From alan.richards75 at ntlworld.com Tue Jun 21 07:44:26 2005 From: alan.richards75 at ntlworld.com (alan richards) Date: Mon, 20 Jun 2005 22:44:26 +0100 Subject: [RQ-Rules] On the off chance In-Reply-To: <20050512203002.0A1882226EF@boomstick.screwheads.net> References: <20050512203002.0A1882226EF@boomstick.screwheads.net> Message-ID: <316357970570fc1767ed85aa0cd796e0@ntlworld.com> Does anyone know (can they remember) from the Unknown East supplement to Elric! which Sphere/Rune is the furthest away from 'transformation' ? Alan From talmeta at talmeta.net Tue Jun 21 08:03:26 2005 From: talmeta at talmeta.net (Tal Meta) Date: Mon, 20 Jun 2005 18:03:26 -0400 Subject: [RQ-Rules] On the off chance In-Reply-To: <316357970570fc1767ed85aa0cd796e0@ntlworld.com> References: <20050512203002.0A1882226EF@boomstick.screwheads.net> <316357970570fc1767ed85aa0cd796e0@ntlworld.com> Message-ID: <42B73D2E.6070509@talmeta.net> alan richards wrote: > Does anyone know (can they remember) from the Unknown East supplement to > Elric! which Sphere/Rune is the furthest away from 'transformation' ? Creation, methinks. -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM - talmeta ICQ - 12594453 Homepage - Don't you feel more like you do now than you did when you came in? -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.323 / Virus Database: 267.7.8/22 - Release Date: 6/17/2005 From ulo at metrocast.net Thu Jun 23 06:43:03 2005 From: ulo at metrocast.net (Christopher E. Fasulo) Date: Wed, 22 Jun 2005 16:43:03 -0400 Subject: [RQ-Rules] Skills question Message-ID: <004101c5776a$fc78a190$b9ebaf41@Beowulf> What would the Runequest equivalent of the D&D sense motive skill be? Thanks Christopher From leonbk at yahoo.com Thu Jun 23 06:49:16 2005 From: leonbk at yahoo.com (Leon Kirshtein) Date: Wed, 22 Jun 2005 13:49:16 -0700 (PDT) Subject: [RQ-Rules] Skills question Message-ID: <20050622204916.62465.qmail@web41123.mail.yahoo.com> I would say it would be Human Lore. Leon --- rq-rules-bounces at crashbox.com wrote: > What would the Runequest equivalent of the D&D sense motive skill be? > > Thanks > Christopher > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules __________________________________ Do you Yahoo!? Read only the mail you want - Yahoo! Mail SpamGuard. http://promotions.yahoo.com/new_mail From parejf63 at hotmail.com Thu Jun 23 06:54:30 2005 From: parejf63 at hotmail.com (John Pare') Date: Wed, 22 Jun 2005 16:54:30 -0400 Subject: [RQ-Rules] Skills question In-Reply-To: <004101c5776a$fc78a190$b9ebaf41@Beowulf> Message-ID: I like Human Lore with a severe penalty, but sometimes we need to just add more skills. John >From: "Christopher E. Fasulo" >Reply-To: "RuneQuest rules discussion." >To: >Subject: [RQ-Rules] Skills question >Date: Wed, 22 Jun 2005 16:43:03 -0400 > >What would the Runequest equivalent of the D&D sense motive skill be? > >Thanks >Christopher >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo.cgi/rq-rules _________________________________________________________________ Don?t just search. Find. Check out the new MSN Search! http://search.msn.click-url.com/go/onm00200636ave/direct/01/ From stephenmcg at blueyonder.co.uk Thu Jun 23 06:58:17 2005 From: stephenmcg at blueyonder.co.uk (Stephen McGinness) Date: Wed, 22 Jun 2005 21:58:17 +0100 Subject: [RQ-Rules] Skills question In-Reply-To: Message-ID: I loved adding trivial skills to characters. My friends favourite was "Make Impressive Entrance" - he used it incessantly and it became central to what was before that a fairly boring Yelmalion adventurer > -----Original Message----- > From: rq-rules-bounces at crashbox.com > [mailto:rq-rules-bounces at crashbox.com]On Behalf Of John Pare' > Sent: 22 June 2005 21:55 > To: rq-rules at crashbox.com > Subject: RE: [RQ-Rules] Skills question > > > I like Human Lore with a severe penalty, but sometimes we need to > just add > more skills. > John > > >From: "Christopher E. Fasulo" > >Reply-To: "RuneQuest rules discussion." > >To: > >Subject: [RQ-Rules] Skills question > >Date: Wed, 22 Jun 2005 16:43:03 -0400 > > > >What would the Runequest equivalent of the D&D sense motive skill be? > > > >Thanks > >Christopher > >_______________________________________________ > >RQ-Rules mailing list > >RQ-Rules at crashbox.com > >http://www.crashbox.com/rq-rules > >http://www.crashbox.com/mailman/listinfo.cgi/rq-rules > > _________________________________________________________________ > Don?t just search. Find. Check out the new MSN Search! > http://search.msn.click-url.com/go/onm00200636ave/direct/01/ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules > From gkahla at chromebob.com Thu Jun 23 07:12:45 2005 From: gkahla at chromebob.com (Gerall Kahla) Date: Wed, 22 Jun 2005 16:12:45 -0500 (CDT) Subject: [RQ-Rules] Skills question In-Reply-To: <004101c5776a$fc78a190$b9ebaf41@Beowulf> References: <004101c5776a$fc78a190$b9ebaf41@Beowulf> Message-ID: <21044.65.70.252.73.1119474765.squirrel@65.70.252.73> On Wed, June 22, 2005 3:43 pm, Christopher E. Fasulo said: > What would the Runequest equivalent of the D&D sense motive skill be? i'd call it 'Sense Motive', and would rule it like this: Sense Motive (active) By using this skill, the character gains insight into what motivates a target. Being a sense skill, the level of success determines the quality of the information the Referee gives to the using character. To ensure the character gets the appropriate information without further insight, the Referee should roll the skill in private. Fumble - the Referee gives deliberately incorrect information. good luck Miss - the Referee gives only obviously discernable information. Hit - the Referee gives one extra bit of info about what is motivating the target character. Special - the Referee gives two extra bits of info, or reveals a motivation that the target character might not even be aware of. Critical - the Referee gives a clear description of what motivates the target, and also reveals what the target may do next. > > Thanks > Christopher i hope this helps - have fun! -- Gerall Kahla / gkahla / the Celestial Mechanic remember: all waves collapse. From parejf63 at hotmail.com Thu Jun 23 07:23:23 2005 From: parejf63 at hotmail.com (John Pare') Date: Wed, 22 Jun 2005 17:23:23 -0400 Subject: [RQ-Rules] Skills question In-Reply-To: <21044.65.70.252.73.1119474765.squirrel@65.70.252.73> Message-ID: Great ideas, however, one thing I failed to mention, Like D&D and AD&D is the fact that having too many skills and spells takes away form the premise of the game. Which is why I limit mine. Having skills and spells that deliberately give concise information spoils the fun, in my humble oppinion. For instance, how could you run a murder/mystery with spells like Detect Lie and Speak with Dead, and