From pmaranci at gmail.com Tue Mar 1 15:55:04 2005 From: pmaranci at gmail.com (Peter Maranci) Date: Mon, 28 Feb 2005 23:55:04 -0500 Subject: [RQ-Rules] An online scenario? Message-ID: I'm thinking of running an online RQ scenario. What sorts of experiences have people here had with that sort of thing? I haven't run an online game since well before the world wide web was invented, so I'm sure I'm out of date. I still have 46 Gmail invites left, by the way. Just in case anyone wants one. -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm From leonbk at yahoo.com Tue Mar 1 15:57:53 2005 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 28 Feb 2005 20:57:53 -0800 (PST) Subject: [RQ-Rules] An online scenario? In-Reply-To: Message-ID: <20050301045753.85079.qmail@web41109.mail.yahoo.com> I am currently running 2 games and playing in another one. Let me know if you are interested. --- Peter Maranci wrote: > I'm thinking of running an online RQ scenario. What > sorts of > experiences have people here had with that sort of > thing? I haven't > run an online game since well before the world wide > web was invented, > so I'm sure I'm out of date. > > I still have 46 Gmail invites left, by the way. Just > in case anyone wants one. > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! > http://www.runequest.org/rq.htm > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules > ===== Leon Kirshtein www.godlearner.d2g.com __________________________________ Do you Yahoo!? Yahoo! Mail - Find what you need with new enhanced search. http://info.mail.yahoo.com/mail_250 From jurrubin at earthlink.net Wed Mar 2 01:54:26 2005 From: jurrubin at earthlink.net (David Smart) Date: Tue, 1 Mar 2005 08:54:26 -0600 (GMT-06:00) Subject: [RQ-Rules] An online scenario? Message-ID: <17239307.1109688866777.JavaMail.root@kermit.psp.pas.earthlink.net> What is a "Gmail invite", pray tell? David -----Original Message----- From: Peter Maranci Sent: Feb 28, 2005 10:55 PM To: RuneQuest-Rules Subject: [RQ-Rules] An online scenario? I'm thinking of running an online RQ scenario. What sorts of experiences have people here had with that sort of thing? I haven't run an online game since well before the world wide web was invented, so I'm sure I'm out of date. I still have 46 Gmail invites left, by the way. Just in case anyone wants one. -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo.cgi/rq-rules David From pmaranci at gmail.com Wed Mar 2 14:38:23 2005 From: pmaranci at gmail.com (Peter Maranci) Date: Tue, 1 Mar 2005 22:38:23 -0500 Subject: [RQ-Rules] Gmail (OT), + An online scenario? (on-topic) Message-ID: * David Smart (jurrubin at earthlink.net) wrote: >What is a "Gmail invite", pray tell? Google rolled out the beta version of their email service in April 2004. It includes a gigabyte of storage, so you can keep several years worth of email, at least. It has highly effective anti-spam protection, innovative search and labeling features, and in my personal opinion is a LOT better designed than Hotmail or Yahoo mail. It was the Hot Thing for quite a while, so inevitably Congress considered banning it. It includes ads, but they are actually much less intrusive than Yahoo's. You can't just sign up for an account (yet); you have to get an invite from someone who already has a Gmail account. I have 45 of them left to give away. Six months ago they were rare enough that people were actually selling them on eBay for $30-40. I feel bad. I should include some RQ content here. Okay, more on that online RQ scenario: I am hesitating because it's a Gloranthan scenario, but my Gloranthan knowledge is way out of date (and I'm *damned* if I'm going to try to catch up with all the Gregging - I emphatically Do Not Like "modern" Glorantha). There are things that I don't know, which will be a problem if a Gloranthan purist starts to nit-pick. A couple of examples: what the Lunar ranks of nobility and/or adminstration? i.e. are there "barons", "dukes", etc. and if so, how do they rank to each other? Another question: what units exist in the Lunar army? Are their battalions, regiments, etc.? And how may troops and magicians might be assigned to each one? I'd be perfectly happy to make that stuff up, but I'd hate to have someone pull out the Gloranthan lore book and tell me about all of my mistakes. It's not so much that I'd be embarrassed, as pissed off. I believe very firmly that it is the GM who is the ultimate arbiter on the nature of the world s/he's running. There is a clear responsibility to be logical, fair to the players, and internally consistant, but there is NO responsibility to match Greg's or ANYONE's idea of what the world should be. -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm From steve at perrinworlds.com Wed Mar 2 18:15:34 2005 From: steve at perrinworlds.com (Stephen Perrin) Date: Tue, 1 Mar 2005 23:15:34 -0800 Subject: [RQ-Rules] Gmail (OT), + An online scenario? (on-topic) References: Message-ID: <002001c51ef7$b353dbe0$68417442@wizard> Peter, Go with what knowledge of Glorantha you have and fill in from there. I suggest trying a faintly Persian feel to the Lunar Empire, with Satraps and such rather than European ranks. Just repeat your last couple of paragraphs in your "Welcome" email to prospective players. Myself, I have no time for that kind of activity. I'd like one of those gmail invites, though. Steve Perrin ----- Original Message ----- From: "Peter Maranci" To: "RuneQuest-Rules" Sent: Tuesday, March 01, 2005 7:38 PM Subject: [RQ-Rules] Gmail (OT), + An online scenario? (on-topic) >* David Smart (jurrubin at earthlink.net) wrote: > >>What is a "Gmail invite", pray tell? > > Google rolled out the beta version of their email service in April > 2004. It includes a gigabyte of storage, so you can keep several years > worth of email, at least. It has highly effective anti-spam > protection, innovative search and labeling features, and in my > personal opinion is a LOT better designed than Hotmail or Yahoo mail. > > It was the Hot Thing for quite a while, so inevitably Congress > considered banning it. It includes ads, but they are actually much > less intrusive than Yahoo's. > > You can't just sign up for an account (yet); you have to get an invite > from someone who already has a Gmail account. I have 45 of them left > to give away. Six months ago they were rare enough that people were > actually selling them on eBay for $30-40. > > I feel bad. I should include some RQ content here. Okay, more on that > online RQ scenario: I am hesitating because it's a Gloranthan > scenario, but my Gloranthan knowledge is way out of date (and I'm > *damned* if I'm going to try to catch up with all the Gregging - I > emphatically Do Not Like "modern" Glorantha). There are things that I > don't know, which will be a problem if a Gloranthan purist starts to > nit-pick. A couple of examples: what the Lunar ranks of nobility > and/or adminstration? i.e. are there "barons", "dukes", etc. and if > so, how do they rank to each other? > > Another question: what units exist in the Lunar army? Are their > battalions, regiments, etc.? And how may troops and magicians might be > assigned to each one? I'd be perfectly happy to make that stuff up, > but I'd hate to have someone pull out the Gloranthan lore book and > tell me about all of my mistakes. It's not so much that I'd be > embarrassed, as pissed off. > > I believe very firmly that it is the GM who is the ultimate arbiter on > the nature of the world s/he's running. There is a clear > responsibility to be logical, fair to the players, and internally > consistant, but there is NO responsibility to match Greg's or ANYONE's > idea of what the world should be. > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > _______________________________________________ > 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 tim at domibia.com Wed Mar 2 18:19:31 2005 From: tim at domibia.com (Tim Huntley) Date: Tue, 1 Mar 2005 23:19:31 -0800 Subject: [RQ-Rules] Gmail (OT), + An online scenario? (on-topic) In-Reply-To: Message-ID: <20050302071941.56A5222228B@boomstick.screwheads.net> > I have 45 of them left to give away. I have 50 of them as well. :-) > Okay, more on that online RQ scenario Did I mention I'm interested? I don't care what you do with Glorantha; I got into RQ during the RQ3 days, so my Gloranthan knowledge is spotty at best (although I did recently pick up the RQ3 Glorantha boxed set on eBay). Tim. -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.5.3 - Release Date: 3/1/2005 From soren.petersen at sap.com Wed Mar 2 19:29:32 2005 From: soren.petersen at sap.com (Petersen, Soren) Date: Wed, 2 Mar 2005 09:29:32 +0100 Subject: [RQ-Rules] Lunar questions Message-ID: <3C3CC36B71A8F445B6BD92FFF89BD04501806DF2@dewdfe22.wdf.sap.corp> Hi Peter, Sorry to hear you do not like 'modern' Glorantha - it's really not that bad... :) As to your Lunar questions - you really should pick up a copy of the 'Imperial Lunar Handbook' from Issaries. It's light on rules and very heavy on details. And there's even some stuff about the Lunar Army. You can find details here: http://www.glorantha.com/products/1302.html As to RQ online games, I heartily recommend it. I'm playing in about five at the moment and despite some of the games being very slow, it's great to get a Glorantha 'fix' each day. :) Cheers, Soren Petersen Galway, Ireland. ------------------------------ Message: 11 Date: Tue, 1 Mar 2005 22:38:23 -0500 From: Peter Maranci Subject: [RQ-Rules] Gmail (OT), + An online scenario? (on-topic) A couple of examples: what the Lunar ranks of nobility and/or adminstration? i.e. are there "barons", "dukes", etc. and if so, how do they rank to each other? Another question: what units exist in the Lunar army? Are their battalions, regiments, etc.? And how may troops and magicians might be assigned to each one? From kora at mbnet.fi Wed Mar 2 20:51:46 2005 From: kora at mbnet.fi (Kora) Date: Wed, 2 Mar 2005 11:51:46 +0200 (EET) Subject: [RQ-Rules] An Online scenario Message-ID: <13927.194.100.3.193.1109757106.squirrel@194.100.3.193> Hi Peter & all, I Play in Leon's email RQ campaign, and it is a perfect way to cheer up a boring day in the office ;) Sometimes things in campaign happen quite fast, sometimes it takes a bit longer, but all in all it is very good entertainment. I still play good old tabletop RPG's, but it is more time (and family) friendly to play in email campaign... ;) I've been thinkin different kinds of solutions to on-line gaming, and so far the email seems to be most workable. I also use email as a media to play our HeroQuest campaign between sessions, and it works quite nicely. Doesn't replace the traditional campaign, but it complements it quite nicely. About the Gmail, i for one would very much like to have one. You can mail me offlist at mikko.korhonen(AT)efecte.fi . Best Regards, Mikko Korhonen From stolenbjorn at hotmail.com Wed Mar 2 21:05:38 2005 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 02 Mar 2005 10:05:38 +0000 Subject: [RQ-Rules] Lunar questions In-Reply-To: <3C3CC36B71A8F445B6BD92FFF89BD04501806DF2@dewdfe22.wdf.sap.corp> Message-ID: I've allso downloaded loads about Lunar empire from issaries and made myself a little compendium on some 60 pages with lettersize 8 that I've called "lunar extracts" I too think that allthough the d20 roleplaygame they have thrown out, it's worth having as a reference for the rq3-setting I have. Some articles on nomadic wartactics actually hold water in RL* and the lunar army organisation + some pretty hefty detailed descriptions on some key characters leading the advance into sartar holds and detail info on the the seven "saints"in the mothers cult are very good. (*RL= Real Life) Info on glorantha is so scarce and uninviting in the older publications, so just getting some info on the empire at last cansels any downsides with having to speedread throuhg some d20 technicalities from time to time. I therefore wish issaries all the best allthough I probably never will play their game! >From: "Petersen, Soren" >Reply-To: "RuneQuest rules discussion." >To: >Subject: [RQ-Rules] Lunar questions >Date: Wed, 2 Mar 2005 09:29:32 +0100 > >Hi Peter, > >Sorry to hear you do not like 'modern' Glorantha - it's really not that >bad... :) >As to your Lunar questions - you really should pick up a copy of the >'Imperial Lunar Handbook' from Issaries. >It's light on rules and very heavy on details. And there's even some >stuff about the Lunar Army. >You can find details here: >http://www.glorantha.com/products/1302.html > >As to RQ online games, I heartily recommend it. I'm playing in about >five at the moment and despite some of the games being very slow, it's >great to get a Glorantha 'fix' each day. :) > >Cheers, >Soren Petersen >Galway, Ireland. > >------------------------------ > >Message: 11 >Date: Tue, 1 Mar 2005 22:38:23 -0500 >From: Peter Maranci >Subject: [RQ-Rules] Gmail (OT), + An online scenario? (on-topic) > >A couple of examples: what the Lunar ranks of nobility >and/or adminstration? i.e. are there "barons", "dukes", etc. and if >so, how do they rank to each other? > >Another question: what units exist in the Lunar army? Are their >battalions, regiments, etc.? And how may troops and magicians might be >assigned to each one? >_______________________________________________ >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 Mar 2 21:08:29 2005 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 02 Mar 2005 10:08:29 +0000 Subject: [RQ-Rules] An Online scenario In-Reply-To: <13927.194.100.3.193.1109757106.squirrel@194.100.3.193> Message-ID: How often would one need to check/send mails in an E-mail campagin? How does it work? I've led a Harpoon (modern naval strategygame that inspired Tom Clansey) campagin via e-post, and that was hefty work :( >From: "Kora" >Reply-To: "RuneQuest rules discussion." >To: rq-rules at crashbox.com >Subject: [RQ-Rules] An Online scenario >Date: Wed, 2 Mar 2005 11:51:46 +0200 (EET) > >Hi Peter & all, > >I Play in Leon's email RQ campaign, and it is a perfect way to cheer up >a boring day in the office ;) Sometimes things in campaign happen quite >fast, sometimes it takes a bit longer, but all in all it is very good >entertainment. I still play good old tabletop RPG's, but it is more time >(and family) friendly to play in email campaign... ;) > >I've been thinkin different kinds of solutions to on-line gaming, and >so far the email seems to be most workable. I also use email as a media >to play our HeroQuest campaign between sessions, and it works quite >nicely. Doesn't replace the traditional campaign, but it complements it >quite nicely. > >About the Gmail, i for one would very much like to have one. You can >mail me offlist at mikko.korhonen(AT)efecte.fi . > >Best Regards, > >Mikko Korhonen > >_______________________________________________ >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 diadochi at bigfoot.com Wed Mar 2 21:47:40 2005 From: diadochi at bigfoot.com (David Ford) Date: Wed, 02 Mar 2005 10:47:40 +0000 Subject: [RQ-Rules] Gmail (OT), Lunar Empire In-Reply-To: <20050302071639.09B102225A2@boomstick.screwheads.net> References: <20050302071639.09B102225A2@boomstick.screwheads.net> Message-ID: <6.2.0.14.0.20050302102442.02182a48@pop.ntlworld.com> Peter said > > Google rolled out the beta version of their email service in April > > 2004. It includes a gigabyte of storage, so you can keep several years > > worth of email, at least. It has highly effective anti-spam I'd like a Gmail invite please. > I feel bad. I should include some RQ content here. Okay, more on that > > online RQ scenario: I am hesitating because it's a Gloranthan > > scenario, but my Gloranthan knowledge is way out of date (and I'm I feel for you brother. You are not alone in dislike of modern Glorantha. While they do say Your Glorantha May Vary (YGMV) I think this is a cop out because they know the world is now unplayable and unrecognisable to grognards such as us. As for the Lunar empire, it is ran by Sultans or Satraps (if you give a **** about their retcons). As you remember the big noble houses fight for control of the empire. I always think of it as similar to Dune, with magic instead of technology. My assumption is the winning houses are those who are Sultans, and the losers are either dead, planning a come back, or exiled. Obviously the Red Emperor is the ruler of whole thing. The Lunar Army seems to consist of a lot of different types of regiments. These regiments are recruited from difference provinces in the empire. So as someone much smarter than me said, you get a Persian feel with Char Un horsemen, Heartlands Scimitar and Shield, Dara Happan spearmen, Tarshite housecarls, Thunder Delta slingers, the Phalanxes (Granite, etc) - I hope you get the idea. The empire also have the College of Magic and some demigod units. I think the RQ3 Genertela book, and the Dragon Pass board game have more info. I remember reading that generals and other staff officers generally join and leave regiments throughout their career. So a typical regiment would be mostly professional troops (or the local levy) with a few snotty officers from Polaris, Yelm, Yanafal Tanis, etc. attached to run em. I'm sure some of this information is wrong, but its all from my gut. > > *damned* if I'm going to try to catch up with all the Gregging - I > > emphatically Do Not Like "modern" Glorantha). There are things that I > > don't know, which will be a problem if a Gloranthan purist starts to > > nit-pick. A couple of examples: what the Lunar ranks of nobility > > and/or adminstration? i.e. are there "barons", "dukes", etc. and if > > so, how do they rank to each other? Well you can google for minor Islamic or Persian titles, but me I consider the local taxman to be an important person in the Lunar Empire especially in troubled lands like Sartar. I bet each taxman is like a sheriff of Nottingham with his own little borrowed army. > > Another question: what units exist in the Lunar army? Are their > > battalions, regiments, etc.? And how may troops and magicians might be > > assigned to each one? I'd be perfectly happy to make that stuff up, > > but I'd hate to have someone pull out the Gloranthan lore book and > > tell me about all of my mistakes. It's not so much that I'd be > > embarrassed, as pissed off. It seems that the magicians might stay in their own magic regiment, but that the magic and non-magic regiments work together. > > > > I believe very firmly that it is the GM who is the ultimate arbiter on > > the nature of the world s/he's running. There is a clear > > responsibility to be logical, fair to the players, and internally Totally agree. Dave From soltakss at yahoo.com Wed Mar 2 23:51:38 2005 From: soltakss at yahoo.com (Simon Phipp) Date: Wed, 2 Mar 2005 12:51:38 +0000 (GMT) Subject: [RQ-Rules] On-Line Game In-Reply-To: <20050302071639.09B102225A2@boomstick.screwheads.net> Message-ID: <20050302125138.74673.qmail@web51006.mail.yahoo.com> Peter Maranci: > I feel bad. I should include some RQ content here. Okay, more on that > online RQ scenario: I am hesitating because it's a Gloranthan > scenario, but my Gloranthan knowledge is way out of date (and I'm > *damned* if I'm going to try to catch up with all the Gregging - I > emphatically Do Not Like "modern" Glorantha). There are things that I > don't know, which will be a problem if a Gloranthan purist starts to > nit-pick. A couple of examples: what the Lunar ranks of nobility > and/or adminstration? i.e. are there "barons", "dukes", etc. and if > so, how do they rank to each other? The easiest solution: It's your game, your version of Glorantha, if anyone nitpicks then cuck them out. The official Issaries policy seems to be YGMV (Your Glorantha May Vary). It might be worth checking the archives of the Gloranthan Digest and maybe the Whitewall Yahoo Group/Wiki as I recall they had several weeks going through ranks in the army and so on, to the nth degree of course and nobody agreed as usual. > Another question: what units exist in the Lunar army? Are their > battalions, regiments, etc.? And how may troops and magicians might be > assigned to each one? I'd be perfectly happy to make that stuff up, > but I'd hate to have someone pull out the Gloranthan lore book and > tell me about all of my mistakes. It's not so much that I'd be > embarrassed, as pissed off. I think a lot of this will be coming out in the Imperial Lunar Handbooks. Otherwise, use the units from Dragon Pass, if you have it, as a base for the units. I wouldn't worry about it too much. Unless you are planning a Lunar Military game then all you need to use is the units in the Sartar Rising supplements and the stuff from RQ Prax - Silver Shields and so on. To a certain extent, it doesn't matter what the makeup of the units are. Unless the PCs are going to go through a Lunar battalion they don't need to know the structure. In my games, Lunar regiments, as opposed to non-Lunar regiments from the Lunar Empire, had squads of 7 men, seven squads to a unit, 7 units to a cohort and 7 cohorts to a Legion, so a legion was approximately 2400 in size. All belonged to Yanafil Tarnils or the Seven Mothers, unit leaders were Acolytes, Cohort and Legion leaders were Rune Levels. Yanafal Tarnils Morale worked on a unit of 49 rather than a century of 100. Units, Cohorts and Legions had Standard Bearers who were special officers of equivalent cult rank to the commanders but were also members of the Red Goddess cult. If you want to use Lunar magicians, most of them belong to specialised units, such as the Crater Makers, but a magician might be assigned to a Cohort, at a guess. Fun and games start with the non-Lunar regiments, so you could have any of the members of the empire in regiments, so chinless wonders would be commanding their family's Dara Happan regiment, Carmanian Knights would be in western-style regiments, Tarshites would be in clan-based units and so on. I'd stick to one or two units and keep the rest in the background. > I believe very firmly that it is the GM who is the ultimate arbiter on > the nature of the world s/he's running. There is a clear > responsibility to be logical, fair to the players, and internally > consistant, but there is NO responsibility to match Greg's or ANYONE's > idea of what the world should be. That's right. If you base the game in Glorantha then you can use published stuff where possible, but if you don't have the pusblished stuff or what you want is not covered then make it up. Everyone else does. Simon Send instant messages to your online friends http://uk.messenger.yahoo.com From leonbk at yahoo.com Thu Mar 3 01:33:26 2005 From: leonbk at yahoo.com (Leon Kirshtein) Date: Wed, 2 Mar 2005 06:33:26 -0800 (PST) Subject: [RQ-Rules] An Online scenario Message-ID: <20050302143326.77063.qmail@web41103.mail.yahoo.com> Basically the game works as following: The GM sets up a group in the Yahoo groups and send out guidelines for character to people who signup. The GM describes the enviroment as in normal game and the players respond through posts to the group. Combat is resolved by round or in multiple rounds per post with die rolls being made by the players themselves. For example a players will make a SOI statement of intent for round 1 and each will also send 5 % rolls, then I resolve the round taking their rolls in order as I need them. I would then post a Round Reslution post telling all what happened and the players will then post their next SOI with another 5 % rolls. Leon --- rq-rules-bounces at crashbox.com wrote: > How often would one need to check/send mails in an E-mail campagin? > How does it work? > I've led a Harpoon (modern naval strategygame that inspired Tom Clansey) > campagin via e-post, and that was hefty work :( > > >From: "Kora" > >Reply-To: "RuneQuest rules discussion." > >To: rq-rules at crashbox.com > >Subject: [RQ-Rules] An Online scenario > >Date: Wed, 2 Mar 2005 11:51:46 +0200 (EET) > > > >Hi Peter & all, > > > >I Play in Leon's email RQ campaign, and it is a perfect way to cheer up > >a boring day in the office ;) Sometimes things in campaign happen quite > >fast, sometimes it takes a bit longer, but all in all it is very good > >entertainment. I still play good old tabletop RPG's, but it is more time > >(and family) friendly to play in email campaign... ;) > > > >I've been thinkin different kinds of solutions to on-line gaming, and > >so far the email seems to be most workable. I also use email as a media > >to play our HeroQuest campaign between sessions, and it works quite > >nicely. Doesn't replace the traditional campaign, but it complements it > >quite nicely. > > > >About the Gmail, i for one would very much like to have one. You can > >mail me offlist at mikko.korhonen(AT)efecte.fi . > > > >Best Regards, > > > >Mikko Korhonen > > > >_______________________________________________ > >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! > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules __________________________________ Celebrate Yahoo!'s 10th Birthday! Yahoo! Netrospective: 100 Moments of the Web http://birthday.yahoo.com/netrospective/ From grogthing at yahoo.com Thu Mar 3 02:03:59 2005 From: grogthing at yahoo.com (grogthing) Date: Wed, 2 Mar 2005 07:03:59 -0800 (PST) Subject: [RQ-Rules] Gmail (OT), + An online scenario? (on-topic) In-Reply-To: <002001c51ef7$b353dbe0$68417442@wizard> Message-ID: <20050302150400.99857.qmail@web41509.mail.yahoo.com> I agree totally. A GM is the "god" of the campaign setting weather it is based partially or totally on an exisiting setting. As long as player know up front that the setting they may be familiar with will probably have GM decreed variations, then they have no reason to complain. I would like oone of the google mail invites as well thank you. Gregory --- Stephen Perrin wrote: > Peter, > > Go with what knowledge of Glorantha you have and > fill in from there. I > suggest trying a faintly Persian feel to the Lunar > Empire, with Satraps and > such rather than European ranks. > > Just repeat your last couple of paragraphs in your > "Welcome" email to > prospective players. > > Myself, I have no time for that kind of activity. > > I'd like one of those gmail invites, though. > > Steve Perrin > > ----- Original Message ----- > From: "Peter Maranci" > To: "RuneQuest-Rules" > Sent: Tuesday, March 01, 2005 7:38 PM > Subject: [RQ-Rules] Gmail (OT), + An online > scenario? (on-topic) > > > >* David Smart (jurrubin at earthlink.net) wrote: > > > >>What is a "Gmail invite", pray tell? > > > > Google rolled out the beta version of their email > service in April > > 2004. It includes a gigabyte of storage, so you > can keep several years > > worth of email, at least. It has highly effective > anti-spam > > protection, innovative search and labeling > features, and in my > > personal opinion is a LOT better designed than > Hotmail or Yahoo mail. > > > > It was the Hot Thing for quite a while, so > inevitably Congress > > considered banning it. It includes ads, but they > are actually much > > less intrusive than Yahoo's. > > > > You can't just sign up for an account (yet); you > have to get an invite > > from someone who already has a Gmail account. I > have 45 of them left > > to give away. Six months ago they were rare enough > that people were > > actually selling them on eBay for $30-40. > > > > I feel bad. I should include some RQ content here. > Okay, more on that > > online RQ scenario: I am hesitating because it's a > Gloranthan > > scenario, but my Gloranthan knowledge is way out > of date (and I'm > > *damned* if I'm going to try to catch up with all > the Gregging - I > > emphatically Do Not Like "modern" Glorantha). > There are things that I > > don't know, which will be a problem if a > Gloranthan purist starts to > > nit-pick. A couple of examples: what the Lunar > ranks of nobility > > and/or adminstration? i.e. are there "barons", > "dukes", etc. and if > > so, how do they rank to each other? > > > > Another question: what units exist in the Lunar > army? Are their > > battalions, regiments, etc.? And how may troops > and magicians might be > > assigned to each one? I'd be perfectly happy to > make that stuff up, > > but I'd hate to have someone pull out the > Gloranthan lore book and > > tell me about all of my mistakes. It's not so much > that I'd be > > embarrassed, as pissed off. > > > > I believe very firmly that it is the GM who is the > ultimate arbiter on > > the nature of the world s/he's running. There is a > clear > > responsibility to be logical, fair to the players, > and internally > > consistant, but there is NO responsibility to > match Greg's or ANYONE's > > idea of what the world should be. > > > > -- > > Peter Maranci - pmaranci at gmail.com > > Pete's RuneQuest & Roleplaying! > http://www.runequest.org/rq.htm > > _______________________________________________ > > 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 > ===== "I have sworn, upon the altar of God, eternal hostility against every form of tyranny over the mind of man." - Thomas Jefferson "It does me no injury for my neighbor to say there are twenty gods or no god. It neither picks my pocket nor breaks my leg." - Thomas Jefferson "Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery? Forbid it, Almighty God! I know not what course others may take; but as for me, give me liberty or give me death!" - Patrick Henry "A tyrant must put on the appearance of uncommon devotion to religion. Subjects are less apprehensive of illegal treatment from a ruler whom they consider god-fearing and pious." - Aristotle __________________________________ Celebrate Yahoo!'s 10th Birthday! Yahoo! Netrospective: 100 Moments of the Web http://birthday.yahoo.com/netrospective/ From rokk at shaw.ca Thu Mar 3 05:56:49 2005 From: rokk at shaw.ca (James Griffith) Date: Wed, 02 Mar 2005 10:56:49 -0800 Subject: [RQ-Rules] Online Scenarios Message-ID: <82ea5c832a91.832a9182ea5c@shaw.ca> For a while we were working with a program called Screen Monkey to do online gaming. It works kind of like a webserver. It is slower than playing face to face and the updating from the server is a bit wierd sometimes. Between Screen Monkey and teamspeak we could play together more or less live. Screen Monkey works as a chat/battle matt/dice rolling and teamspeak is just an internet chat. One sweet thing with Screen monkey was the ability to dump maps into the background really quickly and preset scenarios. The nice thing about teamspeak is that you could set up specific hotkeys to talk to a person privately. I think the site for screen monkey was www.nbos.com. Have a Great Day! James From DevinC at aol.com Thu Mar 3 05:59:17 2005 From: DevinC at aol.com (DevinC at aol.com) Date: Wed, 02 Mar 2005 13:59:17 -0500 Subject: [RQ-Rules] An Online scenario Message-ID: <6E1EB5FE.61FB8E47.00047AF1@aol.com> Seems to me it would be much easier to play by Instant Message. Then you get essentially almost the same experience as a face to face and the game moves along at normal speed. Most IM programs have a dice rolling function, so rolling would not be a problem. The only real impediment are maps. The DM could prepare the type of maps beforehand that are player handouts and simply email them. But typical dungeon type maps would be impossible. From leonbk at yahoo.com Thu Mar 3 06:14:30 2005 From: leonbk at yahoo.com (Leon Kirshtein) Date: Wed, 2 Mar 2005 11:14:30 -0800 (PST) Subject: [RQ-Rules] An Online scenario Message-ID: <20050302191430.12994.qmail@web41106.mail.yahoo.com> IM does not work. I have people playing from Finland to Western Canada. No way to get everyone on the IM at the same time. Plus most people have real jobs and families and have very limited amount of time. We are currently testing out an online gamming tool, which should simplify combat significantly http://www.darenclark.e7even.com/cgi-bin/newlogin.php Enter as guests please and remember this is a work in progress. --- rq-rules-bounces at crashbox.com wrote: > Seems to me it would be much easier to play by Instant Message. Then you get essentially almost the same experience as a face to face and the game moves along at normal speed. > > Most IM programs have a dice rolling function, so rolling would not be a problem. > > The only real impediment are maps. The DM could prepare the type of maps beforehand that are player handouts and simply email them. But typical dungeon type maps would be impossible. > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules __________________________________ Celebrate Yahoo!'s 10th Birthday! Yahoo! Netrospective: 100 Moments of the Web http://birthday.yahoo.com/netrospective/ From jurrubin at earthlink.net Thu Mar 3 12:34:24 2005 From: jurrubin at earthlink.net (David Smart) Date: Wed, 2 Mar 2005 19:34:24 -0600 (GMT-06:00) Subject: [RQ-Rules] An Online scenario Message-ID: <22315127.1109813664450.JavaMail.root@huey.psp.pas.earthlink.net> My current group uses IM to communicate from Dallas to New Orleans during our sessions. I use Earthlink's webmail to send maps and files back and forth. David -----Original Message----- From: DevinC at aol.com Sent: Mar 2, 2005 12:59 PM To: "RuneQuest rules discussion." Subject: Re: RE: [RQ-Rules] An Online scenario Seems to me it would be much easier to play by Instant Message. Then you get essentially almost the same experience as a face to face and the game moves along at normal speed. Most IM programs have a dice rolling function, so rolling would not be a problem. The only real impediment are maps. The DM could prepare the type of maps beforehand that are player handouts and simply email them. But typical dungeon type maps would be impossible. _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo.cgi/rq-rules David From lev_lafayette at yahoo.com.au Thu Mar 3 13:36:17 2005 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Wed, 2 Mar 2005 18:36:17 -0800 (PST) Subject: [RQ-Rules] An online scenario? In-Reply-To: Message-ID: <20050303023617.4887.qmail@web21124.mail.yahoo.com> --- Peter Maranci wrote: > I'm thinking of running an online RQ scenario. What > sorts of > experiences have people here had with that sort of > thing? I haven't > run an online game since well before the world wide > web was invented, > so I'm sure I'm out of date. Hi Peter, I'm currently running an online campaign which is heavily RQ influenced, albeit equally by GURPS/Hero system and indeed anything else I can get my hands on and I reckon is pretty reasonable. Consider it a game system in evolution. Here are some things from my experience thus far; 1) You need slightly more than the normal number of face-to-face players just to keep the critical level of interaction going. 2) Have updates at least twice a week. 3) Don't, I repeat don't have a situation arise where one character is required to intervene to keep the story flowing, as this may become a bottleneck. 4) Run combat as contingent descriptions from the players point-of-view, run it behind the scenes, and express it as narrative. ... and yes, I am interested in playing. > I still have 46 Gmail invites left, by the way. Just > in case anyone wants one. *nods* Yes please. Send to lev _ lafayette AT speedymail DOT org as this address eats gmail invites... ===== Lev Lafayette lev_lafayette at yahoo.com.au http://au.geocities.com/lev_lafayette __________________________________ Celebrate Yahoo!'s 10th Birthday! Yahoo! Netrospective: 100 Moments of the Web http://birthday.yahoo.com/netrospective/ From Tony.Den at standardbank.co.za Thu Mar 3 17:05:23 2005 From: Tony.Den at standardbank.co.za (Den, Tony T) Date: Thu, 3 Mar 2005 08:05:23 +0200 Subject: [RQ-Rules] An Online scenario Message-ID: I concur with Leon. IM may be a solution for people on same timeline, but for worldwide gaming its not practical. I once participated in a play RQ by e-mail game that worked pretty well. Was weekly based so everyone could have time to digest events and give instructions. The guy who ran the e-mail game may have some tips/suggestions, his website is http://garaje.ya.com/al271996/cauldron/cauldron.htm -----Original Message----- Leon Kirshtein IM does not work. I have people playing from Finland to Western Canada. No way to get everyone on the IM at the same time. Plus most people have real jobs and families and have very limited amount of time. We are currently testing out an online gamming tool, which should simplify combat significantly http://www.darenclark.e7even.com/cgi-bin/newlogin.php Enter as guests please and remember this is a work in progress. __________________________________________________________________________________________________________________________________ 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 Tony.Den at standardbank.co.za Thu Mar 3 17:10:09 2005 From: Tony.Den at standardbank.co.za (Den, Tony T) Date: Thu, 3 Mar 2005 08:10:09 +0200 Subject: [RQ-Rules] Shapeshift Species to Species (Sorcery) Message-ID: Okay, I feel a bit silly asking this buy what he hey, I usually run extremely low magic adventures: Say I have a character/npc shapshifted so as better to infiltrate an enemy stronghold. Would a Dispel Magic (spirit) or Neutralise Magic (Sorcery) revoke the shapeshift spell? If not and the spell was say, cast for a long period (its temporal) and the character wanted to change back to their original selves, would another shapeshift have to be cast to facilitate this? T??ny __________________________________________________________________________________________________________________________________ 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 jurrubin at earthlink.net Thu Mar 3 23:54:33 2005 From: jurrubin at earthlink.net (David Smart) Date: Thu, 3 Mar 2005 06:54:33 -0600 (GMT-06:00) Subject: [RQ-Rules] Shapeshift Species to Species (Sorcery) Message-ID: <32817802.1109854473861.JavaMail.root@skeeter.psp.pas.earthlink.net> Heh. Don't feel silly; I've come up with similar questions in the past and I've been RQ'ing since the early 80's. If the shapeshift effect is from a spell someone threw instead of a magical item, then yes, the effect would be dispelled. Assuming, that is, that the shapeshift spell was overcome by the Dispel/Neutralize on the Resistance Chart. David -----Original Message----- From: "Den, Tony T" Sent: Mar 3, 2005 12:10 AM To: RQ Rules List Subject: [RQ-Rules] Shapeshift Species to Species (Sorcery) Okay, I feel a bit silly asking this buy what he hey, I usually run extremely low magic adventures: Say I have a character/npc shapshifted so as better to infiltrate an enemy stronghold. Would a Dispel Magic (spirit) or Neutralise Magic (Sorcery) revoke the shapeshift spell? If not and the spell was say, cast for a long period (its temporal) and the character wanted to change back to their original selves, would another shapeshift have to be cast to facilitate this? T??ny __________________________________________________________________________________________________________________________________ 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 ___________________________________________________________________________________________________________________________________ _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo.cgi/rq-rules David From tom at zunder.org.uk Fri Mar 4 01:14:25 2005 From: tom at zunder.org.uk (Tom Zunder) Date: Thu, 03 Mar 2005 14:14:25 -0000 Subject: [RQ-Rules] Online gaming In-Reply-To: <20050303125530.E849A2225A4@boomstick.screwheads.net> Message-ID: <42271BC1.15739.C43CC1@localhost> Ok, the crunchy way to online game is WebRPG which is transitioning from commercial to free at www.webrog.com right now. Very all covering graphical engine, too rich for my tastes. The easiest for anyone to access (since there are web based java clients) is good old IRC and here is a good point to start, the IRC Roleplaying Home Page! http://www.home.aone.net.au/irc_rpg/home.htm We are going to start playing some Hawkmoon with Skype in a few days, I'll say how that compared.. -- Tom Zunder http://tavern.zunder.org.uk ICQ: 1521799 MSN: tom at zunder.org.uk Yahoo: tzunder From peter.brink at brinkdata.se Fri Mar 4 01:32:19 2005 From: peter.brink at brinkdata.se (Peter Brink) Date: Thu, 03 Mar 2005 15:32:19 +0100 Subject: [RQ-Rules] Online gaming In-Reply-To: <42271BC1.15739.C43CC1@localhost> References: <42271BC1.15739.C43CC1@localhost> Message-ID: <42271FF3.3090206@brinkdata.se> Many good things said about online gaming here. Just wanted to add a link to the collection: www.openrpg.org OpenRPG is as the name implies an Open Source online RPG tool. The site has much more information. Also I really have to plug for TeamSpeak. If you have an ADSL account and are permitted to set up your own server it's really easy to set up a TeamSpeak server, IMHO of course - I'm SysAdm by occupation so my mileage may be different from yours :-) Btw setting up a OpenRPG server is quite easy too - so if you do have the possibility to host your own server there are quite some options available. /Peter From pmaranci at gmail.com Fri Mar 4 03:36:30 2005 From: pmaranci at gmail.com (Peter Maranci) Date: Thu, 3 Mar 2005 11:36:30 -0500 Subject: [RQ-Rules] Playing with numbers (character design) Message-ID: I'm teetering closer and closer to the edge of running an online RQ game. But first I need to decide how to create characters. So I starting thinking about character design. A long time ago I made up an off-the-cuff system for character design; I'm pretty sure it was discussed here. It worked well enough, as I recall, but it wasn't rigorous. It was a point-buy system, in which both characteristic points and skills could be purchased. I later found that it was possible to stick GURPS Advantages/Disadvantages into it pretty easily, with some reasonable modifications. Anyway, as I considered the issue again some interesting questions came up: 1. What are the different characteristics worth, compared to each other? Obviously, different campaigns and GMs will change the relative values of the characteristics. INT would probably be far more valuable in a science fiction campaign, simply because there are a lot more Knowledge skills available and they'll be used more frequently. But I wanted to start out by looking at a standard RQ fantasy campaign. 2. How should the cost per point escalate for characteristics? 3. What are the different skills worth? 4. How should the cost per point escalate for characteristics? All of these questions led me to crunch some numbers. I took all the standard RQ3 skills (excluding sorcery skills, but including Ceremony), and made a table indicating what bonuses they receive from every characteristic. The results were interesting. Each point of characteristic gives the following total skill bonus: STR = 6.5 CON = 2 SIZ = -10 INT = 26 POW = 3.5 DEX = 15.5 APP = 2.5 Of course this gives a skewed picture. Some skills are intrinsically more valuable than others. So I arbitrarily divided skills into three categories, ranging from 1 (least valuable) to 3 (most valuable). Combat skills were, of course, all 3s. I've slapped all that information into an Excel file; I can make it available for download from my site if anyone would be interested. Anyway, multiplying my assigned value for each skill by the bonus given by each characteristic and then summing the results gave a new set of numbers: STR = 13 CON = 5 SIZ = -20 INT = 48 POW = 7 DEX = 31 APP = 4 There are still issues, of course. A large number of relatively useless skills do NOT equal a single useful one in actual play. And of course there are non-skill factors to consider. It would probably be pointless to try to work out a numeric value for the hit points gained from CON or STR, improved resistance and chance to overcome for a high POW, etc. etc. I have to admit that I find all this fascinating! But perhaps I should stop here, for now - I don't want to overdo it. -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm From leonbk at yahoo.com Fri Mar 4 03:58:35 2005 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 3 Mar 2005 08:58:35 -0800 (PST) Subject: [RQ-Rules] Playing with numbers (character design) Message-ID: <20050303165836.41996.qmail@web41129.mail.yahoo.com> I do not value the stats differently and generally give 116 pts (I use 8 stats including CHA and APP). All my characters are humans, so I avoid the the different dice problem. I limit any stat to 18 maximum. For skills I assign anywhere from 300 to 600 points, with skill cost 1 for 1 to 50%, 1 for 2 to 75%, 1 for 3 above that. I include the modifier and any base chance in the resulting skill percentage. Example: Sing Base 10 + modfier 8 + 32 points would be 50% additional pecentage would now be on a 2 for 1 basis. I do not use RQ3 Sorcery, but rather a variation of Sandys system and players can buy spells as any other skill. No reason for the characters to pay for sorcery spells, since they are paying for the skill in it anyway. I also give a number of POW points for characters to spend on Rune Magic and/or enchantments. Amount depends on the level you want to play at. Leon --- rq-rules-bounces at crashbox.com wrote: > I'm teetering closer and closer to the edge of running an online RQ game. > > But first I need to decide how to create characters. So I starting > thinking about character design. > > A long time ago I made up an off-the-cuff system for character design; > I'm pretty sure it was discussed here. It worked well enough, as I > recall, but it wasn't rigorous. > > It was a point-buy system, in which both characteristic points and > skills could be purchased. I later found that it was possible to stick > GURPS Advantages/Disadvantages into it pretty easily, with some > reasonable modifications. > > Anyway, as I considered the issue again some interesting questions came up: > > 1. What are the different characteristics worth, compared to each other? > > Obviously, different campaigns and GMs will change the relative values > of the characteristics. INT would probably be far more valuable in a > science fiction campaign, simply because there are a lot more > Knowledge skills available and they'll be used more frequently. But I > wanted to start out by looking at a standard RQ fantasy campaign. > > 2. How should the cost per point escalate for characteristics? > > 3. What are the different skills worth? > > 4. How should the cost per point escalate for characteristics? > > All of these questions led me to crunch some numbers. I took all the > standard RQ3 skills (excluding sorcery skills, but including > Ceremony), and made a table indicating what bonuses they receive from > every characteristic. The results were interesting. Each point of > characteristic gives the following total skill bonus: > > STR = 6.5 > CON = 2 > SIZ = -10 > INT = 26 > POW = 3.5 > DEX = 15.5 > APP = 2.5 > > Of course this gives a skewed picture. Some skills are intrinsically > more valuable than others. So I arbitrarily divided skills into three > categories, ranging from 1 (least valuable) to 3 (most valuable). > Combat skills were, of course, all 3s. I've slapped all that > information into an Excel file; I can make it available for download > from my site if anyone would be interested. > > Anyway, multiplying my assigned value for each skill by the bonus > given by each characteristic and then summing the results gave a new > set of numbers: > > STR = 13 > CON = 5 > SIZ = -20 > INT = 48 > POW = 7 > DEX = 31 > APP = 4 > > There are still issues, of course. A large number of relatively > useless skills do NOT equal a single useful one in actual play. And of > course there are non-skill factors to consider. It would probably be > pointless to try to work out a numeric value for the hit points gained > from CON or STR, improved resistance and chance to overcome for a high > POW, etc. etc. > > I have to admit that I find all this fascinating! But perhaps I should > stop here, for now - I don't want to overdo it. > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > _______________________________________________ > 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!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From pmaranci at gmail.com Fri Mar 4 04:52:22 2005 From: pmaranci at gmail.com (Peter Maranci) Date: Thu, 3 Mar 2005 12:52:22 -0500 Subject: [RQ-Rules] Playing with numbers (character design) Message-ID: * Leon Kirshtein (leonbk at yahoo.com) wrote: >I do not value the stats differently I considered that, but came to the conclusion that unless I was running for the most idealistic and pure roleplayers who ever lived, I'd end up with a horrendously ugly party. Intelligent and dexterous, but ugly. :D >I limit any stat to 18 maximum. Sensible. I am tilting towards the idea of starting all characteristics off at 10, having different point costs for each characteristic, and having the cost-per-point increase (probably by one) for each additional point. So, for example, if the first point of DEX (i.e. going from 10 to 11) cost 10 points, going up to DEX 12 would cost 11 more points. Etc. Racial maximums would definitely apply. Although I'd be tempted to allow PCs to exceed their normal rolled maximums at a horrendous point cost - say, DOUBLE the cost for each point above 18. Maybe even triple it. >For skills I assign anywhere from 300 to 600 points, with skill cost 1 for 1 to 50%, >for 2 to 75%, 1 for 3 above that. I'm leaning the same way. But I find myself wanting to move towards a system that is as finely-grained as the RQ3 skill system. That's the ideal that was behind the "each characteristic point costs one more than the previous one" concept. I'm still not sure if that will work, though. Let's see... Assuming that a top-valued characteristic such as INT or DEX had an initial cost of 10 points for the first point, we get the following result: Characteristic - Cost 11 - 10 12 - 21 13 - 33 14 - 46 15 - 60 16 - 75 17 - 91 18 - 108 A less-valuable characteristic with a starting cost of 5 would lead to: Characteristic - Cost 11 - 5 12 - 11 13 - 18 14 - 26 15 - 35 16 - 45 17 - 56 18 - 68 And for the sake of completeness, a characteristic with a starting cost of 1 (*cough* APP *cough*) yields the following: Characteristic - Cost 11 - 1 12 - 3 13 - 6 14 - 10 15 - 15 16 - 21 17 - 28 18 - 36 I imagine that the tables could be reversed to allow points to be "sold" as well. So selling INT down to 8 would yield 21 points, while selling APP down to 5 would produce 15 points. But how would you handle SIZ? It's unique since both high and low SIZ can be valuable, depending on the character. My instinct is to take SIZ out of the equation altogether, or perhaps charge a (low) point cost for any SIZ change from average, up OR down. -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm From leonbk at yahoo.com Fri Mar 4 04:58:50 2005 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 3 Mar 2005 09:58:50 -0800 (PST) Subject: [RQ-Rules] Playing with numbers (character design) Message-ID: <20050303175850.67004.qmail@web41112.mail.yahoo.com> No matter the system you design, characters will tend to be INT heavy and APP lite. The key is to make them realize that APP matters int he game and have teh NPCs and monsters react to them based on it. Any other system you use is just acompensation for this. Leon --- rq-rules-bounces at crashbox.com wrote: > * Leon Kirshtein (leonbk at yahoo.com) wrote: > > >I do not value the stats differently > > I considered that, but came to the conclusion that unless I was > running for the most idealistic and pure roleplayers who ever lived, > I'd end up with a horrendously ugly party. Intelligent and dexterous, > but ugly. :D > > >I limit any stat to 18 maximum. > > Sensible. I am tilting towards the idea of starting all > characteristics off at 10, having different point costs for each > characteristic, and having the cost-per-point increase (probably by > one) for each additional point. So, for example, if the first point of > DEX (i.e. going from 10 to 11) cost 10 points, going up to DEX 12 > would cost 11 more points. Etc. > > Racial maximums would definitely apply. Although I'd be tempted to > allow PCs to exceed their normal rolled maximums at a horrendous point > cost - say, DOUBLE the cost for each point above 18. Maybe even triple > it. > > >For skills I assign anywhere from 300 to 600 points, with skill cost > 1 for 1 to 50%, > >for 2 to 75%, 1 for 3 above that. > > I'm leaning the same way. But I find myself wanting to move towards a > system that is as finely-grained as the RQ3 skill system. That's the > ideal that was behind the "each characteristic point costs one more > than the previous one" concept. I'm still not sure if that will work, > though. Let's see... > > Assuming that a top-valued characteristic such as INT or DEX had an > initial cost of 10 points for the first point, we get the following > result: > > Characteristic - Cost > 11 - 10 > 12 - 21 > 13 - 33 > 14 - 46 > 15 - 60 > 16 - 75 > 17 - 91 > 18 - 108 > > A less-valuable characteristic with a starting cost of 5 would lead to: > > Characteristic - Cost > 11 - 5 > 12 - 11 > 13 - 18 > 14 - 26 > 15 - 35 > 16 - 45 > 17 - 56 > 18 - 68 > > And for the sake of completeness, a characteristic with a starting > cost of 1 (*cough* APP *cough*) yields the following: > > Characteristic - Cost > 11 - 1 > 12 - 3 > 13 - 6 > 14 - 10 > 15 - 15 > 16 - 21 > 17 - 28 > 18 - 36 > > I imagine that the tables could be reversed to allow points to be > "sold" as well. So selling INT down to 8 would yield 21 points, while > selling APP down to 5 would produce 15 points. > > But how would you handle SIZ? It's unique since both high and low SIZ > can be valuable, depending on the character. My instinct is to take > SIZ out of the equation altogether, or perhaps charge a (low) point > cost for any SIZ change from average, up OR down. === Message Truncated === __________________________________ Celebrate Yahoo!'s 10th Birthday! Yahoo! Netrospective: 100 Moments of the Web http://birthday.yahoo.com/netrospective/ From soltakss at yahoo.com Fri Mar 4 06:53:00 2005 From: soltakss at yahoo.com (Simon Phipp) Date: Thu, 3 Mar 2005 19:53:00 +0000 (GMT) Subject: [RQ-Rules] Shapeshift Species to Species (Sorcery) In-Reply-To: <20050303125530.7D5962225A3@boomstick.screwheads.net> Message-ID: <20050303195300.48737.qmail@web51007.mail.yahoo.com> Tony Den: > Say I have a character/npc shapshifted so as better to infiltrate an enemy > stronghold. Would a Dispel Magic (spirit) or Neutralise Magic (Sorcery) > revoke the shapeshift spell? If not and the spell was say, cast for a long > period (its temporal) and the character wanted to change back to their > original selves, would another shapeshift have to be cast to facilitate > this? David Smart: > If the shapeshift effect is from a spell someone threw instead of a magical > item, then yes, the effect would be dispelled. Assuming, that is, that the > shapeshift spell was overcome by the Dispel/Neutralize on the Resistance > Chart. I would agree, but would also add that Dismiss Magic would work as well as Dispel/Neutralise Magic. Different people have different ideas on whether the total MPs in the spell must be overcome or just the points in Intensity. I favour dispelling only the Intensity. Generally, I would say that unless the Shapeshift spell allows for shifting back and forth then you are stuck in the form untilthe spell expires. You might want to play that the user of te spell can choose when to end the spell, but that it copping out. More generally, someone using the Divine spells to transform into a Hsunchen beast would have cast Transform Head, Transform Body, Transform Limbs and Transform Self (or their specific equivalents) for a total of 8 points (assuming 1,3,2,2) so would need a Dispel Magic 16, Dismiss Magic 8 or Neutralise Magic ?? and a good roll to knock down. This is a lot of magic to use on trying to turn someone back. Simon Send instant messages to your online friends http://uk.messenger.yahoo.com From pmaranci at gmail.com Fri Mar 4 06:53:38 2005 From: pmaranci at gmail.com (Peter Maranci) Date: Thu, 3 Mar 2005 14:53:38 -0500 Subject: [RQ-Rules] Playing with numbers (character design) Message-ID: * Leon Kirshtein (leonbk at yahoo.com) wrote: >No matter the system you design, characters will tend to be INT heavy and APP >lite. The key is to make them realize that APP matters int he game and have teh >NPCs and monsters react to them based on it. I definitely agree that it's a good idea to make non-combat skills valuable. Believe me, I do. I've run weekly campaigns in which we've gone for more than six real-time months without a combat! >Any other system you use is just acompensation for this. This made me pause. Ultimately, ANY system can be seen as a