and just roleplay the exciting parts, or is it > somewhere in-between? In particular I'm interested in how you play > sorcerers, shamans, and priests... do you role-play the various duties, > studies, etc. of these characters? If so, what do the characters of the > rest of the party do during this time? I made the mistake (once) of letting a sorcerer remain in town for as long as the rest of the group could stand. Never, ever will I permit such largesse. On the whole, I gloss over the details for minor things. I don't worry too much about the required times for things, as my usual spin these days is the "summer vacation" from various guild/apprentice duties, until they're experienced enough to carve their own marks in the world. > I'm working on a custom version of the sorcerery rules, based heavily on > Paul Reilly's (somewhat incomplete) rules. That's why I'm asking. Here's a > few examples so you know what I'm asking... I'm sure there's not a few of us who'd be interested in seeing your finished product... - -- 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 #38 ************************************ *************************************************************************** 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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