From sverrelarne at yahoo.no Tue May 1 02:55:45 2007 From: sverrelarne at yahoo.no (sverre larne) Date: Mon, 30 Apr 2007 18:55:45 +0200 (CEST) Subject: Vedr. Re: [Rq-rules] Review of Snake Pipe Hollow In-Reply-To: Message-ID: <911386.94530.qm@web28002.mail.ukl.yahoo.com> Peter Maranci skrev: No, Lev, no! If once you start down the dark path, forever will it dominate your destiny! Seriously, why not pull a Mongoose? Create your own version of Snake Pipe Hollow using other words, and use RQIII (or *cough*, CBRP/d100) for the system. You could call it "Reptile Flute Basin"! :D ->Peter Hear, hear! As long as you remove gloranthan names you could use either the BRP or MRQ ruleset. You could even put Mongoos' RuneQuest logo on top of it. GBC's Portal to Glorantha - http://www.runequest-glorantha.com GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070430/05dce64c/attachment.html From DevinC at aol.com Tue May 1 04:35:42 2007 From: DevinC at aol.com (DevinC at aol.com) Date: Mon, 30 Apr 2007 14:35:42 EDT Subject: [Rq-rules] Review of Snake Pipe Hollow Message-ID: In a message dated 4/30/2007 3:34:00 A.M. Pacific Daylight Time, phl0nje at leeds.ac.uk writes: I think it's on topic. To be honest, I never hold Snake Pipe Hollow in great esteem - perhaps when it was first produced it was a good product, but times moved on and the reprintings of Snake Pipe didn't. It still remained a huge dungeon bash which, whilst relatively fun, didn't blow my mind. Still, I can imagine a really fantastic campaign set in and around Snake Pipe, perhaps expanding upon the scant location descriptions that each edition just tantalised us with. IMO, Nikk . . . My PCs had a great time with SPH. First, I think there often tends to be an overreaction against "dungeon crawls". Constant dungeon crawls are very boring. Occasional ones should be a welcome respite from high intrigues, constant diplomacy, et al. Second, there is plenty of opportunity to role play in SPH if the PCs and the DM are into it. Especially in the area with the spirits. The backstory of Baroshi is pretty cool IMO. Third, there is plenty of ways to expand nicely on that backstory. For example, in my campaign the PCs started to revive the cult of Baroshi (I even wrote up the cult and its rune spells etc). Devin ************************************** See what's free at http://www.aol.com. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070430/fe1a2c72/attachment.html From DevinC at aol.com Tue May 1 04:43:41 2007 From: DevinC at aol.com (DevinC at aol.com) Date: Mon, 30 Apr 2007 14:43:41 EDT Subject: [Rq-rules] Re: New Runequest Question Message-ID: I have a copy of RQ 4 at home and it seems like it is a very nice system. I don't know why many RQers are not playing that system. Devin ************************************** See what's free at http://www.aol.com. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070430/80a48502/attachment.html From allan.hird at gmail.com Tue May 1 06:33:19 2007 From: allan.hird at gmail.com (Allan Hird) Date: Mon, 30 Apr 2007 13:33:19 -0700 Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: References: Message-ID: Maybe because they already have rules they are familiar with? I am starting a new game up based in the Forgotten Realms and have gone through a process of deciding what rules-set to use. None but one or two of the player base has any of the old BRP related rules. Originally I wanted to use Stormbringer as a base and use RuneQuest 3rd edition to fill any gaps, especially the magic systems. However, RQ3 is hard to find anymore and practically nothing about it exists online - the same applies to Stormbringer though 5th edition is in print. The Mongoose ones, however, are readily available, actively supported, AND have a free SRD available. Guess what? The SRD is what clinches is for me. Why? They are available anywhere I have a computer. I can copy and paste key text into documents I make for the game. I don't have to build an extensive set of character creation and house rules, which amount to a rules-set of their own. All I have to do is say "go to the MRQ Wiki, look at the rules, and make a character". If they want, they can print out the wiki rules, or buy the relevant MRQ books. I am still making house rules, but they are just combat and armor from Stormbringer plus its system for higher-end summoning magics. I can live with MRQ magic and if not, all I need to is make a handful of house deviations. All told, one page. I'd prefer to wait for the Chaosium d100 system that became available for pre-order late April but still has no release date. And, didn't we hear about it being released last year? Even if/when it does get released, will Chaosium also release an SRD? I hope so, because the SRD is what makes it a viable product. Oh, I want a nice hard copy for in-game use and at-home perusal, but when I'm writing material on the computer I want the SRD handy. A lot of the time I use a laptop for rules reference. Why? Because I can do a WORD SEARCH!!!!! (sorry for shouting). Anyone that doesn't recognize how valuable SRD (d20, MRQ, other) has been to the gaming community is disconnected from current reality. ;-) I love RQ3 and Stormbringer, but neither are set up for modern convenience, and for anyone with a busy schedule, convenience in gaming pursuits is quite valuable. Anyone you know who is NOT busy? Sorry for ranting a bit, but I'm frustrated that I'm 'forced' to use MRQ rather than systems I'd rather use because otherwise I won't have a group to play with. Not that MRQ is bad. It's actually pretty good for my purposes. I just don't like it spread around so many thin books. Reminds me of D$D. ;-) On 4/30/07, DevinC at aol.com wrote: > > I have a copy of RQ 4 at home and it seems like it is a very nice system. > I don't know why many RQers are not playing that system. > > Devin > > > > ------------------------------ > See what's free at AOL.com . > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > -- Certainty Murders Possibility ~ Shinsei Power over others is Weakness disguised as Strength ~ Eckhart Tolle -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070430/99958656/attachment.html From wbcreighton at yahoo.ca Tue May 1 07:12:30 2007 From: wbcreighton at yahoo.ca (Warren Creighton) Date: Mon, 30 Apr 2007 17:12:30 -0400 (EDT) Subject: Vedr. Re: [Rq-rules] Review of Snake Pipe Hollow In-Reply-To: <911386.94530.qm@web28002.mail.ukl.yahoo.com> Message-ID: <116962.33520.qm@web32105.mail.mud.yahoo.com> You could always pull a Chaosium and promise tons of great products then just never produce them ! ( still have loads of respect for Caosium) --- sverre larne wrote: > Peter Maranci skrev: > > No, Lev, no! If once you start down the dark path, > forever will it dominate your destiny! > > Seriously, why not pull a Mongoose? Create your > own version of Snake Pipe Hollow using other words, > and use RQIII (or *cough*, CBRP/d100) for the > system. You could call it "Reptile Flute Basin"! :D > > ->Peter > > Hear, hear! As long as you remove gloranthan names > you could use either the BRP or MRQ ruleset. You > could even put Mongoos' RuneQuest logo on top of it. > > > > > GBC's Portal to Glorantha - > http://www.runequest-glorantha.com > GBC's RuneQuest Links & Glorantha Links - > http://www.runequest.info > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > Be smarter than spam. See how smart SpamGuard is at giving junk email the boot with the All-new Yahoo! Mail at http://mrd.mail.yahoo.com/try_beta?.intl=ca From ulo at metrocast.net Tue May 1 07:22:50 2007 From: ulo at metrocast.net (Christopher Fasulo) Date: Mon, 30 Apr 2007 17:22:50 -0400 Subject: [Rq-rules] Review of Snake Pipe Hollow References: <20070430123642.2A1E0181712D@mini.thinbits.net> Message-ID: <004301c78b6d$b5336950$68eeaf41@yourb27fb1c401> I always thought it would be a good place for a RQ Keep On The Borderlands with the caves of chaos being the hollow ----- Original Message ----- From: "Gianni" To: "Discussion of RuneQuest rules." Sent: Monday, April 30, 2007 8:36 AM Subject: Re: [Rq-rules] Review of Snake Pipe Hollow OTOH Mongoose said they might consider Gloranthan submissions for Signs&Portents. G. ----- Original Message ----- From: Nick.Middleton at wrsl.com To: "Discussion of RuneQuest rules." Sent: Mon, 30 Apr 2007 13:27:00 +0100 Subject: Re: [Rq-rules] Review of Snake Pipe Hollow > "Serpent Fife Depression"? > "Ophidian Recorder Dip"? > > :D > > Nick Middleton > > > > "Peter Maranci" > om> To > Sent by: "Discussion of RuneQuest rules." > rq-rules-bounces@ > crashbox.com cc > > Subject > 30/04/2007 13:18 Re: [Rq-rules] Review of Snake Pipe > Hollow > > Please respond to > "Discussion of > RuneQuest rules." > x.com> > > > > > > No, Lev, no! If once you start down the dark path, forever will it > dominate > your destiny! > > Seriously, why not pull a Mongoose? Create your own version of Snake Pipe > Hollow using other words, and use RQIII (or *cough*, CBRP/d100) for the > system. You could call it "Reptile Flute Basin"! :D > > ->Peter > > On 4/30/07, Lev Lafayette wrote: > I must admit it was precisely this which inspired by > questions about Mongoose/RQ licensing. > > I would really love to do an "Snake Pipe Hollow > Expanded" setting and campaign pack. > > Maybe I'll have to do it for (sotto voce) HeroQuest... > > --- Nikk Effingham < phl0nje at leeds.ac.uk> wrote: > > > I think it's on topic. To be honest, I never hold > > Snake Pipe Hollow in great > > esteem - perhaps when it was first produced it was a > > good product, but times > > moved on and the reprintings of Snake Pipe didn't. > > It still remained a huge > > dungeon bash which, whilst relatively fun, didn't > > blow my mind. Still, I can > > imagine a really fantastic campaign set in and > > around Snake Pipe, perhaps > > expanding upon the scant location descriptions that > > each edition just > > tantalised us with. > > > > IMO, > > > > Nikk > > > > > > > > OK, this is possibly *slightly* off-topic, but I > > > recently did a review of Snake Pipe Hollow. It's > > > available here: > > > > > > http://www.rpg.net/reviews/archive/12/12938.phtml > > > > > > I also did a review of AD&Ds "Tomb of Horrors" at > > the > > > same time, although that is a little like shooting > > > fish in the proverbial... > > > > > > __________________________________________________ > > > Do You Yahoo!? > > > Tired of spam? Yahoo! Mail has the best spam > > protection around > > > http://mail.yahoo.com > > > _______________________________________________ > > > RQ-Rules mailing list > > > RQ-Rules at crashbox.com > > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > __________________________________________________ > Do You Yahoo!? > Tired of spam? Yahoo! Mail has the best spam protection around > http://mail.yahoo.com > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > The Diary of An Invisible Man: http://bobquasit.livejournal.com/ > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > > > Any files attached to this e-mail will have been checked with virus detection > software prior to transmission but you should carry out your own virus check > before opening any attachment. WRSL does not accept liability for any damage > or loss which may be caused by software viruses. The contents of this e-mail > and any attachments are the property of WRSL and are intended for the > confidential use by the named recipient only. They may be legally privileged > and should not be communicated to, or relied upon, by any other person > without written consent. If you are not the addressee, please notify us > immediately at the following address: Westinghouse Rail Systems Ltd (WRSL), > PO Box 79, Pew Hill, Langley Park, Chippenham, Wiltshire, SN15 1JD - Tel > 01249 441441 > Westinghouse Rail Systems Ltd is a subsidiary of Invensys Plc. Registered > office: Portland House, Bressenden Place, London, SW1E 5BF. > Registered in England and Wales No. 1641421. > _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules From clive.wickens at btopenworld.com Tue May 1 07:26:54 2007 From: clive.wickens at btopenworld.com (Clive Wickens) Date: Mon, 30 Apr 2007 22:26:54 +0100 Subject: [Rq-rules] SPH Message-ID: <000201c78b6e$610799e0$c5252ad9@sickboy> Interestingly, this thesaurus: http://thesaurus.reference.com/browse/snake Gives "chaotic place " as a synonym for "snake pit " It's a conspiracy I tell you ! PS Sverre, did you see the link I posted ? -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070430/2a79d20d/attachment.html From parejf63 at hotmail.com Tue May 1 07:31:51 2007 From: parejf63 at hotmail.com (John Pare') Date: Mon, 30 Apr 2007 17:31:51 -0400 Subject: [Rq-rules] Got the books. In-Reply-To: Message-ID: I got the books today and I browsed through them all. From what I see, it is great!! A little different, but in all it is RQ. They changed things (grouping skills, Parry and Dodge, etc...) But honestly, I LOVE IT.. I am glad I got the Cult Books though, MORE SPELLS... John All I need now is the GLorantha book and the Magic of Glorantha book. (Any takers on a descrition of the latter? _________________________________________________________________ Get a FREE Web site, company branded e-mail and more from Microsoft Office Live! http://clk.atdmt.com/MRT/go/mcrssaub0050001411mrt/direct/01/ From goldgrif at yahoo.com Tue May 1 07:51:43 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Mon, 30 Apr 2007 14:51:43 -0700 (PDT) Subject: [Rq-rules] City creation In-Reply-To: <004301c78b6d$b5336950$68eeaf41@yourb27fb1c401> Message-ID: <100150.68326.qm@web56603.mail.re3.yahoo.com> Avalon Hill had a random city generation system/book, has anyone played with it? "Sorcery! We are all sorcerers, and live in a wonderland of marvel and beauty if we did but know it." ~Charles Godfrey Leland So far, therefore, as the public profession of magic has been one of the roads by which men have passed to supreme power, it has contributed to emancipate mankind from the thraldom of tradition and to elevate them into a larger, freer life, with a broader outlook on the world. This is no small service rendered to humanity. And when we remember further that in another direction magic has paved the way for science, we are forced to admit that if the black arts has done much evil, it has also been the source of much good; that if it is the child of error, it has been the mother of freedom and truth. Sir James George Frazer (1854?1941). The Golden Bough. 1922. __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From wbcreighton at yahoo.ca Tue May 1 08:16:10 2007 From: wbcreighton at yahoo.ca (Warren Creighton) Date: Mon, 30 Apr 2007 18:16:10 -0400 (EDT) Subject: [Rq-rules] City creation In-Reply-To: <100150.68326.qm@web56603.mail.re3.yahoo.com> Message-ID: <9658.65311.qm@web32108.mail.mud.yahoo.com> Never really played with it. I believe it was originally a Midkemia Press product adapted to Runequest. --- steven mckenzie wrote: > Avalon Hill had a random city generation > system/book, > has anyone played with it? > > "Sorcery! We are all sorcerers, and live in a > wonderland of marvel and beauty if we did but know > it." > > ~Charles Godfrey Leland > > > So far, therefore, as the public profession of magic > has been one of the roads by which men have passed > to supreme power, it has contributed to emancipate > mankind from the thraldom of tradition and to > elevate them into a larger, freer life, with a > broader outlook on the world. This is no small > service rendered to humanity. And when we remember > further that in another direction magic has paved > the way for science, we are forced to admit that if > the black arts has done much evil, it has also been > the source of much good; that if it is the child of > error, it has been the mother of freedom and truth. > > Sir James George Frazer (1854?1941). The Golden > Bough. 1922. > > __________________________________________________ > Do You Yahoo!? > Tired of spam? Yahoo! Mail has the best spam > protection around > http://mail.yahoo.com > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > Be smarter than spam. See how smart SpamGuard is at giving junk email the boot with the All-new Yahoo! Mail at http://mrd.mail.yahoo.com/try_beta?.intl=ca From jurrubin at gmail.com Tue May 1 08:27:51 2007 From: jurrubin at gmail.com (David Smart) Date: Mon, 30 Apr 2007 17:27:51 -0500 Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: References: Message-ID: <1c92296e0704301527m5065cdd2sb65f6bfe24c605dd@mail.gmail.com> Heh. I've been playing RQ for so many years..make that decades..that I've scanned in all the rules I use and made my own booklets, which include my house rules and spell expansions. I have picked up all the core Mongoose RQ books but I've scanned only the material I found useful and incorporated it into my booklets. Funny how it all is less than 800Mb (including 100s of graphics) and fits very nicely on my 1Gb flash drive. There is an advantage to being a RQ Gnarly Old Fart(tm) who had a career in PC building and software development. It's a good time to be alive. On 4/30/07, Allan Hird wrote: > > Maybe because they already have rules they are familiar with? > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070430/9c68eed7/attachment.html From pmaranci at gmail.com Tue May 1 08:35:05 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Mon, 30 Apr 2007 18:35:05 -0400 Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: <1c92296e0704301527m5065cdd2sb65f6bfe24c605dd@mail.gmail.com> References: <1c92296e0704301527m5065cdd2sb65f6bfe24c605dd@mail.gmail.com> Message-ID: *cough* I'm guessing you saw the massive RuneQuest flood recently on alt.binaries.e-book.rpg, then? :D Personally, I'm hoping that Chaosium makes the core d100 system SRDs available online...but for some reason I doubt that they will. That's not based on any personal knowledge, incidentally. Charlie's never given me the time of day, so I certainly wouldn't pretend to have any insight into his thinking processes. On the other hand, have they ever done anything like that before? It just seems too new-fangled for them, somehow. ->Peter On 4/30/07, David Smart wrote: > > Heh. I've been playing RQ for so many years..make that decades..that I've > scanned in all the rules I use and made my own booklets, which include my > house rules and spell expansions. I have picked up all the core Mongoose RQ > books but I've scanned only the material I found useful and incorporated it > into my booklets. > > Funny how it all is less than 800Mb (including 100s of graphics) and fits > very nicely on my 1Gb flash drive. > > There is an advantage to being a RQ Gnarly Old Fart(tm) who had a career > in PC building and software development. It's a good time to be alive. > > On 4/30/07, Allan Hird wrote: > > > > Maybe because they already have rules they are familiar with? > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070430/c60c4b2e/attachment.html From lev_lafayette at yahoo.com.au Tue May 1 08:57:46 2007 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Mon, 30 Apr 2007 15:57:46 -0700 (PDT) Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: Message-ID: <651354.74140.qm@web33512.mail.mud.yahoo.com> --- DevinC at aol.com wrote: > I have a copy of RQ 4 at home and it seems like it > is a very nice system. I > don't know why many RQers are not playing that > system. > Don't get me wrong, there are some nice features. I do like the split between basic and advanced skill for example. I do like base chances being based on the simple addition of attributes (like Elfquest!). I do like the 1/10th of skill chance is a critical rule. I like Hero Points. I like the action/reaction idea. I like the *concept* of "questing for runes". I like the fact it's available as a SRD. I certainly don't have any love whatsoever for "Legendary Abilities". The parry/dodge/attack system as it is writ is clearly broken (although apparently patched). The opposed rolls system doesn't make any sense either. I don't like how they've implemented the magic system. I don't like Strike Ranks being based on INT+DEX. I don't like how some base chances are based on two attributes, some on one and ...... and I could go on (and have done in the past). There are a lot of things in MRQ system which I personally think are seriously wrong and a few things which are quite good. But overall, in terms of a game system, it's a step backwards. Another thing that does leave me quite cold however are style issues. The fact that one must purchase at least three slim harback books to get a decent game is annoying; the writing is dull and the artwork uninspiring. Finally, MRQ really has made it difficult for old RQ and Glorantha fans. From an RPG.net review; - - - I AM A LONG TIME FAN, SHOULD I BUY THIS EDITION? No. If you are curious about the changes to the system, go to the Mongoose website and download the free SRD files. Frankly, the greatest oddity of the new game is that Mongoose seems to have done everything in its power to dissuade long time players from buying the game. I don't believe, in 25 years of gaming, I've ever seen this before. The core rule book contains only a third of what the previous edition did, and there are no conversion rules at all. If you wish to upgrade an existing campaign to the new system, you will find no support, only obstacles. For example, if one of your players has a shaman character, you will need to purchase the main rulebook, the Companion (which contains rules for spirit combat), and then wait for the Cults of Glorantha Volume II book (due out in January 2007) which will detail shamanism. Everything contained in the single RQIII rulebook has been cleverly scattered among multiple volumes. Even Divine Magic, a staple of RuneQuest since the beginning, has been banished to the Companion book. At every turn, the previous edition was superior, in the quality of its writing, in its completeness, and in providing a foundation for play in either Glorantha or other worlds. I find this mind-boggling. I have been a fan for 25 years, loyally purchasing a great deal of RQ material. If I am not part of the target audience for this game, who is? I would remind Mongoose that most long-time RQ fans are now professionals in our 30s, 40s, and 50s, with more money to spend indulging in our hobby than when we were kids. Why on earth try to exclude us? I AM A GLORANTHA FAN (HEROQUEST FAN, ETC), SHOULD I BUY THIS EDITION? Again, no. The core rulebooks have nothing for you. The magic systems are generic, and in some cases show either total ignorance of Glorantha or callous disregard for the integrity of the setting. For example, Bladesharp now depends on a new, ?Metal? Rune. Ignoring for the moment the fact that the Death Rune is the mythic First Sword, associated with blades and severing, one can't help but wonder if this means Bladesharp no longer works on flint knives or dragonewt klanths! Likewise, Skybolt, which calls lightning from a clear sky, is now derived from the Chaos (!!!) Rune. I am sure the Orlanthi would be thrilled with this. However, you should take a look at Glorantha, the Second Age, which has no system specific material and could easily be used as a reference for HeroQuest or other RuneQuest editions. I intend to write a review of this volume, as it is far superior to the core rulebooks. http://www.rpg.net/reviews/archive/12/12628.phtml - - - So therein lies the problem(s) and the reason why I have ended up running a RQ3 Glorantha game, a HQ Glorantha game and a RQ3 gateway game, but not a MRQ game. HTH HAND, Lev __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From lev_lafayette at yahoo.com.au Tue May 1 09:05:09 2007 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Mon, 30 Apr 2007 16:05:09 -0700 (PDT) Subject: [Rq-rules] Review of Snake Pipe Hollow In-Reply-To: Message-ID: <133177.82579.qm@web33508.mail.mud.yahoo.com> --- DevinC at aol.com wrote: > . > My PCs had a great time with SPH. First, I think > there often tends to be an > overreaction against "dungeon crawls". Constant > dungeon crawls are very > boring. Occasional ones should be a welcome respite > from high intrigues, constant > diplomacy, et al. > > Second, there is plenty of opportunity to role play > in SPH if the PCs and > the DM are into it. Especially in the area with the > spirits. The backstory of > Baroshi is pretty cool