compensation for a flaw in a system or players. But that doesn't mean we shouldn't try to design a better system! Which for some reason reminds me of a pretty unique character design system. I'd talk to each player privately about the kind of character they wanted to play. Those conversations added up to dozens of hours before the campaign even began. Once we'd come to an agreement, I designed their characters by hand. I tried to keep things reasonable, but didn't use any formal design system. It actually worked quite well. For this online game, I'm wondering if I should use a simplified version of RQ. We're not going to deal with each roll in a combat situation; one roll per person should be more than enough. I'm tempted to insert elements of the Amber Diceless system into RQ, as that was an interesting way to deal with mechanics that seems well-suited for an online game. Has anyone ever tried that? -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm From lev_lafayette at yahoo.com.au Fri Mar 4 09:02:57 2005 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Thu, 3 Mar 2005 14:02:57 -0800 (PST) Subject: [RQ-Rules] Playing with numbers (character design) In-Reply-To: <20050303175850.67004.qmail@web41112.mail.yahoo.com> Message-ID: <20050303220257.87198.qmail@web21128.mail.yahoo.com> As you've correctly mentioned, the way to make APP (or CHA) important relative to INT is to ensure that NPCs react differently to different values in APP/CHA. A lot differently. Consider Vygotsky's theory of "proximal intelligence" for example. A person's INT is relatively useless, because it's about "knowing who knows", having a network of friends, and being able to get the right answers out of them. Heck, a high CHA character can hire someone (inexpensively) with an even higher INT! A high CHA will, cetirus paribus, always do better in any social interaction than a low CHA character. Perhaps it isn't as important as INT for the relatively inexperienced, but at higher levels of experience it is critical. CHA leads to the sort of political and social power that INT simply cannot compete with. Nobles, High Priests and contemporary politicians etc tend to be high CHA rather than high INT. Even the Gods should smile upon those with high CHA/APP, be it a great form (for a human), or debating skills (there's a section in the Bible where Moses gets YVWH to change his mind!) On problem I will suggest however in RQ III is the minimal role (and roll) that APP has on important communication skills - indeed, the rather lowly effect that stats have on skills in general. Anyway, that's for a different thread... --- Leon Kirshtein wrote: > No matter the system you design, characters will > tend > to be INT heavy and APP lite. The key is to make > them > realize that APP matters int he game and have teh > NPCs > and monsters react to them based on it. Any other > system you use is just acompensation for this. > > Leon > --- rq-rules-bounces at crashbox.com > > wrote: > > * Leon Kirshtein (leonbk at yahoo.com) wrote: > > > > >I do not value the stats differently > > > > I considered that, but came to the conclusion that > unless I was > > running for the most idealistic and pure > roleplayers > who ever lived, > > I'd end up with a horrendously ugly party. > Intelligent and dexterous, > > but ugly. :D > > > > >I limit any stat to 18 maximum. > > > > Sensible. I am tilting towards the idea of > starting > all > > characteristics off at 10, having different point > costs for each > > characteristic, and having the cost-per-point > increase (probably by > > one) for each additional point. So, for example, > if > the first point of > > DEX (i.e. going from 10 to 11) cost 10 points, > going > up to DEX 12 > > would cost 11 more points. Etc. > > > > Racial maximums would definitely apply. Although > I'd > be tempted to > > allow PCs to exceed their normal rolled maximums > at > a horrendous point > > cost - say, DOUBLE the cost for each point above > 18. > Maybe even triple > > it. > > > > >For skills I assign anywhere from 300 to 600 > points, with skill cost > > 1 for 1 to 50%, > > >for 2 to 75%, 1 for 3 above that. > > > > I'm leaning the same way. But I find myself > wanting > to move towards a > > system that is as finely-grained as the RQ3 skill > system. That's the > > ideal that was behind the "each characteristic > point > costs one more > > than the previous one" concept. I'm still not sure > if that will work, > > though. Let's see... > > > > Assuming that a top-valued characteristic such as > INT or DEX had an > > initial cost of 10 points for the first point, we > get the following > > result: > > > > Characteristic - Cost > > 11 - 10 > > 12 - 21 > > 13 - 33 > > 14 - 46 > > 15 - 60 > > 16 - 75 > > 17 - 91 > > 18 - 108 > > > > A less-valuable characteristic with a starting > cost > of 5 would lead to: > > > > Characteristic - Cost > > 11 - 5 > > 12 - 11 > > 13 - 18 > > 14 - 26 > > 15 - 35 > > 16 - 45 > > 17 - 56 > > 18 - 68 > > > > And for the sake of completeness, a characteristic > with a starting > > cost of 1 (*cough* APP *cough*) yields the > following: > > > > Characteristic - Cost > > 11 - 1 > > 12 - 3 > > 13 - 6 > > 14 - 10 > > 15 - 15 > > 16 - 21 > > 17 - 28 > > 18 - 36 > > > > I imagine that the tables could be reversed to > allow > points to be > > "sold" as well. So selling INT down to 8 would > yield 21 points, while > > selling APP down to 5 would produce 15 points. > > > > But how would you handle SIZ? It's unique since > both > high and low SIZ > > can be valuable, depending on the character. My > instinct is to take > > SIZ out of the equation altogether, or perhaps > charge a (low) point > > cost for any SIZ change from average, up OR down. > === Message Truncated === > > > > > > __________________________________ > Celebrate Yahoo!'s 10th Birthday! > Yahoo! Netrospective: 100 Moments of the Web > http://birthday.yahoo.com/netrospective/ > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules > __________________________________ Celebrate Yahoo!'s 10th Birthday! Yahoo! Netrospective: 100 Moments of the Web http://birthday.yahoo.com/netrospective/ From pmaranci at gmail.com Sat Mar 5 02:00:47 2005 From: pmaranci at gmail.com (Peter Maranci) Date: Fri, 4 Mar 2005 10:00:47 -0500 Subject: [RQ-Rules] Playing with numbers (character design) Message-ID: Here's my valuation of skills on a three-point system. This isn't final, but as it stands combat skills, for example, would cost 3 build points per point. There'd be a surcharge per point over certain levels; I'm still considering where the breakpoints should be. I'd like to make it as fluid as possible. I'd welcome feedback on this. 3-point skills: Dodge, Parry, First Aid, Attack, Listen, Scan 2-point skills: Climb, Jump, Ride, Throw, Fast Talk, Orate, Speak Other, Animal Lore, Craft, Evaluate, Human Lore, World Lore, Ceremony, Conceal, Devise, Sleight, Search, Track, Hide, Sneak 1-point skills: Boat, Swim, Sing, Speak Own, Mineral Lore, Plant Lore, Read/Write Other, Read/Write Own, Shiphandling, Play Instrument As for characteristics, that's a bit more up in the air. My thought is that Right now I'm considering using the following starting values for characteristics, but this is basically off the cuff. I've been trying to figure out the relative value of the characteristics, but that gets complicated quickly. Characteristic - initial cost for 1 point STR - 6 CON - 4 SIZ - 1* INT - 10 POW - 5 DEX - 10 APP - 1 SIZ is starred because unlike the other characteristics, the point cost must be paid for increasing OR decreasing the characteristic (since both a low and a high SIZ can be valuable). The other characteristics can be "sold down" to gain points for other purposes. Of course, this also leaves me with the question of what a reasonable starting number of build points would be. -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm From pmaranci at gmail.com Sat Mar 5 02:03:29 2005 From: pmaranci at gmail.com (Peter Maranci) Date: Fri, 4 Mar 2005 10:03:29 -0500 Subject: [RQ-Rules] Playing with numbers (character design) Message-ID: Here's my valuation of skills on a three-point system. This isn't final, but as it stands combat skills, for example, would cost 3 build points per point. There'd be a surcharge per point over certain levels; I'm still considering where the breakpoints should be. I'd like to make it as fluid as possible. I'd welcome feedback on this. 3-point skills: Dodge, Parry, First Aid, Attack, Listen, Scan 2-point skills: Climb, Jump, Ride, Throw, Fast Talk, Orate, Speak Other, Animal Lore, Craft, Evaluate, Human Lore, World Lore, Ceremony, Conceal, Devise, Sleight, Search, Track, Hide, Sneak 1-point skills: Boat, Swim, Sing, Speak Own, Mineral Lore, Plant Lore, Read/Write Other, Read/Write Own, Shiphandling, Play Instrument As for characteristics, that's a bit more up in the air. My thought is that Right now I'm considering using the following starting values for characteristics, but this is basically off the cuff. I've been trying to figure out the relative value of the characteristics, but that gets complicated quickly. Characteristic - initial cost for 1 point STR - 6 CON - 4 SIZ - 1* INT - 10 POW - 5 DEX - 10 APP - 1 SIZ is starred because unlike the other characteristics, the point cost must be paid for increasing OR decreasing the characteristic (since both a low and a high SIZ can be valuable). The other characteristics can be "sold down" to gain points for other purposes. Of course, this also leaves me with the question of what a reasonable starting number of build points would be. -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm From leonbk at yahoo.com Sat Mar 5 03:26:56 2005 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 4 Mar 2005 08:26:56 -0800 (PST) Subject: [RQ-Rules] Playing with numbers (character design) Message-ID: <20050304162657.10051.qmail@web41124.mail.yahoo.com> Why is Climb a 2pt skill and Swim a 1pt skill? --- rq-rules-bounces at crashbox.com wrote: > Here's my valuation of skills on a three-point system. > > This isn't final, but as it stands combat skills, for example, would > cost 3 build points per point. There'd be a surcharge per point over > certain levels; I'm still considering where the breakpoints should be. > I'd like to make it as fluid as possible. > > I'd welcome feedback on this. > > 3-point skills: Dodge, Parry, First Aid, Attack, Listen, Scan > > 2-point skills: Climb, Jump, Ride, Throw, Fast Talk, Orate, Speak > Other, Animal Lore, Craft, Evaluate, Human Lore, World Lore, Ceremony, > Conceal, Devise, Sleight, Search, Track, Hide, Sneak > > 1-point skills: Boat, Swim, Sing, Speak Own, Mineral Lore, Plant Lore, > Read/Write Other, Read/Write Own, Shiphandling, Play Instrument > > As for characteristics, that's a bit more up in the air. My thought is that > Right now I'm considering using the following starting values for > characteristics, but this is basically off the cuff. I've been trying > to figure out the relative value of the characteristics, but that gets > complicated quickly. > > Characteristic - initial cost for 1 point > STR - 6 > CON - 4 > SIZ - 1* > INT - 10 > POW - 5 > DEX - 10 > APP - 1 > > SIZ is starred because unlike the other characteristics, the point > cost must be paid for increasing OR decreasing the characteristic > (since both a low and a high SIZ can be valuable). The other > characteristics can be "sold down" to gain points for other purposes. > > Of course, this also leaves me with the question of what a reasonable > starting number of build points would be. > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules __________________________________ Celebrate Yahoo!'s 10th Birthday! Yahoo! Netrospective: 100 Moments of the Web http://birthday.yahoo.com/netrospective/ From pmaranci at gmail.com Sat Mar 5 04:07:49 2005 From: pmaranci at gmail.com (Peter Maranci) Date: Fri, 4 Mar 2005 12:07:49 -0500 Subject: [RQ-Rules] Playing with numbers (character design) Message-ID: * Leon Kirshtein (leonbk at yahoo.com) wrote: >Why is Climb a 2pt skill and Swim a 1pt skill? Simply because in my own experience, from my own campaigns and others, Climb has been a more useful skill. It gets used much more often. To tell you the truth, I'm having a hard time remembering ANY use of the Swim skill...it probably happened once or twice, but Climb was used much more often in the games I've been in. It gets used both for travel, in mountain-climbing for example, and for combat, when PCs climb up trees to hide or ambush their opponents. Of course, a campaign set on or near a sea or waterway would change that. And naturally your games may differ. I just offered the skill list to see what other GMs and players would think of it. -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm From leonbk at yahoo.com Sat Mar 5 04:27:19 2005 From: leonbk at yahoo.com (Leon Kirshtein) Date: Fri, 4 Mar 2005 09:27:19 -0800 (PST) Subject: [RQ-Rules] Playing with numbers (character design) Message-ID: <20050304172719.53606.qmail@web41113.mail.yahoo.com> The problem, as I see it, is that you are steering player characters in a certain direction. If someone wanted to play a fighter type, they would not have any leftover skills. while a sorcerer may not have good combat abilities, but will have many more skill points everywhere else. Leon --- rq-rules-bounces at crashbox.com wrote: > * Leon Kirshtein (leonbk at yahoo.com) wrote: > >Why is Climb a 2pt skill and Swim a 1pt skill? > > Simply because in my own experience, from my own campaigns and others, > Climb has been a more useful skill. It gets used much more often. To > tell you the truth, I'm having a hard time remembering ANY use of the > Swim skill...it probably happened once or twice, but Climb was used > much more often in the games I've been in. It gets used both for > travel, in mountain-climbing for example, and for combat, when PCs > climb up trees to hide or ambush their opponents. > > Of course, a campaign set on or near a sea or waterway would change > that. And naturally your games may differ. I just offered the skill > list to see what other GMs and players would think of it. > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://www.crashbox.com/rq-rules > http://www.crashbox.com/mailman/listinfo.cgi/rq-rules __________________________________ Celebrate Yahoo!'s 10th Birthday! Yahoo! Netrospective: 100 Moments of the Web http://birthday.yahoo.com/netrospective/ From michael at messiahbomb.com Sat Mar 5 05:08:01 2005 From: michael at messiahbomb.com (Michael Christian) Date: Fri, 4 Mar 2005 10:08:01 -0800 Subject: [RQ-Rules] Playing with numbers (character design) References: Message-ID: <002c01c520e5$1ae0b1e0$0300a8c0@spacelord> It seems like the easiest way to figure a point cost would be to figure the average characteristic level and multiply it by the average cost to buy a point in any characteristic. That might be too simplistic though. I do agree that it seems that players are being herded in a particular direction. If your players were to run into a political situation or a period not needing "adventuring" skills they could be at a severe handicap. ----- Original Message ----- From: "Peter Maranci" To: "RuneQuest-Rules" Cc: "Peter - Home" Sent: Friday, March 04, 2005 7:03 AM Subject: [RQ-Rules] Playing with numbers (character design) > Here's my valuation of skills on a three-point system. > > This isn't final, but as it stands combat skills, for example, would > cost 3 build points per point. There'd be a surcharge per point over > certain levels; I'm still considering where the breakpoints should be. > I'd like to make it as fluid as possible. > > I'd welcome feedback on this. > > 3-point skills: Dodge, Parry, First Aid, Attack, Listen, Scan > > 2-point skills: Climb, Jump, Ride, Throw, Fast Talk, Orate, Speak > Other, Animal Lore, Craft, Evaluate, Human Lore, World Lore, Ceremony, > Conceal, Devise, Sleight, Search, Track, Hide, Sneak > > 1-point skills: Boat, Swim, Sing, Speak Own, Mineral Lore, Plant Lore, > Read/Write Other, Read/Write Own, Shiphandling, Play Instrument > > As for characteristics, that's a bit more up in the air. My thought is > that > Right now I'm considering using the following starting values for > characteristics, but this is basically off the cuff. I've been trying > to figure out the relative value of the characteristics, but that gets > complicated quickly. > > Characteristic - initial cost for 1 point > STR - 6 > CON - 4 > SIZ - 1* > INT - 10 > POW - 5 > DEX - 10 > APP - 1 > > SIZ is starred because unlike the other characteristics, the point > cost must be paid for increasing OR decreasing the characteristic > (since both a low and a high SIZ can be valuable). The other > characteristics can be "sold down" to gain points for other purposes. > > Of course, this also leaves me with the question of what a reasonable > starting number of build points would be. > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > _______________________________________________ > 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 grogthing at yahoo.com Sat Mar 5 05:27:01 2005 From: grogthing at yahoo.com (grogthing) Date: Fri, 4 Mar 2005 10:27:01 -0800 (PST) Subject: [RQ-Rules] Playing with numbers (character design) In-Reply-To: 6667 Message-ID: <20050304182701.84086.qmail@web41529.mail.yahoo.com> I agree. I too am a system tinkerer and have tried looking a mechanical ways to force player balance. But I am at the point now where I say show me 5 people who are equal in every way in real life. Some people are just better than others at certain things. Let the players who want to be good fighters spend all their points on physical atts and fighting skills, and they can protect the characters who spend on mental atts and knowledge skills. I actually just let players pick their starting stats and skills. As long as we talk over the concept and experience level and I agree to it. Players get to play the character concept they want. Are the characters equal? No but I don't care and neither do they, because it's not a attribute skill point contest to see which player can be higher. It's about playing the character they want in a fun setting. Good luck to you though. Greg --- Michael Christian wrote: > It seems like the easiest way to figure a point cost > would be to figure the > average characteristic level and multiply it by the > average cost to buy a > point in any characteristic. That might be too > simplistic though. > > I do agree that it seems that players are being > herded in a particular > direction. If your players were to run into a > political situation or a > period not needing "adventuring" skills they could > be at a severe handicap. > > > ----- Original Message ----- > From: "Peter Maranci" > To: "RuneQuest-Rules" > Cc: "Peter - Home" > Sent: Friday, March 04, 2005 7:03 AM > Subject: [RQ-Rules] Playing with numbers (character > design) > > > > Here's