[Runequest] RQ 3: Free Cats!
styopa1 at gmail.com
Tue Oct 10 01:18:23 AEDT 2017
The reason it works in Traveller - and I see no reason a similar system
couldn't work here* - is that Traveller has an extensively quantified
mechanical system supporting the world in play. That is, world "X" has
quantified characteristics in terms of population, atmosphere,
hydrographics, etc all of which (rightly or wrongly, overgeneralizing or
not, it works...) allow the place to be characterized as "Agricultural" or
"Hi Pop" etc; these classifications then inform the supply of surplus goods
and the demand for those goods.
Glorantha has none of this structure mainly because Greg didn't care much
Certainly, one could build quite a major game supplement on such a premise,
laying out a similar structure and classifying the various Glorantha
population centers similarly.
Decades ago, I'd started once on what would have amounted to a Gloranthan
periplus from Sog City to the Eastern Isles, and then got distracted by
trying to realistically calculate sailing times for that era of ship, which
then distracted me into trying to write a program that would show
reasonably accurate weather for any place in Glorantha....which I never
It did end up leaving me with pretty ample skills in MS Access. :)
*Traveller's system is, due to the communication restrictions, actually
pretty archaic in model; some trade is carried by megacorps, but most of
the mercantile activity (or at least enough to be worth playing) is the old
fashioned "trader buys goods herself at X, sells them at Y"
(my personal email)
On Mon, Oct 9, 2017 at 9:03 AM, Stephen Posey <stephenlposey at earthlink.net>
> If I were your GM and you presented me with a scheme like that, I'd say
> something like: "Sure they're FREE, as long as you're the one who goes out
> and catches them."
> Once you turn a resource like that into a commodity, and it requires
> additional labor and infrastructure; it's no longer free.
> As to your question though. I've always wanted some kind of system for
> handling this sort of mercantile interaction ever since reading the The
> Travels of Biturian Varosh in the old Cults of Prax.
> Stephen Posey
> stephenlposey at earthlink.net
> -----Original Message-----
> >From: Lev Lafayette <lev at rpgreview.net>
> >Sent: Oct 9, 2017 6:08 AM
> >To: runequest at rpgreview.net
> >Subject: [Runequest] RQ 3: Free Cats!
> >I've started playing in a new RQ3 game and, being a poor sorceress (what
> >do you mean I start with 23 pennies?), I thought I would buy a dog and
> >make use of my tiny skill ratings in Animal Lore and my Dominate (Canine)
> >Based in a large city, I shelled out the 0.25 pennies for a "common dog"
> >and noticed there was significant variation in prices between large city,
> >small city, and wilds. The opportunity for trading my way out my
> >impoverished situation became clear!
> >In a large city cats are *free*, in a small city they're 0.5 pennies, and
> >in rural and wild areas they're 5 pennies. I could have an infinite supply
> >of cats!
> >More seriously, it is evident that the variation between prices from city
> >to country is at least partially the result of natural resources and
> >agriculture (country) and transport and protection of manufactured goods
> >(city), but I wonder if there has been an attempt to develop a trade
> >system in any edition or supplement of RuneQuest. Whilst I am not
> >expecting something as elaborate as Traveller, which makes it quite a
> >function of the game, it would make an interesting extension to the core
> >game rules.
> >Lev Lafayette, BA (Hons), GradCertTerAdEd (Murdoch), GradCertPM, MBA (Tech
> >Mngmnt) (Chifley)
> >mobile: 0432 255 208
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