From: owner-runequest-rules@lists.imagiconline.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.imagiconline.com Subject: RuneQuest Rules Digest V3 #65 Reply-To: runequest-rules@lists.imagiconline.com Sender: owner-runequest-rules@lists.imagiconline.com Errors-To: owner-runequest-rules@lists.imagiconline.com Precedence: bulk RuneQuest Rules Digest Monday, July 10 2000 Volume 03 : Number 065 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Vacation [RQ-RULES] Steve Perrin's 4th edition RQ Re: [RQ-RULES] Steve Perrin's 4th edition RQ Re: [RQ-RULES] Steve Perrin's 4th edition RQ [RQ-RULES] Steve Perrin's Magic Rules Re: [RQ-RULES] Steve Perrin's Magic Rules [RQ-RULES] Product availability Re: [RQ-RULES] Product availability [RQ-RULES] Avatars & Oerth [RQ-RULES] The New Perrin Conventions. Re: [RQ-RULES] The New Perrin Conventions. Re: [RQ-RULES] The New Perrin Conventions. Re: [RQ-RULES] Avatars & Oerth 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: Fri, 7 Jul 2000 11:32:01 -0400 (EDT) From: Vacation@maranci.net Subject: [RQ-RULES] Vacation Teri and I are lost in the wilds of Maine! We hope to reach civilization on Friday the 7th or Saturday the 8th. Sorry I missed you, but I'll reply ASAP once I get back! Oh, and if you're a spammer: remove REMOVE R E M O V E ME FROM YOUR MAILING LIST!!! *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 7 Jul 2000 10:40:29 -0500 From: "guy hoyle" Subject: [RQ-RULES] Steve Perrin's 4th edition RQ I can't remember if I ever got a copy of these. Are they available online anywhere? Guy (no, not him, the other one) Hoyle *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 07 Jul 2000 12:25:43 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Steve Perrin's 4th edition RQ guy hoyle wrote: > > I can't remember if I ever got a copy of these. Are they available online > anywhere? Steve graciously allowed me to put them up on my website. http://members.xoom.com/talmeta/runequest/rq.html and see the link. - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 7 Jul 2000 12:38:06 EDT From: SPerrin@aol.com Subject: Re: [RQ-RULES] Steve Perrin's 4th edition RQ In a message dated 7/7/00 8:50:41 AM Pacific Daylight Time, ghoyle1@airmail.net writes: > > I can't remember if I ever got a copy of these. Are they available online > anywhere? > > Guy (no, not him, the other one) Hoyle > > I believe talmeta has copies. Or I could send you some if you remind me during the weekend :) Sunday is best, I'm busy on Saturday this week. Steve Perrin *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 7 Jul 2000 13:34:02 -0700 (PDT) From: dabick@excite.com Subject: [RQ-RULES] Steve Perrin's Magic Rules Steve, In your Magic Rules you write that folk magic is "often thought of as all the sorcery spells that have been perfected." If that is so, then can a sorcerer cast folk magic and use the sorcery skills of intensity, range, duration, and Area of Effect? Free Int? Maybe I missed it or maybe you stepped away from that. I do remember reading that the greatest level of manipulation possible is the sorcery skill divided by ten. I take it that that number is then spread around the four manipulations. Thus 78% skill gives 7 points that can be spread like; Intensity 4, Range 1, AoE 0, Duration 2 for 7 pts. Correct? The base Sorcery Skill is the characters INT+POW+DEX. This can be increased, but is it done for each sorcery spell, or as a general skill increasing the ability for all spells? As a matter of fact, does it work as spell specific for Folk and Divine as well? INT is the limit of memorized spells for sorcery. Does that apply for Folk Magic as well? If so does the variable spells take more INT then? If not is there a limit? I assume that there is no limit to known/available divine spells Jim Bickmeyer _______________________________________________________ Say Bye to Slow Internet! http://www.home.com/xinbox/signup.html *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri Jul 07 17:32:32 2000 From: SPerrin@aol.com Subject: Re: [RQ-RULES] Steve Perrin's Magic Rules In a message dated Fri, 7 Jul 2000 4:36:55 PM Eastern Daylight Time, dabick@excite.com writes: << Steve, In your Magic Rules you write that folk magic is "often thought of as all the sorcery spells that have been perfected." If that is so, then can a sorcerer cast folk magic and use the sorcery skills of intensity, range, duration, and Area of Effect?>> Not really. Instead, a folk magic spell is a "crystallized" sorcery spell that takes less time and mana to cast. You cannot Intensify a Bladesharp 4 to a Bladesharp 5. You have to cast the sorcery spells that enchance a blade's ability to cut through armor and increase the chance of hitting (the first is not actually on my sorcery list, BTW, it needs to be added)and thus get an original spell; you also have to remember to get the right duration on the spell. Or you can learn Bladesharp 5 and get all the shortcuts taken care of. I'm actually of two minds whether it's a good idea to have folk magic just be a subset of sorcery, or whether it should be its own class of magic with its own rules. Each has its charms. Some year I may revise the whole magilla once again... <> Correct. I decided that Free Int was too much of a complication, so I ditched it. I simplified magic quite a bit, in fact, which makes it less arcane and more D&Dish. Again, some may find this too simplistic. In my old age I prefer to keep things simple. <> This is unclear in several places in my rules, sorry. There is a base magic skill that serves to start all types of magic. Each type is then increased on its own. However, each skill is all the skill needed to cast any spell in its purview. I have thought