my valuation of skills on a three-point > system. > > > > This isn't final, but as it stands combat skills, > for example, would > > cost 3 build points per point. There'd be a > surcharge per point over > > certain levels; I'm still considering where the > breakpoints should be. > > I'd like to make it as fluid as possible. > > > > I'd welcome feedback on this. > > > > 3-point skills: Dodge, Parry, First Aid, Attack, > Listen, Scan > > > > 2-point skills: Climb, Jump, Ride, Throw, Fast > Talk, Orate, Speak > > Other, Animal Lore, Craft, Evaluate, Human Lore, > World Lore, Ceremony, > > Conceal, Devise, Sleight, Search, Track, Hide, > Sneak > > > > 1-point skills: Boat, Swim, Sing, Speak Own, > Mineral Lore, Plant Lore, > > Read/Write Other, Read/Write Own, Shiphandling, > Play Instrument > > > > As for characteristics, that's a bit more up in > the air. My thought is > > that > > Right now I'm considering using the following > starting values for > > characteristics, but this is basically off the > cuff. I've been trying > > to figure out the relative value of the > characteristics, but that gets > > complicated quickly. > > > > Characteristic - initial cost for 1 point > > STR - 6 > > CON - 4 > > SIZ - 1* > > INT - 10 > > POW - 5 > > DEX - 10 > > APP - 1 > > > > SIZ is starred because unlike the other > characteristics, the point > > cost must be paid for increasing OR decreasing the > characteristic > > (since both a low and a high SIZ can be valuable). > The other > > characteristics can be "sold down" to gain points > for other purposes. > > > > Of course, this also leaves me with the question > of what a reasonable > > starting number of build points would be. > > > > -- > > Peter Maranci - pmaranci at gmail.com > > Pete's RuneQuest & Roleplaying! > http://www.runequest.org/rq.htm > > _______________________________________________ > > 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 > "I have sworn, upon the altar of God, eternal hostility against every form of tyranny over the mind of man." - Thomas Jefferson "It does me no injury for my neighbor to say there are twenty gods or no god. It neither picks my pocket nor breaks my leg." - Thomas Jefferson "Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery? Forbid it, Almighty God! I know not what course others may take; but as for me, give me liberty or give me death!" - Patrick Henry "A tyrant must put on the appearance of uncommon devotion to religion. Subjects are less apprehensive of illegal treatment from a ruler whom they consider god-fearing and pious." - Aristotle __________________________________ Celebrate Yahoo!'s 10th Birthday! Yahoo! Netrospective: 100 Moments of the Web http://birthday.yahoo.com/netrospective/ From tom at zunder.org.uk Sat Mar 5 05:43:06 2005 From: tom at zunder.org.uk (Tom Zunder) Date: Fri, 04 Mar 2005 18:43:06 -0000 Subject: [RQ-Rules] RQ3 char gen In-Reply-To: <20050304182714.3DE2C2225A7@boomstick.screwheads.net> Message-ID: <4228AC3A.1786.4CBA911@localhost> Does everyone here have the RQ3 character generator programme? -- Tom Zunder http://tavern.zunder.org.uk ICQ: 1521799 MSN: tom at zunder.org.uk Yahoo: tzunder From tom at zunder.org.uk Sat Mar 5 05:43:06 2005 From: tom at zunder.org.uk (Tom Zunder) Date: Fri, 04 Mar 2005 18:43:06 -0000 Subject: [RQ-Rules] Swim vs Climb In-Reply-To: <20050304182714.3DE2C2225A7@boomstick.screwheads.net> Message-ID: <4228AC3A.17504.4CBABD0@localhost> Now I would have said that Swim was just as useful, but maybe I have lots of rivers, streams and seas in my games.. Hence the problem with points based systems.. -- Tom Zunder http://tavern.zunder.org.uk ICQ: 1521799 MSN: tom at zunder.org.uk Yahoo: tzunder From ghoyle1 at sbcglobal.net Sat Mar 5 14:30:25 2005 From: ghoyle1 at sbcglobal.net (Guy Hoyle) Date: Fri, 04 Mar 2005 21:30:25 -0600 Subject: [RQ-Rules] Gmail (OT), + An online scenario? (on-topic) In-Reply-To: References: Message-ID: <422927D1.3050701@sbcglobal.net> Peter Maranci wrote: >I feel bad. I should include some RQ content here. Okay, more on that >online RQ scenario: I am hesitating because it's a Gloranthan >scenario, but my Gloranthan knowledge is way out of date (and I'm >*damned* if I'm going to try to catch up with all the Gregging - I >emphatically Do Not Like "modern" Glorantha). > One thing that Greg stresses these days is that the published material is "his" version of Glorantha; you should play in the version of Glorantha that *you're* happy with, even if it diverges from the "official" Glorantha. Guy (Hoyle) "I installed a spam filter on my computer, but so far all it's catching is unwanted email." From ghoyle1 at sbcglobal.net Sat Mar 5 14:35:39 2005 From: ghoyle1 at sbcglobal.net (Guy Hoyle) Date: Fri, 04 Mar 2005 21:35:39 -0600 Subject: [RQ-Rules] Gmail (OT) In-Reply-To: References: Message-ID: <4229290B.9040303@sbcglobal.net> Peter Maranci wrote: >You can't just sign up for an account (yet); you have to get an invite >from someone who already has a Gmail account. I have 45 of them left >to give away. Six months ago they were rare enough that people were >actually selling them on eBay for $30-40. > > What the heck. If you have any left, may I have one? Guy -- "I installed a spam filter on my computer, but so far all it's catching is unwanted email." From jurrubin at earthlink.net Sun Mar 6 03:38:46 2005 From: jurrubin at earthlink.net (David Smart) Date: Sat, 5 Mar 2005 10:38:46 -0600 (GMT-06:00) Subject: [RQ-Rules] RQ3 char gen Message-ID: <13050092.1110040726061.JavaMail.root@bigbird.psp.pas.earthlink.net> I do. David -----Original Message----- From: Tom Zunder Sent: Mar 4, 2005 12:43 PM To: rq-rules at crashbox.com Subject: [RQ-Rules] RQ3 char gen Does everyone here have the RQ3 character generator programme? -- Tom Zunder http://tavern.zunder.org.uk ICQ: 1521799 MSN: tom at zunder.org.uk Yahoo: tzunder _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo.cgi/rq-rules David From esoteric at crashbox.com Sun Mar 6 04:10:27 2005 From: esoteric at crashbox.com (Brad Furst) Date: Sat, 5 Mar 2005 09:10:27 -0800 Subject: [RQ-Rules] Playing with numbers (character design) In-Reply-To: References: Message-ID: I have a spreadsheet calculated which shows the amount of time in weeks for raising characteristics and skills by experience, by training, and by research/practice (all based on RQ3). If one then adds up the weeks to attain the characteristics and skills, one has an age (sometimes I called it Artificial Gaming Entropy). Characters arrive at "age" 40 rather easily with such summations, and then I invoke rules for aging (loss of characteristics as in RQ3). I can also use these "time tables" to impose costs in money (paying a trainer, paying for personal standard of living, etc.). Skills (rarely characteristics) can be acquired faster and cheaper by assuming greater availability within cults. For example, sword attack and parry might increase by the fastest table (experience) in the Humakt cult. Dodge might be assigned rate of increase on the Training table and Swim from the practice table. I have allowed these tables of time and money cost anywhere and anytime in the campaign when the players and I are not otherwise busy. I don't mind the willing suspension of disbelief. The RQ3 aging consequences keep things "balanced." If fact, eventually, my last group of player characters went on a HeroQuest to "de-age" themselves (after a devastating encounter with the skeletal dragon at Griffin Island/Mountain), as if seeking Ponce de Leon's Fountain of Youth. So, this all works as a "points" based system for me, with the points being age in weeks. P.S. After the HeroQuest, my Gloranthan calendar "mysteriously" had two extra weeks each season, totalling 52 per year - the player characters changed the calculation of Time! I never could willingly suspend my own disbelief of 40 weeks = 1 year, so the player characters' HeroQuest was good for me, too. -- Brad Furst esoteric at crashbox.com From gianni at basicrps.com Mon Mar 7 04:51:13 2005 From: gianni at basicrps.com (Gianni) Date: Sun, 6 Mar 2005 18:51:13 +0100 Subject: [RQ-Rules] Playing with numbers (character design) In-Reply-To: <20050303220257.87198.qmail@web21128.mail.yahoo.com> References: <20050303220257.87198.qmail@web21128.mail.yahoo.com> Message-ID: <1110131473.422b4311acd9f@imp.webhuset.no> > A high CHA will, cetirus paribus, always do better in > any social interaction than a low CHA character. In RQII this is taken into account when rolling for cult status. G. From gianni at basicrps.com Mon Mar 7 04:55:15 2005 From: gianni at basicrps.com (Gianni) Date: Sun, 6 Mar 2005 18:55:15 +0100 Subject: [RQ-Rules] Playing with numbers (character design) In-Reply-To: References: Message-ID: <1110131715.422b440352819@imp.webhuset.no> Quoting Peter Maranci : > * Leon Kirshtein (leonbk at yahoo.com) wrote: > >Why is Climb a 2pt skill and Swim a 1pt skill? > > Simply because in my own experience, from my own campaigns and others, > Climb has been a more useful skill. It gets used much more often. To > tell you the truth, I'm having a hard time remembering ANY use of the > Swim skill... You ever played a 'River of Cradles' campaign? ;-) Gianni From Tony.Den at standardbank.co.za Mon Mar 7 17:45:55 2005 From: Tony.Den at standardbank.co.za (Den, Tony T) Date: Mon, 7 Mar 2005 08:45:55 +0200 Subject: [RQ-Rules] RQ3 char gen Message-ID: Which one? I use Kevs RQIII Generator http://users.senet.com.au/~kspencer/ (indeed I was fortunate to assist him with some weapons stats) but there is another I have knocking about, can't remember exactly where I got it. {search search, ah found it....} Called RQGen.exe, designed in 1998 by Nicholas Plant. Hmm, while on subject, I used Kevs generator to whip together some templates, for last weekends session (5 March) and, well, I am not totally sure, must experiment, but methinks he is not factoring in the Cultural Weapons Table. Anyone else experienced this. Per example, I rolled a 28 year Female Civilised Soldier, she had been a soldier all her adult life, which means 13 years of experience. So the stats that were derived for gladius were attack 29%, parry 23%. That just doesn't seem right, especially when she received attack 29%, parry 75% for a hoplite (should be called scutum, bitch whinge, historic accuracy blah blah) shield and even attach 55%, parry 23% for fist. I would rather research and confirm my suspicions before mailing him. Anyone else found the same? Tony -----Original Message----- Tom Zunder Does everyone here have the RQ3 character generator programme? -- __________________________________________________________________________________________________________________________________ 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 Tony.Den at standardbank.co.za Mon Mar 7 17:47:37 2005 From: Tony.Den at standardbank.co.za (Den, Tony T) Date: Mon, 7 Mar 2005 08:47:37 +0200 Subject: [RQ-Rules] Swim vs Climb Message-ID: Swimming would be extremely useful if an adventure were say on an archipelago with primitive fishermen etc, although the cliffy nature of certain islands would also mean climbing would be essential. -----Original Message----- Tom Zunder Now I would have said that Swim was just as useful, but maybe I have lots of rivers, streams and seas in my games.. Hence the problem with points based systems.. __________________________________________________________________________________________________________________________________ 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 jurrubin at earthlink.net Mon Mar 7 22:55:35 2005 From: jurrubin at earthlink.net (David Smart) Date: Mon, 7 Mar 2005 05:55:35 -0600 (GMT-06:00) Subject: [RQ-Rules] RQ3 char gen Message-ID: <12715600.1110196535716.JavaMail.root@daisy.psp.pas.earthlink.net> I also use Kev's app. I need to check up on the cultural weapons; I mainly use the software to auto-gen NPCs and have been modifying the weapons/skills to suit my needs at the moment. David -----Original Message----- From: "Den, Tony T" Sent: Mar 7, 2005 12:45 AM To: "'tom at zunder.org.uk'" , "'RuneQuest rules discussion.'" Subject: RE: [RQ-Rules] RQ3 char gen Hmm, while on subject, I used Kevs generator to whip together some templates, for last weekends session (5 March) and, well, I am not totally sure, must experiment, but methinks he is not factoring in the Cultural Weapons Table. David From freyrvanic at earthlink.net Sat Mar 5 05:49:25 2005 From: freyrvanic at earthlink.net (Sven Lugar) Date: Fri, 4 Mar 2005 10:49:25 -0800 Subject: [RQ-Rules] RQ3 char gen In-Reply-To: <4228AC3A.1786.4CBA911@localhost> Message-ID: No Sven Lugar VikingJarl at gmail.com -----Original Message----- From: rq-rules-bounces at crashbox.com [mailto:rq-rules-bounces at crashbox.com]On Behalf Of Tom Zunder Sent: Friday, March 04, 2005 10:43 AM To: rq-rules at crashbox.com Subject: [RQ-Rules] RQ3 char gen Does everyone here have the RQ3 character generator programme? -- Tom Zunder http://tavern.zunder.org.uk ICQ: 1521799 MSN: tom at zunder.org.uk Yahoo: tzunder _______________________________________________ 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 freyrvanic at earthlink.net Sat Mar 5 05:13:50 2005 From: freyrvanic at earthlink.net (Sven Lugar) Date: Fri, 4 Mar 2005 10:13:50 -0800 Subject: [RQ-Rules] Playing with numbers (character design) In-Reply-To: <002c01c520e5$1ae0b1e0$0300a8c0@spacelord> Message-ID: When I GM, I feel it incumbent upon myself to include challenges that include politics & other non-action oriented skills. I find the easiest way to do it is once I've got the rough story outline, make a list of those skills I want to test, then write them into the story. My players have come to expect this so they tend to develop more rounded characters. What ever mechanisms we devise players will still only focus on those skills they think are most useful no matter the cost. Manga takk, Sven Lugar VikingJarl at gmail.com -----Original Message----- From: rq-rules-bounces at crashbox.com [mailto:rq-rules-bounces at crashbox.com]On Behalf Of Michael Christian Sent: Friday, March 04, 2005 10:08 AM To: RuneQuest rules discussion. Subject: Re: [RQ-Rules] Playing with numbers (character design) It seems like the easiest way to figure a point cost would be to figure the average characteristic level and multiply it by the average cost to buy a point in any characteristic. That might be too simplistic though. I do agree that it seems that players are being herded in a particular direction. If your players were to run into a political situation or a period not needing "adventuring" skills they could be at a severe handicap. ----- Original Message ----- From: "Peter Maranci" To: "RuneQuest-Rules" Cc: "Peter - Home" Sent: Friday, March 04, 2005 7:03 AM Subject: [RQ-Rules] Playing with numbers (character design) > Here's my valuation of skills on a three-point system. > > This isn't final, but as it stands combat skills, for example, would > cost 3 build points per point. There'd be a surcharge per point over > certain levels; I'm still considering where the breakpoints should be. > I'd like to make it as fluid as possible. > > I'd welcome feedback on this. > > 3-point skills: Dodge, Parry, First Aid, Attack, Listen, Scan > > 2-point skills: Climb, Jump, Ride, Throw, Fast Talk, Orate, Speak > Other, Animal Lore, Craft, Evaluate, Human Lore, World Lore, Ceremony, > Conceal, Devise, Sleight, Search, Track, Hide, Sneak > > 1-point skills: Boat, Swim, Sing, Speak Own, Mineral Lore, Plant Lore, > Read/Write Other, Read/Write Own, Shiphandling, Play Instrument > > As for characteristics, that's a bit more up in the air. My thought is > that > Right now I'm considering using the following starting values for > characteristics, but this is basically off the cuff. I've been trying > to figure out the relative value of the characteristics, but that gets > complicated quickly. > > Characteristic - initial cost for 1 point > STR - 6 > CON - 4 > SIZ - 1* > INT - 10 > POW - 5 > DEX - 10 > APP - 1 > > SIZ is starred because unlike the other characteristics, the point > cost must be paid for increasing OR decreasing the characteristic > (since both a low and a high SIZ can be valuable). The other > characteristics can be "sold down" to gain points for other purposes. > > Of course, this also leaves me with the question of what a reasonable > starting number of build points would be. > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > _______________________________________________ > 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 From aescleal at btinternet.com Tue Mar 8 03:47:53 2005 From: aescleal at btinternet.com (Ashley Munday) Date: Mon, 7 Mar 2005 16:47:53 +0000 (GMT) Subject: [RQ-Rules] Skills In-Reply-To: Message-ID: <20050307164753.10881.qmail@web86108.mail.ukl.yahoo.com> Another way of doing things is letting the players choose the skills they think are interesting for their players, either freeform, some form of previous experience or using some sort of point buy. When they've done that, have a quick glance over their characters. From the skills they've chosen you should be able to work out what sort of adventure they want to play in and you can tailor your campaign accordingly. I've personally found this sort of player led gaming to be a lot more satisfying than GM led. The GM cooks up a couple of general story arcs and mostly plays to his adventurer's strengths, with the occasional "Oh bugger, none of us can do that..." moment. Cheers, Ash PS: Do this enough and you'll find you won't have to prepare for game sessions ever again, you can wing it all. From jurrubin at earthlink.net Sun Mar 13 07:01:34 2005 From: jurrubin at earthlink.net (David Smart) Date: Sat, 12 Mar 2005 14:01:34 -0600 (GMT-06:00) Subject: [RQ-Rules] Materials Affecting Weapon Damage Message-ID: <12839155.1110657694060.JavaMail.root@gonzo.psp.pas.earthlink.net> With RQ having more of a Bronze Age feel to it, has anyone thought about how non-bronze materials other than iron could affect the damage weapons can do? I'm thinking no damage adds for blunt weapons but cutting/impaling weapons should get a bonus. I'm still thinking about how much though. Any material science gurus on the lists? David David From lev_lafayette at yahoo.com.au Sun Mar 13 13:38:24 2005 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Sat, 12 Mar 2005 18:38:24 -0800 (PST) Subject: [RQ-Rules] Materials Affecting Weapon Damage In-Reply-To: 6667 Message-ID: <20050313023824.51961.qmail@web21123.mail.yahoo.com> A general rule of thumb should be to keep it simple - until you've had time (or the desire) to do serious research on the matter. For example; Bone, -4 Wood, -3 Copper, -2 Bronze, +0 Iron, +2 Low Quality Steel +3 High Quality Steel, +4 1/2 bonuses for crushing weapons. Regards, Lev --- David Smart wrote: > With RQ having more of a Bronze Age feel to it, has > anyone thought about how non-bronze materials other > than iron