skills like sense motive. Sometimes, it is best to let them figure things out the hard way. John _________________________________________________________________ Don?t just search. Find. Check out the new MSN Search! http://search.msn.click-url.com/go/onm00200636ave/direct/01/ From slposey at concentric.net Thu Jun 23 07:23:35 2005 From: slposey at concentric.net (Stephen Posey) Date: Wed, 22 Jun 2005 15:23:35 -0600 Subject: [RQ-Rules] Skills question In-Reply-To: <004101c5776a$fc78a190$b9ebaf41@Beowulf> References: <004101c5776a$fc78a190$b9ebaf41@Beowulf> Message-ID: <42B9D6D7.9070405@concentric.net> Christopher E. Fasulo wrote: > What would the Runequest equivalent of the D&D sense motive skill be? Not sure there is a specific one in RQ, but Elric/Stormbringer 5e has the Insight skill which maps rather closely. HTH Stephen Posey slposey at concentric.net From parejf63 at hotmail.com Thu Jun 23 07:34:59 2005 From: parejf63 at hotmail.com (John Pare') Date: Wed, 22 Jun 2005 17:34:59 -0400 Subject: [RQ-Rules] Sarandur In-Reply-To: Message-ID: What ever happened to the online Sarandur campaign? Was it moved or just given up? _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today - it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ From Tony.Den at standardbank.co.za Thu Jun 23 16:52:35 2005 From: Tony.Den at standardbank.co.za (Den, Tony T) Date: Thu, 23 Jun 2005 08:52:35 +0200 Subject: [RQ-Rules] Skills question Message-ID: Ha ha, this is one of the best trivial skills I have heard of in a while. Must try it in my adventure. -----Original Message----- Stephen McGinness I loved adding trivial skills to characters. My friends favourite was "Make Impressive Entrance" - he used it incessantly and it became central to what was before that a fairly boring Yelmalion adventurer __________________________________________________________________________________________________________________________________ Standard Bank Disclaimer and Confidentiality Note This e-mail, its attachments and any rights attaching hereto are, unless the context clearly indicates otherwise, the property of Standard Bank Group Limited and/or its subsidiaries ("the Group"). It is confidential, private and intended for the addressee only. Should you not be the addressee and receive this e-mail by mistake, kindly notify the sender, and delete this e-mail, immediately and do not disclose or use same in any manner whatsoever. Views and opinions expressed in this e-mail are those of the sender unless clearly stated as those of the Group. The Group accepts no liability whatsoever for any loss or damages whatsoever and howsoever incurred, or suffered, resulting, or arising, from the use of this email or its attachments. The Group does not warrant the integrity of this e-mail nor that it is free of errors, viruses, interception or interference. Licensed divisions of the Standard Bank Group are authorised financial services providers in terms of the Financial Advisory and Intermediary Services Act, No 37 of 2002 (FAIS). For information about the Standard Bank Group Limited visit our website http://www.standardbank.co.za ___________________________________________________________________________________________________________________________________ From aescleal at btinternet.com Thu Jun 23 21:13:46 2005 From: aescleal at btinternet.com (Ashley Munday) Date: Thu, 23 Jun 2005 12:13:46 +0100 (BST) Subject: [RQ-Rules] Narrativist Style Message-ID: <20050623111346.1449.qmail@web86105.mail.ukl.yahoo.com> Just a quickie question: Has anyone tried running a more narrativist style of scenario using RQ, and if you did, what changes did you have to make? An example: - "Snorri has secretly murdered Thorgrim. Are your characters going to find Thorgrim's body and bring Snorri to justice? If you are, how?" It's then up to the players to work out what their characters do within the constraints of what they know. "Thorgrim's been gone a couple of days, I'll use Divination to see if I can find him. I dream of Thorgrim's death (rolls his POW x 5 dice) and realise he's been dumped in the Fjord." The good thing about this style of play is that it increases the barrier between the players and their characters, encouraging them to be a bit more than a thin veneer over the players. It also gets away from that ghastly White Wolf prefered method of "Storytelling" AKA railroading the players down the plot. You can also reduce dice rolling a fair bit, 'cause you can assume that everything works unless something would get in the way. The bad thing can be that with the players driving most of the scenario, the quiet players can get a bit left out. Any thoughts? Cheers, Ash - who's been playing Dogs in the Vineyard From gianni at basicrps.com Thu Jun 23 22:04:18 2005 From: gianni at basicrps.com (Gianni) Date: Thu, 23 Jun 2005 14:04:18 +0200 Subject: [RQ-Rules] Skills question Message-ID: <20050623120432.E378622275F@boomstick.screwheads.net> Hey > > What would the Runequest equivalent of the D&D sense motive skill be? I wouldn't know. I've never played D&D 3rd ed. > i'd call it 'Sense Motive', and would rule it like this: Doesn't CoC have a 'psychology' skill very similar to your description? G. From andrew at crashbox.com Thu Jun 23 22:10:19 2005 From: andrew at crashbox.com (Andrew Mellinger) Date: Thu, 23 Jun 2005 05:10:19 -0700 (PDT) Subject: [RQ-Rules] Narrativist Style In-Reply-To: <20050623111346.1449.qmail@web86105.mail.ukl.yahoo.com> References: <20050623111346.1449.qmail@web86105.mail.ukl.yahoo.com> Message-ID: I moved away from my gamers a year or so ago and one of them and I have tried playing over AIM and a BBS. We use that a bit to keep things moving. So the player will often play do both sides of a dialog interaction with an NPC. Occaisonally one of us (player or GM) will write up an entire convesation and post it. As the GM I only do that where the PC's comments are minimal "Yes, sir. No, sir" sorts of things. When the player does these, he will make skill tests and choose something appropriate. But he'll leave the threads open to me to actually define. So for example if the PC is having a conversation with someone who might know something and the player make a good 'Intrigue' roll, then the in the conversation he says "Aidin noticed that he was holding something back." I then read through the narrative and pull out these 'todo' items and my post then follows up on all these items and provide more fodder for the player. So far it has been successful, and I'd like to take it to the next level. I'd recommend for people who want to try it to start small and work up as they feel comforatble. -Andrew On Thu, 23 Jun 2005, Ashley Munday wrote: > Date: Thu, 23 Jun 2005 12:13:46 +0100 (BST) > From: Ashley Munday > Reply-To: RuneQuest rules discussion. > To: RQ_Rules_List > Subject: [RQ-Rules] Narrativist Style > > Just a quickie question: Has anyone tried running a > more narrativist style of scenario using RQ, and if > you did, what changes did you have to make? > > An example: > > - "Snorri has secretly murdered Thorgrim. Are your > characters going to find Thorgrim's body and bring > Snorri to justice? If you are, how?" > > It's then up to the players to work out what their > characters do within the constraints of what they > know. "Thorgrim's been gone a couple of days, I'll use > Divination to see if I can find him. I dream of > Thorgrim's death (rolls his POW x 5 dice) and realise > he's been dumped in the Fjord." > > The good thing about this style of play is that it > increases the barrier between the players and their > characters, encouraging them to be a bit more than a > thin veneer over the players. It also gets away from > that ghastly White Wolf prefered method of > "Storytelling" AKA railroading the players down the > plot. You can also reduce dice rolling a fair bit, > 'cause you can assume that everything works unless > something would get in the way. > > The bad thing can be that with the players driving > most of the scenario, the quiet players can get a bit > left out. > > Any thoughts? > > Cheers, > > Ash - who's been playing Dogs in the Vineyard > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules > From gianni at basicrps.com Thu Jun 23 22:12:37 2005 From: gianni at basicrps.com (Gianni) Date: Thu, 23 Jun 2005 14:12:37 +0200 Subject: [RQ-Rules] Narrativist Style Message-ID: <20050623121239.0BCEC222763@boomstick.screwheads.net> Hey Ash That's EXACTLY the way I play RQ by e-mail (I am a player, not the GM). We seldom ever get down to the tech stuff. Cheers Gianni From andrew at crashbox.com Thu Jun 23 22:14:00 2005 From: andrew at crashbox.com (Andrew Mellinger) Date: Thu, 23 Jun 2005 05:14:00 -0700 (PDT) Subject: [RQ-Rules] Skills question In-Reply-To: <20050623120432.E378622275F@boomstick.screwheads.net> References: <20050623120432.E378622275F@boomstick.screwheads.net> Message-ID: I don't play RQ but a derivative. We have a skill called 'intrigue' which we use for things like unravelling plots, sensing motivations, etc. We use this skill for "I have a bad feeling about this," "Maybe it is a trap," "I sure he's invovled in this," etc. sort of rolls. I think we got the idea from AiG. You could use this if the motivation comes from something discenrable like a plot or circumstance. -Andrew On Thu, 23 Jun 2005, Gianni wrote: > Date: Thu, 23 Jun 2005 14:04:18 +0200 > From: Gianni > Reply-To: RuneQuest rules discussion. > To: gkahla at chromebob.com, RuneQuest rules discussion. > Subject: Re: [RQ-Rules] Skills question > > Hey > >>> What would the Runequest equivalent of the D&D sense motive skill be? > > I wouldn't know. I've never played D&D 3rd ed. > >> i'd call it 'Sense Motive', and would rule it like this: > > > > Doesn't CoC have a 'psychology' skill very similar to your description? > > G._______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules > From aescleal at btinternet.com Thu Jun 23 23:44:49 2005 From: aescleal at btinternet.com (Ashley Munday) Date: Thu, 23 Jun 2005 14:44:49 +0100 (BST) Subject: [RQ-Rules] Narrativist Style In-Reply-To: <20050623121239.0BCEC222763@boomstick.screwheads.net> Message-ID: <20050623134449.48803.qmail@web86102.mail.ukl.yahoo.com> So far both people who use something like this style are PBEM... hmmm... ~lol~ Oh well, I'll have to revise my opinion of that medium then! I've only really seen a good concrete example of it recently playing "Dogs in the Vineyard" and I'm now starting to understand what all the fuss is over at The (pretentious and wanky speaking) Forge. Cheers, Ash --- Gianni wrote: > Hey Ash > > That's EXACTLY the way I play RQ by e-mail (I am a > player, not the GM). We > seldom ever get down to the tech stuff. > > Cheers > > Gianni_______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules > From parejf63 at hotmail.com Sun Jun 26 02:15:42 2005 From: parejf63 at hotmail.com (John Pare') Date: Sat, 25 Jun 2005 12:15:42 -0400 Subject: [RQ-Rules] RQ + Hyborea Message-ID: As I had mentioned before, I am about ready to post my stuff to the net. Still a little work to do but I will post what I have. I am not sure if I should do HTML or PDF. Any suggestions? John _________________________________________________________________ Don?t just search. Find. Check out the new MSN Search! http://search.msn.click-url.com/go/onm00200636ave/direct/01/ From ghoyle1 at sbcglobal.net Sun Jun 26 08:03:27 2005 From: ghoyle1 at sbcglobal.net (Guy Hoyle) Date: Sat, 25 Jun 2005 17:03:27 -0500 Subject: [RQ-Rules] RQ + Hyborea In-Reply-To: References: Message-ID: <42BDD4AF.60704@sbcglobal.net> Either's fine for me, but some people don't like PDFs. Guy John Pare' wrote: > As I had mentioned before, I am about ready to post my stuff to the > net. Still a little work to do but I will post what I have. I am not > sure if I should do HTML or PDF. Any suggestions? > John > > _________________________________________________________________ > Don?t just search. Find. Check out the new MSN Search! > http://search.msn.click-url.com/go/onm00200636ave/direct/01/ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules > From parejf63 at hotmail.com Sun Jun 26 08:10:37 2005 From: parejf63 at hotmail.com (John Pare') Date: Sat, 25 Jun 2005 18:10:37 -0400 Subject: [RQ-Rules] RQ + Hyborea In-Reply-To: <42BDD4AF.60704@sbcglobal.net> Message-ID: A friend recommended that I do both. I may go that route. However, he also recommened that I do non-alterable PDF's. I think that enures my work remains mine - to an extent. John >From: Guy Hoyle >Reply-To: "RuneQuest rules discussion." >To: "RuneQuest rules discussion." >Subject: Re: [RQ-Rules] RQ + Hyborea >Date: Sat, 25 Jun 2005 17:03:27 -0500 > >Either's fine for me, but some people don't like PDFs. > >Guy > >John Pare' wrote: > >>As I had mentioned before, I am about ready to post my stuff to the net. >>Still a little work to do but I will post what I have. I am not sure if I >>should do HTML or PDF. Any suggestions? >>John >> >>_________________________________________________________________ >>Don?t just search. Find. Check out the new MSN Search! >>http://search.msn.click-url.com/go/onm00200636ave/direct/01/ >> >>_______________________________________________ >>RQ-Rules mailing list >>RQ-Rules at crashbox.com >>http://www.crashbox.com/rq-rules >>http://www.crashbox.com/mailman/listinfo.cgi/rq-rules >> > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo.cgi/rq-rules _________________________________________________________________ FREE pop-up blocking with the new MSN