IMO. > > Third, there is plenty of ways to expand nicely on > that backstory. For > example, in my campaign the PCs started to revive > the cult of Baroshi (I even > wrote up the cult and its rune spells etc). > *nods* That was certainly one of the potential plot directions I noticed as well. Despite being a dungeon crawl of sorts, there was a hell of a lot of potential storylines in SPH - and all this for 1979! All the best, Lev __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From ghoyle1 at sbcglobal.net Tue May 1 10:37:28 2007 From: ghoyle1 at sbcglobal.net (Guy Hoyle) Date: Mon, 30 Apr 2007 19:37:28 -0500 Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: References: Message-ID: <46368BC8.40306@sbcglobal.net> Because it was never published? Because the Gift-carriers of the Sending Gods hunt down anybody who has ever seen a copy of --- UUURRKKK! Guy (Hoyle) DevinC at aol.com wrote: > I have a copy of RQ 4 at home and it seems like it is a very nice > system. I don't know why many RQers are not playing that system. > > Devin > > > > ------------------------------------------------------------------------ > See what's free at AOL.com . > > > ------------------------------------------------------------------------ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules From lev_lafayette at yahoo.com.au Tue May 1 11:07:20 2007 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Mon, 30 Apr 2007 18:07:20 -0700 (PDT) Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: <46368BC8.40306@sbcglobal.net> Message-ID: <258015.16342.qm@web33501.mail.mud.yahoo.com> ;-) Yes, "the other" RQ4 was looking quite good indeed.. --- Guy Hoyle wrote: > Because it was never published? Because the > Gift-carriers of the Sending > Gods hunt down anybody who has ever seen a copy of > --- UUURRKKK! > > Guy (Hoyle) > > DevinC at aol.com wrote: > > I have a copy of RQ 4 at home and it seems like it > is a very nice > > system. I don't know why many RQers are not > playing that system. > > > > Devin > > > > > > > > > ------------------------------------------------------------------------ > > See what's free at AOL.com > . > > > > > > > ------------------------------------------------------------------------ > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From shaw at caprica.com Tue May 1 11:26:52 2007 From: shaw at caprica.com (Wayne Shaw) Date: Mon, 30 Apr 2007 18:26:52 -0700 Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: <258015.16342.qm@web33501.mail.mud.yahoo.com> References: <46368BC8.40306@sbcglobal.net> <258015.16342.qm@web33501.mail.mud.yahoo.com> Message-ID: <7.0.1.0.1.20070430182458.033965d8@caprica.com> At 06:07 PM 4/30/2007, you wrote: >;-) Yes, "the other" RQ4 was looking quite good >indeed.. Well, some of the late-in-the-day simplification and sacrifices of game balance on the altar of being more Gloranthan didn't do it for me, but if you had earlier drafts, it was easy to keep some of the good end design decisions and punt the bad ones. In fact I'm in process of hybridizing something like that currently; its one of the things that made me sign up on this list, since I want to get some opinions on a couple of design issues at some point. From DevinC at aol.com Tue May 1 11:55:52 2007 From: DevinC at aol.com (DevinC at aol.com) Date: Mon, 30 Apr 2007 21:55:52 EDT Subject: [Rq-rules] Re: New Runequest Question Message-ID: In a message dated 4/30/2007 1:34:08 P.M. Pacific Daylight Time, allan.hird at gmail.com writes: Maybe because they already have rules they are familiar with? I am starting a new game up based in the Forgotten Realms and have gone through a process of deciding what rules-set to use. None but one or two of the player base has any of the old BRP related rules. Originally I wanted to use Stormbringer as a base and use RuneQuest 3rd edition to fill any gaps, especially the magic systems. However, RQ3 is hard to find anymore and practically nothing about it exists online - the same applies to Stormbringer though 5th edition is in print. The Mongoose ones, however, are readily available, actively supported, AND have a free SRD available. Guess what? The SRD is what clinches is for me. Why? They are available anywhere I have a computer. I can copy and paste key text into documents I make for the game. I don't have to build an extensive set of character creation and house rules, which amount to a rules-set of their own. All I have to do is say "go to the MRQ Wiki, look at the rules, and make a character". If they want, they can print out the wiki rules, or buy the relevant MRQ books. I am still making house rules, but they are just combat and armor from Stormbringer plus its system for higher-end summoning magics. I can live with MRQ magic and if not, all I need to is make a handful of house deviations. All told, one page. I'd prefer to wait for the Chaosium d100 system that became available for pre-order late April but still has no release date. And, didn't we hear about it being released last year? Even if/when it does get released, will Chaosium also release an SRD? I hope so, because the SRD is what makes it a viable product. Oh, I want a nice hard copy for in-game use and at-home perusal, but when I'm writing material on the computer I want the SRD handy. A lot of the time I use a laptop for rules reference. Why? Because I can do a WORD SEARCH!!!!! (sorry for shouting). Anyone that doesn't recognize how valuable SRD (d20, MRQ, other) has been to the gaming community is disconnected from current reality. ;-) . . . (shrug). Someone must be capable of scanning and OCRing the RQ4 rules into a text searchable format. In any event, I was simply responding to those who are bemoaning the MRQ rules. I think RQ 4 did a fine job, even in its playtest form and were I playing RQ that is the version I would use. Devin ************************************** See what's free at http://www.aol.com. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070430/b0a377b3/attachment.html From goldgrif at yahoo.com Tue May 1 13:19:44 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Mon, 30 Apr 2007 20:19:44 -0700 (PDT) Subject: [Rq-rules] opinion of mongoose rq wasRe: New Runequest Question In-Reply-To: Message-ID: <119398.98109.qm@web56611.mail.re3.yahoo.com> i finally had a chance to look at mongoose rq, and am not that impressed first the cost, with all the resources online, and with the basic rpg sustem out there, well the cost is not worth it there is some cool cosmetic stuff, but after playing various rq games and all the basic rpg, from superworld, coc, nephilim etc, with the ease of chnaging from game to game, well, i may get it for completion of my collection but it isnt a big thing to play > > "Sorcery! We are all sorcerers, and live in a wonderland of marvel and beauty if we did but know it." ~Charles Godfrey Leland So far, therefore, as the public profession of magic has been one of the roads by which men have passed to supreme power, it has contributed to emancipate mankind from the thraldom of tradition and to elevate them into a larger, freer life, with a broader outlook on the world. This is no small service rendered to humanity. And when we remember further that in another direction magic has paved the way for science, we are forced to admit that if the black arts has done much evil, it has also been the source of much good; that if it is the child of error, it has been the mother of freedom and truth. Sir James George Frazer (1854?1941). The Golden Bough. 1922. __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From jurrubin at gmail.com Tue May 1 13:22:32 2007 From: jurrubin at gmail.com (David Smart) Date: Mon, 30 Apr 2007 22:22:32 -0500 Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: References: <1c92296e0704301527m5065cdd2sb65f6bfe24c605dd@mail.gmail.com> Message-ID: <1c92296e0704302022s7ccf99f1v3376dba86646d784@mail.gmail.com> Not really. I'm not much for the alt forums since my "retirement" doesn't equate to not having to work a lot. (I HATE termites!) Hmmm. I think I'll look into it though. David On 4/30/07, Peter Maranci wrote: > > *cough* I'm guessing you saw the massive RuneQuest flood recently on > alt.binaries.e-book.rpg, then? :D > > Personally, I'm hoping that Chaosium makes the core d100 system SRDs > available online...but for some reason I doubt that they will. > > That's not based on any personal knowledge, incidentally. Charlie's never > given me the time of day, so I certainly wouldn't pretend to have any > insight into his thinking processes. On the other hand, have they ever done > anything like that before? It just seems too new-fangled for them, somehow. > > ->Peter > > On 4/30/07, David Smart < jurrubin at gmail.com> wrote: > > > Heh. I've been playing RQ for so many years..make that decades..that > > I've scanned in all the rules I use and made my own booklets, which include > > my house rules and spell expansions. I have picked up all the core Mongoose > > RQ books but I've scanned only the material I found useful and incorporated > > it into my booklets. > > > > Funny how it all is less than 800Mb (including 100s of graphics) and > > fits very nicely on my 1Gb flash drive. > > > > There is an advantage to being a RQ Gnarly Old Fart(tm) who had a career > > in PC building and software development. It's a good time to be alive. > > > > On 4/30/07, Allan Hird < allan.hird at gmail.com> wrote: > > > > > > Maybe because they already have rules they are familiar with? > > > > > > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > The Diary of An Invisible Man: http://bobquasit.livejournal.com/ > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070430/8dbcbf8d/attachment.html From anders at california.com Tue May 1 14:52:17 2007 From: anders at california.com (Anders Swenson) Date: Mon, 30 Apr 2007 21:52:17 -0700 Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: <7.0.1.0.1.20070430182458.033965d8@caprica.com> References: <46368BC8.40306@sbcglobal.net> <258015.16342.qm@web33501.mail.mud.yahoo.com> <7.0.1.0.1.20070430182458.033965d8@caprica.com> Message-ID: On Mon, 30 Apr 2007 18:26:52 -0700 Wayne Shaw wrote: And afyter over 20 years, Hi! --Anders > At 06:07 PM 4/30/2007, you wrote: > > >;-) Yes, "the other" RQ4 was looking quite good > >indeed.. > > Well, some of the late-in-the-day simplification and sacrifices of game > balance on the altar of being more Gloranthan didn't do it for me, but if > you had earlier drafts, it was easy to keep some of the good end design > decisions and punt the bad ones. In fact I'm in process of hybridizing > something like that currently; its one of the things that made me sign up > on this list, since I want to get some opinions on a couple of design > issues at some point. > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules From shaw at caprica.com Wed May 2 08:20:16 2007 From: shaw at caprica.com (Wayne Shaw) Date: Tue, 01 May 2007 15:20:16 -0700 Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: References: <46368BC8.40306@sbcglobal.net> <258015.16342.qm@web33501.mail.mud.yahoo.com> <7.0.1.0.1.20070430182458.033965d8@caprica.com> Message-ID: <7.0.1.0.1.20070501151956.033e7090@caprica.com> At 09:52 PM 4/30/2007, you wrote: >On Mon, 30 Apr 2007 18:26:52 -0700 > Wayne Shaw wrote: >And afyter over 20 years, Hi! >--Anders Heya. Yeah, it has been just a bit of a while. :) From anders at california.com Wed May 2 10:34:34 2007 From: anders at california.com (Anders Swenson) Date: Tue, 01 May 2007 17:34:34 -0700 Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: References: Message-ID: On Mon, 30 Apr 2007 21:55:52 EDT DevinC at aol.com wrote: > [snip] > > In any event, I was simply responding to those who are bemoaning the MRQ > rules. I think RQ 4 did a fine job, even in its playtest form and were I > playing > RQ that is the version I would use. > > Devin In any case, I'm an original developer of RQ and I would like to see RQ4 just to see whar happened! Is there any way to get a copy after all these years? --Anders From anders at california.com Wed May 2 10:36:37 2007 From: anders at california.com (Anders Swenson) Date: Tue, 01 May 2007 17:36:37 -0700 Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: <7.0.1.0.1.20070501151956.033e7090@caprica.com> References: <46368BC8.40306@sbcglobal.net> <258015.16342.qm@web33501.mail.mud.yahoo.com> <7.0.1.0.1.20070430182458.033965d8@caprica.com> <7.0.1.0.1.20070501151956.033e7090@caprica.com> Message-ID: On Tue, 01 May 2007 15:20:16 -0700 Wayne Shaw wrote: > At 09:52 PM 4/30/2007, you wrote: > >On Mon, 30 Apr 2007 18:26:52 -0700 > > Wayne Shaw wrote: > >And afyter over 20 years, Hi! > >--Anders > > Heya. Yeah, it has been just a bit of a while. :) > > Remember the Coorador full of beer? --Anders From vikingjarl at gmail.com Wed May 2 10:44:28 2007 From: vikingjarl at gmail.com (Sven Lugar) Date: Tue, 01 May 2007 17:44:28 -0700 Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: References: Message-ID: <4637DEEC.9090509@gmail.com> I too being a play-tester of the original RQ am interested in seeing RQ4. Skal Sven Anders Swenson wrote: > On Mon, 30 Apr 2007 21:55:52 EDT > DevinC at aol.com wrote: > >> >> > [snip] > > >> >> In any event, I was simply responding to those who are bemoaning the MRQ >> rules. I think RQ 4 did a fine job, even in its playtest form and were I >> playing >> RQ that is the version I would use. >> >> Devin >> > > In any case, I'm an original developer of RQ and I would like to see RQ4 just > to see whar happened! Is there any way to get a copy after all these years? > --Anders > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070501/36c03032/attachment.html From sverrelarne at yahoo.no Wed May 2 15:14:34 2007 From: sverrelarne at yahoo.no (sverre larne) Date: Wed, 2 May 2007 07:14:34 +0200 (CEST) Subject: Vedr. Re: [Rq-rules] Re: New Runequest Question In-Reply-To: Message-ID: <20070502051434.51157.qmail@web28007.mail.ukl.yahoo.com> http://www.ukvac.com/downloads/rq4.pdf takes quite some time to download though. Anders Swenson skrev: On Mon, 30 Apr 2007 21:55:52 EDT DevinC at aol.com wrote: > [snip] > > In any event, I was simply responding to those who are bemoaning the MRQ > rules. I think RQ 4 did a fine job, even in its playtest form and were I > playing > RQ that is the version I would use. > > Devin In any case, I'm an original developer of RQ and I would like to see RQ4 just to see whar happened! Is there any way to get a copy after all these years? --Anders _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules GBC's Portal to Glorantha - http://www.runequest-glorantha.com GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070502/b7049b86/attachment.html From sverrelarne at yahoo.no Thu May 3 00:29:02 2007 From: sverrelarne at yahoo.no (sverre larne) Date: Wed, 2 May 2007 16:29:02 +0200 (CEST) Subject: Vedr. Re: [Rq-rules] Re: New Runequest Question In-Reply-To: Message-ID: <134480.49227.qm@web28005.mail.ukl.yahoo.com> What? What!? WHAT!?? A RuneQuest flood which I've missed!? :-( Peter Maranci skrev: *cough* I'm guessing you saw the massive RuneQuest flood recently on alt.binaries.e-book.rpg, then? :D Personally, I'm hoping that Chaosium makes the core d100 system SRDs available online...but for some reason I doubt that they will. That's not based on any personal knowledge, incidentally. Charlie's never given me the time of day, so I certainly wouldn't pretend to have any insight into his thinking processes. On the other hand, have they ever done anything like that before? It just seems too new-fangled for them, somehow. ->Peter On 4/30/07, David Smart wrote: Heh. I've been playing RQ for so many years..make that decades..that I've scanned in all the rules I use and made my own booklets, which include my house rules and spell expansions. I have picked up all the core Mongoose RQ books but I've scanned only the material I found useful and incorporated it into my booklets. Funny how it all is less than 800Mb (including 100s of graphics) and fits very nicely on my 1Gb flash drive. There is an advantage to being a RQ Gnarly Old Fart(tm) who had a career in PC building and software development. It's a good time to be alive. On 4/30/07, Allan Hird < allan.hird at gmail.com> wrote: Maybe because they already have rules they are familiar with? _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules GBC's Portal to Glorantha - http://www.runequest-glorantha.com GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070502/b4d0d2b6/attachment.html From wbcreighton at yahoo.ca Thu May 3 00:31:51 2007 From: wbcreighton at yahoo.ca (Warren Creighton) Date: Wed, 2 May 2007 10:31:51 -0400 (EDT) Subject: Vedr. Re: [Rq-rules] Re: New Runequest Question In-Reply-To: <134480.49227.qm@web28005.mail.ukl.yahoo.com> Message-ID: <696454.39788.qm@web32102.mail.mud.yahoo.com> Has anyone downloaded this free derivative of the MRQ ? http://www.goblinoidgames.com/GORE001.zip It looks like it has some possibilities. It has some rules for modern firearms and such. --- sverre larne wrote: > What? What!? WHAT!?? > > A RuneQuest flood which I've missed!? > > :-( > > Peter Maranci skrev: > *cough* I'm guessing you saw the massive RuneQuest > flood recently on alt.binaries.e-book.rpg, then? :D > > Personally, I'm hoping that Chaosium makes the core > d100 system SRDs available online...but for some > reason I doubt that they will. > > That's not based on any personal knowledge, > incidentally. Charlie's never given me the time of > day, so I certainly wouldn't pretend to have any > insight into his thinking processes. On the other > hand, have they ever done anything like that before? > It just seems too new-fangled for them, somehow. > > ->Peter > > On 4/30/07, David Smart > wrote: Heh. I've been playing RQ for so many > years..make that decades..that I've scanned in all > the rules I use and made my own booklets, which > include my house rules and spell expansions. I have > picked up all the core Mongoose RQ books but I've > scanned only the material I found useful and > incorporated it into my booklets. > > Funny how it all is less than 800Mb (including 100s > of graphics) and fits very nicely on my 1Gb flash > drive. > > There is an advantage to being a RQ Gnarly Old > Fart(tm) who had a career in PC building and > software development. It's a good time to be alive. > > > On 4/30/07, Allan Hird < allan.hird at gmail.com> > wrote: Maybe because they already have rules they > are familiar with? > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! > http://www.runequest.org/rq.htm > The Diary of An Invisible Man: > http://bobquasit.livejournal.com/ > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > > GBC's Portal to Glorantha - > http://www.runequest-glorantha.com > GBC's RuneQuest Links & Glorantha Links - > http://www.runequest.info > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > Be smarter than spam. See how smart SpamGuard is at giving junk email the boot with the All-new Yahoo! Mail at http://mrd.mail.yahoo.com/try_beta?.intl=ca From shaw at caprica.com Thu May 3 01:00:45 2007 From: shaw at caprica.com (Wayne Shaw) Date: Wed, 02 May 2007 08:00:45 -0700 Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: References: <46368BC8.40306@sbcglobal.net> <258015.16342.qm@web33501.mail.mud.yahoo.com> <7.0.1.0.1.20070430182458.033965d8@caprica.com> <7.0.1.0.1.20070501151956.033e7090@caprica.com> Message-ID: <7.0.1.0.1.20070502075949.033d9930@caprica.com> At 05:36 PM 5/1/2007, you wrote: >On Tue, 01 May 2007 15:20:16 -0700 > Wayne Shaw wrote: > > At 09:52 PM 4/30/2007, you wrote: > > >On Mon, 30 Apr 2007 18:26:52 -0700 > > > Wayne Shaw wrote: > > >And afyter over 20 years, Hi! > > >--Anders > > > > Heya. Yeah, it has been just a bit of a while. :) > > > > >Remember the Coorador full of beer? Afraid that one's slipped my mind. But then, I had a lousy memory when I was 15 and I'm, well, let's just say a wee bit away from 15 these days... From shaw at caprica.com Thu May 3 01:02:44 2007 From: shaw at caprica.com (Wayne Shaw) Date: Wed, 02 May 2007 08:02:44 -0700 Subject: Vedr. Re: [Rq-rules] Re: New Runequest Question In-Reply-To: <134480.49227.qm@web28005.mail.ukl.yahoo.com> References: <134480.49227.qm@web28005.mail.ukl.yahoo.com> Message-ID: <7.0.1.0.1.20070502080133.033e99b8@caprica.com> At 07:29 AM 5/2/2007, you wrote: >What? What!? WHAT!?? > >A RuneQuest flood which I've missed!? It was apparently quite huge; a friend got an OCRed copy of the RQ:AIG draft (which I had a hardcopy of, but not an electronic one) which is what I've been using to put my hybrid together. From anders at california.com Thu May 3 01:46:55 2007 From: anders at california.com (Anders Swenson) Date: Wed, 02 May 2007 08:46:55 -0700 Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: <7.0.1.0.1.20070502075949.033d9930@caprica.com> References: <46368BC8.40306@sbcglobal.net> <258015.16342.qm@web33501.mail.mud.yahoo.com> <7.0.1.0.1.20070430182458.033965d8@caprica.com> <7.0.1.0.1.20070501151956.033e7090@caprica.com> <7.0.1.0.1.20070502075949.033d9930@caprica.com> Message-ID: On Wed, 02 May 2007 08:00:45 -0700 Wayne Shaw wrote: > > >Remember the Coorador full of beer? > > Afraid that one's slipped my mind. But then, I had a lousy memory when I > was 15 and I'm, well, let's just say a wee bit away from 15 these days... > Lol You misspelled Corridor in your adventure MS and I made that marginal note when I read the MS as an initial playtest! It was good, I wish it had seen publication. And we're all a little grey these days, and working a little less. --Anders From carpgachair at yahoo.com Thu May 3 02:02:37 2007 From: carpgachair at yahoo.com (Paul Cardwell) Date: Wed, 2 May 2007 09:02:37 -0700 (PDT) Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: Message-ID: <892571.51393.qm@web33505.mail.mud.yahoo.com> I thought it was intentional, being something sponsored by a specific brand of beer. :-) Paul Cardwell --- Anders Swenson wrote: > On Wed, 02 May 2007 08:00:45 -0700 > Wayne Shaw wrote: > > > > >Remember the Coorador full of beer? > > > > Afraid that one's slipped my mind. But then, I > had a lousy memory when I > > was 15 and I'm, well, let's just say a wee bit > away from 15 these days... > > > Lol You misspelled Corridor in your adventure MS and > I made that marginal > note when I read the MS as an initial playtest! It > was good, I wish it had > seen publication. And we're all a little grey these > days, and working a > little less. > > --Anders > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From parejf63 at hotmail.com Thu May 3 02:34:50 2007 From: parejf63 at hotmail.com (John Pare') Date: Wed, 02 May 2007 12:34:50 -0400 Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: <892571.51393.qm@web33505.mail.mud.yahoo.com> Message-ID: Damn, did not mean to start all this... I just reviews the books one more time, and it is quiet good, in my humble opinion. I like the way they divided the skills, and the way you add a stat to get the base chance. Though I loved 3rd edition, it was a little difficult to make a character. I personally also like the way they took off the "General" hit points. Now combat is even more deadly. Not everyone is ever going to be totally happy witha remake, but in all, the brought a "Dead" game back to life, and we have to give them credit for that.. I just bought the other books, Glorantha, Magic Of Glorantha, Arms and Equipment, and the Legendary heroes. I have the Players Guide to Glorantha on Pre-order. So, that guess that speaks volumes of how I feel about the new version... I already have my Conan group very interested... Cheers John _________________________________________________________________ The average US Credit Score is 675. The cost to see yours: $0 by Experian. http://www.freecreditreport.com/pm/default.aspx?sc=660600&bcd=EMAILFOOTERAVERAGE From sverrelarne at yahoo.no Thu May 3 02:41:51 2007 From: sverrelarne at yahoo.no (sverre larne) Date: Wed, 2 May 2007 18:41:51 +0200 (CEST) Subject: Vedr. [Rq-rules] FAO: Sverre In-Reply-To: <000201c78a42$04b67710$41698456@sickboy> Message-ID: <20070502164151.95342.qmail@web28007.mail.ukl.yahoo.com> Hi Clive! Thanks for tipping me about the e-mail adress problem. Fixed it now. And thanks for the new link! They're getting harder and harder to find now. Work with both creating and updating the list would increase a lot if I added all the BRP systems also. I'm going