could affect the damage weapons can do? > > I'm thinking no damage adds for blunt weapons but > cutting/impaling weapons should get a bonus. I'm > still thinking about how much though. > > Any material science gurus on the lists? > > David > > David > _______________________________________________ > 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!? Yahoo! Small Business - Try our new resources site! http://smallbusiness.yahoo.com/resources/ From slposey at concentric.net Sun Mar 13 17:33:52 2005 From: slposey at concentric.net (Stephen Posey) Date: Sat, 12 Mar 2005 22:33:52 -0800 Subject: [RQ-Rules] Materials Affecting Weapon Damage In-Reply-To: <12839155.1110657694060.JavaMail.root@gonzo.psp.pas.earthlink.net> References: <12839155.1110657694060.JavaMail.root@gonzo.psp.pas.earthlink.net> Message-ID: <4233DED0.8070800@concentric.net> David Smart wrote: > With RQ having more of a Bronze Age feel to it, has > anyone thought about how non-bronze materials other > than iron could affect the damage weapons can do? > > I'm thinking no damage adds for blunt weapons but > cutting/impaling weapons should get a bonus. I'm still > thinking about how much though. I'm not sure I'd take the tack that different materials necessarily cause more or less DAMAGE per se (i.e. to unprotected flesh). Does a steel knife do MORE damage than a freshly sharpened flint or bone knife? I wouldn't presume that to be the case. Rather I'd say that different materials equate to different weights and durabilities. E.g. a copper sword gets dull and becomes effectively "broken" a lot sooner than a steel one (which can be abstracted to the weapon having fewer "armor points"); it would also weigh a bit less. Different materials might also equate to to differences in armor penetration (e.g. plate armor might add a point or two vs. copper weapons). Stephen Posey slposey at concentric.net From vikingjarl at gmail.com Sun Mar 13 21:09:47 2005 From: vikingjarl at gmail.com (Sven Lugar) Date: Sun, 13 Mar 2005 02:09:47 -0800 Subject: [RQ-Rules] Materials Affecting Weapon Damage In-Reply-To: <4233DED0.8070800@concentric.net> Message-ID: I basically concur with this concept. The way I've handled it is that all weapons do the same points damage unless they are enchanted Runic weapons for the user's culture, then they will more damage. The extra damage is not because of the material (I.e. Iron vs. Bronze) but rather because of the Attuned quality of the weapon. However different materials will have greater or lesser armour points compared to the Bronze base. Runic weapons also have greater armour points than non-runic. Also edged weapons are more inclined to break if they are non-ferrous than a non-ferrous mass impact weapon. For instance Bronze is more rigid than soft iron but will snap readily to side-loading pressure. So a Bronze sword is more likely to break than a steel sword but a wooden club with bronze or iron studs would not be noticeably different in armour points. Sven Lugar VikingJarl at gmail.com -----Original Message----- From: rq-rules-bounces at crashbox.com [mailto:rq-rules-bounces at crashbox.com]On Behalf Of Stephen Posey Sent: Saturday, March 12, 2005 10:34 PM To: David Smart; RuneQuest rules discussion. Subject: Re: [RQ-Rules] Materials Affecting Weapon Damage David Smart wrote: > With RQ having more of a Bronze Age feel to it, has > anyone thought about how non-bronze materials other > than iron could affect the damage weapons can do? > > I'm thinking no damage adds for blunt weapons but > cutting/impaling weapons should get a bonus. I'm still > thinking about how much though. I'm not sure I'd take the tack that different materials necessarily cause more or less DAMAGE per se (i.e. to unprotected flesh). Does a steel knife do MORE damage than a freshly sharpened flint or bone knife? I wouldn't presume that to be the case. Rather I'd say that different materials equate to different weights and durabilities. E.g. a copper sword gets dull and becomes effectively "broken" a lot sooner than a steel one (which can be abstracted to the weapon having fewer "armor points"); it would also weigh a bit less. Different materials might also equate to to differences in armor penetration (e.g. plate armor might add a point or two vs. copper weapons). 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 rico at ricosweb.com Mon Mar 14 02:30:32 2005 From: rico at ricosweb.com (Rich Allen) Date: Sun, 13 Mar 2005 08:30:32 -0700 Subject: [RQ-Rules] Materials Affecting Weapon Damage In-Reply-To: <4233DED0.8070800@concentric.net> Message-ID: <200531383032.437297@gamer> On Sat, 12 Mar 2005 22:33:52 -0800, Stephen Posey wrote: >?I'm not sure I'd take the tack that different materials necessarily >?cause more or less DAMAGE per se (i.e. to unprotected flesh). I agree. A dagger, wether made of stone, bone, bronze or steel, should have the same damage rating. The armor rating of each material will obviously be different, as will the weight. Rich Allen From Nick.Middleton at invensys.com Mon Mar 14 20:08:45 2005 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Mon, 14 Mar 2005 09:08:45 +0000 Subject: [RQ-Rules] Materials Affecting Weapon Damage Message-ID: >David Smart wrote: > >> With RQ having more of a Bronze Age feel to it, has >> anyone thought about how non-bronze materials other >> than iron could affect the damage weapons can do? >> >> I'm thinking no damage adds for blunt weapons but >> cutting/impaling weapons should get a bonus. I'm still >> thinking about how much though. > >I'm not sure I'd take the tack that different materials necessarily >cause more or less DAMAGE per se (i.e. to unprotected flesh). > >Does a steel knife do MORE damage than a freshly sharpened flint or bone >knife? I wouldn't presume that to be the case. In fact, the flint knife will be sharper: a fresh properly knapped fine flint knife is orders of magnitude sharper than the best modern surgical steel scalpel, apparently. Modelling rates of blunting, the basic fragility of the weapon etc is more what weapon armour points are for. >Rather I'd say that different materials equate to different weights and >durabilities. > >E.g. a copper sword gets dull and becomes effectively "broken" a lot >sooner than a steel one (which can be abstracted to the weapon having >fewer "armor points"); it would also weigh a bit less. This is my feeling: flint weapons have MUCH lower AP than steel for example. >Different materials might also equate to to differences in armor >penetration (e.g. plate armor might add a point or two vs. copper weapons). Also, some materials (e.g. flint) would probably take damage from prolonged use in combat (more so against armour) even if not involved in parrying. Assuming that the standard RQ figures are ones baseline (i.e."bronze") I'd adjust weapon AP up or down relative to bronze, and also the weight: a weapon of flint and wood construction would be somewhat lighter than the 'equivalent' in bronze (or iron) and wood I imagine, but a decent steel weapon would be quite light. Cheers, Nick Middleton From Tony.Den at standardbank.co.za Mon Mar 14 23:17:02 2005 From: Tony.Den at standardbank.co.za (Den, Tony T) Date: Mon, 14 Mar 2005 14:17:02 +0200 Subject: [RQ-Rules] Materials Affecting Weapon Damage Message-ID: I have also considered this, started work on a table of weapon material vs. damage & AP, but didn't get very far. My base assumption was to consider sharp weapons basic stats as per RQ as bronze or iron. The add or subtract a damage and/or AP modifier depending on material, as well as weapons quality. So, if say a standard bronze gladius (quality "good" was the base for such a weapon, having one of iron with same quality would be a bonus but having one of bronze or a worse material (copper) would make it weaker and less efficient damage wise. Using this idea, one could have a character with bronze "elite" weapon at an advantage over someone with a Steel, "Poor" weapon. Ah, another of my started and never finished projects...... Tony www.runequest.za.org -----Original Message----- David Smart With RQ having more of a Bronze Age feel to it, has anyone thought about how non-bronze materials other than iron could affect the damage weapons can do? I'm thinking no damage adds for blunt weapons but cutting/impaling weapons should get a bonus. I'm still thinking about how much though. Any material science gurus on the lists? __________________________________________________________________________________________________________________________________ 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 Tony.Den at standardbank.co.za Mon Mar 14 23:18:29 2005 From: Tony.Den at standardbank.co.za (Den, Tony T) Date: Mon, 14 Mar 2005 14:18:29 +0200 Subject: [RQ-Rules] Materials Affecting Weapon Damage Message-ID: Stone (flint) -1? Well said, good rule of thumb, but is this for Damage or AP or both. I suppose one would have to consider Enc at some point as well. -----Original Message----- Lev Lafayette A general rule of thumb should be to keep it simple - until you've had time (or the desire) to do serious research on the matter. For example; Bone, -4 Wood, -3 Copper, -2 Bronze, +0 Iron, +2 Low Quality Steel +3 High Quality Steel, +4 1/2 bonuses for crushing weapons. Regards, __________________________________________________________________________________________________________________________________ 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 Tony.Den at standardbank.co.za Mon Mar 14 23:22:30 2005 From: Tony.Den at standardbank.co.za (Den, Tony T) Date: Mon, 14 Mar 2005 14:22:30 +0200 Subject: [RQ-Rules] Materials Affecting Weapon Damage Message-ID: While I agree with this in essence, in playability terms it would take a bit more admin than just adjusting the weapons damage across the board. Unless you maybe go for two damage stats next to a weapon: Stone Spear Damage = 1D8/1D6* Where 1st is against no or soft armours and 2nd is against hard armour. *Damage is a thumb suck here. -----Original Message----- From: rq-rules-bounces at crashbox.com [mailto:rq-rules-bounces at crashbox.com] On Behalf Of Rich Allen Sent: 13 March 2005 05:31 To: RuneQuest rules discussion. Subject: Re: [RQ-Rules] Materials Affecting Weapon Damage On Sat, 12 Mar 2005 22:33:52 -0800, Stephen Posey wrote: >?I'm not sure I'd take the tack that different materials necessarily >?cause more or less DAMAGE per se (i.e. to unprotected flesh). I agree. A dagger, wether made of stone, bone, bronze or steel, should have the same damage rating. The armor rating of each material will obviously be different, as will the weight. Rich Allen _______________________________________________ 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 gianni at basicrps.com Tue Mar 15 00:32:01 2005 From: gianni at basicrps.com (Gianni) Date: Mon, 14 Mar 2005 14:32:01 +0100 Subject: [RQ-Rules] Materials Affecting Weapon Damage In-Reply-To: References: Message-ID: <1110807121.4235925191fb9@imp.webhuset.no> Hi gang Quoting "Den, Tony T" : > I have also considered this, started work on a table of weapon material vs. > damage & AP, but didn't get very far. I worked out something for my Imperial Chinese campaign: http://basicrps.com/chine/mj/metaux.html It's in French but it should be pretty easy to understand; you may also use this online translating tool: http://www.systran.fr/index.html Cheers Gianni From jurrubin at earthlink.net Tue Mar 15 02:30:53 2005 From: jurrubin at earthlink.net (David Smart) Date: Mon, 14 Mar 2005 09:30:53 -0600 (GMT-06:00) Subject: [RQ-Rules] Materials Affecting Weapon Damage Message-ID: <1586953.1110814253548.JavaMail.root@beaker.psp.pas.earthlink.net> Thank you all for such great feedback! You've all given me quite a bit to think about; I'm leaning toward keeping the base damage for a weapon type regardless of material while implementing a "weapon quality"-based modifier. The idea of softer materials taking damage from use in combat is a good one. Gianni, an extra thank you for pointing me to the French translation site. My understanding of French is atrocious (though my pronunciation is rather good..go figure); it has already proven very useful. Thanks, all. David -----Original Message----- From: Gianni Sent: Mar 14, 2005 7:32 AM To: "RuneQuest rules discussion." , "Den, Tony T" Subject: RE: [RQ-Rules] Materials Affecting Weapon Damage Hi gang Quoting "Den, Tony T" : > I have also considered this, started work on a table of weapon material vs. > damage & AP, but didn't get very far. I worked out something for my Imperial Chinese campaign: http://basicrps.com/chine/mj/metaux.html It's in French but it should be pretty easy to understand; you may also use this online translating tool: http://www.systran.fr/index.html 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 David From pmj at comhem.se Tue Mar 15 07:32:15 2005 From: pmj at comhem.se (Peter Johansson) Date: Mon, 14 Mar 2005 21:32:15 +0100 Subject: [RQ-Rules] Sense/detect chaos In-Reply-To: <1586953.1110814253548.JavaMail.root@beaker.psp.pas.earthlink.net> References: <1586953.1110814253548.JavaMail.root@beaker.psp.pas.earthlink.net> Message-ID: <4235F4CF.706@comhem.se> David Smart wrote: >Gianni, an extra thank you for pointing me to the French translation site. My understanding of French is atrocious (though my pronunciation is rather good..go figure); it has already proven very useful. > > Sorry, this is totally Off Topic but I cannot help myself. :-) I have the same "problem". I pronounce French (3 years of study 20-25 years ago) beautifully according to a friend but understand almost nothing. She has asked me to read French poems for her several times and yes she knows French very well. Somewhat strange perhaps. To make an On Topic save: Has anyone a view on if, for instance, animated skeletons created by a Chaos worshipper would detect as chaotic. If so, would that mean that a skeleton animated by a Zorak Zoran worshipper would not alert PC:s with Sense Chaos but one animated by a Vivamort worshipper would. Or, would you just treat both as non detectable by Sense Chaos? Cheers, /Peter J From bick10 at comcast.net Tue Mar 15 07:45:16 2005 From: bick10 at comcast.net (bick10 at comcast.net) Date: Mon, 14 Mar 2005 20:45:16 +0000 Subject: [RQ-Rules] Sense/detect chaos Message-ID: <031420052045.10876.4235F7DB000A5D6D00002A7C2207000953CFCE050C070D@comcast.net> > Has anyone a view on if, for instance, animated skeletons created by a > Chaos worshipper would detect as chaotic. If so, would that mean that a > skeleton animated by a Zorak Zoran worshipper would not alert PC:s with > Sense Chaos but one animated by a Vivamort worshipper would. Or, would > you just treat both as non detectable by Sense Chaos? > > Cheers, > > /Peter J Being the type that is happy with a player gets to use their sences, I would say yes to Chaos created and no to ZZ created. It is all in the source magic. Also, Detect/Sense Undead would work for both. Too bad for the undead. From leonbk at yahoo.com Tue Mar 15 07:54:30 2005 From: leonbk at yahoo.com (Leon Kirshtein) Date: Mon, 14 Mar 2005 12:54:30 -0800 (PST) Subject: [RQ-Rules] Sense/detect chaos Message-ID: <20050314205430.26158.qmail@web41109.mail.yahoo.com> All skeletons are the same and should not set off Sense Chaos, even if they are Broo skeletons. --- rq-rules-bounces at crashbox.com wrote: > David Smart wrote: > > >Gianni, an extra thank you for pointing me to the French translation site. My understanding of French is atrocious (though my pronunciation is rather good..go figure); it has already proven very useful. > > > > > Sorry, this is totally Off Topic but I cannot help myself. :-) > > I have the same "problem". I pronounce French (3 years of study 20-25 > years ago) beautifully according to a friend but understand almost > nothing. She has asked me to read French poems for her several times and > yes she knows French very well. Somewhat strange perhaps. > > To make an On Topic save: > > Has anyone a view on if, for instance, animated skeletons created by a > Chaos worshipper would detect as chaotic. If so, would that mean that a > skeleton animated by a Zorak Zoran worshipper would not alert PC:s with > Sense Chaos but one animated by a Vivamort worshipper would. Or, would > you just treat both as non detectable by Sense Chaos? > > Cheers, > > /Peter J > > > _______________________________________________ > 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!? Yahoo! Small Business - Try our new resources site! http://smallbusiness.yahoo.com/resources/ From gkahla at chromebob.com Tue Mar 15 07:35:51 2005 From: gkahla at chromebob.com (Gerall Kahla) Date: Mon, 14 Mar 2005 14:35:51 -0600 (CST) Subject: [RQ-Rules] Sense/detect chaos In-Reply-To: <031420052045.10876.4235F7DB000A5D6D00002A7C2207000953CFCE050C070D@com cast.net> References: <031420052045.10876.4235F7DB000A5D6D00002A7C2207000953CFCE050C070D@comcast.net> Message-ID: <60833.208.191.93.169.1110832551.squirrel@208.191.93.169> > Being the type that is happy with a player gets to use their sences, I > would say yes to Chaos created and no to ZZ created. It is all in the > source magic. i agree wholeheartedly with this assessment! the difference between these is completely determined by the setting; however, all the best games i've played has a fold or warp of the base rules to accomodate their setting. > Also, Detect/Sense Undead would work for both. Too bad for the undead. i'll also agree with this, just because it seems mechanically correct. anything that's counter-intuitive would have my players scratching their heads and asking questions. just my USD $0.02... -- Gerall Kahla / gkahla / the Celestial Mechanic remember: all waves collapse. From ghoyle1 at sbcglobal.net Tue Mar 15 08:36:00 2005 From: ghoyle1 at sbcglobal.net (Guy Hoyle) Date: Mon, 14 Mar 2005 15:36:00 -0600 Subject: [RQ-Rules] Sense/detect chaos In-Reply-To: <4235F4CF.706@comhem.se> References: <1586953.1110814253548.JavaMail.root@beaker.psp.pas.earthlink.net> <4235F4CF.706@comhem.se> Message-ID: <423603C0.6080602@sbcglobal.net> Peter Johansson wrote: > > Has anyone a view on if, for instance, animated skeletons created by a > Chaos worshipper would detect as chaotic. If so, would that mean that > a skeleton animated by a Zorak Zoran worshipper would not alert PC:s > with Sense Chaos but one animated by a Vivamort worshipper would. Or, > would you just treat both as non detectable by Sense Chaos? What would be the most fun for your players and yourself? If I was running the game, it's important to keep the players from getting too cozy; if skeletons detect as chaotic sometimes, that keeps 'em guessing. But I would say that ZZ skeletons probably don't detect as chaotic, skeletons created by chaotics detect as chaotic, and skeletons made from chaotic things (loike broos or ogres) probably always do as well. Guy -- "I installed a spam filter on my computer, but so far all it's catching