Toolbar ? get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ From parejf63 at hotmail.com Sun Jun 26 08:28:43 2005 From: parejf63 at hotmail.com (John Pare') Date: Sat, 25 Jun 2005 18:28:43 -0400 Subject: [RQ-Rules] CONTENTS OF RQ/HYBOREA In-Reply-To: Message-ID: Right now, I have it worked out where I will do a character creation section, a magic section, a equipment section, a creatures sectoin, and a world section - just like the boxed set for RQ 3rd edition. The actual world (because of possible copyright infridgements) will not be added or expanded on, you will need to purchase other materials for the world info, such as CONAN RPG: Road of Kings or GURPS: CONAN. The former still in print. My initial concept was a non-point based creation system, but the final concept is point based character creation. Occupations will be very limited, but there will be both cultural and racial of character skills. There will be HUMANS ONLY as far as races, with each region being listed for skills and equipment. Magic is basically the same, with the exception of a lot of spells being ommitted. There was no reason to diminsih totally any of the magic types (Divine, Spirit, or Sorcery). Divine magics are stand alone, as are those of Spirit Magic. Hence, no religion offers Spirit Magic Spells. Some religions do not allow divine magic or any magic at all, and still others offer sorcery. Sandy Pertersons Sorcery System will not be used. Skills have been expanded. I have also adapted the 3rd edition "Feat" system into it. Feats are gained at the start of the game with character creation, as are disadvantages. Total time involved with this project to date is almost 2 years. _________________________________________________________________ Don?t just search. Find. Check out the new MSN Search! http://search.msn.click-url.com/go/onm00200636ave/direct/01/ From luddite1 at tinyworld.co.uk Sun Jun 26 19:29:06 2005 From: luddite1 at tinyworld.co.uk (Simon Scott) Date: Sun, 26 Jun 2005 10:29:06 +0100 Subject: [RQ-Rules] Pavic Tales #7 Message-ID: This is not a rules related subject but is the best way to reach a wider audience. So apologise in advance. I have recently acquired a copy of Pavic Tales #7, a nice little fanzine produced in the late 1980's. Anyway, this particular issue has two blank pages - namely page 17 and page 24. I was wondering whether anyone in the RQ community could "fill in the blanks" for me? Is it possible to scan, photocopy or, if not too much trouble, re-type those pages into Word? Many thanks From Tony.Den at standardbank.co.za Mon Jun 27 22:34:50 2005 From: Tony.Den at standardbank.co.za (Den, Tony T) Date: Mon, 27 Jun 2005 14:34:50 +0200 Subject: [RQ-Rules] RQ + Hyborea Message-ID: Maybe HTML for easy reading and PDF for people who want to downlaod? -----Original Message----- John Pare' As I had mentioned before, I am about ready to post my stuff to the net. Still a little work to do but I will post what I have. I am not sure if I should do HTML or PDF. Any suggestions? John __________________________________________________________________________________________________________________________________ Standard Bank Disclaimer and Confidentiality Note This e-mail, its attachments and any rights attaching hereto are, unless the context clearly indicates otherwise, the property of Standard Bank Group Limited and/or its subsidiaries ("the Group"). It is confidential, private and intended for the addressee only. Should you not be the addressee and receive this e-mail by mistake, kindly notify the sender, and delete this e-mail, immediately and do not disclose or use same in any manner whatsoever. Views and opinions expressed in this e-mail are those of the sender unless clearly stated as those of the Group. The Group accepts no liability whatsoever for any loss or damages whatsoever and howsoever incurred, or suffered, resulting, or arising, from the use of this email or its attachments. The Group does not warrant the integrity of this e-mail nor that it is free of errors, viruses, interception or interference. Licensed divisions of the Standard Bank Group are authorised financial services providers in terms of the Financial Advisory and Intermediary Services Act, No 37 of 2002 (FAIS). For information about the Standard Bank Group Limited visit our website http://www.standardbank.co.za ___________________________________________________________________________________________________________________________________ From slposey at concentric.net Wed Jun 29 01:37:07 2005 From: slposey at concentric.net (Stephen Posey) Date: Tue, 28 Jun 2005 09:37:07 -0600 Subject: [RQ-Rules] CONTENTS OF RQ/HYBOREA In-Reply-To: References: Message-ID: <42C16EA3.7020804@concentric.net> John Pare' wrote: > Right now, I have it worked out where I will do a character creation > section, a magic section, a equipment section, a creatures sectoin, and > a world section - just like the boxed set for RQ 3rd edition. > > The actual world (because of possible copyright infridgements) will not > be added or expanded on, you will need to purchase other materials for > the world info, such as CONAN RPG: Road of Kings or GURPS: CONAN. The > former still in print. Another good resource is the old TSR Conan game and associated modules which still comes up for auction on eBay occasionally. The game itself was remarkably freeform and rules light for the time, but did a good job of capturing the "feel" of Conan nonetheless. > Magic is basically the same, with the exception of a lot of spells being > ommitted. There was no reason to diminsih totally any of the magic > types (Divine, Spirit, or Sorcery). Divine magics are stand alone, as > are those of Spirit Magic. Hence, no religion offers Spirit Magic > Spells. Some religions do not allow divine magic or any magic at all, > and still others offer sorcery. Sandy Pertersons Sorcery System will > not be used. If you want some additional materials for this, I'd suggest downloading my partial translation of JeePee's Conan for BaSIC rules from my webspace: http://www.concentric.net/~slposey/Gamelinks.htm It's got some Hyboria-flavored magic that should be easily applied. I'm still working on the "Gazetteer" stuff in the document. > Skills have been expanded. I have also adapted the 3rd edition "Feat" > system into it. Feats are gained at the start of the game with > character creation, as are disadvantages. I'll be very interested to see how you adapted Feats to RQ/BRP, that's something I've been pondering for some time. Do you provide a means to acquire additional Feats during the course of the game, or is Feat acquisition at character creation time the only option? (In which case they become a form of "Advantage") BTW, some additional Conan links for anyone interested... 