about going to an individual roll for each spell, but I just don't want to keep track of that. Again, I simplify whenever possible. <> Variable folk magic spells and higher point folk magic spells take as many points of INT as they expend points of mana. Bladesharp 4 takes up four points of INT for memorization purposes. This is one of the benefits of sorcery, though you often have to spend more time getting the spell off, though there is not so much discrepancy since I upped the casting time to 3 Dex points a point for folk magic. << Jim Bickmeyer >> Steve Perrin _______________________________________________________ Say Bye to Slow Internet! http://www.home.com/xinbox/signup.html *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. >> *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 8 Jul 2000 01:04:21 -0700 From: "Trent Smith" Subject: [RQ-RULES] Product availability After a few years' hiatus, the release of Hero Wars has inspired me -- negatively -- to return to RQ. Looking over the products I've missed in the last few years, I noticed a few interesting ones that seem to be already out of print. 1) Steven Martin's Book of Drastic Resolutions 1-3: These aren't on the Wizard's Attic site -- are they still available? 2) Pavis/Rubble reprint: Isn't listed at Wizard's Attic either. Is this already out of print? -- wasn't it just released?! Also, if anyone has more-or-less unbiased opinions, which (if any) of the various recent RQ/Glorantha fanzines are most worth having? Is TotRM still good? How about Tradetalk? Are the various Con-related books worthwhile if I didn't go to the 'cons? By "worthwhile," I mean content that could conceivably be used in RQ games, not just stories and philosophical essays and such. Lastly, I assume the last two issues of RQ Adventures (5 & 6) are long gone, but perhaps I'm wrong. Is there someplace I could still pick these up? Trent *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Sat, 08 Jul 2000 12:04:09 +0200 From: Julian Lord Subject: Re: [RQ-RULES] Product availability Trent Smith : > After a few years' hiatus, the release of Hero Wars has inspired me -- > negatively -- to return to RQ. Looking over the products I've missed in the > last few years, I noticed a few interesting ones that seem to be already out > of print. It's *always* worth going to or contacting Leisure Games in Finchley, North London, England for this sort of thing. Probably somewhere in Germany, too. Otherwise, go to a Glorantha-Con, a Tentacles, or a Convulsion !! > 1) Steven Martin's Book of Drastic Resolutions 1-3: These aren't on the > Wizard's Attic site -- are they still available? Drastic : Darkness is OOP, and has been for some time. Good luck ! Drastic : Prax hasn't actually been OOP for too many years, and you *may* be able to find it. Drastic : Darkness is recently OOP, but it should be less difficult to find. > 2) Pavis/Rubble reprint: Isn't listed at Wizard's Attic either. Is this > already out of print? -- wasn't it just released?! It's nearly OOP in softback : Rick Meintz may have some left, Leisure Games and other good shops probably still do. There are copies available in Paris, France, frinstance ... There is an expensive (but reportedly beautiful) hardback version. > Also, if anyone has more-or-less unbiased opinions, which (if any) of > the various recent RQ/Glorantha fanzines are most worth having? Is TotRM > still good? How about Tradetalk? Drastic is tops ! TotRM is good, but they're only going to do two more issues of it. Tradetalk gets better, and better. And it's still using RQ for some articles. All of these 'zines can be a little ... er, erudite ? ... for some people's tastes. They have all tended to do background rather than adventures ; this will probably change, now that there's the new game ... ... do you mind doing HW to RQ conversions ?? ;-) > Are the various Con-related books > worthwhile if I didn't go to the 'cons? By "worthwhile," I mean content > that could conceivably be used in RQ games, not just stories and > philosophical essays and such. >From that POV : No. With the exception of Ye Book of Tentacles, which has about a 25 - 35 % usefulness ratio, and rising, and is also *in print* ... > Lastly, I assume the last two issues of RQ Adventures (5 & 6) are long > gone, but perhaps I'm wrong. Is there someplace I could still pick these > up? RQA 5 long gone : RQA 6 still floating around. cheers, Julian Lord *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 10 Jul 2000 06:44:46 -0700 From: " " Subject: [RQ-RULES] Avatars & Oerth Talmeta : Disclaimer - I don't know how the manifestation of divine avatars works in your game, or what take you have on religion in your game world. Therefore I'm assuming it is consistent with real world religion. >The major limit on such avatars is that their power outside their temples is decreased. Most >are/were summoned for a particular emergency or crisis of the faith, and once summoned >could hardly be "unsummoned" by their followers. They remain as sometimes painful >reminders that man seldom lives up to the expectations of the gods. I'd say the opposite. If I were a worshiper of the god of storms (for example) and I discovered that his living presence on earth spent it's time hiding in a temple, I'd be more than a little disapointed. In ancient religion the temples weren't safe places for the gods to interact with the world, they were safe places for humans to interact with the gods. If you want unsafe interaction with the god of thunder, just go to sea in a coracle during a thunder storm. >A revisionist cult might find itself in a quandary; summon the avatar of their god and have that >worthy pass judgement on their