is unwanted email." From lev_lafayette at yahoo.com.au Tue Mar 15 08:38:13 2005 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Mon, 14 Mar 2005 13:38:13 -0800 (PST) Subject: [RQ-Rules] Sense/detect chaos In-Reply-To: 6667 Message-ID: <20050314213813.44699.qmail@web21125.mail.yahoo.com> --- Peter Johansson wrote: > > To make an On Topic save: > > Has anyone a view on if, for instance, animated > skeletons created by a > Chaos worshipper would detect as chaotic. If so, > would that mean that a > skeleton animated by a Zorak Zoran worshipper would > not alert PC:s with > Sense Chaos but one animated by a Vivamort > worshipper would. Or, would > you just treat both as non detectable by Sense > Chaos? I would say that depends on the way that you interpret magic use in your campaign - but be consistent. In my version of the world, magic use would have a residual effect, like background radiation, I suppose. Minor magics would dissipitate, strong magics would still be detectable. In other versions it would depends on the effect of the spell. A skeleton is a skeleton is a skeleton, regardless of who cast the spell and _unless_ the skeleton itself is chaotic, there would be no detection. Personally, I think the mechanic of the second is easier but the narrative feel of the former is better. For example; "Three score years ago, the mighty Vivamort Priest surveyed the battlefield and summoned a horde of skeletons.. You can still feel the chaos in the air today.." etc Of course, you'll need to develop a time/dissipitation chart and make Detect Chaos a stackable spell... Regards, Lev Lev Lafayette lev_lafayette at yahoo.com.au http://au.geocities.com/lev_lafayette __________________________________ Do you Yahoo!? Yahoo! Small Business - Try our new resources site! http://smallbusiness.yahoo.com/resources/ From tcantine at incentre.net Tue Mar 15 16:25:28 2005 From: tcantine at incentre.net (Tom Cantine) Date: Mon, 14 Mar 2005 22:25:28 -0700 Subject: [RQ-Rules] An old thought on the "playing with numbers" thread In-Reply-To: <20050314121928.186812226C7@boomstick.screwheads.net> References: <20050314121928.186812226C7@boomstick.screwheads.net> Message-ID: This came up (and no doubt still comes up) on Usenet years ago, and I will say again what I said there. I am not comfortable with assigning point costs for character skills based on an estimate of how useful the skill will be in the campaign. I think the point cost should rather reflect the difficulty of learning the skill in the character's cultural context. (It should be cheap to learn Ride in a nomadic tribe, for example, where the skill will also happen to be almost indispensable.) But the main reason I think this is important is because, from a roleplaying perspective, if Play Cello is cheap because it doesn't appear to be useful in game, then no one will be suitably impressed at a character who plays cello beautifully. EVERYONE will be a master at some "useless" (and therefore cheap) artsy skill, just to use up leftover points. Being good at something which is apparently (to the mind of the adventurer, anyway) useless still involves significant opportunity cost. If the munchkins sneer at the "waste" of points which could be better spent on Sword Attack, well, so be it. That's kinda how it goes in the real world, too. (I studied philosophy in university; I have heard this sort of criticism from people in more "practical" programs more times that I care to recount...) From Tony.Den at standardbank.co.za Tue Mar 15 18:57:17 2005 From: Tony.Den at standardbank.co.za (Den, Tony T) Date: Tue, 15 Mar 2005 09:57:17 +0200 Subject: [RQ-Rules] Sense/detect chaos Message-ID: I was always under the impression that skeletons were sorcerous constructs and not the result of Divine magic? As such I also treat all skeletons as the same, although adjust damage for tooth and claw size etc (Grizzly Bear Skeleton etc) -----Original Message----- Leon Kirshtein All skeletons are the same and should not set off Sense Chaos, even if they are Broo skeletons. - __________________________________________________________________________________________________________________________________ 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 soltakss at yahoo.com Wed Mar 16 08:57:01 2005 From: soltakss at yahoo.com (Simon Phipp) Date: Tue, 15 Mar 2005 21:57:01 +0000 (GMT) Subject: [RQ-Rules] Dem Bones, Dem Bones, Dem Dry Bones In-Reply-To: <20050315075645.939932226DA@boomstick.screwheads.net> Message-ID: <20050315215702.95523.qmail@web51004.mail.yahoo.com> Gianni: > I worked out something for my Imperial Chinese campaign: > http://basicrps.com/chine/mj/metaux.html I'll forward this to the Alternate Earth group as well. Peter J: > Has anyone a view on if, for instance, animated skeletons created by a > Chaos worshipper would detect as chaotic. If so, would that mean that a > skeleton animated by a Zorak Zoran worshipper would not alert PC:s with > Sense Chaos but one animated by a Vivamort worshipper would. Or, would > you just treat both as non detectable by Sense Chaos? We always played that divine magic originating from a chaotic cult that created something physical, such as skeletons or zombies, had a chaotic remnant which showed up under Detect Chaos. So, our Zorak Zorani Death Lord could distinguish between god skeletons and evil skeletons as the evil obes were chatoic. Funnily enough, he could still use Command Skeleton to command the chaotic ones ..... >From a cult point of view, I would hope that nothing created by Zorak Zoran would detect as chaotic, otherwise those Dearth Lords would be killing each other left, right and centre. We'll gloss over the Zorak Zorani Tiger Sons as a blip. Tony Den: > I was always under the impression that skeletons were sorcerous constructs > and not the result of Divine magic? As such I also treat all skeletons as > the same, although adjust damage for tooth and claw size etc (Grizzly Bear > Skeleton etc) Skeletons can be animated using sorcery, divine and spirit magic, as can zombies. In Glorantha, Zorak Zoran and Vivamort are the prime skeleton/zombie cults but there are others (cacodemon used to be able to but not any more,l for ninstance). Some shamans with a Crearte Skeleton/Create Zombie Spirit Magic spell can create skeletons and zombies, but at the cost of POW. Sorcerers can use various Animate spells to bring corpses and skeletons to "life" but they are generally not independent and only move in the way that the spell is used. (Does that make sense?) I suppose that there could be a sorcerous equivalent to the Create Skeleton spell, hell why not? Bigger skeletons would do more damage (Have they got STR? I can't remember) and those with big bones take more than a measly 1 HP to knock out a location. Leon Kirshtein > All skeletons are the same and should not set off Sense Chaos, even if they > are Broo skeletons. I would say that a skeleton of a chaotic being stays chaotic, but people in may campaign played that once the critter was dead its soul went away together with any chaos taint. Each to his own, I suppose. See Ya Simon Send instant messages to your online friends http://uk.messenger.yahoo.com From ghoyle1 at sbcglobal.net Wed Mar 16 09:40:12 2005 From: ghoyle1 at sbcglobal.net (Guy Hoyle) Date: Tue, 15 Mar 2005 16:40:12 -0600 Subject: [RQ-Rules] Dem Bones, Dem Bones, Dem Dry Bones In-Reply-To: <20050315215702.95523.qmail@web51004.mail.yahoo.com> References: <20050315215702.95523.qmail@web51004.mail.yahoo.com> Message-ID: <4237644C.4060004@sbcglobal.net> Simon Phipp wrote: >Bigger skeletons would do more damage (Have they got STR? I can't remember) >and those with big bones take more than a measly 1 HP to knock out a >location. > > Hmm. Since there are fossils in Snakepipe Hollow (and presumably elsewhere), wonder if it's possible to animate a fossilized skeleton? (Okay, I know, the fossils in Snakepipe Hollow are really just petrified creatures caught in the backlash of Earth magics from when the Hollow was created, and that they're really alive, albeit moving almost imperceptibly... but throw a guy a bone here, wouldja?) Guy (Hoyle) -- "I installed a spam filter on my computer, but so far all it's catching is unwanted email." From Tony.Den at standardbank.co.za Wed Mar 23 20:32:10 2005 From: Tony.Den at standardbank.co.za (Den, Tony T) Date: Wed, 23 Mar 2005 11:32:10 +0200 Subject: [RQ-Rules] Lore Message-ID: Hi All I have been GMing a session that involves a lot of mucking about in swamps and flooded river deltas. So I started thinking of maybe rewarding decent role-playing in the area with opening up a new skill specific to a terrain. Much like one would open a specific terrain survival skill in harnmaster. To me such a skill would be knowledge based and rather than call it survival, I was thinking of making it a Lore. Dictionary. COM says Lore is: 1. Accumulated facts, traditions, or beliefs about a particular subject. See Synonyms at knowledge . 2. Knowledge acquired through education or experience 3. Archaic. Material taught or learned Anyway the skill would be Lore - Terrain . Where terrain is specified, e.g.: Swamp, Desert, Forest, Coastal, Grassland. One skilled in said lore would have an added advantage to survive in such a terrain, vis-??-vis, find water in a desert, or identify possible danger zones (quicksand etc) in a swamp. Having said this, I do not think the skill should open at zero. As always, comments and suggestions welcome. T??ny __________________________________________________________________________________________________________________________________ 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 lev_lafayette at yahoo.com.au Wed Mar 23 23:09:43 2005 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Wed, 23 Mar 2005 04:09:43 -0800 (PST) Subject: [RQ-Rules] Lore In-Reply-To: 6667 Message-ID: <20050323120943.2750.qmail@web21124.mail.yahoo.com> --- "Den, Tony T" wrote: > > Having said this, I do not think the skill should > open at zero. As always, > comments and suggestions welcome. > I recommend that you make starting values culturally specific. The !Kung don't know much about Lore (Snow) for example and the Inuit probably aren't that good on Lore (Desert). In general a sound idea however. Best regards, Lev Lev Lafayette lev_lafayette at yahoo.com.au http://au.geocities.com/lev_lafayette __________________________________ Do you Yahoo!? Yahoo! Small Business - Try our new resources site! http://smallbusiness.yahoo.com/resources/ From bick10 at comcast.net Thu Mar 24 00:24:31 2005 From: bick10 at comcast.net (bick10 at comcast.net) Date: Wed, 23 Mar 2005 13:24:31 +0000 Subject: [RQ-Rules] Lore Message-ID: <032320051324.5930.42416E0F000558D80000172A2200750784CFCE050C070D@comcast.net> >From Tony > Hi All Hello. > I have been GMing a session that involves a lot of mucking about in swamps > and flooded river deltas. So I started thinking of maybe rewarding decent > role-playing in the area with opening up a new skill specific to a terrain. > Much like one would open a specific terrain survival skill in harnmaster. To > me such a skill would be knowledge based and rather than call it survival, I > was thinking of making it a Lore. Just how are you going to use the Lore Terrain skill? My experience with Lore has been a more bookish use. If the skill is going to be used to transverse the terrain, avoid danger, or find water, I would use the Survival skill. Lore I would use for more specific knowledge. Such as determine what type of rock or crystals can be found based on the local land, how the river cut the rock?. However, if you are not using Survival, then call it Lore and achieve the same results. > Dictionary. COM says Lore is: > 1. Accumulated facts, traditions, or beliefs about a particular subject. See > Synonyms at knowledge . > 2. Knowledge acquired through education or experience > 3. Archaic. Material taught or learned From Tony.Den at standardbank.co.za Thu Mar 24 00:54:11 2005 From: Tony.Den at standardbank.co.za (Den, Tony T) Date: Wed, 23 Mar 2005 15:54:11 +0200 Subject: [RQ-Rules] Lore Message-ID: That sounds like a cunning plan. If one used the Quick Experience system, one could even add that for certain cultures occupations. (Barbarian Hunter Terrain Lore x 2) Reckon only certain occupations though, a Civilized scribe for example would not usually get a bonus. -----Original Message----- Lev Lafayette I recommend that you make starting values culturally specific. The !Kung don't know much about Lore (Snow) for example and the Inuit probably aren't that good on Lore (Desert). In general a sound idea however. Best regards, __________________________________________________________________________________________________________________________________ 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 jurrubin at earthlink.net Thu Mar 24 04:46:36 2005 From: jurrubin at earthlink.net (David Smart) Date: Wed, 23 Mar 2005 11:46:36 -0600 (GMT-06:00) Subject: [RQ-Rules] Lore Message-ID: <19115649.1111599997003.JavaMail.root@statler.psp.pas.earthlink.net> I've been doing this for awhile using the survival aspects from Harnmaster. The survival skills are definitely Knowledge-based yet are increasible by experience but only on a special or critical success. It works rather well. David -----Original Message----- From: "Den, Tony T" Sent: Mar 23, 2005 7:54 AM To: "'RuneQuest rules discussion.'" Subject: RE: [RQ-Rules] Lore That sounds like a cunning plan. If one used the Quick Experience system, one could even add that for certain cultures occupations. (Barbarian Hunter Terrain Lore x 2) Reckon only certain occupations though, a Civilized scribe for example would not usually get a bonus. -----Original Message----- Lev Lafayette I recommend that you make starting values culturally specific. The !Kung don't know much about Lore (Snow) for example and the Inuit probably aren't that good on Lore (Desert). In general a sound idea however. 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For information about the Standard Bank Group Limited visit our website http://www.standardbank.co.za ___________________________________________________________________________________________________________________________________ _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://www.crashbox.com/rq-rules http://www.crashbox.com/mailman/listinfo.cgi/rq-rules David From murfnmurf at suscom.net Thu Mar 24 14:06:34 2005 From: murfnmurf at suscom.net (murfnmurf at suscom.net) Date: Wed, 23 Mar 2005 22:06:34 -0500 Subject: [RQ-Rules] Hawkmoon APC In-Reply-To: <19115649.1111599997003.JavaMail.root@statler.psp.pas.earthlink.net> References: <19115649.1111599997003.JavaMail.root@statler.psp.pas.earthlink.net> Message-ID: Hi gang, I'm currently running a post apocalyptic game using material from RQ, CoC, and Hawkmoon. At one time several years back I owned a copy of *The Shattered Isle*, a Great Britian sourcebook for Hawkmoon. I remember there being game stats for an assortment of new weapons as well as some type of tank/APC. Does anyone have the book handy, I'm trying to find the previously-mentioned APC's stats (AP,Move, etc) Thanks in advance. Kicking myself for letting the sands of time blow unchecked through my RPG collection :) -Ken Murphy- From murfnmurf at suscom.net Thu Mar 24 14:30:05 2005 From: murfnmurf at suscom.net (murfnmurf at suscom.net) Date: Wed, 23 Mar 2005 22:30:05 -0500 Subject: [RQ-Rules] Lore In-Reply-To: <19115649.1111599997003.JavaMail.root@statler.psp.pas.earthlink.net> References: <19115649.1111599997003.JavaMail.root@statler.psp.pas.earthlink.net> Message-ID: I've been doing this for awhile using the survival aspects from Harnmaster. The survival skills are definitely Knowledge-based yet are increasible by experience but only on a special or critical success. It works rather well. IIRC,on pg 81 of the RQ3 book, toward the bottom of the "New Skills" section, is a Perception skill called "Scout (different areas by terrain)", but it is provides sans any sort of description. But then in an issue of AH's old *Heroes* magazine, there was a write up of the skill. (Note that the following is taken from some of my tiny, sanity-blasting scrawl I added to my rulebook from said write up many, *many* moons ago--so it might not be word-for-word, but here ya go. While not a survival skill per se, I hope you'll find it of some interest... Scout (different areas by terrain) (30% Perception, +2% per year spent living in a specific terrain) Success allows moving about the terrain efficiently--can find easy paths, good hiding places, water holes, or other appropriate landmarks. In city, tells where the good and bad parts of town are, where markets or landmarks are,etc. If wishing to stay concealed while doing this, must also succeed with "Hide" skill. Best, -Ken Murphy- From Nick.Middleton at invensys.com Thu Mar 24 20:33:50 2005 From: Nick.Middleton at invensys.com (Nick.Middleton at invensys.com) Date: Thu, 24 Mar 2005 09:33:50 +0000 Subject: [RQ-Rules] Hawkmoon APC Message-ID: Hi Ken, >I'm currently running a post apocalyptic game using >material from RQ, CoC, and Hawkmoon. >At one time several years back I owned a copy of *The >Shattered Isle*, a Great Britian sourcebook for Hawkmoon. I always thought it was styled as a sourcebook for Eire, but despite winning a copy on eBay last year I haven't actually re-read it properly since I ran it back at Uni in the late eighties... >I remember there being game stats for an assortment of >new weapons as well as some type of tank/APC. Sounds familiar, plus technology for the renegade Beast Order IIRC? >Does anyone have the book handy, I'm trying to find >the previously-mentioned APC's stats (AP,Move, etc) Books are at home, so I'll check tonight and post, if no one else has come to your assistance in the mean time! >Thanks in advance. >Kicking myself for letting the sands of time blow >unchecked through my RPG collection :) In the mid-nineties I got the bizarre idea that I'd not be playing again and sold my collection... replacing it over the last few years since I came to my senses has been expensive (and painful) albeit I now have most of what I want and only a few things are too expensive on eBay (Ringworld, Dorastor) or too elusive (Other Suns). I do miss a few of the gems of my old collection: the first edition of Cults of Prax was the first genuinely beautiful RPG book I owned, and my well thumbed softback Stormbringer rulebook from the first edition boxed set was the basis of some of the most enjoyable gaming I did at Uni... Cheers, Nick Middleton From soltakss at yahoo.com Fri Mar 25 11:44:34 2005 From: soltakss at yahoo.com (Simon Phipp) Date: Fri, 25 Mar 2005 00:44:34 +0000 (GMT) Subject: [RQ-Rules] Re: Lore In-Reply-To: <20050324032850.335212226C8@boomstick.screwheads.net> Message-ID: <20050325004434.37685.qmail@web51002.mail.yahoo.com> Tony Den; > I have been GMing a session that