1. Mongoose's Conan RPG site (some freebees available): http://www.mongoosepublishing.com/rpg/series.php?qsSeries=7 Their "OGL Ancients" book is also a great reference for that "Ancients" feel. 2. A site with very useful materials for anyone interested in running Hyboria for rpgs can be found here: http://hyboria.xoth.net/index.htm 3. A great hyperlinked encyclopedic reference for the Hyborian background as it appeared in Marvel comics (lots of adventure, character, monster ideas!) is here: http://www.marvunapp.com/Appendix/appconan.htm Stephen Posey slposey at concentric.net From sdavies2720 at yahoo.com Wed Jun 29 01:59:58 2005 From: sdavies2720 at yahoo.com (Steve Davies) Date: Tue, 28 Jun 2005 08:59:58 -0700 (PDT) Subject: [RQ-Rules] Skills question In-Reply-To: <20050623121033.E43B922276A@boomstick.screwheads.net> Message-ID: <20050628155958.91499.qmail@web31007.mail.mud.yahoo.com> The skill mix question is very much a matter of style: Some people like the specificity that a given set of skills gives them, others just want to roll something general. I've given players options to make up subskills, but if the player doesn't have one, skill defaults to the master skill. For instance one player's character is a Romeo -- he has several skills that break down "Fast Talk". Most players don't care, but this is important to him. I'd put "Sense Motive" as a Communication skill -- it's much more about communicating (and should get those bonuses) than about knowledge. The GM needs to control the amount of information: In a detective adventure, I could see two investigators coming out of an interrogation saying something like, "He's lying." "Yeah, I feel it too. But we have no proof." * or * "Yeah, he's lying, but about which part I wonder?" Speak with dead: Traditionally the dead give misleading information Sense Motive: Someone's motive at the moment doesn't really give that much information away (in the classic murder mystery, EVERYONE has a motive to do away with the victim. I've found that giving the players more information rather than less actually makes things more fun for everyone. The players feel like they have lots of stuff to work with and have control over their future; I enjoy pulling the pieces together in an unexpected way. Steve ------------------------------ "John Pare'" Wrote: Great ideas, however, one thing I failed to mention, Like D&D and AD&D is the fact that having too many skills and spells takes away form the premise of the game. Which is why I limit mine. Having skills and spells that deliberately give concise information spoils the fun, in my humble oppinion. For instance, how could you run a murder/mystery with spells like Detect Lie and Speak with Dead, and skills like sense motive. Sometimes, it is best to let them figure things out the hard way. John __________________________________ Yahoo! Mail Stay connected, organized, and protected. Take the tour: http://tour.mail.yahoo.com/mailtour.html From parejf63 at hotmail.com Wed Jun 29 03:05:03 2005 From: parejf63 at hotmail.com (John Pare') Date: Tue, 28 Jun 2005 13:05:03 -0400 Subject: [RQ-Rules] CONTENTS OF RQ/HYBOREA In-Reply-To: <42C16EA3.7020804@concentric.net> Message-ID: Yes, I do Stephan. I prefer not to divulge my character creation system in detail at this time. Untill all the "bugs" are worked out. John _________________________________________________________________ Don?t just search. Find. Check out the new MSN Search! http://search.msn.click-url.com/go/onm00200636ave/direct/01/ From slposey at concentric.net Wed Jun 29 03:35:48 2005 From: slposey at concentric.net (Stephen Posey) Date: Tue, 28 Jun 2005 11:35:48 -0600 Subject: [RQ-Rules] CONTENTS OF RQ/HYBOREA In-Reply-To: References: Message-ID: <42C18A74.8090204@concentric.net> John Pare' wrote: > the game, or is Feat acquisition at character creation time the only > option? (In which case they become a form of "Advantage")> > > Yes, I do Stephan. I prefer not to divulge my character creation system > in detail at this time. Untill all the "bugs" are worked out. Fair enough, but you can't blame us for champing at the bit a little now can you? ;-) It sounds very cool, I'm looking forward to seeing what you've come up with. Stephen Posey slposey at concentric.net From slposey at concentric.net Wed Jun 29 05:32:27 2005 From: slposey at concentric.net (Stephen Posey) Date: Tue, 28 Jun 2005 13:32:27 -0600 Subject: [RQ-Rules] CONTENTS OF RQ/HYBOREA Message-ID: <42C1A5CB.9020205@concentric.net> -------- Original Message -------- Subject: Re: [RQ-Rules] CONTENTS OF RQ/HYBOREA Date: Tue, 28 Jun 2005 18:08:07 -0000 From: steve at perrinworlds.com To: slposey at concentric.net I am working on d20ish game that was originally based on BRP for Christopher Allen, the gentleman behind Skotos and some other online stuff. One idea that came out of it that I intend to also use in SPQR is to start with a point-based creation system. After the character is created however, the points go into a transformation. Instead of using points to gain skills and specials, you gain points when you increse in skills and specials. Let's say that striking twice in an attack is a Special worth 35 points. You can either create the character with that Special, spending the 35 points out of whatever pool you have available, or your character can, later in his career, find someone who will teach him that Special. When the character learns the Special, 35 poitns get added to his character total. When he gets an upgrade in a skill, 1 point gets added to the total. When he learns a sorcery spell, 1 point gets added. When he goes up in general magic (as he would with SPQR) 1 point gets added. If he goes up in an Attribute, however many points the Attribute costs would be added to his total. This acts as a quick and dirty way to determine just how good a character is. If two characters start out together, but one has all the good rolls and the other can't get better to save his life (or perhaps just to save his life), then the first character becomes better and better than his companion. Under old RQ there was no way to show this aside from laboriously pouring over each skill and special item (Yes, items add to the point total, too). Now, the GM can look at the character sheet, say "350 Points!!" and ask the player to come up with someone with a more manageable character. The points probably need a better name than Character points. Perhaps Quest points, just to go along with the name of the game. Rune points for RQ? Steve Perrin > -----Original Message----- > From: slposey at concentric.net > To: rq-rules at crashbox.com > Subject: Re: [RQ-Rules] CONTENTS OF RQ/HYBOREA > Date: Tue, 28 Jun 2005 11:35:48 -0600 > John Pare' wrote: > > > the game, or