reforms; or lose worshippers when the parent faith makes it >clear that the leaders of the new cult fear exactly that! Assuming that avatars of gods are even remotely interested in theology. Experience from the real world doesn't bear this out. In real world mythology, the gods by and large seem to be far too busy _doing_ stuff. Theology is a product of the inability of mortals to comprehend divinity to it's full extent. Divine beings do not have this problem, so we shouldn't expect them to either understand or care about human theology. Many ancient mythologies have episodes in which it's clear the gods have little or no understanding of mortals. The deities of Mesopotamia once decided to wipe out humanity because they were too noisy. The bible has several scenes where the prophets persuade God to change his determined course of action and are even able to make deals with him. They can do this because they understand humanity better than God does. >There is also a certain element of hubris; the living avatar of the god can often demand that its >followers worship it directly, rather than it's "greater self", creating a schism of it's own. So if an Avatar of a god isn't realy the god, what is it? >The followers of such a cult might even find the need to employ adventurers to "ahem" rid >themselves of an avatar that has outlived it's usefulness... Why not have the players actualy part of the conspiracy themselves, rather than just hired thugs? Simon Hibbs - --== Sent via Deja.com http://www.deja.com/ ==-- Before you buy. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 10 Jul 2000 16:03:05 +0100 From: "Adam Benedict Canning" Subject: [RQ-RULES] The New Perrin Conventions. > > Date: Thu, 06 Jul 2000 03:13:33 GMT > From: "Dana Myers" > Subject: Re: [RQ-RULES] hero quest > > A quick question. > > Ok, I know of Steve Perrins Magic rules, but is there an entire set of RQ > 4th edition floating on the web somewhere? I love the magic stuff > and would > like a chance to introduce my players to anything else that improves upon > RQ.Any help is appreciated! thanks! Add me to this request, while I've seen various magic rules [like unto those in Book of Tentacles here and there], I've lost track of where I saw the Spirit Combat rules. The only things of this sort for the rest of the system I've seen on the web are Sandy's EPT rules [www.egroups.com on the EPT list files page] and the 1992 playtest [http://members.aol.com/Ethesis/mw2/hero/he1/rqiv.htm ]. Adam *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 10 Jul 2000 11:16:12 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] The New Perrin Conventions. RQ4 Rough draft at: http://members.aol.com/Ethesis/mw2/hero/he1/rqiv.htm -Ken- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 10 Jul 2000 11:18:00 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] The New Perrin Conventions. Oh hell, address already posted. Day late, dollar short,etc. -Ken- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Mon, 10 Jul 2000 12:11:29 -0400 From: Tal Meta Subject: Re: [RQ-RULES] Avatars & Oerth simonh_hibbs@my-deja.com wrote: > > Talmeta : > > Disclaimer - I don't know how the manifestation of divine avatars works in your > game, or what take you have on religion in your game world. Therefore I'm assuming > it is consistent with real world religion. Actually, that message was intended for a different list, but I'm using RQ there anyway.... I'm using a system described by Paul Jaquays in Dragon magazine (#144 IIRC). My take on the matter (for the World of Greyhawk, btw) is that magic (and the gods) are on the wane, and that it is becoming increasingly more difficult to do some of the more fantastic magical effects... > I'd say the opposite. If I were a worshiper of the god of storms (for example) and I > discovered that his living presence on earth spent it's time hiding in a temple, I'd > be more than a little disapointed. Note that I said only that their power was decreased, not gone. A storm god's avatar outside it's temple (which is probably mostly open to the sky, anyway) would simply be a little weaker, perhaps not as physically invulnerable. He'd still be able to cloud the skies with a wave of the hand, and hurl lightning at whim... but his physical self wouldn't heal as quickly as it might at the 'center' of his power. > Assuming that avatars of gods are even remotely interested in theology. Experience from the > real world doesn't bear this out. In real world mythology, the gods by and large seem to be > far too busy _doing_ stuff. Theology is a product of the inability of mortals to comprehend Somewhat my point; if one of the high priests 150 years ago changed the main service of the god of storms to reflect his own enjoyment of gentle rains, bringing the avatar to earth would definitely shatter the illusions the current priesthood holds when the first thing they get is a window shattering thunderstorm... > So if an Avatar of a god isn't realy the god, what is it? A splinter of the god's essence. Depending on how it was bound to this plane, it might develop slightly different attitudes over time than are commonly ascribed to it. > Why not have the players actualy part of the conspiracy themselves, rather than just hired thugs? Certainly a possibility, but none of my current crop of players are better than wet-behind-the-ears acolytes, at this point. They won't be summoning anything on this scale for quite awhile (if ever). - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest Rules Digest V3 #65 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.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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