involves a lot of mucking about in swamps > and flooded river deltas. So I started thinking of maybe rewarding decent > role-playing in the area with opening up a new skill specific to a terrain. > Much like one would open a specific terrain survival skill in harnmaster. > To > me such a skill would be knowledge based and rather than call it survival, > I > was thinking of making it a Lore. Whenever I've used that kind of skill, one that requires intimate knowledge of an area, I have used Know (Terrain) rather than Lore, which I see as being more theoretical. It's the same kind of skill, Knowledge Base 0-10 depending on culture, but incrteasable by experience as being there and searching around the area allows you to increase the skill. bick10 at comcast.net: > Just how are you going to use the Lore Terrain skill? My experience with > Lore has been a more bookish use. If the skill is going to be used to > transverse the terrain, avoid danger, or find water, I would use the > Survival skill. Survival is slightly different, I think. Certainly, having River Survival would help Know (Rivers) and River Lore, using something similar to the HeroQuest augment rules. > Lore I would use for more specific knowledge. Such as determine what type > of rock or crystals can be found based on the local land, how the river cut > the rock . Absolutely, that is how I see Lore working. > However, if you are not using Survival, then call it Lore and achieve the > same results. That's the problem with having similar skills such as Know (Terrain), (Terrain) Lore, Terrain (Survival) and Scout (Terrain). They could be treated as a single skill, called whatever you want, but I like having different skills that help each other and are used for different things. Ken Murphy: > IIRC,on pg 81 of the RQ3 book, toward the bottom of > the "New Skills" section, is a Perception skill called > "Scout (different areas by terrain)", but it is provides > sans any sort of description. > But then in an issue of AH's old *Heroes* magazine, > there was a write up of the skill. So, you would use River Lore to help with the culture of the river as well as how you would expect rivers and their inhabitants to act. Know Rivers would allow you to predict unusual behaviour, know what plants grow nearby, what creatures live i the river, where the river turns, where it is deep, shallow, fast or slow and so on. Scout River allows you to move around the river easily, scouting out the terrain and finding things out. River Survival allows you to survive in and around rivers, what is good to eat and what isn't, which creatures are dangerous, where it is safe to sleep and so on. Of course, your character sheet will get awfully messy if you have Know, Lore, Scout and Survival skills for several terrain types. You could also have yet another skill of Know Any Terrain, Any Terrain Survival, Scout Any Terrain and so on. See Ya Simon Send instant messages to your online friends http://uk.messenger.yahoo.com From murfnmurf at suscom.net Fri Mar 25 12:32:16 2005 From: murfnmurf at suscom.net (murfnmurf at suscom.net) Date: Thu, 24 Mar 2005 20:32:16 -0500 Subject: [RQ-Rules] Hawkmoon APC In-Reply-To: References: Message-ID: Books are at home, so I'll check tonight and post, if no one else has come to your assistance in the mean time! >Thanks in advance. >Kicking myself for letting the sands of time blow >unchecked through my RPG collection :) In the mid-nineties I got the bizarre idea that I'd not be playing again and sold my collection... replacing it over the last few years since I came to my senses has been expensive (and painful) albeit I now have most of what I want and only a few things are too expensive on eBay (Ringworld, Dorastor) or too elusive (Other Suns). Hmmm, as far as Other Suns is concerned, there's an archive of the Other Suns rules someplace on line (by the original author), and the very BRPish stats for the dreaded and very cool powerguns from the Hammer's Slammers books are included too! While not the printed version, I think you'd be able to mine iot for neat stuff none the less :) -Ken Murphy- From nick at gallowglass.fsnet.co.uk Fri Mar 25 12:38:51 2005 From: nick at gallowglass.fsnet.co.uk (Nick Middleton) Date: Fri, 25 Mar 2005 01:38:51 +0000 Subject: [RQ-Rules] Hawkmoon APC Message-ID: <42436BAA.5000304@gallowglass.fsnet.co.uk> Ken >Does anyone have the book handy, I'm trying to find >the previously-mentioned APC's stats (AP,Move, etc) Actually, it has both a Battle Tank and an APC (and a Combat Helicopter and some Dark Empire combat vehicles as well!). The "Ancient Eirish Battle Tank" Speed: upto 44kph cross country, doubled on road. Cargo: none (but 300Kg can be "strapped" onto the upper surface) One two-man turret (Commander and gunner), plus driver in main hull. Armour: 30 points to the front, 20 elsewhere. Weapons: 1 x Flame Cannon, 1 x Autocannon (AP or HE), both or either weapon can fired (but at same target). Flamelance Range 200m Damage 7d6 unlimited shots Autocannon (AP) Range 100m Damage 3d10 Magazine of 60 shots Autocannon (HE) Range 100m Damage 2d6 (3m burst, +20 to hit) Magazine of 40 shots Ancient Eirish Armored Personnel Carries (sic) (APCs) Speed: upto 45kph cross-country, double that on road. Floats and and can mange 5kph on water. Cargo: can carry up to 8 passengers, a crew of two (driver and turret gunner) and up to 1000kg of cargo inside Armour: 10 points all round. Weapons: the one man turret holds an autocannon identical to that on the tank (including magazine). Shattered Isle is available from DTR, albeit you'll have to put up with Adobe DRM... (http://www.drivethrurpg.com/catalog/product_info.php?cPath=74_78&products_id=827) Cheers, Nick Middleton (at home!) -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.8.1 - Release Date: 23/03/2005 From murfnmurf at suscom.net Fri Mar 25 13:33:46 2005 From: murfnmurf at suscom.net (murfnmurf at suscom.net) Date: Thu, 24 Mar 2005 21:33:46 -0500 Subject: [RQ-Rules] Hawkmoon APC In-Reply-To: <42436BAA.5000304@gallowglass.fsnet.co.uk> References: <42436BAA.5000304@gallowglass.fsnet.co.uk> Message-ID: Actually, it has both a Battle Tank and an APC (and a Combat Helicopter and some Dark Empire combat vehicles as well!). [snip and save of interesting information] Thanks very much Nick. As my english teacher used to say, "You are a gentleman and a scholar." :) -Ken- From aescleal at btinternet.com Sat Mar 26 00:20:37 2005 From: aescleal at btinternet.com (Ashley Munday) Date: Fri, 25 Mar 2005 13:20:37 +0000 (GMT) Subject: [RQ-Rules] Re: Lore In-Reply-To: 6667 Message-ID: <20050325132037.3915.qmail@web86104.mail.ukl.yahoo.com> Another option would be to have a single terrain skill (something like "know woodland") which tells you how much you know about a particular terrain and another set of skills (terrain using stealth skills, survival, some perception skills) which are limited by your "know terrain" skill. All a bit like ride limiting what you can do on horseback. Something like "world lore" could be used at half or fifth value as a default for terrains you hadn't personally experienced. This gets rid of a chunk of the character sheet clutter at any rate. Cheers, Ash --- Simon Phipp wrote: > Tony Den; > > > I have been GMing a session that involves a lot of > mucking about in swamps > > and flooded river deltas. So I started thinking of > maybe rewarding decent > > role-playing in the area with opening up a new > skill specific to a terrain. > > Much like one would open a specific terrain > survival skill in harnmaster. > > To > > me such a skill would be knowledge based and > rather than call it survival, > > I > > was thinking of making it a Lore. > > Whenever I've used that kind of skill, one that > requires intimate knowledge > of an area, I have used Know (Terrain) rather than > Lore, which I see as being > more theoretical. It's the same kind of skill, > Knowledge Base 0-10 depending > on culture, but incrteasable by experience as being > there and searching > around the area allows you to increase the skill. > > bick10 at comcast.net: > > > Just how are you going to use the Lore Terrain > skill? My experience with > > Lore has been a more bookish use. If the skill is > going to be used to > > transverse the terrain, avoid danger, or find > water, I would use the > > Survival skill. > > Survival is slightly different, I think. Certainly, > having River Survival > would help Know (Rivers) and River Lore, using > something similar to the > HeroQuest augment rules. > > > Lore I would use for more specific knowledge. > Such as determine what type > > of rock or crystals can be found based on the > local land, how the river cut > > the rock . > > Absolutely, that is how I see Lore working. > > > However, if you are not using Survival, then call > it Lore and achieve the > > same results. > > That's the problem with having similar skills such > as Know (Terrain), > (Terrain) Lore, Terrain (Survival) and Scout > (Terrain). They could be treated > as a single skill, called whatever you want, but I > like having different > skills that help each other and are used for > different things. > > > Ken Murphy: > > > IIRC,on pg 81 of the RQ3 book, toward the > bottom of > > the "New Skills" section, is a Perception skill > called > > "Scout (different areas by terrain)", but it is > provides > > sans any sort of description. > > But then in an issue of AH's old *Heroes* > magazine, > > there was a write up of the skill. > > So, you would use River Lore to help with the > culture of the river as well as > how you would expect rivers and their inhabitants to > act. Know Rivers would > allow you to predict unusual behaviour, know what > plants grow nearby, what > creatures live i the river, where the river turns, > where it is deep, shallow, > fast or slow and so on. Scout River allows you to > move around the river > easily, scouting out the terrain and finding things > out. River Survival > allows you to survive in and around rivers, what is > good to eat and what > isn't, which creatures are dangerous, where it is > safe to sleep and so on. > > Of course, your character sheet will get awfully > messy if you have Know, > Lore, Scout and Survival skills for several terrain > types. You could also > have yet another skill of Know Any Terrain, Any > Terrain Survival, Scout Any > Terrain and so on. > > See Ya > > Simon > > > > Send instant messages to your online friends > http://uk.messenger.yahoo.com > _______________________________________________ > 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 jurrubin at earthlink.net Sat Mar 26 03:56:55 2005 From: jurrubin at earthlink.net (David Smart) Date: Fri, 25 Mar 2005 10:56:55 -0600 (GMT-06:00) Subject: [RQ-Rules] Re: Lore Message-ID: <20395251.1111769815109.JavaMail.root@fozzie.psp.pas.earthlink.net> Oh, I like this! David -----Original Message----- From: Ashley Munday Sent: Mar 25, 2005 7:20 AM To: "RuneQuest rules discussion." Subject: Re: [RQ-Rules] Re: Lore Another option would be to have a single terrain skill (something like "know woodland") which tells you how much you know about a particular terrain and another set of skills (terrain using stealth skills, survival, some perception skills) which are limited by your "know terrain" skill. All a bit like ride limiting what you can do on horseback. Something like "world lore" could be used at half or fifth value as a default for terrains you hadn't personally experienced. This gets rid of a chunk of the character sheet clutter at any rate. Cheers, Ash --- Simon Phipp wrote: > Tony Den; > > > I have been GMing a session that involves a lot of > mucking about in swamps > > and flooded river deltas. So I started thinking of > maybe rewarding decent > > role-playing in the area with opening up a new > skill specific to a terrain. > > Much like one would open a specific terrain > survival skill in harnmaster. > > To > > me such a skill would be knowledge based and > rather than call it survival, > > I > > was thinking of making it a Lore. > > Whenever I've used that kind of skill, one that > requires intimate knowledge > of an area, I have used Know (Terrain) rather than > Lore, which I see as being > more theoretical. It's the same kind of skill, > Knowledge Base 0-10 depending > on culture, but incrteasable by experience as being > there and searching > around the area allows you to increase the skill. > > bick10 at comcast.net: > > > Just how are you going to use the Lore Terrain > skill? My experience with > > Lore has been a more bookish use. If the skill is > going to be used to > > transverse the terrain, avoid danger, or find > water, I would use the > > Survival skill. > > Survival is slightly different, I think. Certainly, > having River Survival > would help Know (Rivers) and River Lore, using > something similar to the > HeroQuest augment rules. > > > Lore I would use for more specific knowledge. > Such as determine what type > > of rock or crystals can be found based on the > local land, how the river cut > > the rock . > > Absolutely, that is how I see Lore working. > > > However, if you are not using Survival, then call > it Lore and achieve the > > same results. > > That's the problem with having similar skills such > as Know (Terrain), > (Terrain) Lore, Terrain (Survival) and Scout > (Terrain). They could be treated > as a single skill, called whatever you want, but I > like having different > skills that help each other and are used for > different things. > > > Ken Murphy: > > > IIRC,on pg 81 of the RQ3 book, toward the > bottom of > > the "New Skills" section, is a Perception skill > called > > "Scout (different areas by terrain)", but it is > provides > > sans any sort of description. > > But then in an issue of AH's old *Heroes* > magazine, > > there was a write up of the skill. > > So, you would use River Lore to help with the > culture of the river as well as > how you would expect rivers and their inhabitants to > act. Know Rivers would > allow you to predict unusual behaviour, know what > plants grow nearby, what > creatures live i the river, where the river turns, > where it is deep, shallow, > fast or slow and so on. Scout River allows you to > move around the river > easily, scouting out the terrain and finding things > out. River Survival > allows you to survive in and around rivers, what is > good to eat and what > isn't, which creatures are dangerous, where it is > safe to sleep and so on. > > Of course, your character sheet will get awfully > messy if you have Know, > Lore, Scout and Survival skills for several terrain > types. You could also > have yet another skill of Know Any Terrain, Any > Terrain Survival, Scout Any > Terrain and so on. > > See Ya > > Simon > > > > Send instant messages to your online friends > http://uk.messenger.yahoo.com > _______________________________________________ > 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 David From jurrubin at earthlink.net Mon Mar 28 13:06:27 2005 From: jurrubin at earthlink.net (David Smart) Date: Sun, 27 Mar 2005 21:06:27 -0600 (GMT-06:00) Subject: [RQ-Rules] Hawkmoon APC Message-ID: <11549510.1111979187746.JavaMail.root@rowlf.psp.pas.earthlink.net> For those who are interested, Other Suns material is located at http://www.furnation.com/Khromat/html/other_suns.html David -----Original Message----- From: murfnmurf at suscom.net Sent: Mar 24, 2005 7:32 PM To: "RuneQuest rules discussion." Subject: Re: [RQ-Rules] Hawkmoon APC Hmmm, as far as Other Suns is concerned, there's an archive of the Other Suns rules someplace on line (by the original author), and the very BRPish stats for the dreaded and very cool powerguns from the Hammer's Slammers books are included too! While not the printed version, I think you'd be able to mine iot for neat stuff none the less :) -Ken Murphy- David From jurrubin at earthlink.net Mon Mar 28 13:08:31 2005 From: jurrubin at earthlink.net (David Smart) Date: Sun, 27 Mar 2005 21:08:31 -0600 (GMT-06:00) Subject: Other Suns (was Re: [RQ-Rules] Hawkmoon APC) Message-ID: <29765332.1111979311258.JavaMail.root@rowlf.psp.pas.earthlink.net> Correction, it _was_ located there. Not much is posted there any more. Sorry, all. David -----Original Message----- From: David Smart Sent: Mar 27, 2005 9:06 PM To: "RuneQuest rules discussion." Subject: Re: [RQ-Rules] Hawkmoon APC For those who are interested, Other Suns material is located at http://www.furnation.com/Khromat/html/other_suns.html David David From jurrubin at earthlink.net Mon Mar 28 13:45:49 2005 From: jurrubin at earthlink.net (David Smart) Date: Sun, 27 Mar 2005 21:45:49 -0600 (GMT-06:00) Subject: Other Suns (was Re: [RQ-Rules] Hawkmoon APC) Message-ID: <20717653.1111981549969.JavaMail.root@rowlf.psp.pas.earthlink.net> "Other Suns" IS posted in pieces at the following site. http://www.hoboes.com/pub/Role-Playing/Future/Other%20Suns/ David David From murfnmurf at suscom.net Tue Mar 29 01:06:35 2005 From: murfnmurf at suscom.net (murfnmurf at suscom.net) Date: Mon, 28 Mar 2005 10:06:35 -0500 Subject: [RQ-Rules] Hawkmoon APC In-Reply-To: <11549510.1111979187746.JavaMail.root@rowlf.psp.pas.earthlink.net> References: <11549510.1111979187746.JavaMail.root@rowlf.psp.pas.earthlink.net> Message-ID: For those who are interested, Other Suns material is located at http://www.furnation.com/Khromat/html/other_suns.html Thanks David, I'm using my roomie's computer instead of my currently *busted* one, so don't *have* any of my bookmarks handy. -Ken- From nick at gallowglass.fsnet.co.uk Tue Mar 29 04:36:48 2005 From: nick at gallowglass.fsnet.co.uk (Nick Middleton) Date: Mon, 28 Mar 2005 19:36:48 +0100 Subject: [RQ-Rules] Re: RQ-Rules Digest, Vol 15, Issue 10 In-Reply-To: <20050328030810.1E2B72226CE@boomstick.screwheads.net> References: <20050328030810.1E2B72226CE@boomstick.screwheads.net> Message-ID: <42484EC0.10403@gallowglass.fsnet.co.uk> Ken, (and David) > Hmmm, as far as Other Suns is concerned, there's an >archive of the Other Suns rules someplace on line (by the >original author), and the very BRPish stats for the >dreaded and very cool powerguns from the Hammer's Slammers >books are included too! While not the printed version, I >think you'd be able to mine iot for neat stuff none the >less :) > > >For those who are interested, Other Suns material is located at http://www.furnation.com/Khromat/html/other_suns.html > Alas, very little of the OS rules are there, and of the stuff at negative Space (http://www.hoboes.com/pub/Role-Playing/Future/Other%20Suns/), only the text of the Supplement is remotely complete, as Niall Shapero himself pointed out on this list last year: http://www.screwheads.net/pipermail/rq-rules/2004/003411.html I have sinc ethat discussion picked up a copy of Book II of Other Suns, but I'm still watching eBay and scouring the charity shops... Cheers, Nick Middleton -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.8.4 - Release Date: 27/03/2005