to put some frames on the link list site, making it more easy to browse, but after that I'm going to turn to improving the other GBC pages. Cheers, Sverre. Clive Wickens skrev: Sverre, Tried to send you a link for the Greenback Clan link list via your mail address on the GBC website, but it kept saying the address was not recognised, so here it is: http://www.obsidiancity.org.uk/ RQ2 in format, lots of interesting cults, magic, monsters etc. Also have you considered adding BRP links to the list ? The system is after all closely related to RQ and there are several good sites out there that desrve to be more widely known. Ta, Clive _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules GBC's Portal to Glorantha - http://www.runequest-glorantha.com GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070502/8b411d1d/attachment.html From sverrelarne at yahoo.no Thu May 3 02:47:54 2007 From: sverrelarne at yahoo.no (sverre larne) Date: Wed, 2 May 2007 18:47:54 +0200 (CEST) Subject: Vedr. Re: [Rq-rules] Re: New Runequest Question In-Reply-To: Message-ID: <498062.86059.qm@web28011.mail.ukl.yahoo.com> Combat is even more deadly??? Have you seen what happens if you train your "skill" at resisting damage? You can run around fighting long after your head is chopped off... Or you can just use the quicksave & quickload function of Hero Points avoiding the "killing" blow. John Pare' skrev: I personally also like the way they took off the "General" hit points. Now combat is even more deadly. GBC's Portal to Glorantha - http://www.runequest-glorantha.com GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070502/b5d2aefc/attachment.html From pmaranci at gmail.com Thu May 3 02:49:01 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Wed, 2 May 2007 12:49:01 -0400 Subject: Vedr. Re: [Rq-rules] Re: New Runequest Question In-Reply-To: <20070502051434.51157.qmail@web28007.mail.ukl.yahoo.com> References: <20070502051434.51157.qmail@web28007.mail.ukl.yahoo.com> Message-ID: Interesting; the version that I have is slightly different. My PDF is 5.5 MB and 212 pages long, while the ukvac version is 36.6 MB and 224 pages long. Although I see that whoever scanned the ukvac version inserted a number of color pages "to add balance and a bit of color"; it's possible that apart from that, the content of the two documents is the same. Unfortunately neither version has a version number. One of these days I should dig out my hardcopy and compare it to these scans. ->Peter On 5/2/07, sverre larne wrote: > > http://www.ukvac.com/downloads/rq4.pdf > > takes quite some time to download though. > > *Anders Swenson * skrev: > > On Mon, 30 Apr 2007 21:55:52 EDT > DevinC at aol.com wrote: > > > [snip] > > > > > In any event, I was simply responding to those who are bemoaning the MRQ > > > rules. I think RQ 4 did a fine job, even in its playtest form and were I > > playing > > RQ that is the version I would use. > > > > Devin > > In any case, I'm an original developer of RQ and I would like to see RQ4 > just > to see whar happened! Is there any way to get a copy after all these > years? > --Anders > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > > > GBC's Portal to Glorantha - http://www.runequest-glorantha.com > GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070502/576ff182/attachment.html From parejf63 at hotmail.com Thu May 3 03:34:39 2007 From: parejf63 at hotmail.com (John Pare') Date: Wed, 02 May 2007 13:34:39 -0400 Subject: Vedr. Re: [Rq-rules] Re: New Runequest Question In-Reply-To: <498062.86059.qm@web28011.mail.ukl.yahoo.com> Message-ID: Well, like in any game, you take what you want and throw the rest away. Some if not all rules are "Guidelines" in my games. That is one that is NOT going to stay.... In all, I like it.. I found a 3rd edition boxed set in shrinkwrap today at a local hobby store, a little water damage from a basement flooding, but the books are intact. I got it for $10.00. If after I read the whole thing more closely, and I am sure there will be other rules I do not like, I will "MESH" the two together. But for now, I like the new version. John _________________________________________________________________ Need a break? Find your escape route with Live Search Maps. http://maps.live.com/default.aspx?ss=Restaurants~Hotels~Amusement%20Park&cp=33.832922~-117.915659&style=r&lvl=13&tilt=-90&dir=0&alt=-1000&scene=1118863&encType=1&FORM=MGAC01 From rog_benham at hotmail.com Thu May 3 04:27:52 2007 From: rog_benham at hotmail.com (Roger Benham) Date: Wed, 02 May 2007 19:27:52 +0100 Subject: Vedr. Re: [Rq-rules] Re: New Runequest Question In-Reply-To: <696454.39788.qm@web32102.mail.mud.yahoo.com> Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070502/bbcd55c7/attachment.html From anders at california.com Thu May 3 06:18:29 2007 From: anders at california.com (Anders Swenson) Date: Wed, 02 May 2007 13:18:29 -0700 Subject: Vedr. Re: [Rq-rules] Re: New Runequest Question In-Reply-To: <134480.49227.qm@web28005.mail.ukl.yahoo.com> References: <134480.49227.qm@web28005.mail.ukl.yahoo.com> Message-ID: On Wed, 2 May 2007 16:29:02 +0200 (CEST) sverre larne wrote: > What? What!? WHAT!?? > > A RuneQuest flood which I've missed!? > > :-( >[snip] Please remind me how to access alt.groups! (only been 10 years) --Anders From bick10 at comcast.net Thu May 3 06:57:26 2007 From: bick10 at comcast.net (Jim Bickmeyer) Date: Wed, 02 May 2007 20:57:26 +0000 Subject: Vedr. Re: [Rq-rules] Re: New Runequest Question Message-ID: <050220072057.15206.4638FB36000668E100003B662209229927CFCE050C070D@comcast.net> Most any newsgroup reader and your IP settings. Try the free trial of Forte Agent. http://www.forteinc.com/main/homepage.php -------------- Original message ---------------------- From: "Anders Swenson" > On Wed, 2 May 2007 16:29:02 +0200 (CEST) > sverre larne wrote: > > What? What!? WHAT!?? > > > > A RuneQuest flood which I've missed!? > > > > :-( > >[snip] > > Please remind me how to access alt.groups! > (only been 10 years) > --Anders > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules From clive.wickens at btopenworld.com Thu May 3 09:25:24 2007 From: clive.wickens at btopenworld.com (Clive Wickens) Date: Thu, 3 May 2007 00:25:24 +0100 Subject: Vedr. [Rq-rules] FAO: Sverre References: <20070502164151.95342.qmail@web28007.mail.ukl.yahoo.com> Message-ID: <001601c78d11$291e98e0$71579a56@sickboy> Sverre, Glad you liked the link. Re putting BRP links onto the link list, I wasn't thinking of all BRP links ( you'd have to include Call of Cthulhu in that case ) but simply of fantasy/sword and sorcery style links, possibly some sci fi links. I think Cthulhu is large enough as a system to be considered in it's own right somewhere else, but having BRP links on the list would allow you post things like: http://www.geocities.com/mithrapolis/index.html An excellent adaptation of Alexandran era Greece and Persia including battle chants and other great stuff http://www.colinabrett.uklinux.net/ A nice BRP middle earth conversion ( and some stormbringer stuff ) I can understand your reluctance to take on the extra work, but if you're already running out of RQ links then it probably won't be all that much more to do. If I find anymore RQ links I'll let you know ! ----- Original Message ----- From: sverre larne To: Discussion of RuneQuest rules. Sent: Wednesday, May 02, 2007 5:41 PM Subject: Vedr. [Rq-rules] FAO: Sverre Hi Clive! Thanks for tipping me about the e-mail adress problem. Fixed it now. And thanks for the new link! They're getting harder and harder to find now. Work with both creating and updating the list would increase a lot if I added all the BRP systems also. I'm going to put some frames on the link list site, making it more easy to browse, but after that I'm going to turn to improving the other GBC pages. Cheers, Sverre. Clive Wickens skrev: Sverre, Tried to send you a link for the Greenback Clan link list via your mail address on the GBC website, but it kept saying the address was not recognised, so here it is: http://www.obsidiancity.org.uk/ RQ2 in format, lots of interesting cults, magic, monsters etc. Also have you considered adding BRP links to the list ? The system is after all closely related to RQ and there are several good sites out there that desrve to be more widely known. Ta, Clive _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules GBC's Portal to Glorantha - http://www.runequest-glorantha.com GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info ------------------------------------------------------------------------------ _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070503/1ca009cf/attachment.html From pmaranci at gmail.com Thu May 3 09:35:52 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Wed, 2 May 2007 19:35:52 -0400 Subject: Vedr. Re: [Rq-rules] Re: New Runequest Question In-Reply-To: References: <134480.49227.qm@web28005.mail.ukl.yahoo.com> Message-ID: I don't want to depress you, but the flood that I saw happened about six to eight weeks ago. So unless your ISP or newshost has an incredibly long retention, the documents probably aren't available any more. On the other hand, I've noticed that RQ documents are still being posted once in a while. I also remember seeing some other interesting items such as the complete Ringworld (including the Ringworld Companion) and the first eight issues of Avalon Hill's Heroes magazine. Plus lots of incredibly obscure RQ 2 and 3 material, of course. On 5/2/07, Anders Swenson wrote: > > On Wed, 2 May 2007 16:29:02 +0200 (CEST) > sverre larne wrote: > > What? What!? WHAT!?? > > > > A RuneQuest flood which I've missed!? > > > > :-( > >[snip] > > Please remind me how to access alt.groups! > (only been 10 years) > --Anders > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070502/59fba22a/attachment.html From styopa1 at gmail.com Thu May 3 23:04:57 2007 From: styopa1 at gmail.com (Styopa) Date: Thu, 3 May 2007 08:04:57 -0500 Subject: Vedr. Re: [Rq-rules] Re: New Runequest Question In-Reply-To: References: <134480.49227.qm@web28005.mail.ukl.yahoo.com> Message-ID: <56e64e7a0705030604k24c500f1je04d24e1749bfa0b@mail.gmail.com> **cough** **cough** **eMule** **cough** On 5/2/07, Peter Maranci wrote: > > I don't want to depress you, but the flood that I saw happened about six > to eight weeks ago. So unless your ISP or newshost has an incredibly long > retention, the documents probably aren't available any more. On the other > hand, I've noticed that RQ documents are still being posted once in a while. > > > I also remember seeing some other interesting items such as the complete > Ringworld (including the Ringworld Companion) and the first eight issues of > Avalon Hill's Heroes magazine. Plus lots of incredibly obscure RQ 2 and 3 > material, of course. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070503/adc48b41/attachment.html From shaw at caprica.com Fri May 4 08:08:36 2007 From: shaw at caprica.com (Wayne Shaw) Date: Thu, 03 May 2007 15:08:36 -0700 Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: References: <46368BC8.40306@sbcglobal.net> <258015.16342.qm@web33501.mail.mud.yahoo.com> <7.0.1.0.1.20070430182458.033965d8@caprica.com> <7.0.1.0.1.20070501151956.033e7090@caprica.com> <7.0.1.0.1.20070502075949.033d9930@caprica.com> Message-ID: <7.0.1.0.1.20070503150748.03413e38@caprica.com> At 08:46 AM 5/2/2007, you wrote: >On Wed, 02 May 2007 08:00:45 -0700 > Wayne Shaw wrote: > > > > >Remember the Coorador full of beer? > > > > Afraid that one's slipped my mind. But then, I had a lousy memory when I > > was 15 and I'm, well, let's just say a wee bit away from 15 these days... > > >Lol You misspelled Corridor in your adventure MS and I made that marginal >note when I read the MS as an initial playtest! It was good, I wish it had >seen publication. And we're all a little grey these days, and working a >little less. Oh, that's right. I was just wondering what I did with that manuscript the other day; since I wrote it in my pre-computer days, its probably long gone, I expect. From shaw at caprica.com Fri May 4 08:16:53 2007 From: shaw at caprica.com (Wayne Shaw) Date: Thu, 03 May 2007 15:16:53 -0700 Subject: Vedr. Re: [Rq-rules] Re: New Runequest Question In-Reply-To: References: <20070502051434.51157.qmail@web28007.mail.ukl.yahoo.com> Message-ID: <7.0.1.0.1.20070503151634.033a60b0@caprica.com> At 09:49 AM 5/2/2007, you wrote: >Interesting; the version that I have is slightly different. My PDF >is 5.5 MB and 212 pages long, while the ukvac version is 36.6 MB and >224 pages long. Although I see that whoever scanned the ukvac >version inserted a number of color pages "to add balance and a bit >of color"; it's possible that apart from that, the content of the >two documents is the same. It appears so to me, as I'd reread my hardcopy not long before this. From anders at california.com Fri May 4 11:36:48 2007 From: anders at california.com (Anders Swenson) Date: Thu, 03 May 2007 18:36:48 -0700 Subject: [Rq-rules] Re: New Runequest Question In-Reply-To: <7.0.1.0.1.20070503150748.03413e38@caprica.com> References: <46368BC8.40306@sbcglobal.net> <258015.16342.qm@web33501.mail.mud.yahoo.com> <7.0.1.0.1.20070430182458.033965d8@caprica.com> <7.0.1.0.1.20070501151956.033e7090@caprica.com> <7.0.1.0.1.20070502075949.033d9930@caprica.com> <7.0.1.0.1.20070503150748.03413e38@caprica.com> Message-ID: On Thu, 03 May 2007 15:08:36 -0700 Wayne Shaw wrote: > At 08:46 AM 5/2/2007, you wrote: > >On Wed, 02 May 2007 08:00:45 -0700 > > Wayne Shaw wrote: > > > > > > >Remember the Coorador full of beer? > > > > > > Afraid that one's slipped my mind. But then, I had a lousy memory when > I > > > was 15 and I'm, well, let's just say a wee bit away from 15 these > days... > > > > >Lol You misspelled Corridor in your adventure MS and I made that marginal > >note when I read the MS as an initial playtest! It was good, I wish it had > >seen publication. And we're all a little grey these days, and working a > >little less. > > Oh, that's right. I was just wondering what I did with that manuscript the > other day; since I wrote it in my pre-computer days, its probably long > gone, I expect. I know I don't have a copy. --Anders From sverrelarne at yahoo.no Sat May 5 22:09:01 2007 From: sverrelarne at yahoo.no (sverre larne) Date: Sat, 5 May 2007 14:09:01 +0200 (CEST) Subject: Vedr. Re: Vedr. [Rq-rules] FAO: Sverre In-Reply-To: <001601c78d11$291e98e0$71579a56@sickboy> Message-ID: <209952.42554.qm@web28002.mail.ukl.yahoo.com> Okay, you've convinced me! :-) Partially at least. I've added the two links you proposed, and will include any BRP fantasy webpages submitted, as they can be of use for players of other games too. I won't start hunting though, instead just add those which are submitted. Do you have any other good fantasy BRP sites you think should be included? By the way, I've framed the link list. What do you think of the result? Clive Wickens skrev: Sverre, Glad you liked the link. Re putting BRP links onto the link list, I wasn't thinking of all BRP links ( you'd have to include Call of Cthulhu in that case ) but simply of fantasy/sword and sorcery style links, possibly some sci fi links. I think Cthulhu is large enough as a system to be considered in it's own right somewhere else, but having BRP links on the list would allow you post things like: http://www.geocities.com/mithrapolis/index.html An excellent adaptation of Alexandran era Greece and Persia including battle chants and other great stuff http://www.colinabrett.uklinux.net/ A nice BRP middle earth conversion ( and some stormbringer stuff ) I can understand your reluctance to take on the extra work, but if you're already running out of RQ links then it probably won't be all that much more to do. If I find anymore RQ links I'll let you know ! ----- Original Message ----- From: sverre larne To: Discussion of RuneQuest rules. Sent: Wednesday, May 02, 2007 5:41 PM Subject: Vedr. [Rq-rules] FAO: Sverre Hi Clive! Thanks for tipping me about the e-mail adress problem. Fixed it now. And thanks for the new link! They're getting harder and harder to find now. Work with both creating and updating the list would increase a lot if I added all the BRP systems also. I'm going to put some frames on the link list site, making it more easy to browse, but after that I'm going to turn to improving the other GBC pages. Cheers, Sverre. Clive Wickens skrev: Sverre, Tried to send you a link for the Greenback Clan link list via your mail address on the GBC website, but it kept saying the address was not recognised, so here it is: http://www.obsidiancity.org.uk/ RQ2 in format, lots of interesting cults, magic, monsters etc. Also have you considered adding BRP links to the list ? The system is after all closely related to RQ and there are several good sites out there that desrve to be more widely known. Ta, Clive _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules GBC's Portal to Glorantha - http://www.runequest-glorantha.com GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info --------------------------------- _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules GBC's Portal to Glorantha - http://www.runequest-glorantha.com GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070505/eb334bb8/attachment.html From tom at zunder.org.uk Thu May 3 08:27:33 2007 From: tom at zunder.org.uk (Thomas Zunder) Date: Wed, 02 May 2007 23:27:33 +0100 Subject: [Rq-rules] RQ/Glorantha licensing In-Reply-To: References: <679775.12574.qm@web33501.mail.mud.yahoo.com> Message-ID: <46391055.6090303@zunder.org.uk> Lev is right, PLUS Issaries have reached a deal with Moon Design to publish Glorantha 3rd Age, primarily using HeroQuest. As of last Continuum there wasn't a clear route to allow MD to publish RuneQuest 3rd Age material, and indeed that Mongoose really don't want that to happen. -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20070502/d60a3570/attachment.vcf From parejf63 at hotmail.com Sun May 6 21:22:35 2007 From: parejf63 at hotmail.com (John Pare') Date: Sun, 06 May 2007 07:22:35 -0400 Subject: [Rq-rules] RQ/Glorantha licensing In-Reply-To: <46391055.6090303@zunder.org.uk> Message-ID: I have heard talk of HeroQuest, but I have never seen or heard of the game. Can someone tell me about it? John >From: Thomas Zunder >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Re: [Rq-rules] RQ/Glorantha licensing >Date: Wed, 02 May 2007 23:27:33 +0100 > >Lev is right, PLUS Issaries have reached a deal with Moon Design to publish >Glorantha 3rd Age, primarily using HeroQuest. >As of last Continuum there wasn't a clear route to allow MD to publish >RuneQuest 3rd Age material, and indeed that Mongoose really don't want that >to happen. > > ><< tom.vcf >> >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Download Messenger. Join the i?m Initiative. Help make a difference today. http://im.live.com/messenger/im/home/?source=TAGHM_APR07 From lev_lafayette at yahoo.com.au Sun May 6 21:28:45 2007 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Sun, 6 May 2007 04:28:45 -0700 (PDT) Subject: [Rq-rules] RQ/Glorantha licensing In-Reply-To: Message-ID: <541540.16727.qm@web33503.mail.mud.yahoo.com> I think it's quite good, albeit a little detail-lite, and have played it extensively for an Arthurian Britian and a Glorantha game. Reviews at RPG.net are here: http://www.rpg.net/reviews/archive/9/9670.phtml http://www.rpg.net/reviews/archive/9/9792.phtml http://www.rpg.net/reviews/archive/9/9923.phtml http://www.rpg.net/reviews/archive/9/9980.phtml http://www.rpg.net/reviews/archive/10/10090.phtml http://www.rpg.net/reviews/archive/11/11643.phtml http://www.rpg.net/reviews/archive/12/12174.phtml HTH HAND, Lev --- John Pare' wrote: > I have heard talk of HeroQuest, but I have never > seen or heard of the game. > Can someone tell me about it? > > > > > > John > > > > > > > >From: Thomas Zunder > >Reply-To: "Discussion of RuneQuest rules." > > >To: "Discussion of RuneQuest rules." > > >Subject: Re: [Rq-rules] RQ/Glorantha licensing > >Date: Wed, 02 May 2007 23:27:33 +0100 > > > >Lev is right, PLUS Issaries have reached a deal > with Moon Design to publish > >Glorantha 3rd Age, primarily using HeroQuest. > >As of last Continuum there wasn't a clear route to > allow MD to publish > >RuneQuest 3rd Age material, and indeed that > Mongoose really don't want that > >to happen. > > > > > > > ><< tom.vcf >> > > > >_______________________________________________ > >RQ-Rules mailing list > >RQ-Rules at crashbox.com > >http://crashbox.com/mailman/listinfo/rq-rules > > _________________________________________________________________ > Download Messenger. Join the i?m Initiative. Help > make a difference today. > http://im.live.com/messenger/im/home/?source=TAGHM_APR07 > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From sverrelarne at yahoo.no Sun May 6 22:41:52 2007 From: sverrelarne at yahoo.no (sverre larne) Date: Sun, 6 May 2007 14:41:52 +0200 (CEST) Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: Message-ID: <20070506124152.33676.qmail@web28009.mail.ukl.yahoo.com> It's horrible! Stay away from it! BRP rules! John Pare' skrev: I have heard talk of HeroQuest, but I have never seen or heard of the game. Can someone tell me about it? John >From: Thomas Zunder >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Re: [Rq-rules] RQ/Glorantha licensing >Date: Wed, 02 May 2007 23:27:33 +0100 > >Lev is right, PLUS Issaries have reached a deal with Moon Design to publish >Glorantha 3rd Age, primarily using HeroQuest. >As of last Continuum there wasn't a clear route to allow MD to publish >RuneQuest 3rd Age material, and indeed that Mongoose really don't want that >to happen. > > ><< tom.vcf >> >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Download Messenger. Join the i?m Initiative. Help make a difference today. http://im.live.com/messenger/im/home/?source=TAGHM_APR07 _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules GBC's Portal to Glorantha - http://www.runequest-glorantha.com GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070506/e3b57300/attachment.html From parejf63 at hotmail.com Sun May 6 22:48:13 2007 From: parejf63 at hotmail.com (John Pare') Date: Sun, 06 May 2007 08:48:13 -0400 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: <20070506124152.33676.qmail@web28009.mail.ukl.yahoo.com> Message-ID: Yeah, I read some of the reviews. Thanks Lev, but it is nothing I am interested in. We were talking about QIII and 4. I have both now, and I am going to combine the rules. I do however, love what they did with Glorantha and Magic of Glorantha. I loved the way they left it open, not crowding it with RQ Rules. I will get the Players Book, however, which is supposably pretty good. I guess it supposed to cover the character creation and other rules for Glorantha. Some games are best played on the worlds they are created for.... Like RQ, Strombringer, Warhammer Fantasy Original (NOT getting the 2nd Edition). that is already in the 300's if you buy alll the books. I have the first edition of that and the original Realms of Sorcery, the rest is derived from the net. John >From: sverre larne >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing >Date: Sun, 6 May 2007 14:41:52 +0200 (CEST) > >It's horrible! Stay away from it! BRP rules! > >John Pare' skrev: I have heard talk of HeroQuest, >but I have never seen or heard of the game. >Can someone tell me about it? > > > > > >John > > > > > > > >From: Thomas Zunder > >Reply-To: "Discussion of RuneQuest rules." > >To: "Discussion of RuneQuest rules." > >Subject: Re: [Rq-rules] RQ/Glorantha licensing > >Date: Wed, 02 May 2007 23:27:33 +0100 > > > >Lev is right, PLUS Issaries have reached a deal with Moon Design to >publish > >Glorantha 3rd Age, primarily using HeroQuest. > >As of last Continuum there wasn't a clear route to allow MD to publish > >RuneQuest 3rd Age material, and indeed that Mongoose really don't want >that > >to happen. > > > > > > > ><< tom.vcf >> > > > >_______________________________________________ > >RQ-Rules mailing list > >RQ-Rules at crashbox.com > >http://crashbox.com/mailman/listinfo/rq-rules > >_________________________________________________________________ >Download Messenger. Join the i?m Initiative. Help make a difference today. >http://im.live.com/messenger/im/home/?source=TAGHM_APR07 > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules > > > >GBC's Portal to Glorantha - http://www.runequest-glorantha.com > GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Download Messenger. Join the i?m Initiative. Help make a difference today. http://im.live.com/messenger/im/home/?source=TAGHM_APR07 From parejf63 at hotmail.com Sun May 6 22:52:18 2007 From: parejf63 at hotmail.com (John Pare') Date: Sun, 06 May 2007 08:52:18 -0400 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: Message-ID: Strange though, with the exception of Conan RPG, I can care less for d20. Conan is SO COOL though... John >From: "John Pare'" >Reply-To: "Discussion of RuneQuest rules." >To: rq-rules at crashbox.com >Subject: RE: Vedr. Re: [Rq-rules] RQ/Glorantha licensing >Date: Sun, 06 May 2007 08:48:13 -0400 > >Yeah, I read some of the reviews. Thanks Lev, but it is nothing I am >interested in. > >We were talking about QIII and 4. I have both now, and I am going to >combine the rules. > >I do however, love what they did with Glorantha and Magic of Glorantha. I >loved the way they left it open, not crowding it with RQ Rules. I will >get the Players Book, however, which is supposably pretty good. I guess it >supposed to cover the character creation and other rules for Glorantha. > > >Some games are best played on the worlds they are created for.... Like >RQ, Strombringer, Warhammer Fantasy Original (NOT getting the 2nd >Edition). that is already in the 300's if you buy alll the books. I have >the first edition of that and the original Realms of Sorcery, the rest is >derived from the net. > > > > > >John > > > > > > >>From: sverre larne >>Reply-To: "Discussion of RuneQuest rules." >>To: "Discussion of RuneQuest rules." >>Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing >>Date: Sun, 6 May 2007 14:41:52 +0200 (CEST) >> >>It's horrible! Stay away from it! BRP rules! >> >>John Pare' skrev: I have heard talk of HeroQuest, >>but I have never seen or heard of the game. >>Can someone tell me about it? >> >> >> >> >> >>John >> >> >> >> >> >> >> >From: Thomas Zunder >> >Reply-To: "Discussion of RuneQuest rules." >> >To: "Discussion of RuneQuest rules." >> >Subject: Re: [Rq-rules] RQ/Glorantha licensing >> >Date: Wed, 02 May 2007 23:27:33 +0100 >> > >> >Lev is right, PLUS Issaries have reached a deal with Moon Design to >>publish >> >Glorantha 3rd Age, primarily using HeroQuest. >> >As of last Continuum there wasn't a clear route to allow MD to publish >> >RuneQuest 3rd Age material, and indeed that Mongoose really don't want >>that >> >to happen. >> > >> > >> >> >> ><< tom.vcf >> >> >> >> >_______________________________________________ >> >RQ-Rules mailing list >> >RQ-Rules at crashbox.com >> >http://crashbox.com/mailman/listinfo/rq-rules >> >>_________________________________________________________________ >>Download Messenger. Join the i?m Initiative. Help make a difference today. >>http://im.live.com/messenger/im/home/?source=TAGHM_APR07 >> >>_______________________________________________ >>RQ-Rules mailing list >>RQ-Rules at crashbox.com >>http://crashbox.com/mailman/listinfo/rq-rules >> >> >> >>GBC's Portal to Glorantha - http://www.runequest-glorantha.com >> GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info > > >>_______________________________________________ >>RQ-Rules mailing list >>RQ-Rules at crashbox.com >>http://crashbox.com/mailman/listinfo/rq-rules > >_________________________________________________________________ >Download Messenger. Join the i?m Initiative. Help make a difference today. >http://im.live.com/messenger/im/home/?source=TAGHM_APR07 > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Download Messenger. Join the i?m Initiative. Help make a difference today. http://im.live.com/messenger/im/home/?source=TAGHM_APR07 From shaw at caprica.com Mon May 7 03:15:47 2007 From: shaw at caprica.com (Wayne Shaw) Date: Sun, 06 May 2007 10:15:47 -0700 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: References: <20070506124152.33676.qmail@web28009.mail.ukl.yahoo.com> Message-ID: <7.0.1.0.1.20070506101353.033b37f8@caprica.com> >Some games are best played on the worlds they are created >for.... Like RQ, Strombringer, Warhammer Fantasy Original (NOT I'm not sure I'm quite parsing you here, but if you're suggesting that RQ is best served being used only for Glorantha, I quite have to disagree in the strongest terms; while there might be some world specific features embodied in the magical systems of RQ (though that was less true of RQ3), I think as an engine I've seen it serve a wide array of fantasy games quite well over the years, and have no sign it _particularly_ well served Glorantha. From parejf63 at hotmail.com Mon May 7 03:29:40 2007 From: parejf63 at hotmail.com (John Pare') Date: Sun, 06 May 2007 13:29:40 -0400 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: <7.0.1.0.1.20070506101353.033b37f8@caprica.com> Message-ID: I am surely not denying that, as I have seen good worlds for it. Conan is one. I also have seen Runequest Talquest (Greyhawk), and several others. Hell, you can go Runequest in The Old World of Warhammer Fantasy. But in all, the name Runequest has become synonymous (spelling?) with Glorantha. A world created specifically for it... I know, there was also Vikings, Feudal Japan, Griffon Mountain, and others (produced for Runequest). John >From: Wayne Shaw >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: RE: Vedr. Re: [Rq-rules] RQ/Glorantha licensing >Date: Sun, 06 May 2007 10:15:47 -0700 > > >>Some games are best played on the worlds they are created for.... Like >>RQ, Strombringer, Warhammer Fantasy Original (NOT > >I'm not sure I'm quite parsing you here, but if you're suggesting that RQ >is best served being used only for Glorantha, I quite have to disagree in >the strongest terms; while there might be some world specific features >embodied in the magical systems of RQ (though that was less true of RQ3), I >think as an engine I've seen it serve a wide array of fantasy games quite >well over the years, and have no sign it _particularly_ well served >Glorantha. > > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Watch free concerts with Pink, Rod Stewart, Oasis and more. Visit MSN In Concert today. http://music.msn.com/presents?icid=ncmsnpresentstagline From anders at california.com Mon May 7 03:36:51 2007 From: anders at california.com (Anders Swenson) Date: Sun, 06 May 2007 10:36:51 -0700 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: References: Message-ID: On Sun, 06 May 2007 13:29:40 -0400 "John Pare'" wrote: > I am surely not denying that, as I have seen good worlds for it. Conan is > one. I also have seen Runequest Talquest (Greyhawk), and several others. > Hell, you can go Runequest in The Old World of Warhammer Fantasy. > > But in all, the name Runequest has become synonymous (spelling?) with > Glorantha. A world created specifically for it... I know, there was also > Vikings, Feudal Japan, Griffon Mountain, and others (produced for > Runequest). > > John Greg was working on a mystic Europe as an alternative world for RQ. It's just that Glorantha is such an interestng place. --Anders From tcantine at incentre.net Mon May 7 04:14:44 2007 From: tcantine at incentre.net (Tom Cantine) Date: Sun, 6 May 2007 12:14:44 -0600 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: References: Message-ID: And I use RQ in Harn. On 6-May-07, at 11:29 AM, John Pare' wrote: > I am surely not denying that, as I have seen good worlds for it. > Conan is one. I also have seen Runequest Talquest (Greyhawk), and > several others. Hell, you can go Runequest in The Old World of > Warhammer Fantasy. > > But in all, the name Runequest has become synonymous (spelling?) with > Glorantha. A world created specifically for it... I know, there was > also Vikings, Feudal Japan, Griffon Mountain, and others (produced for > Runequest). > > John > > > > > > >> From: Wayne Shaw >> Reply-To: "Discussion of RuneQuest rules." >> To: "Discussion of RuneQuest rules." >> Subject: RE: Vedr. Re: [Rq-rules] RQ/Glorantha licensing >> Date: Sun, 06 May 2007 10:15:47 -0700 >> >> >>> Some games are best played on the worlds they are created for.... >>> Like RQ, Strombringer, Warhammer Fantasy Original (NOT >> >> I'm not sure I'm quite parsing you here, but if you're suggesting >> that RQ is best served being used only for Glorantha, I quite have to >> disagree in the strongest terms; while there might be some world >> specific features embodied in the magical systems of RQ (though that >> was less true of RQ3), I think as an engine I've seen it serve a wide >> array of fantasy games quite well over the years, and have no sign it >> _particularly_ well served Glorantha. >> >> >> _______________________________________________ >> RQ-Rules mailing list >> RQ-Rules at crashbox.com >> http://crashbox.com/mailman/listinfo/rq-rules > > _________________________________________________________________ > Watch free concerts with Pink, Rod Stewart, Oasis and more. Visit MSN > In Concert today. > http://music.msn.com/presents?icid=ncmsnpresentstagline > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From goldgrif at yahoo.com Mon May 7 04:37:39 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Sun, 6 May 2007 11:37:39 -0700 (PDT) Subject: esxcuses, lol to earth adventuring was Re: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: Message-ID: <593939.19778.qm@web56603.mail.re3.yahoo.com> Glorantha is cool, but with a wee bit of imagination, earth can be cool we did viking invading the new world, also a kinda cliffhanger style western, with advanced tech and hidden societies in Mt Shasta flew to the moon after covering ourselves with marrow, in a medieval european world, plus had adventures in a neverfallen rome saving the child arthur and taking him to Merlin, etc the truth is most GMs seem to be stuck in not wanting to build a gae or scenerio, but it really doesnt take that much gab a book on folklore, and or cryptozoology and go on fro there > > John > > Greg was working on a mystic Europe as an > alternative world for RQ. It's just > that Glorantha is such an interestng place. > --Anders > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From parejf63 at hotmail.com Mon May 7 04:38:32 2007 From: parejf63 at hotmail.com (John Pare') Date: Sun, 06 May 2007 14:38:32 -0400 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: Message-ID: Too bad Greg did not continue with that. It was touched on in 3rd edition, but nothing more was done with it... Just the maps and all, and a few sample combats done in Mythic Europe. The possibilities are endless for it. John >From: "Anders Swenson" >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Re: Vedr. Re: [Rq-rules] RQ/Glorantha licensing >Date: Sun, 06 May 2007 10:36:51 -0700 > >On Sun, 06 May 2007 13:29:40 -0400 > "John Pare'" wrote: > > I am surely not denying that, as I have seen good worlds for it. Conan >is > > one. I also have seen Runequest Talquest (Greyhawk), and several >others. > > Hell, you can go Runequest in The Old World of Warhammer Fantasy. > > > > But in all, the name Runequest has become synonymous (spelling?) with > > Glorantha. A world created specifically for it... I know, there was >also > > Vikings, Feudal Japan, Griffon Mountain, and others (produced for > > Runequest). > > > > John > >Greg was working on a mystic Europe as an alternative world for RQ. It's >just >that Glorantha is such an interestng place. >--Anders >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Need a break? Find your escape route with Live Search Maps. http://maps.live.com/default.aspx?ss=Restaurants~Hotels~Amusement%20Park&cp=33.832922~-117.915659&style=r&lvl=13&tilt=-90&dir=0&alt=-1000&scene=1118863&encType=1&FORM=MGAC01 From parejf63 at hotmail.com Mon May 7 04:39:01 2007 From: parejf63 at hotmail.com (John Pare') Date: Sun, 06 May 2007 14:39:01 -0400 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: Message-ID: What is Harn? John >From: Tom Cantine >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Re: Vedr. Re: [Rq-rules] RQ/Glorantha licensing >Date: Sun, 6 May 2007 12:14:44 -0600 > >And I use RQ in Harn. > >On 6-May-07, at 11:29 AM, John Pare' wrote: > >>I am surely not denying that, as I have seen good worlds for it. Conan is >>one. I also have seen Runequest Talquest (Greyhawk), and several others. >>Hell, you can go Runequest in The Old World of Warhammer Fantasy. >> >>But in all, the name Runequest has become synonymous (spelling?) with >>Glorantha. A world created specifically for it... I know, there was also >>Vikings, Feudal Japan, Griffon Mountain, and others (produced for >>Runequest). >> >>John >> >> >> >> >> >> >>>From: Wayne Shaw >>>Reply-To: "Discussion of RuneQuest rules." >>>To: "Discussion of RuneQuest rules." >>>Subject: RE: Vedr. Re: [Rq-rules] RQ/Glorantha licensing >>>Date: Sun, 06 May 2007 10:15:47 -0700 >>> >>> >>>>Some games are best played on the worlds they are created for.... Like >>>>RQ, Strombringer, Warhammer Fantasy Original (NOT >>> >>>I'm not sure I'm quite parsing you here, but if you're suggesting that RQ >>>is best served being used only for Glorantha, I quite have to disagree in >>>the strongest terms; while there might be some world specific features >>>embodied in the magical systems of RQ (though that was less true of RQ3), >>>I think as an engine I've seen it serve a wide array of fantasy games >>>quite well over the years, and have no sign it _particularly_ well served >>>Glorantha. >>> >>> >>>_______________________________________________ >>>RQ-Rules mailing list >>>RQ-Rules at crashbox.com >>>http://crashbox.com/mailman/listinfo/rq-rules >> >>_________________________________________________________________ >>Watch free concerts with Pink, Rod Stewart, Oasis and more. Visit MSN In >>Concert today. http://music.msn.com/presents?icid=ncmsnpresentstagline >> >>_______________________________________________ >>RQ-Rules mailing list >>RQ-Rules at crashbox.com >>http://crashbox.com/mailman/listinfo/rq-rules >> > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Watch free concerts with Pink, Rod Stewart, Oasis and more. Visit MSN In Concert today. http://music.msn.com/presents?icid=ncmsnpresentstagline From parejf63 at hotmail.com Mon May 7 04:40:51 2007 From: parejf63 at hotmail.com (John Pare') Date: Sun, 06 May 2007 14:40:51 -0400 Subject: esxcuses,lol to earth adventuring was Re: Vedr. Re: [Rq-rules] RQ/Gloranthalicensing In-Reply-To: <593939.19778.qm@web56603.mail.re3.yahoo.com> Message-ID: Now, I have done that before, grab a book and go on from there LOL I had a Runequest Campaign set in Pern once. Real cool... I guess I am not creative enough to create my own world, but I have thought about it... John >From: steven mckenzie >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: esxcuses,lol to earth adventuring was Re: Vedr. Re: [Rq-rules] >RQ/Gloranthalicensing >Date: Sun, 6 May 2007 11:37:39 -0700 (PDT) > >Glorantha is cool, but with a wee bit of imagination, >earth can be cool >we did viking invading the new world, also a kinda >cliffhanger style western, with advanced tech and >hidden societies in Mt Shasta >flew to the moon after covering ourselves with marrow, >in a medieval european world, plus had adventures in a >neverfallen rome >saving the child arthur and taking him to Merlin, etc >the truth is most GMs seem to be stuck in not wanting >to build a gae or scenerio, but it really doesnt take >that much >gab a book on folklore, and or cryptozoology and go on >fro there > > > > John > > > > Greg was working on a mystic Europe as an > > alternative world for RQ. It's just > > that Glorantha is such an interestng place. > > --Anders > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > >__________________________________________________ >Do You Yahoo!? >Tired of spam? Yahoo! Mail has the best spam protection around >http://mail.yahoo.com >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Need a break? Find your escape route with Live Search Maps. http://maps.live.com/default.aspx?ss=Restaurants~Hotels~Amusement%20Park&cp=33.832922~-117.915659&style=r&lvl=13&tilt=-90&dir=0&alt=-1000&scene=1118863&encType=1&FORM=MGAC01 From goldgrif at yahoo.com Mon May 7 04:44:14 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Sun, 6 May 2007 11:44:14 -0700 (PDT) Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: <7.0.1.0.1.20070506101353.033b37f8@caprica.com> Message-ID: <637022.90988.qm@web56608.mail.re3.yahoo.com> I agree the RQ BRP rules are great and easy and there is no where they cant be played, I took to RQ and other BRP after the 1st ed D&D ccouldnt really support modern etc, espeially in the begining of the role playing hobby as time and gaming has matured we developed and adapted system most gms now want an instant fix, and many younger gamers really seem to have little desire to create or make adventures I quite have to > disagree in the strongest terms; while there might > be some world > specific features embodied in the magical systems of > RQ (though that > was less true of RQ3), I think as an engine I've > seen it serve a wide > array of fantasy games quite well over the years, > and have no sign it > _particularly_ well served Glorantha. > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From parejf63 at hotmail.com Mon May 7 04:44:54 2007 From: parejf63 at hotmail.com (John Pare') Date: Sun, 06 May 2007 14:44:54 -0400 Subject: [Rq-rules] Accomplishments on 4th. Message-ID: To my knowledge, Runequest was never a real big in the US, where I am from. Now the UK and other places in Europe it took off in... I think one thing with Mongoose Version is it is sparking a large following in the US. My current players never heard of it, till Mongoose re-released it LOL KUDOS MONGOOSE.... John _________________________________________________________________ Exercise your brain! Try Flexicon. http://games.msn.com/en/flexicon/default.htm?icid=flexicon_hmemailtaglineapril07 From goldgrif at yahoo.com Mon May 7 04:45:55 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Sun, 6 May 2007 11:45:55 -0700 (PDT) Subject: esxcuses, lol to earth adventuring was Re: Vedr. Re: [Rq-rules] RQ/Gloranthalicensing In-Reply-To: Message-ID: <966916.72837.qm@web56602.mail.re3.yahoo.com> Sure you are John, just play in midern earth, add a twist, like the modern fantasy stuff, faeries are real etc LOTSA potential --- John Pare' wrote: > Now, I have done that before, grab a book and go on > from there LOL I had a > Runequest Campaign set in Pern once. Real cool... > > I guess I am not creative enough to create my own > world, but I have thought > about it... > > > > > > John > > > > > > > >From: steven mckenzie > >Reply-To: "Discussion of RuneQuest rules." > > >To: "Discussion of RuneQuest rules." > > >Subject: esxcuses,lol to earth adventuring was Re: > Vedr. Re: [Rq-rules] > >RQ/Gloranthalicensing > >Date: Sun, 6 May 2007 11:37:39 -0700 (PDT) > > > >Glorantha is cool, but with a wee bit of > imagination, > >earth can be cool > >we did viking invading the new world, also a kinda > >cliffhanger style western, with advanced tech and > >hidden societies in Mt Shasta > >flew to the moon after covering ourselves with > marrow, > >in a medieval european world, plus had adventures > in a > >neverfallen rome > >saving the child arthur and taking him to Merlin, > etc > >the truth is most GMs seem to be stuck in not > wanting > >to build a gae or scenerio, but it really doesnt > take > >that much > >gab a book on folklore, and or cryptozoology and go > on > >fro there > > > > > > John > > > > > > Greg was working on a mystic Europe as an > > > alternative world for RQ. It's just > > > that Glorantha is such an interestng place. > > > --Anders > > > _______________________________________________ > > > RQ-Rules mailing list > > > RQ-Rules at crashbox.com > > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > > > > > > > >__________________________________________________ > >Do You Yahoo!? > >Tired of spam? Yahoo! Mail has the best spam > protection around > >http://mail.yahoo.com > >_______________________________________________ > >RQ-Rules mailing list > >RQ-Rules at crashbox.com > >http://crashbox.com/mailman/listinfo/rq-rules > > _________________________________________________________________ > Need a break? Find your escape route with Live > Search Maps. > http://maps.live.com/default.aspx?ss=Restaurants~Hotels~Amusement%20Park&cp=33.832922~-117.915659&style=r&lvl=13&tilt=-90&dir=0&alt=-1000&scene=1118863&encType=1&FORM=MGAC01 > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > ____________________________________________________________________________________ Be a PS3 game guru. Get your game face on with the latest PS3 news and previews at Yahoo! Games. http://videogames.yahoo.com/platform?platform=120121 From parejf63 at hotmail.com Mon May 7 04:47:48 2007 From: parejf63 at hotmail.com (John Pare') Date: Sun, 06 May 2007 14:47:48 -0400 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: <637022.90988.qm@web56608.mail.re3.yahoo.com> Message-ID: I think part of the "problem" of creating own worlds comes from the overstock of those already created by publshers. Why create it if you can BUT it LOL That happened to me LOL On another note, I have played D&D and AD&D in GLorantha, and it was fun, but I just could not get the feel of it, with the limits of D&D.... John >From: steven mckenzie >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: RE: Vedr. Re: [Rq-rules] RQ/Glorantha licensing >Date: Sun, 6 May 2007 11:44:14 -0700 (PDT) > >I agree the RQ BRP rules are great and easy > >and there is no where they cant be played, >I took to RQ and other BRP after the 1st ed D&D >ccouldnt really support modern etc, espeially in the >begining of the role playing hobby >as time and gaming has matured we developed and >adapted system > >most gms now want an instant fix, and many younger >gamers really seem to have little desire to create or >make adventures > I quite have to > > disagree in the strongest terms; while there might > > be some world > > specific features embodied in the magical systems of > > RQ (though that > > was less true of RQ3), I think as an engine I've > > seen it serve a wide > > array of fantasy games quite well over the years, > > and have no sign it > > _particularly_ well served Glorantha. > > > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > >__________________________________________________ >Do You Yahoo!? >Tired of spam? Yahoo! Mail has the best spam protection around >http://mail.yahoo.com >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Get a FREE Web site, company branded e-mail and more from Microsoft Office Live! http://clk.atdmt.com/MRT/go/mcrssaub0050001411mrt/direct/01/ From goldgrif at yahoo.com Mon May 7 04:56:52 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Sun, 6 May 2007 11:56:52 -0700 (PDT) Subject: level vs skill and feeling in games was RE: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: Message-ID: <452099.75804.qm@web56604.mail.re3.yahoo.com> Level based systes generallly have a different feelthan skill based systems, in some games they are fine, in others, well I actaully prefer ICE LAw vs D&D in level based but in certain worlds , well I think i is better as skill based --- John Pare' wrote: > > I think part of the "problem" of creating own worlds > comes from the > overstock of those already created by publshers. > Why create it if you can > BUT it LOL > > That happened to me LOL > > On another note, I have played D&D and AD&D in > GLorantha, and it was fun, > but I just could not get the feel of it, with the > limits of D&D.... > > > > > John > > > > > > > >From: steven mckenzie > >Reply-To: "Discussion of RuneQuest rules." > > >To: "Discussion of RuneQuest rules." > > >Subject: RE: Vedr. Re: [Rq-rules] RQ/Glorantha > licensing > >Date: Sun, 6 May 2007 11:44:14 -0700 (PDT) > > > >I agree the RQ BRP rules are great and easy > > > >and there is no where they cant be played, > >I took to RQ and other BRP after the 1st ed D&D > >ccouldnt really support modern etc, espeially in > the > >begining of the role playing hobby > >as time and gaming has matured we developed and > >adapted system > > > >most gms now want an instant fix, and many younger > >gamers really seem to have little desire to create > or > >make adventures > > I quite have to > > > disagree