is Feat acquisition at character creation time the only > > option? (In which case they become a form of "Advantage")> > > > > Yes, I do Stephan. I prefer not to divulge my character creation system > > in detail at this time. Untill all the "bugs" are worked out. > > Fair enough, but you can't blame us for champing at the bit a > little now can you? ;-) > > It sounds very cool, I'm looking forward to seeing what you've > come up with. > > Stephen Posey > slposey at concentric.net > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules From slposey at concentric.net Wed Jun 29 05:47:58 2005 From: slposey at concentric.net (Stephen Posey) Date: Tue, 28 Jun 2005 13:47:58 -0600 Subject: [RQ-Rules] CONTENTS OF RQ/HYBOREA In-Reply-To: <42C1A5CB.9020205@concentric.net> References: <42C1A5CB.9020205@concentric.net> Message-ID: <42C1A96E.7060105@concentric.net> Actually I forwarded that long missive for Steve Perrin. I should have pointed that out. Sorry folks. Stephen Posey slposey at concentric.net > -------- Original Message -------- > Subject: Re: [RQ-Rules] CONTENTS OF RQ/HYBOREA > Date: Tue, 28 Jun 2005 18:08:07 -0000 > From: steve at perrinworlds.com > To: slposey at concentric.net > > I am working on d20ish game that was originally based on BRP for > Christopher Allen, the gentleman behind Skotos and some other online > stuff. One idea that came out of it that I intend to also use in SPQR is > to start with a point-based creation system. After the character is > created however, the points go into a transformation. Instead of using > points to gain skills and specials, you gain points when you increse in > skills and specials. From stolenbjorn at hotmail.com Wed Jun 29 16:24:21 2005 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 29 Jun 2005 06:24:21 +0000 Subject: [RQ-Rules] Skills question In-Reply-To: Message-ID: >I loved adding trivial skills to characters. My friends favourite was >"Make >Impressive Entrance" - he used it incessantly and it became central to what >was before that a fairly boring Yelmalion adventurer Hehe, I too love trivial skills. A player in my party (a ninja) had managed to get his hands on a katana, and allthough he was fairly good at using it, he allso had the skill "Showing off with a katana", that ended up becoming even higher than the lethal skill... (It resulted in him beeing drafted as a merc far more often, as he impressed the pidgeons out of potenials employees.) > > > -----Original Message----- > > From: rq-rules-bounces at crashbox.com > > [mailto:rq-rules-bounces at crashbox.com]On Behalf Of John Pare' > > Sent: 22 June 2005 21:55 > > To: rq-rules at crashbox.com > > Subject: RE: [RQ-Rules] Skills question > > > > > > I like Human Lore with a severe penalty, but sometimes we need to > > just add > > more skills. > > John > > > > >From: "Christopher E. Fasulo" > > >Reply-To: "RuneQuest rules discussion." > > >To: > > >Subject: [RQ-Rules] Skills question > > >Date: Wed, 22 Jun 2005 16:43:03 -0400 > > > > > >What would the Runequest equivalent of the D&D sense motive skill be? > > > > > >Thanks > > >Christopher > > >_______________________________________________ > > >RQ-Rules mailing list > > >RQ-Rules at crashbox.com > > >http://www.crashbox.com/rq-rules > > >http://www.crashbox.com/mailman/listinfo.cgi/rq-rules > > > > _________________________________________________________________ > > Don?t just search. Find. Check out the new MSN Search! > > http://search.msn.click-url.com/go/onm00200636ave/direct/01/ > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://www.crashbox.com/rq-rules > > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules > > > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo.cgi/rq-rules _________________________________________________________________ Last ned MSN Messenger gratis http://www.msn.no/computing/messenger - Den korteste veien mellom deg og dine venner From stolenbjorn at hotmail.com Wed Jun 29 16:28:26 2005 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 29 Jun 2005 06:28:26 +0000 Subject: [RQ-Rules] Skills question In-Reply-To: Message-ID: Agreed. But sometimes the players are far more stupid than the characters they're playing, and that's quite a dilemma. (Just as some that never have swung a sword based on what a skilled mentor have advised you to but still plays characters than can fight aragorn and legolas onehanded with the eyes closed -some make characters that must have some empathical/psycological abilities that simply isn't there on the players; what do you do then? "-Sorry, you're too stupid to play the local sherrifs tactical advisor"? >From: "John Pare'" >Reply-To: "RuneQuest rules discussion." >To: rq-rules at crashbox.com >Subject: Re: [RQ-Rules] Skills question >Date: Wed, 22 Jun 2005 17:23:23 -0400 > >Great ideas, however, one thing I failed to mention, Like D&D and AD&D is >the fact that having too many skills and spells takes away form the premise >of the game. Which is why I limit mine. Having skills and spells that >deliberately give concise information spoils the fun, in my humble >oppinion. > >For instance, how could you run a murder/mystery with spells like Detect >Lie and Speak with Dead, and skills like sense motive. > >Sometimes, it is best to let them figure things out the hard way. > >John > >_________________________________________________________________ >Don?t just search. Find. Check out the new MSN Search! >http://search.msn.click-url.com/go/onm00200636ave/direct/01/ > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo.cgi/rq-rules _________________________________________________________________ Last ned MSN Messenger gratis http://www.msn.no/computing/messenger - Den korteste veien mellom deg og dine venner From stolenbjorn at hotmail.com Wed Jun 29 16:33:03 2005 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 29 Jun 2005 06:33:03 +0000 Subject: [RQ-Rules] Narrativist Style In-Reply-To: <20050623111346.1449.qmail@web86105.mail.ukl.yahoo.com> Message-ID: Yes and no. I never tell them who's the "bad-guy", but the players often know loads of stuff that their characters doesn't know. I let them read all the books, so that they know about all the spells, and info even if their players doesn't nessecarily do that, and if the party split and I play out one half of the group recieveing info, are getting in troubble, etc; the other half are good at playing that their characters doesn't know this. >From: Ashley Munday >Reply-To: "RuneQuest rules discussion." >To: RQ_Rules_List >Subject: [RQ-Rules] Narrativist Style >Date: Thu, 23 Jun 2005 12:13:46 +0100 (BST) > >Just a quickie question: Has anyone tried running a >more narrativist style of scenario using RQ, and if >you did, what changes did you have to make? > >An example: > > - "Snorri has secretly murdered Thorgrim. Are your >characters going to find Thorgrim's body and bring >Snorri to justice? If you are, how?" > >It's then up to the players to work out what their >characters do within the constraints of what they >know. "Thorgrim's been gone a couple of days, I'll use >Divination to see if I can find him. I dream of >Thorgrim's death (rolls his POW x 5 dice) and realise >he's been dumped in the Fjord." > >The good thing about this style of play is that it >increases the barrier between the players and their >characters, encouraging them to be a bit more than a >thin veneer over the players. It also gets away from >that ghastly White Wolf prefered method of >"Storytelling" AKA railroading the players down the >plot. You can also reduce dice rolling a fair bit, >'cause you can assume that everything works unless >something would get in the way. > >The bad thing can be that with the players driving >most of the scenario, the quiet players can get a bit >left out. > >Any thoughts? > >Cheers, > >Ash - who's been playing Dogs in the Vineyard > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo.cgi/rq-rules _________________________________________________________________ Last ned MSN Messenger gratis http://www.msn.no/computing/messenger - Den raskeste veien mellom deg og dine venner From Tony.Den at standardbank.co.za Wed Jun 29 16:35:48 2005 From: Tony.Den at standardbank.co.za (Den, Tony T) Date: Wed, 29 Jun 2005 08:35:48 +0200 Subject: [RQ-Rules] CONTENTS OF RQ/HYBOREA Message-ID: Some assistance with the world and maps may come from Hyborian War, the PBM run by Relaity Simulations. They have some maps on their site www.reality.com Otherwise I have alweays found the best source material for the world, adventures and creatures one may encounter can be gleaned formt eh actual conan books and Savage Sword of Conan comic that was published nby Marvel for many years. Otehrwise I find the RQ rules fit pretty well, so long as, like John said, one plays down/discounts magic and characters can only eb huan. -----Original Message----- Stephen Posey John Pare' wrote: > Right now, I have it worked out where I will do a character creation > section, a magic section, a equipment section, a creatures sectoin, > and a world section - just like the boxed set for RQ 3rd edition. > > The actual world (because of possible copyright infridgements) will > not be added or expanded on, you will need to purchase other materials > for the world info, such as CONAN RPG: Road of Kings or GURPS: CONAN. > The former still in print. Another good resource is the old TSR Conan game and associated modules which still comes up for auction on eBay occasionally. The game itself was remarkably freeform and rules light for the time, but did a good job of capturing the "feel" of Conan nonetheless. > Magic is basically the same, with the exception of a lot of spells > being ommitted. There was no reason to diminsih totally any of the > magic types (Divine, Spirit, or Sorcery). Divine magics are stand > alone, as are those of Spirit Magic. Hence, no religion offers Spirit > Magic Spells. Some religions do not allow divine magic or any magic > at all, and still others offer sorcery. Sandy Pertersons Sorcery > System will not be used. If you want some additional materials for this, I'd suggest downloading my partial translation of JeePee's Conan for BaSIC rules from my webspace: http://www.concentric.net/~slposey/Gamelinks.htm It's got some Hyboria-flavored magic that should be easily applied. I'm still working on the "Gazetteer" stuff in the document. > Skills have been expanded. I have also adapted the 3rd edition "Feat" > system into it. Feats are gained at the start of the game with > character creation, as are disadvantages. I'll be very interested to see how you adapted Feats to RQ/BRP, that's something I've been pondering for some time. Do you provide a means to acquire additional Feats during the course of the game, or is Feat acquisition at character creation time the only option? (In which case they become a form of "Advantage") BTW, some additional Conan links for anyone interested... 1. Mongoose's Conan RPG site (some freebees available): http://www.mongoosepublishing.com/rpg/series.php?qsSeries=7 Their "OGL Ancients" book is also a great reference for that "Ancients" feel. 2. A site with very useful materials for anyone interested in running Hyboria for rpgs can be found here: http://hyboria.xoth.net/index.htm 3. A great hyperlinked encyclopedic reference for the Hyborian background as it appeared in Marvel comics (lots of adventure, character, monster ideas!) is here: http://www.marvunapp.com/Appendix/appconan.htm Stephen Posey slposey at concentric.net _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo.cgi/rq-rules __________________________________________________________________________________________________________________________________ Standard Bank Disclaimer and Confidentiality Note This e-mail, its attachments and any rights attaching hereto are, unless the context clearly indicates otherwise, the property of Standard Bank Group Limited and/or its subsidiaries ("the Group"). It is confidential, private and intended for the addressee only. Should you not be the addressee and receive this e-mail by mistake, kindly notify the sender, and delete this e-mail, immediately and do not disclose or use same in any manner whatsoever. Views and opinions expressed in this e-mail are those of the sender unless clearly stated as those of the Group. The Group accepts no liability whatsoever for any loss or damages whatsoever and howsoever incurred, or suffered, resulting, or arising, from the use of this email or its attachments. The Group does not warrant the integrity of this e-mail nor that it is free of errors, viruses, interception or interference. Licensed divisions of the Standard Bank Group are authorised financial services providers in terms of the Financial Advisory and Intermediary Services Act, No 37 of 2002 (FAIS). For information about the Standard Bank Group Limited visit our website http://www.standardbank.co.za ___________________________________________________________________________________________________________________________________ From parejf63 at hotmail.com Wed Jun 29 21:44:58 2005 From: parejf63 at hotmail.com (John Pare') Date: Wed, 29 Jun 2005 07:44:58 -0400 Subject: [RQ-Rules] Skills question In-Reply-To: Message-ID: LOL BJORN Stupid players are far more common than stupid characters. Still, of they "Want to pet the cute puppy with foam in its mouth, or grab that shiny, skinny thing with my bare hand", I say LET THEM DO IT! John _________________________________________________________________ FREE pop-up blocking with the