in the strongest terms; while there > might > > > be some world > > > specific features embodied in the magical > systems of > > > RQ (though that > > > was less true of RQ3), I think as an engine I've > > > seen it serve a wide > > > array of fantasy games quite well over the > years, > > > and have no sign it > > > _particularly_ well served Glorantha. > > > > > > > > > _______________________________________________ > > > RQ-Rules mailing list > > > RQ-Rules at crashbox.com > > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > > > > > > > >__________________________________________________ > >Do You Yahoo!? > >Tired of spam? Yahoo! Mail has the best spam > protection around > >http://mail.yahoo.com > >_______________________________________________ > >RQ-Rules mailing list > >RQ-Rules at crashbox.com > >http://crashbox.com/mailman/listinfo/rq-rules > > _________________________________________________________________ > Get a FREE Web site, company branded e-mail and more > from Microsoft Office > Live! > http://clk.atdmt.com/MRT/go/mcrssaub0050001411mrt/direct/01/ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > ____________________________________________________________________________________ Sucker-punch spam with award-winning protection. Try the free Yahoo! Mail Beta. http://advision.webevents.yahoo.com/mailbeta/features_spam.html From steve at perrinworlds.com Mon May 7 06:34:34 2007 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 6 May 2007 13:34:34 -0700 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing References: Message-ID: <006a01c7901d$f5ab15f0$a4407442@chaosce4015e22> First thing to keep in mind is that RuneQuest was developed for Glorantha, not Glorantha for RuneQuest. Greg had already published board games and a magazine (Wyrms Footnotes) for Glorantha before he asked me to develope the RPG, and I was the third entity so asked. The first was Dave Hargrave, who just tried to describe Glorantha characters in terms of his already-developing Arduin Grimoire. The second was a group consisting of Arthur and Ray Turney and Henrik Pfeiffer, who were still very attached to D&D tropes. At Greg's request I joined that group and took a lot of their concepts to their ultimate end, thereby creating the classless, skill-based, XP-less game system. I also tacked on some concepts like Strike Ranks that I had earlier developed for the local version of D&D. I actually consider that a mistake, these days, but a lot of people still like them. So my team, which still included Ray Turney, developed RuneQuest and hammered it into a fit into Glorantha. It was probably too detail and sim-oriented for what Greg really wanted (see HeroQuest), but I was willing to do the work to get it into completion, so there we were. And there we have been ever since. Maybe someday when I am old(er) and gray(er), I'll sit down and do the definitive world for RuneQuest. Or, more likely, SPQR. I still owe my subscribers a world for that version. And now a word from our sponsor. For SPQR, see www.perrinworlds.com. Steve Perrin ----- Original Message ----- From: "Anders Swenson" To: "Discussion of RuneQuest rules." Sent: Sunday, May 06, 2007 10:36 AM Subject: Re: Vedr. Re: [Rq-rules] RQ/Glorantha licensing > On Sun, 06 May 2007 13:29:40 -0400 > "John Pare'" wrote: >> I am surely not denying that, as I have seen good worlds for it. Conan >> is >> one. I also have seen Runequest Talquest (Greyhawk), and several others. >> Hell, you can go Runequest in The Old World of Warhammer Fantasy. >> >> But in all, the name Runequest has become synonymous (spelling?) with >> Glorantha. A world created specifically for it... I know, there was >> also >> Vikings, Feudal Japan, Griffon Mountain, and others (produced for >> Runequest). >> >> John > > Greg was working on a mystic Europe as an alternative world for RQ. It's > just > that Glorantha is such an interestng place. > --Anders > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From parejf63 at hotmail.com Mon May 7 07:52:37 2007 From: parejf63 at hotmail.com (John Pare') Date: Sun, 06 May 2007 17:52:37 -0400 Subject: [Rq-rules] Thanks Steve.... In-Reply-To: <006a01c7901d$f5ab15f0$a4407442@chaosce4015e22> Message-ID: Thanks Steve, I appreciate that bit of info, as I never new that. On day, when I get some more money together (on disability), I plan on trying your system... I have been to your site, and I am eager to see what you have done with it. I am sure any world/game you create has to be worth the money. As far I see it, you created the Basic Role Playing. And you have a HUGE fan club. To bad Wizards/TSR never caught on to it. But maybe they will with their 4th edition. Thanks again. John _________________________________________________________________ Watch free concerts with Pink, Rod Stewart, Oasis and more.? Visit MSN In Concert today. http://music.msn.com/presents?icid=ncmsnpresentstagline From styopa1 at gmail.com Mon May 7 14:16:29 2007 From: styopa1 at gmail.com (Styopa) Date: Sun, 6 May 2007 23:16:29 -0500 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: <006a01c7901d$f5ab15f0$a4407442@chaosce4015e22> References: <006a01c7901d$f5ab15f0$a4407442@chaosce4015e22> Message-ID: <56e64e7a0705062116m406ef19chd6339a0e609dbb87@mail.gmail.com> On 5/6/07, Steve Perrin wrote: > > First thing to keep in mind is that RuneQuest was developed for Glorantha, > not Glorantha for RuneQuest. ...At Greg's request I joined that group and > took a lot of their concepts to > their ultimate end, thereby creating the classless, skill-based, XP-less > game system. I also tacked on some concepts like Strike Ranks that I had > earlier developed for the local version of D&D. I actually consider that a > mistake, these days, but a lot of people still like them. > Actually, I'd say that the RQ *doesn't* particularly represent a uniquely 'Gloranthan' paradigm, and the 'hammer marks' making the former fit into the latter are fairly evident. No, when I first saw RQ3, I thought "Now THERE we go....a sim-heavy RPG fits nicely into a medievalist fantasy Earth!" I ran a number of games (one of them being a campaign of about 3 years relatively consistently) set in a fantasy Europe, circa 1100 AD. The one that lasted the longest was based mostly in England, with a lot of creepy stuff going on in Cornwall. Another was set around the city of Byzantium, with the part of Islam being played by Trolls, and SE Europe (roughly, Austria, Czech, Hungary, and all of the Balkans north of Macedonia) covered by a Mirkwood-like forest full of nasty beasts. RQ's rules worked GREAT for that, I always thought the 'grittiness' and lethality synched far better with a brutal quasi-historical world than with Glorantha. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070506/7ebaad5e/attachment.html From aescleal at btinternet.com Mon May 7 18:07:52 2007 From: aescleal at btinternet.com (Ashley Munday) Date: Mon, 7 May 2007 09:07:52 +0100 (BST) Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: Message-ID: <962514.61700.qm@web86113.mail.ird.yahoo.com> Watcha, For something that had nothing done with it "Vikings" and the craply named "Land of Ninja" were particularly good supplements I thought. Cheers, Ash --- John Pare' wrote: > Too bad Greg did not continue with that. It was > touched on in 3rd edition, > but nothing more was done with it... > > Just the maps and all, and a few sample combats done > in Mythic Europe. > > The possibilities are endless for it. > > > > > > John > > > > > > > >From: "Anders Swenson" > >Reply-To: "Discussion of RuneQuest rules." > > >To: "Discussion of RuneQuest rules." > > >Subject: Re: Vedr. Re: [Rq-rules] RQ/Glorantha > licensing > >Date: Sun, 06 May 2007 10:36:51 -0700 > > > >On Sun, 06 May 2007 13:29:40 -0400 > > "John Pare'" wrote: > > > I am surely not denying that, as I have seen > good worlds for it. Conan > >is > > > one. I also have seen Runequest Talquest > (Greyhawk), and several > >others. > > > Hell, you can go Runequest in The Old World of > Warhammer Fantasy. > > > > > > But in all, the name Runequest has become > synonymous (spelling?) with > > > Glorantha. A world created specifically for > it... I know, there was > >also > > > Vikings, Feudal Japan, Griffon Mountain, and > others (produced for > > > Runequest). > > > > > > John > > > >Greg was working on a mystic Europe as an > alternative world for RQ. It's > >just > >that Glorantha is such an interestng place. > >--Anders > >_______________________________________________ > >RQ-Rules mailing list > >RQ-Rules at crashbox.com > >http://crashbox.com/mailman/listinfo/rq-rules > > _________________________________________________________________ > Need a break? Find your escape route with Live > Search Maps. > http://maps.live.com/default.aspx?ss=Restaurants~Hotels~Amusement%20Park&cp=33.832922~-117.915659&style=r&lvl=13&tilt=-90&dir=0&alt=-1000&scene=1118863&encType=1&FORM=MGAC01 > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From shaw at caprica.com Mon May 7 18:38:35 2007 From: shaw at caprica.com (Wayne Shaw) Date: Mon, 07 May 2007 01:38:35 -0700 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: References: <7.0.1.0.1.20070506101353.033b37f8@caprica.com> Message-ID: <7.0.1.0.1.20070507013721.0341dd28@caprica.com> At 10:29 AM 5/6/2007, you wrote: >But in all, the name Runequest has become synonymous (spelling?) >with Glorantha. A world created specifically for it... I know, >there was also Vikings, Feudal Japan, Griffon Mountain, and others >(produced for Runequest). Actually, it was theoretically created for the world, not vice versa. And by all evidence, the creator of that world (Greg Stafford) never thought the system optimal for the world. The fact that most players of the game automatically associate the two together does not tell me that, in the end, they really belong together that well. From joemills at columbus.rr.com Mon May 7 19:05:06 2007 From: joemills at columbus.rr.com (Joe Mills) Date: Mon, 7 May 2007 05:05:06 -0400 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: <7.0.1.0.1.20070507013721.0341dd28@caprica.com> References: <7.0.1.0.1.20070506101353.033b37f8@caprica.com> <7.0.1.0.1.20070507013721.0341dd28@caprica.com> Message-ID: <000001c79086$cefd9090$0201a8c0@laptop2> Having read the Complete Griselda more than once all the way through, I feel that RQ lends itself very well to Glorantha, even narratively. -- Joe From stolenbjorn at hotmail.com Mon May 7 21:47:35 2007 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 7 May 2007 11:47:35 +0000 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing Message-ID: Well, I've bought it, and allthough I'm more familiar with the d100 system, I wouldn't say that it's horrible. It actually depends on how you like to play your roleplaygames. If you belong to the traditionalists, with an authoitative GM focusing on justice and realism, you'll probably dislike it. If you're part of the (self proclaimed) advanced/innovative kind of roleplayers that focuses on chemistry between the players, the GM and the story, you might like it. It isn't very focused on realism, but is a very good tool to tell a story with, if you mangage to use the freedom the system gives you. Personally, I use it when my campagin ventures into the hero-plane. I've found that swapping rules from a very realistic, matter of factly system to a improvsative, narrative and fantastic system reflects the difference between the mundane plane and the hero-plane If you don't play in Glorantha, you're probably better of withouth Hero Quest, as it is far more weaved into the Glorantha universe than the RQ 3 ruleset were. -but I guess that if you play in a historical setting, but want to add some mystery, some spirit-plane, etc. the Hero Quest system is IMHO brilliant in adding the dreem-like (or LSD-like) feel :D Date: Sun, 6 May 2007 14:41:52 +0200From: sverrelarne at yahoo.noSubject: Vedr. Re: [Rq-rules] RQ/Glorantha licensingTo: rq-rules at crashbox.comIt's horrible! Stay away from it! BRP rules!John Pare' skrev: I have heard talk of HeroQuest, but I have never seen or heard of the game. Can someone tell me about it?John>From: Thomas Zunder >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Re: [Rq-rules] RQ/Glorantha licensing>Date: Wed, 02 May 2007 23:27:33 +0100>>Lev is right, PLUS Issaries have reached a deal with Moon Design to publish >Glorantha 3rd Age, primarily using HeroQuest.>As of last Continuum there wasn't a clear route to allow MD to publish >RuneQuest 3rd Age material, and indeed that Mongoose really don't want that >to happen.>>><< tom.vcf >>>_______________________________________________>RQ-Rules mailing list>RQ-Rules at crashbox.com>http://crashbox.com/mailman/listinfo/rq-rules_________________________________________________________________Download Messenger. Join the i?m Initiative. Help make a difference today. http://im.live.com/messenger/im/home/?source=TAGHM_APR07_______________________________________________RQ-Rules mailing listRQ-Rules at crashbox.comhttp://crashbox.com/mailman/listinfo/rq-rules GBC's Portal to Glorantha - http://www.runequest-glorantha.com GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info _________________________________________________________________ Discover the new Windows Vista http://search.msn.com/results.aspx?q=windows+vista&mkt=en-US&form=QBRE -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070507/2bb75aa8/attachment.html From sverrelarne at yahoo.no Mon May 7 22:48:41 2007 From: sverrelarne at yahoo.no (sverre larne) Date: Mon, 7 May 2007 14:48:41 +0200 (CEST) Subject: Vedr. RE: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: Message-ID: <886503.4584.qm@web28002.mail.ukl.yahoo.com> How do you switch between the two different systems? How does experience gains on the mundane plane switch over to the other system on the heroplane & vice versa? Bjorn Stolen skrev: P { margin:0px; padding:0px } body { FONT-SIZE: 10pt; FONT-FAMILY:Tahoma } Well, I've bought it, and allthough I'm more familiar with the d100 system, I wouldn't say that it's horrible. It actually depends on how you like to play your roleplaygames. If you belong to the traditionalists, with an authoitative GM focusing on justice and realism, you'll probably dislike it. If you're part of the (self proclaimed) advanced/innovative kind of roleplayers that focuses on chemistry between the players, the GM and the story, you might like it. It isn't very focused on realism, but is a very good tool to tell a story with, if you mangage to use the freedom the system gives you. Personally, I use it when my campagin ventures into the hero-plane. I've found that swapping rules from a very realistic, matter of factly system to a improvsative, narrative and fantastic system reflects the difference between the mundane plane and the hero-plane If you don't play in Glorantha, you're probably better of withouth Hero Quest, as it is far more weaved into the Glorantha universe than the RQ 3 ruleset were. -but I guess that if you play in a historical setting, but want to add some mystery, some spirit-plane, etc. the Hero Quest system is IMHO brilliant in adding the dreem-like (or LSD-like) feel :D GBC's Portal to Glorantha - http://www.runequest-glorantha.com GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070507/89b5f03e/attachment.html From goldgrif at yahoo.com Mon May 7 23:03:24 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Mon, 7 May 2007 06:03:24 -0700 (PDT) Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: <56e64e7a0705062116m406ef19chd6339a0e609dbb87@mail.gmail.com> Message-ID: <851796.42349.qm@web56606.mail.re3.yahoo.com> i like strike ranks and though the system made have been made for glorantha, i think it works well in various other settings I also tacked on some concepts like > Strike Ranks that I had > > earlier developed for the local version of D&D. I > actually consider that a > > mistake, these days, but a lot of people still > like them. > > > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From carpgachair at yahoo.com Tue May 8 01:31:23 2007 From: carpgachair at yahoo.com (Paul Cardwell) Date: Mon, 7 May 2007 08:31:23 -0700 (PDT) Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: <006a01c7901d$f5ab15f0$a4407442@chaosce4015e22> Message-ID: <983046.64245.qm@web33505.mail.mud.yahoo.com> --- Steve Perrin wrote: [snip] > At Greg's request I joined that group and took a lot > of their concepts to > their ultimate end, thereby creating the classless, > skill-based, XP-less > game system. I also tacked on some concepts like > Strike Ranks that I had > earlier developed for the local version of D&D. I > actually consider that a > mistake, these days, but a lot of people still like > them. [snip] > Steve Perrin Something has to determine which comes before what. You could use D&D's "roll for initiative" but that does not reflect any basic ability. Mythworld uses "strike rank" (called action rank) not just for combat, but for a large number of general skills to reflect the time needed to perform certain actions (with ability - or rather disability - adding more); e.g. can your Tie Knots let you bind the captured bad guys and get out of there with them for a reward before their reinforcements arrive? It is a very useful concept, regardless of name. Paul Cardwell ____________________________________________________________________________________ Don't pick lemons. See all the new 2007 cars at Yahoo! Autos. http://autos.yahoo.com/new_cars.html From pmaranci at gmail.com Tue May 8 01:45:56 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Mon, 7 May 2007 11:45:56 -0400 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: <983046.64245.qm@web33505.mail.mud.yahoo.com> References: <006a01c7901d$f5ab15f0$a4407442@chaosce4015e22> <983046.64245.qm@web33505.mail.mud.yahoo.com> Message-ID: Perhaps I'm mistaken, Steve, but didn't you ORIGINATE the concept of strike ranks? I'd ask what you use for a replacement, but I should really buy SPQR, since I presume that's where you've implemented whatever you prefer to use instead. :D ->Peter On 5/7/07, Paul Cardwell wrote: > > --- Steve Perrin wrote: > [snip] > > At Greg's request I joined that group and took a lot > > of their concepts to > > their ultimate end, thereby creating the classless, > > skill-based, XP-less > > game system. I also tacked on some concepts like > > Strike Ranks that I had > > earlier developed for the local version of D&D. I > > actually consider that a > > mistake, these days, but a lot of people still like > > them. > [snip] > > Steve Perrin > > > Something has to determine which comes before what. > You could use D&D's "roll for initiative" but that > does not reflect any basic ability. Mythworld uses > "strike rank" (called action rank) not just for > combat, but for a large number of general skills to > reflect the time needed to perform certain actions > (with ability - or rather disability - adding more); > e.g. can your Tie Knots let you bind the captured bad > guys and get out of there with them for a reward > before their reinforcements arrive? > > It is a very useful concept, regardless of name. > > Paul Cardwell > > > > > ____________________________________________________________________________________ > Don't pick lemons. > See all the new 2007 cars at Yahoo! Autos. > http://autos.yahoo.com/new_cars.html > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070507/067dc1dc/attachment.html From stolenbjorn at hotmail.com Tue May 8 04:40:54 2007 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Mon, 7 May 2007 18:40:54 +0000 Subject: Vedr. RE: Vedr. Re: [Rq-rules] RQ/Glorantha licensing Message-ID: >How do you switch between the two different systems? How does >experience gains on the mundane plane switch over to the other >system on the heroplane & vice versa? I let the rewards work differently. On the mundane plane, they can gain XP-rolls, and buy spells, or sacrify for them, just as described in the RQ3 rules. When they're on the hero-plane, they can get gifts, geases, meet and talk to gods and powerful enteties, that might, or might not grant them powers that can be brought back to the mundane plane. There are several characters described in RQ3-sourcebooks that are unrealistically powerful, like Rasalkark, Arkat, etc. and as theese characers' powers are not explained in the RQ-3 rules, I have no problem with the incompatibility. This can be done in ancient world-settings as well. Thus, the characters venture into the Hero-plane and come back with the "sword of Gnyldrock", the ability to leap over trees, or with 5 more POW, or they might have lost a spell they knew before they went in, they might have lost the ability to act ofenssively in a battle (permanently demoralized), etc. So the gifts and dangers are higher, like playing with higher stakes. I stick to the Hero Quest mindset, described in Tales of the Reaching moon and in Hero Quest: Most people perform a Hero Quest on behalf of -and with the support of- a local community, having a priest, etc. backing them up. Take the heroic Anglosaxon tale of Beowulf, for instance: When Beowulf visits the Danish king that have this cursed guest-house, he is asked to free the community (the king's mansion) from the curse, and Beowulf accepts: Going into the guest-house, preparing for the night is a ritual, where they pass into the hero plane. Once on the hero-plane, the characters might perform fantastic feats, more depending on the character's player's ability to improvise and be creative, than the figures on the character-sheet (they do count for something; i convert the stats from RQ3 to Hero Quest-stats; it's not difficult at all -but I give them hefty modifiers, depending on their ability to be inventive) Finally, I'll present an example of a real-life-Norweian fairytale that could be run as a Hero Quest in a Glorantha-setting, or as a Real Life-setting: Once upon a time, there was this old man that had 3 sons. He had a huge debt, and he wanted his oldest son to chop wood and sell the logs as downpayment. But in the forrest, there is this huge gigant that scares the oldest son back to the farm. The second oldest son tries the next day, but he's too scared back to the farm. The third day, the youngest kid wants to try, and equipped with a cheese, a sack and an axe; he goes into his father's woods to chop down trees. Once in the woods, he encounters the gigant that claims that the forest is his, and who threathens to kill him. Instead of running, the kid picks up the peace of cheese he's placed on the ground, saying: "I'd love a fight with you; I'll squeeze like I squeeze this stone"; and then squashes the cheese to bits. The gigant falls for the trick, get's scared and pleas with the boy. The boy asks the gigant to help him, and thus, the work goes very fast, having a gigant helping him. When it's mid-day, the gigant have become a bit suspicious, and offers the boy to dine at his place, in the mountain. The boy accepts, feeling he have to, or the gigant might call his bluff... When they get inside the mountain, the gigant tests the boy by asking him to get water for the porridge. The buckets are gigantic, and as the boy realizes that he'll never gonna be able to lift even one of them, he sais "why bother with those buckets; I'll just get the well!" "Oh no, don't wreck my well", the gigant says; and he goes after the water, leaving the boy to make fire. While the troll is out, the boy discovers a huge treassure. When the gigant is back, and the porridge is made; the boy offers to have an eating contest. He puts his sack in front of him, and as they eat, he puts most of his porridge in the sack. But the gigant is very big, and before the gigant is full, the sack is full. He then puts out his knife, and slits it open, so the porridge seeps out. Eventually, the gigant is stuffed, and admits defeat. The boy then sais that the gigant can slit his belly, like he's done. The gigant asks if it isn't dangerous, but the boy convinces him that it's not that dangerous. The troll then pulls out his huge knife, stabs himself, and dies, of course. The boy then loots the trolls cave, and returns to his father with gold and silver. This story would not fit well in ordinary, realistic RQ-3 settings, but in the hero-plane where the reality is a bit like an LSD-trip, this fairytale works well. The