new MSN Toolbar ? get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ From parejf63 at hotmail.com Thu Jun 30 08:20:02 2005 From: parejf63 at hotmail.com (John Pare') Date: Wed, 29 Jun 2005 18:20:02 -0400 Subject: [RQ-Rules] "Feats" Message-ID: Since Stephan asked, I only thought it was fair to answer his question, without going into too much detail. OK, since RQ is not a level based system, this is what I adapted. At the end of each of session, each player is awarded a certain number of points, dependent upon what they accomplish, and the actions they take in the game. The points vary with the threat level of the action. For instance, Figuring out a trap or puzzle gives them 2 points, reaching a main objective in the game gives them 3 points. Saving another ones life give them 5 points, and risking their life for the group give them 10 points. Each feat costs so many points, depending on its game benefit. They will range from 10 to 40 points each. When they gain enough points, they may chose to purchase feats. Also, for every two skill rolls they chose not to take, gains them 1 point each. The exact cost of these actions will be laid out in my rules system. Pretty simple but works well in the game system. _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today - it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ From parejf63 at hotmail.com Thu Jun 30 08:26:47 2005 From: parejf63 at hotmail.com (John Pare') Date: Wed, 29 Jun 2005 18:26:47 -0400 Subject: [RQ-Rules] "Feats" In-Reply-To: Message-ID: Sorry, some feats will also have prerequisites, which can be related to other feats, race, background, skills, or magic. _________________________________________________________________ FREE pop-up blocking with the new MSN Toolbar ? get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ From stolenbjorn at hotmail.com Thu Jun 30 17:52:53 2005 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Thu, 30 Jun 2005 07:52:53 +0000 Subject: [RQ-Rules] Skills question In-Reply-To: Message-ID: As do I But I was merely pointing out the inconsiquense of many RPG's where they have loads of rules for combat that enables even the poorest tacticians and the players with the lousiest of combat experience to wade throught their enemies with ease -whereas if it comes to social inteligence or plain calculating abilities, you're (in some RPG's) left with the brain you have. If the RPG was consiquent; that they treated social and martial abilities the same, I'd have no problems. IMO; a RPG that says that the character is stuck with the players brain when it comes to social inteligence, should allso say that the character should be left with the players sense for martial arts as well. >From: "John Pare'" >Reply-To: "RuneQuest rules discussion." >To: rq-rules at crashbox.com >Subject: Re: [RQ-Rules] Skills question >Date: Wed, 29 Jun 2005 07:44:58 -0400 > >LOL BJORN > >Stupid players are far more common than stupid characters. Still, of they >"Want to pet the cute puppy with foam in its mouth, or grab that shiny, >skinny thing with my bare hand", I say LET THEM DO IT! > >John > >_________________________________________________________________ >FREE pop-up blocking with the new MSN Toolbar ? get it now! >http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://www.crashbox.com/rq-rules >http://www.crashbox.com/mailman/listinfo.cgi/rq-rules _________________________________________________________________ MSN Hotmail http://www.hotmail.com Med markedets beste SPAM-filter. Gratis! From Nick.Middleton at invensys.com Thu Jun 30 18:10:36 2005 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Thu, 30 Jun 2005 09:10:36 +0100 Subject: [RQ-Rules] Skills question Message-ID: >If the RPG was consiquent; that they treated social and martial abilities >the same, I'd have no problems. IMO; a RPG that says that the character is >stuck with the players brain when it comes to social inteligence, should >allso say that the character should be left with the players sense for >martial arts as well. You'd probably quite like the UK's Gathering (largest festival LARP): it has a thin veneer of rules, but fundamentally all a characters significant capabilities (actual skill with weapons, ability to bluff or con people) are the players innate ability (less whatever degree of handicap they choose to impose on themselves, if any). It is, at least, consistent; one of it's few merits as a system IME, but that's a separate issue... Frankly, I can't stand it: if I wanted to play 'me' in a daft costume, I would do murder mystery weekends or something. I play (and run) role playing games to be (or help others be) something other: some one with different skills, a different world view and or attributes or skills. So I want skills to allow characters to be better swordsman than their players or better singers or better at reading people: without them to me the game is pointless. I despise the "that shouldn't be rolled, it should be role-played" attitude, as it excludes players. I always take the view that if the player is up for resolving things by role-play, fine, but equally if the player doesn't have the skills but his character does, then resolving it by dice rolls is equally fine. Cheers, Nick Middleton From Nick.Middleton at invensys.com Thu Jun 30 18:13:30 2005 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Thu, 30 Jun 2005 09:13:30 +0100 Subject: [RQ-Rules] "Feats" Message-ID: > >Sorry, some feats will also have prerequisites, which can be related to >other feats, race, background, skills, or magic. > John, I'm less interested in "how" they get feats (if I used them they'd almost certainly be as a result of ceremonial magic or other special circumstacnes: successful DI's etc), than in "what": could you quote a couple of typical feats to give me an idea of what sort of game mechanics yor thinking in terms of? Cheers, Nick Middleton From bick10 at comcast.net Thu Jun 30 22:15:20 2005 From: bick10 at comcast.net (bick10 at comcast.net) Date: Thu, 30 Jun 2005 12:15:20 +0000 Subject: [RQ-Rules] Skills question Message-ID: <063020051215.7424.42C3E258000BE5D000001D002200750330CFCE050C070D@comcast.net> > Nick Middleton > I despise the "that shouldn't be rolled, it should be role-played" > attitude, as it excludes players. I always take the view that if the player > is up for resolving things by role-play, fine, but equally if the player > doesn't have the skills but his character does, then resolving it by dice > rolls is equally fine. Bravo! Bravo! I agree and I play that way. You may call me a Roll-player, but I prefer to think that my players are playing the their characters, which are often different from them selves. Like Nick says, if we wanted to play our selves we would do Murder Mystery.