story could be a Hero Quest, where a community fights nature. It could be an annual Hero Quest, or a Hero Quest performed in times of nature-related problems. The Hero Quest could be a re-enactment of the original story, or the story could be a random encounter for characters lost in the Hero-plane or on a random quest. The random quests are far more dangerous than the Re-enactive ones, but the rewards can be equally high. _________________________________________________________________ Discover the new Windows Vista http://search.msn.com/results.aspx?q=windows+vista&mkt=en-US&form=QBRE -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070507/488195cb/attachment.html From vikingjarl at gmail.com Tue May 8 06:55:18 2007 From: vikingjarl at gmail.com (Sven Lugar) Date: Mon, 07 May 2007 13:55:18 -0700 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: References: <006a01c7901d$f5ab15f0$a4407442@chaosce4015e22> <983046.64245.qm@web33505.mail.mud.yahoo.com> Message-ID: <463F9236.2010004@gmail.com> I can heartily endorse SPQR. It's a great little system. Admittedly it could use some more fleshing out in terms of critters & a world. But the basics are really strong. skal, Sven Peter Maranci wrote: > Perhaps I'm mistaken, Steve, but didn't you ORIGINATE the concept of > strike ranks? I'd ask what you use for a replacement, but I should > really buy SPQR, since I presume that's where you've implemented > whatever you prefer to use instead. :D > > ->Peter > > On 5/7/07, *Paul Cardwell* > wrote: > > --- Steve Perrin > wrote: > [snip] > > At Greg's request I joined that group and took a lot > > of their concepts to > > their ultimate end, thereby creating the classless, > > skill-based, XP-less > > game system. I also tacked on some concepts like > > Strike Ranks that I had > > earlier developed for the local version of D&D. I > > actually consider that a > > mistake, these days, but a lot of people still like > > them. > [snip] > > Steve Perrin > > > Something has to determine which comes before what. > You could use D&D's "roll for initiative" but that > does not reflect any basic ability. Mythworld uses > "strike rank" (called action rank) not just for > combat, but for a large number of general skills to > reflect the time needed to perform certain actions > (with ability - or rather disability - adding more); > e.g. can your Tie Knots let you bind the captured bad > guys and get out of there with them for a reward > before their reinforcements arrive? > > It is a very useful concept, regardless of name. > > Paul Cardwell > > > > ____________________________________________________________________________________ > Don't pick lemons. > See all the new 2007 cars at Yahoo! Autos. > http://autos.yahoo.com/new_cars.html > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > The Diary of An Invisible Man: http://bobquasit.livejournal.com/ > ------------------------------------------------------------------------ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070507/ad3b9609/attachment.html From clive.wickens at btopenworld.com Tue May 8 07:23:09 2007 From: clive.wickens at btopenworld.com (Clive Wickens) Date: Mon, 7 May 2007 22:23:09 +0100 Subject: [Rq-rules] Allergic reactions ? Message-ID: <000601c790ed$eace0e50$09dd8e56@sickboy> I'm in the process of writing up some plant spirits, I'm calling them Pollen spirits. Now, the less powerful ones are going to cause hayfever like symptoms: sneezing ( I think there's a Malia spell out there that could be adapted ), swollen eyes etc. However, the more powerful ones are going to cause a full on allergic reaction: difficulty breathing, swollen face and neck, hives etc. But alas I'm still fumbling around with the mechanics of it. So, any ideas about how to simulate a full on allergic reaction, up to and including system shock? -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070507/cb5cfcb6/attachment.html From stephenlposey at earthlink.net Tue May 8 08:08:02 2007 From: stephenlposey at earthlink.net (Stephen Posey) Date: Mon, 7 May 2007 18:08:02 -0400 (EDT) Subject: *** JUNK MAIL ***Re: [Rq-rules] Allergic reactions ? Message-ID: <32417685.1178575682452.JavaMail.root@elwamui-hybrid.atl.sa.earthlink.net> An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070507/8112e6fe/attachment.html From shaw at caprica.com Tue May 8 09:07:38 2007 From: shaw at caprica.com (Wayne Shaw) Date: Mon, 07 May 2007 16:07:38 -0700 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: <983046.64245.qm@web33505.mail.mud.yahoo.com> References: <006a01c7901d$f5ab15f0$a4407442@chaosce4015e22> <983046.64245.qm@web33505.mail.mud.yahoo.com> Message-ID: <7.0.1.0.1.20070507160532.033be700@caprica.com> >Something has to determine which comes before what. >You could use D&D's "roll for initiative" but that >does not reflect any basic ability. Mythworld uses >"strike rank" (called action rank) not just for >combat, but for a large number of general skills to >reflect the time needed to perform certain actions >(with ability - or rather disability - adding more); >e.g. can your Tie Knots let you bind the captured bad >guys and get out of there with them for a reward >before their reinforcements arrive? > >It is a very useful concept, regardless of name. The issue with strike ranks is that the way they're interwoven can be very time consuming to play out, as you often need to act rank by rank, which is perhaps more tedious than it needs to be. Even the RQ:AIG draft pulled the movement out of it (because including movement made it next to impossible for a GM to keep the actual strike ranks of attack of opponents correct, as remembering how much everyone had moved when running a dozen or more opposition would challenge almost anyone.) From lev_lafayette at yahoo.com.au Tue May 8 14:36:25 2007 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Mon, 7 May 2007 21:36:25 -0700 (PDT) Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: <006a01c7901d$f5ab15f0$a4407442@chaosce4015e22> Message-ID: <198615.46731.qm@web33513.mail.mud.yahoo.com> Hi Steve, RQ1/2 were both great games and particularly well-suited for Glorantha. Both the world and the system well incredibly advanced for the day and still hold up very well even now. RQ3 did an extremely admirable job for the fantasy in general. (In my very carefully considered and critical opinion formed over decades of play, of course) Strike Ranks aren't a bad idea - much better than "roll for initiative" or even "compare DEX, highest goes first" but probably could have been implemented more simply. And yes, I have just put some money in your account for SPQR. It's probably about time I looked at it. All the best, Lev --- Steve Perrin wrote: > First thing to keep in mind is that RuneQuest was > developed for Glorantha, > not Glorantha for RuneQuest. Greg had already > published board games and a > magazine (Wyrms Footnotes) for Glorantha before he > asked me to develope the > RPG, and I was the third entity so asked. The first > was Dave Hargrave, who > just tried to describe Glorantha characters in terms > of his > already-developing Arduin Grimoire. The second was a > group consisting of > Arthur and Ray Turney and Henrik Pfeiffer, who were > still very attached to > D&D tropes. > > At Greg's request I joined that group and took a lot > of their concepts to > their ultimate end, thereby creating the classless, > skill-based, XP-less > game system. I also tacked on some concepts like > Strike Ranks that I had > earlier developed for the local version of D&D. I > actually consider that a > mistake, these days, but a lot of people still like > them. > > So my team, which still included Ray Turney, > developed RuneQuest and > hammered it into a fit into Glorantha. It was > probably too detail and > sim-oriented for what Greg really wanted (see > HeroQuest), but I was willing > to do the work to get it into completion, so there > we were. And there we > have been ever since. > > Maybe someday when I am old(er) and gray(er), I'll > sit down and do the > definitive world for RuneQuest. Or, more likely, > SPQR. I still owe my > subscribers a world for that version. > > And now a word from our sponsor. For SPQR, see > www.perrinworlds.com. > > Steve Perrin > > ----- Original Message ----- > From: "Anders Swenson" > To: "Discussion of RuneQuest rules." > > Sent: Sunday, May 06, 2007 10:36 AM > Subject: Re: Vedr. Re: [Rq-rules] RQ/Glorantha > licensing > > > > On Sun, 06 May 2007 13:29:40 -0400 > > "John Pare'" wrote: > >> I am surely not denying that, as I have seen good > worlds for it. Conan > >> is > >> one. I also have seen Runequest Talquest > (Greyhawk), and several others. > >> Hell, you can go Runequest in The Old World of > Warhammer Fantasy. > >> > >> But in all, the name Runequest has become > synonymous (spelling?) with > >> Glorantha. A world created specifically for > it... I know, there was > >> also > >> Vikings, Feudal Japan, Griffon Mountain, and > others (produced for > >> Runequest). > >> > >> John > > > > Greg was working on a mystic Europe as an > alternative world for RQ. It's > > just > > that Glorantha is such an interestng place. > > --Anders > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From lev_lafayette at yahoo.com.au Tue May 8 17:04:17 2007 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Tue, 8 May 2007 00:04:17 -0700 (PDT) Subject: [Rq-rules] Harn and Harnmaster In-Reply-To: Message-ID: <647963.56820.qm@web33508.mail.mud.yahoo.com> --- John Pare' wrote: > > What is Harn? > > A very, very detailed medieval/low-fantasy setting which had numerous supplements in the 80s (which now command a small fortune, rather like RQ products) and a very strong, but small, cadre of fans. There was an associated game called Harnmaster... Harn and HarnMaster focussed strongly on medieval realism, unlike RQ and Glorantha which were quite high magic and mythic. It was sort of like the Monty Python films "The Holy Grail" and "Jabberwocky" but without the humour. I remember my first game where, after a particularly tough set of encounters and problems the gross treasure was a sword, an orc (whom I captured) and a gold ring. I say gross treasure, because my character's sword broke during the battles. Despite the fact that your characters will be scraping the barrel trying to get enough money to stay fed and clothed, let alone buy a suit of armour, I quite like it. Also a percentile-based, roll-under system so evidently influenced by RQ as well ;-) More info here: http://homepages.peakpeak.com/~fedifensor/games/harn.htm HTH HAND, Lev __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From steve at perrinworlds.com Tue May 8 17:18:06 2007 From: steve at perrinworlds.com (Steve Perrin) Date: Tue, 8 May 2007 00:18:06 -0700 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing References: <006a01c7901d$f5ab15f0$a4407442@chaosce4015e22> <56e64e7a0705062116m406ef19chd6339a0e609dbb87@mail.gmail.com> Message-ID: <004101c79141$11c407f0$a4407442@chaosce4015e22> Well, the grittiness of the combat system derives almost entirely from my days as a knight in the Society for Creative Anachronism. This background gives the system a lot of its authenticity, and also some of its problemes... Steve Perrin ----- Original Message ----- From: Styopa To: Discussion of RuneQuest rules. Sent: Sunday, May 06, 2007 9:16 PM Subject: Re: Vedr. Re: [Rq-rules] RQ/Glorantha licensing >snip< No, when I first saw RQ3, I thought "Now THERE we go....a sim-heavy RPG fits nicely into a medievalist fantasy Earth!" >snip< RQ's rules worked GREAT for that, I always thought the 'grittiness' and lethality synched far better with a brutal quasi-historical world than with Glorantha. ------------------------------------------------------------------------------ _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070508/11cad6fa/attachment.html From steve at perrinworlds.com Tue May 8 17:22:28 2007 From: steve at perrinworlds.com (Steve Perrin) Date: Tue, 8 May 2007 00:22:28 -0700 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing References: <006a01c7901d$f5ab15f0$a4407442@chaosce4015e22><983046.64245.qm@web33505.mail.mud.yahoo.com> Message-ID: <008601c79141$ae1b6080$a4407442@chaosce4015e22> yes, I originated strike ranks, as I said before. These days, I just use DEX. Highest DEX goes first. Spirits and such use INT instead of DEX. Strictly speaking, each point of POW put into a spell reduces the DEX rank by one. It is possible to go negative. Once Strike Ranks started getting used for movement as well as when to attack, I dropped them. Of course, I think I also suggested that implementation of them as movement control was a good idea. I've had lots of ideas that sounded good... Steve ----- Original Message ----- From: Peter Maranci To: Discussion of RuneQuest rules. Sent: Monday, May 07, 2007 8:45 AM Subject: Re: Vedr. Re: [Rq-rules] RQ/Glorantha licensing Perhaps I'm mistaken, Steve, but didn't you ORIGINATE the concept of strike ranks? I'd ask what you use for a replacement, but I should really buy SPQR, since I presume that's where you've implemented whatever you prefer to use instead. :D ->Peter On 5/7/07, Paul Cardwell wrote: --- Steve Perrin wrote: [snip] > At Greg's request I joined that group and took a lot > of their concepts to > their ultimate end, thereby creating the classless, > skill-based, XP-less > game system. I also tacked on some concepts like > Strike Ranks that I had > earlier developed for the local version of D&D. I > actually consider that a > mistake, these days, but a lot of people still like > them. [snip] > Steve Perrin Something has to determine which comes before what. You could use D&D's "roll for initiative" but that does not reflect any basic ability. Mythworld uses "strike rank" (called action rank) not just for combat, but for a large number of general skills to reflect the time needed to perform certain actions (with ability - or rather disability - adding more); e.g. can your Tie Knots let you bind the captured bad guys and get out of there with them for a reward before their reinforcements arrive? It is a very useful concept, regardless of name. Paul Cardwell ____________________________________________________________________________________ Don't pick lemons. See all the new 2007 cars at Yahoo! Autos. http://autos.yahoo.com/new_cars.html _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ ------------------------------------------------------------------------------ _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070508/434e5034/attachment.html From steve at perrinworlds.com Tue May 8 17:24:44 2007 From: steve at perrinworlds.com (Steve Perrin) Date: Tue, 8 May 2007 00:24:44 -0700 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing References: <198615.46731.qm@web33513.mail.mud.yahoo.com> Message-ID: <009001c79141$ff2b5480$a4407442@chaosce4015e22> Let me know what you think of SPQR. All critiques and suggestions gratefully accepted. Steve ----- Original Message ----- From: "Lev Lafayette" To: "Discussion of RuneQuest rules." Sent: Monday, May 07, 2007 9:36 PM Subject: Re: Vedr. Re: [Rq-rules] RQ/Glorantha licensing > > Hi Steve, > > RQ1/2 were both great games and particularly > well-suited for Glorantha. Both the world and the > system well incredibly advanced for the day and still > hold up very well even now. RQ3 did an extremely > admirable job for the fantasy in general. > > (In my very carefully considered and critical opinion > formed over decades of play, of course) > > Strike Ranks aren't a bad idea - much better than > "roll for initiative" or even "compare DEX, highest > goes first" but probably could have been implemented > more simply. > > And yes, I have just put some money in your account > for SPQR. It's probably about time I looked at it. > > All the best, > > > Lev > > --- Steve Perrin wrote: > >> First thing to keep in mind is that RuneQuest was >> developed for Glorantha, >> not Glorantha for RuneQuest. Greg had already >> published board games and a >> magazine (Wyrms Footnotes) for Glorantha before he >> asked me to develope the >> RPG, and I was the third entity so asked. The first >> was Dave Hargrave, who >> just tried to describe Glorantha characters in terms >> of his >> already-developing Arduin Grimoire. The second was a >> group consisting of >> Arthur and Ray Turney and Henrik Pfeiffer, who were >> still very attached to >> D&D tropes. >> >> At Greg's request I joined that group and took a lot >> of their concepts to >> their ultimate end, thereby creating the classless, >> skill-based, XP-less >> game system. I also tacked on some concepts like >> Strike Ranks that I had >> earlier developed for the local version of D&D. I >> actually consider that a >> mistake, these days, but a lot of people still like >> them. >> >> So my team, which still included Ray Turney, >> developed RuneQuest and >> hammered it into a fit into Glorantha. It was >> probably too detail and >> sim-oriented for what Greg really wanted (see >> HeroQuest), but I was willing >> to do the work to get it into completion, so there >> we were. And there we >> have been ever since. >> >> Maybe someday when I am old(er) and gray(er), I'll >> sit down and do the >> definitive world for RuneQuest. Or, more likely, >> SPQR. I still owe my >> subscribers a world for that version. >> >> And now a word from our sponsor. For SPQR, see >> www.perrinworlds.com. >> >> Steve Perrin >> >> ----- Original Message ----- >> From: "Anders Swenson" >> To: "Discussion of RuneQuest rules." >> >> Sent: Sunday, May 06, 2007 10:36 AM >> Subject: Re: Vedr. Re: [Rq-rules] RQ/Glorantha >> licensing >> >> >> > On Sun, 06 May 2007 13:29:40 -0400 >> > "John Pare'" wrote: >> >> I am surely not denying that, as I have seen good >> worlds for it. Conan >> >> is >> >> one. I also have seen Runequest Talquest >> (Greyhawk), and several others. >> >> Hell, you can go Runequest in The Old World of >> Warhammer Fantasy. >> >> >> >> But in all, the name Runequest has become >> synonymous (spelling?) with >> >> Glorantha. A world created specifically for >> it... I know, there was >> >> also >> >> Vikings, Feudal Japan, Griffon Mountain, and >> others (produced for >> >> Runequest). >> >> >> >> John >> > >> > Greg was working on a mystic Europe as an >> alternative world for RQ. It's >> > just >> > that Glorantha is such an interestng place. >> > --Anders >> > _______________________________________________ >> > RQ-Rules mailing list >> > RQ-Rules at crashbox.com >> > http://crashbox.com/mailman/listinfo/rq-rules >> > >> >> _______________________________________________ >> RQ-Rules mailing list >> RQ-Rules at crashbox.com >> http://crashbox.com/mailman/listinfo/rq-rules >> > > > __________________________________________________ > Do You Yahoo!? > Tired of spam? Yahoo! Mail has the best spam protection around > http://mail.yahoo.com > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From Nick.Middleton at wrsl.com Tue May 8 17:55:38 2007 From: Nick.Middleton at wrsl.com (Nick.Middleton at wrsl.com) Date: Tue, 8 May 2007 08:55:38 +0100 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: <008601c79141$ae1b6080$a4407442@chaosce4015e22> Message-ID: Steve (and list), >yes, I originated strike ranks, as I said before. These days, I just use DEX. Highest DEX goes first. Spirits and such use INT instead of DEX. >Strictly speaking, each point of POW put into a spell reduces the DEX rank by one. It is possible to go negative. A system I increasingly find admirably straightforward and uncomplicated... >Once Strike Ranks started getting used for movement as well as when to attack, I dropped them. >Of course, I think I also suggested that implementation of them as movement control was a good idea. Having recently re-read both RQII and RQIII's chapters on combat sequencing, I found it illuminating to be reminded of the significant difference between the two. RQII is quite explicit that Strike Ranks primary role is determining strike order between two _engaged_ combatants (with some notes about how to adjudictae for a combatant who _joins_ an engagement), where as RQIII explicitly uses SR to time all actions (whether engaged or not) and I do think that that's where the anomalies start to stack up. But as I said during the MRQ playtest, I think there is a lot to commend the RQII system (and bits of the RQIII one), all it needs is a careful re-think to iron out the glitches. Mind, given that _Stormbringer_ / _Worlds of Wonder_'s DEX rank system works well and requires no such work, I increasingly tend to use that (albeit my current post-holocaust RQIII game IS using SR...) >I've had lots of ideas that sounded good... As I recall, _Stormbringer_ and _Worlds and Wonder_ were some chap called Perrin... ;-) Cheers, Nick Middleton Any files attached to this e-mail will have been checked with virus detection software prior to transmission but you should carry out your own virus check before opening any attachment. WRSL does not accept liability for any damage or loss which may be caused by software viruses. The contents of this e-mail and any attachments are the property of WRSL and are intended for the confidential use by the named recipient only. They may be legally privileged and should not be communicated to, or relied upon, by any other person without written consent. If you are not the addressee, please notify us immediately at the following address: Westinghouse Rail Systems Ltd (WRSL), PO Box 79, Pew Hill, Langley Park, Chippenham, Wiltshire, SN15 1JD - Tel 01249 441441 Westinghouse Rail Systems Ltd is a subsidiary of Invensys Plc. Registered office: Portland House, Bressenden Place, London, SW1E 5BF. Registered in England and Wales No. 1641421. From lev_lafayette at yahoo.com.au Tue May 8 18:47:29 2007 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Tue, 8 May 2007 01:47:29 -0700 (PDT) Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: <009001c79141$ff2b5480$a4407442@chaosce4015e22> Message-ID: <482907.98687.qm@web33514.mail.mud.yahoo.com> No problems Steve. I'll get back to you in a couple of days. Looks good so far... All the best, Lev --- Steve Perrin wrote: > Let me know what you think of SPQR. All critiques > and suggestions gratefully > accepted. > > Steve > > ----- Original Message ----- > From: "Lev Lafayette" > To: "Discussion of RuneQuest rules." > > Sent: Monday, May 07, 2007 9:36 PM > Subject: Re: Vedr. Re: [Rq-rules] RQ/Glorantha > licensing > > > > > > Hi Steve, > > > > RQ1/2 were both great games and particularly > > well-suited for Glorantha. Both the world and the > > system well incredibly advanced for the day and > still > > hold up very well even now. RQ3 did an extremely > > admirable job for the fantasy in general. > > > > (In my very carefully considered and critical > opinion > > formed over decades of play, of course) > > > > Strike Ranks aren't a bad idea - much better than > > "roll for initiative" or even "compare DEX, > highest > > goes first" but probably could have been > implemented > > more simply. > > > > And yes, I have just put some money in your > account > > for SPQR. It's probably about time I looked at it. > > > > All the best, > > > > > > Lev > > > > --- Steve Perrin wrote: > > > >> First thing to keep in mind is that RuneQuest was > >> developed for Glorantha, > >> not Glorantha for RuneQuest. Greg had already > >> published board games and a > >> magazine (Wyrms Footnotes) for Glorantha before > he > >> asked me to develope the > >> RPG, and I was the third entity so asked. The > first > >> was Dave Hargrave, who > >> just tried to describe Glorantha characters in > terms > >> of his > >> already-developing Arduin Grimoire. The second > was a > >> group consisting of > >> Arthur and Ray Turney and Henrik Pfeiffer, who > were > >> still very attached to > >> D&D tropes. > >> > >> At Greg's request I joined that group and took a > lot > >> of their concepts to > >> their ultimate end, thereby creating the > classless, > >> skill-based, XP-less > >> game system. I also tacked on some concepts like > >> Strike Ranks that I had > >> earlier developed for the local version of D&D. I > >> actually consider that a > >> mistake, these days, but a lot of people still > like > >> them. > >> > >> So my team, which still included Ray Turney, > >> developed RuneQuest and > >> hammered it into a fit into Glorantha. It was > >> probably too detail and > >> sim-oriented for what Greg really wanted (see > >> HeroQuest), but I was willing > >> to do the work to get it into completion, so > there > >> we were. And there we > >> have been ever since. > >> > >> Maybe someday when I am old(er) and gray(er), > I'll > >> sit down and do the > >> definitive world for RuneQuest. Or, more likely, > >> SPQR. I still owe my > >> subscribers a world for that version. > >> > >> And now a word from our sponsor. For SPQR, see > >> www.perrinworlds.com. > >> > >> Steve Perrin > >> > >> ----- Original Message ----- > >> From: "Anders Swenson" > >> To: "Discussion of RuneQuest rules." > >> > >> Sent: Sunday, May 06, 2007 10:36 AM > >> Subject: Re: Vedr. Re: [Rq-rules] RQ/Glorantha > >> licensing > >> > >> > >> > On Sun, 06 May 2007 13:29:40 -0400 > >> > "John Pare'" wrote: > >> >> I am surely not denying that, as I have seen > good > >> worlds for it. Conan > >> >> is > >> >> one. I also have seen Runequest Talquest > >> (Greyhawk), and several others. > >> >> Hell, you can go Runequest in The Old World > of > >> Warhammer Fantasy. > >> >> > >> >> But in all, the name Runequest has become > >> synonymous (spelling?) with > >> >> Glorantha. A world created specifically for > >> it... I know, there was > >> >> also > >> >> Vikings, Feudal Japan, Griffon Mountain, and > >> others (produced for > >> >> Runequest). > >> >> > >> >> John > >> > > >> > Greg was working on a mystic Europe as an > >> alternative world for RQ. It's > >> > just > >> > that Glorantha is such an interestng place. > >> > --Anders > >> > _______________________________________________ > >> > RQ-Rules mailing list > >> > RQ-Rules at crashbox.com > >> > http://crashbox.com/mailman/listinfo/rq-rules > >> > > >> > >> _______________________________________________ > >> RQ-Rules mailing list > >> RQ-Rules at crashbox.com > >> http://crashbox.com/mailman/listinfo/rq-rules > >> > > > > > > __________________________________________________ > > Do You Yahoo!? > > Tired of spam? Yahoo! Mail has the best spam > protection around > > http://mail.yahoo.com > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From parejf63 at hotmail.com Tue May 8 20:37:12 2007 From: parejf63 at hotmail.com (John Pare') Date: Tue, 08 May 2007 06:37:12 -0400 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: <008601c79141$ae1b6080$a4407442@chaosce4015e22> Message-ID: I always sort of felt that INT should used in Strike Ranks also (and initiative). Seems appropriate that one can tell when a good opportunity to strike would come about. Take advantage of the opportunity! John >From: "Steve Perrin" >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Re: Vedr. Re: [Rq-rules] RQ/Glorantha licensing >Date: Tue, 8 May 2007 00:22:28 -0700 > >yes, I originated strike ranks, as I said before. These days, I just use >DEX. Highest DEX goes first. Spirits and such use INT instead of DEX. >Strictly speaking, each point of POW put into a spell reduces the DEX rank >by one. It is possible to go negative. > >Once Strike Ranks started getting used for movement as well as when to >attack, I dropped them. Of course, I think I also suggested that >implementation of them as movement control was a good idea. > >I've had lots of ideas that sounded good... > >Steve > >----- Original Message ----- > From: Peter Maranci > To: Discussion of RuneQuest rules. > Sent: Monday, May 07, 2007 8:45 AM > Subject: Re: Vedr. Re: [Rq-rules] RQ/Glorantha licensing > > > Perhaps I'm mistaken, Steve, but didn't you ORIGINATE the concept of >strike ranks? I'd ask what you use for a replacement, but I should really >buy SPQR, since I presume that's where you've implemented whatever you >prefer to use instead. :D > > ->Peter > > > On 5/7/07, Paul Cardwell wrote: > --- Steve Perrin wrote: > [snip] > > At Greg's request I joined that group and took a lot > > of their concepts to > > their ultimate end, thereby creating the classless, > > skill-based, XP-less > > game system. I also tacked on some concepts like > > Strike Ranks that I had > > earlier developed for the local version of D&D. I > > actually consider that a > > mistake, these days, but a lot of people still like > > them. > [snip] > > Steve Perrin > > > Something has to determine which comes before what. > You could use D&D's "roll for initiative" but that > does not reflect any basic ability. Mythworld uses > "strike rank" (called action rank) not just for > combat, but for a large number of general skills to > reflect the time needed to perform certain actions > (with ability - or rather disability - adding more); > e.g. can your Tie Knots let you bind the captured bad > guys and get out of there with them for a reward > before their reinforcements arrive? > > It is a very useful concept, regardless of name. > > Paul Cardwell > > > > >____________________________________________________________________________________ > Don't pick lemons. > See all the new 2007 cars at Yahoo! Autos. > http://autos.yahoo.com/new_cars.html > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > The Diary of An Invisible Man: http://bobquasit.livejournal.com/ > > >------------------------------------------------------------------------------ > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Make every IM count. Download Messenger and join the i?m Initiative now. It?s free. http://im.live.com/messenger/im/home/?source=TAGHM_MAY07 From Nick.Middleton at wrsl.com Tue May 8 20:48:24 2007 From: Nick.Middleton at wrsl.com (Nick.Middleton at wrsl.com) Date: Tue, 8 May 2007 11:48:24 +0100 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: Message-ID: >I always sort of felt that INT should used in Strike Ranks also (and >initiative). Seems appropriate that one can tell when a good opportunity to >strike would come about. Take advantage of the opportunity! When using Statement of Intent (with Strike ranks OR DEX ranks), I usually do statements from lowest INT to highest (Dumb beings telegraph their intentions more obviously, and smart beings tend to read the developing situation beter), but then leave _resolution_ to either SR or DEX rank - so smart characters can spot the right strategy, but not have the reflexes to implement it, and dumb characters with quick reflexes can commit to doing something before realising that their opponent is planning something different. Cheers, Nick Middleton Any files attached to this e-mail will have been checked with virus detection software prior to transmission but you should carry out your own virus check before opening any attachment. WRSL does not accept liability for any damage or loss which may be caused by software viruses. The contents of this e-mail and any attachments are the property of WRSL and are intended for the confidential use by the named recipient only. They may be legally privileged and should not be communicated to, or relied upon, by any other person without written consent. If you are not the addressee, please notify us immediately at the following address: Westinghouse Rail Systems Ltd (WRSL), PO Box 79, Pew Hill, Langley Park, Chippenham, Wiltshire, SN15 1JD - Tel 01249 441441 Westinghouse Rail Systems Ltd is a subsidiary of Invensys Plc. Registered office: Portland House, Bressenden Place, London, SW1E 5BF. Registered in England and Wales No. 1641421. From lev_lafayette at yahoo.com.au Tue May 8 21:23:45 2007 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Tue, 8 May 2007 04:23:45 -0700 (PDT) Subject: [Rq-rules] Strike Ranks In-Reply-To: Message-ID: <135265.63764.qm@web33506.mail.mud.yahoo.com> --- John Pare' wrote: > > I always sort of felt that INT should used in Strike > Ranks also (and > initiative). Seems appropriate that one can tell > when a good opportunity to > strike would come about. Take advantage of the > opportunity! > (A more appropriate heading) I cannot agree with this, except for mental based skills (i.e., INT reflects speed of cognition). SR is based on *action*. INT may provide an opportunity to work out what an opponent is going to do, but it doesn't make one act quicker. Combining the two (such as MRQ does, making SR based on INT+DEX) is a disaster. As one member of this list cleverly put it, Stephen Hawkin's challenges Jackie Chan on the grounds of his superior intellect. Instead, low INT characters should show little sophistication or diversity in their attack styles and they would have very low levels of tactical ability. High INT characters would quickly recognise this and would be able to respond *intelligently*, but not necessarily more *quickly*. One can imagine this process in play with some smart PCs facing a rhino. PC 1: "Say, I wonder what that rhino is going to do?" PC 2: "Probably charge *again*". PC 1: "Defensive maneuver at the last minute on the basis of its poor eyesight?" PC 2: "Yep." All the best, Lev ____________________________________________________________________________________ Be a PS3 game guru. Get your game face on with the latest PS3 news and previews at Yahoo! Games. http://videogames.yahoo.com/platform?platform=120121 From parejf63 at hotmail.com Tue May 8 21:45:15 2007 From: parejf63 at hotmail.com (John Pare') Date: Tue, 08 May 2007 07:45:15 -0400 Subject: [Rq-rules] Strike Ranks In-Reply-To: <135265.63764.qm@web33506.mail.mud.yahoo.com> Message-ID: Ahh, what about 1/2 INT+DEX. I still fell INT does play a part in it. No matter how fast you can react physically (DEX), there is still an amount of INT that tells you just when to react... John >From: Lev Lafayette >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: [Rq-rules] Strike Ranks >Date: Tue, 8 May 2007 04:23:45 -0700 (PDT) > > >--- John Pare' wrote: > > > > > I always sort of felt that INT should used in Strike > > Ranks also (and > > initiative). Seems appropriate that one can tell > > when a good opportunity to > > strike would come about. Take advantage of the > > opportunity! > > > >(A more appropriate heading) > >I cannot agree with this, except for mental based >skills (i.e., INT reflects speed of cognition). SR is >based on *action*. INT may provide an opportunity to >work out what an opponent is going to do, but it >doesn't make one act quicker. Combining the two (such >as MRQ does, making SR based on INT+DEX) is a >disaster. As one member of this list cleverly put it, >Stephen Hawkin's challenges Jackie Chan on the grounds >of his superior intellect. > >Instead, low INT characters should show little >sophistication or diversity in their attack styles and >they would have very low levels of tactical ability. > >High INT characters would quickly recognise this and >would be able to respond *intelligently*, but not >necessarily more *quickly*. > >One can imagine this process in play with some smart >PCs facing a rhino. > >PC 1: "Say, I wonder what that rhino is going to do?" >PC 2: "Probably charge *again*". >PC 1: "Defensive maneuver at the last minute on the >basis of its poor eyesight?" >PC 2: "Yep." > >All the best, > > >Lev > > > >____________________________________________________________________________________ >Be a PS3 game guru. >Get your game face on with the latest PS3 news and previews at Yahoo! >Games. >http://videogames.yahoo.com/platform?platform=120121 >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ PC Magazine?s 2007 editors? choice for best Web mail?award-winning Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_pcmag_0507 From sverrelarne at yahoo.no Tue May 8 21:59:09 2007 From: sverrelarne at yahoo.no (sverre larne) Date: Tue, 8 May 2007 13:59:09 +0200 (CEST) Subject: Vedr. RE: [Rq-rules] Strike Ranks In-Reply-To: Message-ID: <20070508115909.12066.qmail@web28003.mail.ukl.yahoo.com> What about fixed INT creatures? They don't exactely seem to be limited by their limited intelligence. I'd say SIZ have a lot to say too though. John Pare' skrev: Ahh, what about 1/2 INT+DEX. I still fell INT does play a part in it. No matter how fast you can react physically (DEX), there is still an amount of INT that tells you just when to react... John >From: Lev Lafayette >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: [Rq-rules] Strike Ranks >Date: Tue, 8 May 2007 04:23:45 -0700 (PDT) > > >--- John Pare' wrote: > > > > > I always sort of felt that INT should used in Strike > > Ranks also (and > > initiative). Seems appropriate that one can tell > > when a good opportunity to > > strike would come about. Take advantage of the > > opportunity! > > > >(A more appropriate heading) > >I cannot agree with this, except for mental based >skills (i.e., INT reflects speed of cognition). SR is >based on *action*. INT may provide an opportunity to >work out what an opponent is going to do, but it >doesn't make one act quicker. Combining the two (such >as MRQ does, making SR based on INT+DEX) is a >disaster. As one member of this list cleverly put it, >Stephen Hawkin's challenges Jackie Chan on the grounds >of his superior intellect. > >Instead, low INT characters should show little >sophistication or diversity in their attack styles and >they would have very low levels of tactical ability. > >High INT characters would quickly recognise this and >would be able to respond *intelligently*, but not >necessarily more *quickly*. > >One can imagine this process in play with some smart >PCs facing a rhino. > >PC 1: "Say, I wonder what that rhino is going to do?" >PC 2: "Probably charge *again*". >PC 1: "Defensive maneuver at the last minute on the >basis of its poor eyesight?" >PC 2: "Yep." > >All the best, > > >Lev > > > >____________________________________________________________________________________ >Be a PS3 game guru. >Get your game face on with the latest PS3 news and previews at Yahoo! >Games. >http://videogames.yahoo.com/platform?platform=120121 >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ PC Magazine?s 2007 editors? choice for best Web mail?award-winning Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_pcmag_0507 _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules GBC's Portal to Glorantha - http://www.runequest-glorantha.com GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070508/7b0f2cca/attachment.html From parejf63 at hotmail.com Tue May 8 22:45:16 2007 From: parejf63 at hotmail.com (John Pare') Date: Tue, 08 May 2007 08:45:16 -0400 Subject: Vedr. RE: [Rq-rules] Strike Ranks In-Reply-To: <20070508115909.12066.qmail@web28003.mail.ukl.yahoo.com> Message-ID: Good Point, how about 1/2 INT+DEX-Size Or Plus Size for a size greater or less than 10. John >From: sverre larne >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Vedr. RE: [Rq-rules] Strike Ranks >Date: Tue, 8 May 2007 13:59:09 +0200 (CEST) > >What about fixed INT creatures? They don't exactely seem to be limited by >their limited intelligence. I'd say SIZ have a lot to say too though. > >John Pare' skrev: Ahh, what about 1/2 INT+DEX. I >still fell INT does play a part in it. No >matter how fast you can react physically (DEX), there is still an amount of >INT that tells you just when to react... > > > > > >John > > > > > > > >From: Lev Lafayette > >Reply-To: "Discussion of RuneQuest rules." > >To: "Discussion of RuneQuest rules." > >Subject: [Rq-rules] Strike Ranks > >Date: Tue, 8 May 2007 04:23:45 -0700 (PDT) > > > > > >--- John Pare' >wrote: > > > > > > > > I always sort of felt that INT should used in Strike > > > Ranks also (and > > > initiative). Seems appropriate that one can tell > > > when a good opportunity to > > > strike would come about. Take advantage of the > > > opportunity! > > > > > > >(A more appropriate heading) > > > >I cannot agree with this, except for mental based > >skills (i.e., INT reflects speed of cognition). SR is > >based on *action*. INT may provide an opportunity to > >work out what an opponent is going to do, but it > >doesn't make one act quicker. Combining the two (such > >as MRQ does, making SR based on INT+DEX) is a > >disaster. As one member of this list cleverly put it, > >Stephen Hawkin's challenges Jackie Chan on the grounds > >of his superior intellect. > > > >Instead, low INT characters should show little > >sophistication or diversity in their attack styles and > >they would have very low levels of tactical ability. > > > >High INT characters would quickly recognise this and > >would be able to respond *intelligently*, but not > >necessarily more *quickly*. > > > >One can imagine this process in play with some smart > >PCs facing a rhino. > > > >PC 1: "Say, I wonder what that rhino is going to do?" > >PC 2: "Probably charge *again*". > >PC 1: "Defensive maneuver at the last minute on the > >basis of its poor eyesight?" > >PC 2: "Yep." > > > >All the best, > > > > > >Lev > > > > > > > >____________________________________________________________________________________ > >Be a PS3 game guru. > >Get your game face on with the latest PS3 news and previews at Yahoo! > >Games. > >http://videogames.yahoo.com/platform?platform=120121 > >_______________________________________________ > >RQ-Rules mailing list > >RQ-Rules at crashbox.com > >http://crashbox.com/mailman/listinfo/rq-rules > >_________________________________________________________________ >PC Magazine?s 2007 editors? choice for best Web mail?award-winning Windows >Live Hotmail. >http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_pcmag_0507 > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules > > > >GBC's Portal to Glorantha - http://www.runequest-glorantha.com > GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ More photos, more messages, more storage?get 2GB with Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_2G_0507 From parejf63 at hotmail.com Tue May 8 23:06:55 2007 From: parejf63 at hotmail.com (John Pare') Date: Tue, 08 May 2007 09:06:55 -0400 Subject: [Rq-rules] New Strike Ranks In-Reply-To: <20070508115909.12066.qmail@web28003.mail.ukl.yahoo.com> Message-ID: Soon, when I get some SOUND time on my hands, I will produce alternate Strike Rank tables. I sort of like the 1/2 INT + DEX, but will have to work on the size as an equation... John Soo >From: sverre larne >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Vedr. RE: [Rq-rules] Strike Ranks >Date: Tue, 8 May 2007 13:59:09 +0200 (CEST) > >What about fixed INT creatures? They don't exactely seem to be limited by >their limited intelligence. I'd say SIZ have a lot to say too though. > >John Pare' skrev: Ahh, what about 1/2 INT+DEX. I >still fell INT does play a part in it. No >matter how fast you can react physically (DEX), there is still an amount of >INT that tells you just when to react... > > > > > >John > > > > > > > >From: Lev Lafayette > >Reply-To: "Discussion of RuneQuest rules." > >To: "Discussion of RuneQuest rules." > >Subject: [Rq-rules] Strike Ranks > >Date: Tue, 8 May 2007 04:23:45 -0700 (PDT) > > > > > >--- John Pare' >wrote: > > > > > > > > I always sort of felt that INT should used in Strike > > > Ranks also (and > > > initiative). Seems appropriate that one can tell > > > when a good opportunity to > > > strike would come about. Take advantage of the > > > opportunity! > > > > > > >(A more appropriate heading) > > > >I cannot agree with this, except for mental based > >skills (i.e., INT reflects speed of cognition). SR is > >based on *action*. INT may provide an opportunity to > >work out what an opponent is going to do, but it > >doesn't make one act quicker. Combining the two (such > >as MRQ does, making SR based on INT+DEX) is a > >disaster. As one member of this list cleverly put it, > >Stephen Hawkin's challenges Jackie Chan on the grounds > >of his superior intellect. > > > >Instead, low INT characters should show little > >sophistication or diversity in their attack styles and > >they would have very low levels of tactical ability. > > > >High INT characters would quickly recognise this and > >would be able to respond *intelligently*, but not > >necessarily more *quickly*. > > > >One can imagine this process in play with some smart > >PCs facing a rhino. > > > >PC 1: "Say, I wonder what that rhino is going to do?" > >PC 2: "Probably charge *again*". > >PC 1: "Defensive maneuver at the last minute on the > >basis of its poor eyesight?" > >PC 2: "Yep." > > > >All the best, > > > > > >Lev > > > > > > > >____________________________________________________________________________________ > >Be a PS3 game guru. > >Get your game face on with the latest PS3 news and previews at Yahoo! > >Games. > >http://videogames.yahoo.com/platform?platform=120121 > >_______________________________________________ > >RQ-Rules mailing list > >RQ-Rules at crashbox.com > >http://crashbox.com/mailman/listinfo/rq-rules > >_________________________________________________________________ >PC Magazine?s 2007 editors? choice for best Web mail?award-winning Windows >Live Hotmail. >http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_pcmag_0507 > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules > > > >GBC's Portal to Glorantha - http://www.runequest-glorantha.com > GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules n, when I get some GOOD time, I will produce alternate Strike Tables. _________________________________________________________________ See what you?re getting into?before you go there http://newlivehotmail.com/?ocid=TXT_TAGHM_migration_HM_viral_preview_0507 From clive.wickens at btopenworld.com Tue May 8 23:25:46 2007 From: clive.wickens at btopenworld.com (Clive Wickens) Date: Tue, 8 May 2007 14:25:46 +0100 Subject: [Rq-rules] Re: strike ranks Message-ID: <000601c79174$64f52610$7bdd8e56@sickboy> The problem I have with using INT for strike ranks is that you could end up with a situation where someone like Steven Hawkin ( pretty ferocious intelligence ) ends up with the same SR as an cognitively challenged but mobile opponent. Since Mr Hawkin can't actually move this seems rather silly......... -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070508/6cce2c49/attachment.html From pmaranci at gmail.com Tue May 8 23:27:52 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Tue, 8 May 2007 09:27:52 -0400 Subject: [Rq-rules] Strike Ranks In-Reply-To: References: <135265.63764.qm@web33506.mail.mud.yahoo.com> Message-ID: I tend to agree that INT makes a large difference not only in speed of reaction, but also in...let me see. How can I put this? I'm pretty clumsy. If I can be forgiven for doing something as geeky as expressing myself in RQ terms, my DEX is a 9 at best - possibly less. Nor am I a small person. But even as an untrained, inexperienced child I was able to hide and move extremely quietly. How? By thinking about what I was doing. I'd consider what part of a staircase was most likely to creak (the middle, since it's usually the least-supported part). I'd think about where a person was most and least likely to look for me. And so even with a lousy DEX and large SIZ, I was able to be pretty stealthy. It seems to me that in the real world INT has the potential to make a much larger difference in many skills than is expressed in RQ. As long as the user makes the effort to actually USE their INT, of course. ->Peter On 5/8/07, John Pare' wrote: > Ahh, what about 1/2 INT+DEX. I still fell INT does play a part in > it. No > matter how fast you can react physically (DEX), there is still an amount > of > INT that tells you just when to react... > > > > > > John > > > > > > > >From: Lev Lafayette > >Reply-To: "Discussion of RuneQuest rules." > >To: "Discussion of RuneQuest rules." > >Subject: [Rq-rules] Strike Ranks > >Date: Tue, 8 May 2007 04:23:45 -0700 (PDT) > > > > > >--- John Pare' wrote: > > > > > > > > I always sort of felt that INT should used in Strike > > > Ranks also (and > > > initiative). Seems appropriate that one can tell > > > when a good opportunity to > > > strike would come about. Take advantage of the > > > opportunity! > > > > > > >(A more appropriate heading) > > > >I cannot agree with this, except for mental based > >skills (i.e., INT reflects speed of cognition). SR is > >based on *action*. INT may provide an opportunity to > >work out what an opponent is going to do, but it > >doesn't make one act quicker. Combining the two (such > >as MRQ does, making SR based on INT+DEX) is a > >disaster. As one member of this list cleverly put it, > >Stephen Hawkin's challenges Jackie Chan on the grounds > >of his superior intellect. > > > >Instead, low INT characters should show little > >sophistication or diversity in their attack styles and > >they would have very low levels of tactical ability. > > > >High INT characters would quickly recognise this and > >would be able to respond *intelligently*, but not > >necessarily more *quickly*. > > > >One can imagine this process in play with some smart > >PCs facing a rhino. > > > >PC 1: "Say, I wonder what that rhino is going to do?" > >PC 2: "Probably charge *again*". > >PC 1: "Defensive maneuver at the last minute on the > >basis of its poor eyesight?" > >PC 2: "Yep." > > > >All the best, > > > > > >Lev > > > > > > > > >____________________________________________________________________________________ > >Be a PS3 game guru. > >Get your game face on with the latest PS3 news and previews at Yahoo! > >Games. > >http://videogames.yahoo.com/platform?platform=120121 > >_______________________________________________ > >RQ-Rules mailing list > >RQ-Rules at crashbox.com > >http://crashbox.com/mailman/listinfo/rq-rules > > _________________________________________________________________ > PC Magazine's 2007 editors' choice for best Web mail?award-winning Windows > Live Hotmail. > > http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_pcmag_0507 > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070508/6b399c2d/attachment.html From parejf63 at hotmail.com Tue May 8 23:36:50 2007 From: parejf63 at hotmail.com (John Pare') Date: Tue, 08 May 2007 09:36:50 -0400 Subject: [Rq-rules] Re: strike ranks In-Reply-To: <000601c79174$64f52610$7bdd8e56@sickboy> Message-ID: There will be some kinks that need to be worked out in the system, but I think it is for the most part workable... John >From: "Clive Wickens" >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: [Rq-rules] Re: strike ranks >Date: Tue, 8 May 2007 14:25:46 +0100 > >The problem I have with using INT for strike ranks is that you could end up >with a situation where someone like Steven Hawkin ( pretty ferocious >intelligence ) ends up with the same SR as an cognitively challenged but >mobile opponent. Since Mr Hawkin can't actually move this seems rather >silly......... >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ More photos, more messages, more storage?get 2GB with Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_2G_0507 From sverrelarne at yahoo.no Tue May 8 23:37:59 2007 From: sverrelarne at yahoo.no (sverre larne) Date: Tue, 8 May 2007 15:37:59 +0200 (CEST) Subject: Vedr. RE: Vedr. RE: [Rq-rules] Strike Ranks In-Reply-To: Message-ID: <20070508133759.10484.qmail@web28014.mail.ukl.yahoo.com> Why would you subtract SIZ? The longer the reach the better. SGL. John Pare' skrev: Good Point, how about 1/2 INT+DEX-Size Or Plus Size for a size greater or less than 10. GBC's Portal to Glorantha - http://www.runequest-glorantha.com GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070508/6228489f/attachment.html From parejf63 at hotmail.com Tue May 8 23:44:00 2007 From: parejf63 at hotmail.com (John Pare') Date: Tue, 08 May 2007 09:44:00 -0400 Subject: Vedr. RE: Vedr. RE: [Rq-rules] Strike Ranks In-Reply-To: <20070508133759.10484.qmail@web28014.mail.ukl.yahoo.com> Message-ID: Like I said, there are kinls to be worked out, like: reach, small size vs. larger sizes, etc... Though a lrager creatures has a greater reach, smaller creatures are more versitile. I will work on it, unless someone else want to help.... DO NOT GET ME WRONG, it works as it was made... John >From: sverre larne >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Vedr. RE: Vedr. RE: [Rq-rules] Strike Ranks >Date: Tue, 8 May 2007 15:37:59 +0200 (CEST) > >Why would you subtract SIZ? The longer the reach the better. > > SGL. > >John Pare' skrev: > Good Point, how about 1/2 INT+DEX-Size Or Plus Size for a size greater >or >less than 10. > >GBC's Portal to Glorantha - http://www.runequest-glorantha.com > GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Like the way Microsoft Office Outlook works? You?ll love Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_outlook_0507 From carpgachair at yahoo.com Wed May 9 01:07:17 2007 From: carpgachair at yahoo.com (Paul Cardwell) Date: Tue, 8 May 2007 08:07:17 -0700 (PDT) Subject: [Rq-rules] Re: strike ranks In-Reply-To: <000601c79174$64f52610$7bdd8e56@sickboy> Message-ID: <483658.54552.qm@web33504.mail.mud.yahoo.com> --- Clive Wickens wrote: > The problem I have with using INT for strike ranks > is that you could end up with a situation where > someone like Steven Hawkin ( pretty ferocious > intelligence ) ends up with the same SR as an > cognitively challenged but mobile opponent. Since Mr > Hawkin can't actually move this seems rather silly.........> It depends on how much effect each primary characteristic has on the final bonus. The original (RQ 2, etc., anyone remember them?) RuneQuest had a weighted system with breaks at 4-5, 12-13, 16-17, etc. which kept any one characteristic from unbalancing the situation, but still preserved a reasonable basis for including these factors. I used it with minor changes in Mythworld. Paul Cardwell ____________________________________________________________________________________ It's here! Your new message! Get new email alerts with the free Yahoo! Toolbar. http://tools.search.yahoo.com/toolbar/features/mail/ From jurrubin at gmail.com Wed May 9 02:49:50 2007 From: jurrubin at gmail.com (David Smart) Date: Tue, 8 May 2007 11:49:50 -0500 Subject: [Rq-rules] Harn and Harnmaster In-Reply-To: <647963.56820.qm@web33508.mail.mud.yahoo.com> References: <647963.56820.qm@web33508.mail.mud.yahoo.com> Message-ID: <1c92296e0705080949j482d937x2f5870f2ed2f940b@mail.gmail.com> And the game and a number of its in-print supplements can be found at www.columbiagames.com. Definitely pricier than RQ but it can be a mine of detail for RQ campaigns. The game designers focused a bit more on combat realism than in RQ which, in turn, can slow combat down a bit but that's more of a personal preference. I've played RQ when a melee took 30 minutes realtime and a Harn-based melee which took seconds. David On 5/8/07, Lev Lafayette wrote: > > > --- John Pare' wrote: > > > > > What is Harn? > > > > > > A very, very detailed medieval/low-fantasy setting > which had numerous supplements in the 80s (which now > command a small fortune, rather like RQ products) and > a very strong, but small, cadre of fans. There was an > associated game called Harnmaster... > > Harn and HarnMaster focussed strongly on medieval > realism, unlike RQ and Glorantha which were quite high > magic and mythic. It was sort of like the Monty Python > films "The Holy Grail" and "Jabberwocky" but without > the humour. > > I remember my first game where, after a particularly > tough set of encounters and problems the gross > treasure was a sword, an orc (whom I captured) and a > gold ring. I say gross treasure, because my > character's sword broke during the battles. > > Despite the fact that your characters will be scraping > the barrel trying to get enough money to stay fed and > clothed, let alone buy a suit of armour, I quite like > it. > > Also a percentile-based, roll-under system so > evidently influenced by RQ as well ;-) > > More info here: > > http://homepages.peakpeak.com/~fedifensor/games/harn.htm > > HTH HAND, > > > Lev > > __________________________________________________ > Do You Yahoo!? > Tired of spam? Yahoo! Mail has the best spam protection around > http://mail.yahoo.com > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070508/5a875d42/attachment.html From anders at california.com Wed May 9 04:16:04 2007 From: anders at california.com (Anders Swenson) Date: Tue, 08 May 2007 11:16:04 -0700 Subject: [Rq-rules] Harn and Harnmaster In-Reply-To: <647963.56820.qm@web33508.mail.mud.yahoo.com> References: <647963.56820.qm@web33508.mail.mud.yahoo.com> Message-ID: On Tue, 8 May 2007 00:04:17 -0700 (PDT) Lev Lafayette wrote: > [snip] > A very, very detailed medieval/low-fantasy setting > which had numerous supplements in the 80s (which now > command a small fortune, rather like RQ products) and > a very strong, but small, cadre of fans. There was an > associated game called Harnmaster... > [more snip] Just to add that the Harn stuff is incredibly well drawn and printed, betting a 10/10 in production values. They seem to have stuff in print at Columbia Games, the publisher. --Anders From anders at california.com Wed May 9 04:26:47 2007 From: anders at california.com (Anders Swenson) Date: Tue, 08 May 2007 11:26:47 -0700 Subject: [Rq-rules] Harn and Harnmaster In-Reply-To: <1c92296e0705080949j482d937x2f5870f2ed2f940b@mail.gmail.com> References: <647963.56820.qm@web33508.mail.mud.yahoo.com> <1c92296e0705080949j482d937x2f5870f2ed2f940b@mail.gmail.com> Message-ID: On Tue, 8 May 2007 11:49:50 -0500 "David Smart" wrote: > And the game and a number of its in-print supplements can be found at > www.columbiagames.com. Definitely pricier than RQ but it can be a mine of > detail for RQ campaigns. The game designers focused a bit more on combat > realism than in RQ which, in turn, can slow combat down a bit but that's > more of a personal preference. I've played RQ when a melee took 30 minutes > realtime and a Harn-based melee which took seconds. > > David > In an old campaign,Ray Turney used Harn city maps for locations in the Lunat Empire. --Anders From tom at zunder.org.uk Wed May 9 06:46:37 2007 From: tom at zunder.org.uk (Thomas Zunder) Date: Tue, 08 May 2007 21:46:37 +0100 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: <000001c79086$cefd9090$0201a8c0@laptop2> References: <7.0.1.0.1.20070506101353.033b37f8@caprica.com> <7.0.1.0.1.20070507013721.0341dd28@caprica.com> <000001c79086$cefd9090$0201a8c0@laptop2> Message-ID: <4640E1AD.2070308@zunder.org.uk> Joe Mills wrote: > Having read the Complete Griselda more than once all the way through, I feel > that RQ lends itself very well to Glorantha, even narratively. > > But that is because Oliver wrote the stories based on his reading of RuneQuest. Which, interestingly, he only ever played solo. Well until his son Edmund was old enough to play, but that was well after the definitive Griselda stories had been written. Oh, and Oliver wrote IN Glorantha, it was never HIS world. -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20070508/1997cc02/attachment.vcf From DevinC at aol.com Wed May 9 07:52:26 2007 From: DevinC at aol.com (DevinC at aol.com) Date: Tue, 8 May 2007 17:52:26 EDT Subject: [Rq-rules] Strike Ranks Message-ID: In a message dated 5/8/2007 6:28:29 A.M. Pacific Daylight Time, pmaranci at gmail.com writes: I tend to agree that INT makes a large difference not only in speed of reaction, but also in...let me see. How can I put this? I'm pretty clumsy. If I can be forgiven for doing something as geeky as expressing myself in RQ terms, my DEX is a 9 at best - possibly less. Nor am I a small person. But even as an untrained, inexperienced child I was able to hide and move extremely quietly. How? By thinking about what I was doing. I'd consider what part of a staircase was most likely to creak (the middle, since it's usually the least-supported part). I'd think about where a person was most and least likely to look for me. And so even with a lousy DEX and large SIZ, I was able to be pretty stealthy. It seems to me that in the real world INT has the potential to make a much larger difference in many skills than is expressed in RQ. As long as the user makes the effort to actually USE their INT, of course. ->Peter . . . In fact one could make the argument that Intelligence, in this case meaning mental acuity, it already a part of a PC's Dex score. After all, in real life abilities do not fall into 6 or 7 nice, neat categories. Does someone with fast hands have quick muscles, or a fast reaction time, or does he simply mentally process a situation faster? As such, I think one should stick to Dex determining SR. Devin ************************************** See what's free at http://www.aol.com. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070508/c85fbf0f/attachment.html From joemills at columbus.rr.com Wed May 9 08:03:39 2007 From: joemills at columbus.rr.com (Joe Mills) Date: Tue, 8 May 2007 18:03:39 -0400 Subject: [Rq-rules] Strike Ranks In-Reply-To: References: Message-ID: <000601c791bc$bbffef60$0201a8c0@laptop2> If we're equating SR to "reaction time", then shouldn't training and experience be a large factor? I like the RQ3 system, with fudge factors. It's not too difficult to maintain. -- Joe _____ From: rq-rules-bounces at crashbox.com [mailto:rq-rules-bounces at crashbox.com] On Behalf Of DevinC at aol.com Sent: Tuesday, May 08, 2007 5:52 PM To: rq-rules at crashbox.com Subject: Re: [Rq-rules] Strike Ranks In a message dated 5/8/2007 6:28:29 A.M. Pacific Daylight Time, pmaranci at gmail.com writes: I tend to agree that INT makes a large difference not only in speed of reaction, but also in...let me see. How can I put this? I'm pretty clumsy. If I can be forgiven for doing something as geeky as expressing myself in RQ terms, my DEX is a 9 at best - possibly less. Nor am I a small person. But even as an untrained, inexperienced child I was able to hide and move extremely quietly. How? By thinking about what I was doing. I'd consider what part of a staircase was most likely to creak (the middle, since it's usually the least-supported part). I'd think about where a person was most and least likely to look for me. And so even with a lousy DEX and large SIZ, I was able to be pretty stealthy. It seems to me that in the real world INT has the potential to make a much larger difference in many skills than is expressed in RQ. As long as the user makes the effort to actually USE their INT, of course. ->Peter . . . In fact one could make the argument that Intelligence, in this case meaning mental acuity, it already a part of a PC's Dex score. After all, in real life abilities do not fall into 6 or 7 nice, neat categories. Does someone with fast hands have quick muscles, or a fast reaction time, or does he simply mentally process a situation faster? As such, I think one should stick to Dex determining SR. Devin _____ See what's free at AOL.com . -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070508/38151b98/attachment.html From stolenbjorn at hotmail.com Wed May 9 09:33:03 2007 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Tue, 8 May 2007 23:33:03 +0000 Subject: [Rq-rules] Strike Ranks Message-ID: IMHO, the the skill in the activity you plan to perform do allso play a part of initiative. When I do freesparring with longsword, I feel much more comfortable, as I've spent several hundred hours drilling longswordtechniques. When I swap to spear, I'm slower, as my brain aren't familiar with the options, my heart lacks confidence, and my muscles doesen't know the drills. > From: parejf63 at hotmail.com> To: rq-rules at crashbox.com> Subject: RE: [Rq-rules] Strike Ranks> Date: Tue, 8 May 2007 07:45:15 -0400> > Ahh, what about 1/2 INT+DEX. I still fell INT does play a part in it. No > matter how fast you can react physically (DEX), there is still an amount of > INT that tells you just when to react...> > > > > > John> > > > > > > >From: Lev Lafayette > >Reply-To: "Discussion of RuneQuest rules." > >To: "Discussion of RuneQuest rules." > >Subject: [Rq-rules] Strike Ranks> >Date: Tue, 8 May 2007 04:23:45 -0700 (PDT)> >> >> >--- John Pare' wrote:> >> > >> > > I always sort of felt that INT should used in Strike> > > Ranks also (and> > > initiative). Seems appropriate that one can tell> > > when a good opportunity to> > > strike would come about. Take advantage of the> > > opportunity!> > >> >> >(A more appropriate heading)> >> >I cannot agree with this, except for mental based> >skills (i.e., INT reflects speed of cognition). SR is> >based on *action*. INT may provide an opportunity to> >work out what an opponent is going to do, but it> >doesn't make one act quicker. Combining the two (such> >as MRQ does, making SR based on INT+DEX) is a> >disaster. As one member of this list cleverly put it,> >Stephen Hawkin's challenges Jackie Chan on the grounds> >of his superior intellect.> >> >Instead, low INT characters should show little> >sophistication or diversity in their attack styles and> >they would have very low levels of tactical ability.> >> >High INT characters would quickly recognise this and> >would be able to respond *intelligently*, but not> >necessarily more *quickly*.> >> >One can imagine this process in play with some smart> >PCs facing a rhino.> >> >PC 1: "Say, I wonder what that rhino is going to do?"> >PC 2: "Probably charge *again*".> >PC 1: "Defensive maneuver at the last minute on the> >basis of its poor eyesight?"> >PC 2: "Yep."> >> >All the best,> >> >> >Lev> >> >> >> >____________________________________________________________________________________> >Be a PS3 game guru.> >Get your game face on with the latest PS3 news and previews at Yahoo! > >Games.> >http://videogames.yahoo.com/platform?platform=120121> >_______________________________________________> >RQ-Rules mailing list> >RQ-Rules at crashbox.com> >http://crashbox.com/mailman/listinfo/rq-rules> > _________________________________________________________________> PC Magazine?s 2007 editors? choice for best Web mail?award-winning Windows > Live Hotmail. > http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_pcmag_0507> > _______________________________________________> RQ-Rules mailing list> RQ-Rules at crashbox.com> http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Connect to the next generation of MSN Messenger? http://imagine-msn.com/messenger/launch80/default.aspx?locale=en-us&source=wlmailtagline -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070508/f96dcf59/attachment.html From shaw at caprica.com Wed May 9 09:59:58 2007 From: shaw at caprica.com (Wayne Shaw) Date: Tue, 08 May 2007 16:59:58 -0700 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: <008601c79141$ae1b6080$a4407442@chaosce4015e22> References: <006a01c7901d$f5ab15f0$a4407442@chaosce4015e22> <983046.64245.qm@web33505.mail.mud.yahoo.com> <008601c79141$ae1b6080$a4407442@chaosce4015e22> Message-ID: <7.0.1.0.1.20070508165853.033b9598@caprica.com> At 12:22 AM 5/8/2007, you wrote: >yes, I originated strike ranks, as I said before. These days, I just >use DEX. Highest DEX goes first. Spirits and such use INT instead of >DEX. Strictly speaking, each point of POW put into a spell reduces >the DEX rank by one. It is possible to go negative. > >Once Strike Ranks started getting used for movement as well as when >to attack, I dropped them. Of course, I think I also suggested that >implementation of them as movement control was a good idea. > >I've had lots of ideas that sounded good... The movement interweving is the only part I have problems with these days. The rest isn't that hard to keep track of, but I suspect 95% of the RQ GMs out there had to fudge strike ranks for NPCs one time or another because of losing track of how much each opponent had moved. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070508/5ba27f15/attachment.html From gazza666 at gmail.com Wed May 9 10:18:29 2007 From: gazza666 at gmail.com (Gary Sturgess) Date: Wed, 9 May 2007 08:18:29 +0800 Subject: [Rq-rules] Strike Ranks In-Reply-To: References: Message-ID: <9ebd81400705081718k1f8aa4b5jcdb51ae05bdb7d2c@mail.gmail.com> On 5/9/07, DevinC at aol.com wrote: > In fact one could make the argument that Intelligence, in this case meaning > mental acuity, it already a part of a PC's Dex score. After all, in real > life abilities do not fall into 6 or 7 nice, neat categories. Perhaps, but that annihilates the Stephen Hawking vs Jackie Chan counter example, since it removes (at a stroke) any relation between Stephen's real world IQ and his RQ INT score (by implication). Not that I think that example is valid anyway - Stephen may well react just as fast as Jackie, but thanks to his unfortunate circumstances his possible actions are much more limited. -- GAZZA From parejf63 at hotmail.com Wed May 9 11:15:02 2007 From: parejf63 at hotmail.com (John Pare') Date: Tue, 08 May 2007 21:15:02 -0400 Subject: Vedr. Re: [Rq-rules] RQ/Glorantha licensing In-Reply-To: <7.0.1.0.1.20070508165853.033b9598@caprica.com> Message-ID: SNIP from Wayne... You have no idea just how much that made laugh. I cannot see Strike Ranks in ordinary movement, even in a combat round. When you are ready to leave a scene, you do it. But in game terms, there has to be some sort of rules to cover things. In my games, I used highest DEX when just moving in combat... John >From: Wayne Shaw >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Re: Vedr. Re: [Rq-rules] RQ/Glorantha licensing >Date: Tue, 08 May 2007 16:59:58 -0700 > >At 12:22 AM 5/8/2007, you wrote: >>yes, I originated strike ranks, as I said before. These days, I just use >>DEX. Highest DEX goes first. Spirits and such use INT instead of DEX. >>Strictly speaking, each point of POW put into a spell reduces the DEX rank >>by one. It is possible to go negative. >> >>Once Strike Ranks started getting used for movement as well as when to >>attack, I dropped them. Of course, I think I also suggested that >>implementation of them as movement control was a good idea. >> >>I've had lots of ideas that sounded good... > >The movement interweving is the only part I have problems with these days. >The rest isn't that hard to keep track of, but I suspect 95% of the RQ GMs >out there had to fudge strike ranks for NPCs one time or another because of >losing track of how much each opponent had moved. >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ More photos, more messages, more storage?get 2GB with Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_2G_0507 From lev_lafayette at yahoo.com.au Wed May 9 12:10:54 2007 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Tue, 8 May 2007 19:10:54 -0700 (PDT) Subject: [Rq-rules] DuckQuest! Message-ID: <389277.89681.qm@web33507.mail.mud.yahoo.com> OK, this is slightly OT (as it's not directly about rules) and I'm not sure how many Australians, let alone Melbourne people are on this list.. But nevertheless... Retrocon is next month. You're all invited to participate in my slightly silly game... DuckQuest! http://retrocon.arsimagica.net/Current%20con/duckquest.htm Sessions: 1 (Sat-A, B, C Mon-H, I, J) for 4 players Once upon a time, in a region known as Dragon Pass, there was a small village with a fine establishment known as Broken Tree Inn (1). Not far from that small village was an older, deserted village which was now inhabited by a wicked ... DUCK! (2) and in the centre of that village was a mighty tower and it was known as THE LEGENDARY DUCK TOWER (3) This is a much reduced (4) version of three very famous RuneQuest modules produced by Judges Guild concerning a dryad, a duck and a very, very annoyed Dragonnewt. All for RuneQuest II of course. 1) Rudy Kraft, Broken Tree Inn, Judges Guild, 1979 2) Rudy Kraft, Duck Pond, Judges Guild, 1980 3) Rudy Kraft, The Legendary Duck Tower, Judges Guild, 1980 4) In quantity, leaving a thicker, tastier, richer, duck sauce. ____________________________________________________________________________________ Bored stiff? Loosen up... Download and play hundreds of games for free on Yahoo! Games. http://games.yahoo.com/games/front From gazza666 at gmail.com Wed May 9 12:51:15 2007 From: gazza666 at gmail.com (Gary Sturgess) Date: Wed, 9 May 2007 10:51:15 +0800 Subject: [Rq-rules] DuckQuest! In-Reply-To: <389277.89681.qm@web33507.mail.mud.yahoo.com> References: <389277.89681.qm@web33507.mail.mud.yahoo.com> Message-ID: <9ebd81400705081951n6d697c7al9baf1cd91eeb83b@mail.gmail.com> Continuing OT: is this Con run every year, at about this time? I'm in Perth, but if it's not a one-off, I'd love to go next year. -- GAZZA From lev_lafayette at yahoo.com.au Wed May 9 13:02:21 2007 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Tue, 8 May 2007 20:02:21 -0700 (PDT) Subject: [Rq-rules] DuckQuest! In-Reply-To: <9ebd81400705081951n6d697c7al9baf1cd91eeb83b@mail.gmail.com> Message-ID: <769951.98164.qm@web33505.mail.mud.yahoo.com> Yeah, every year. This is Retrocon 3. Last year I ran "The Deceptive Demon of Daggertooth", which was also Glorantha-based. --- Gary Sturgess wrote: > Continuing OT: is this Con run every year, at about > this time? I'm in > Perth, but if it's not a one-off, I'd love to go > next year. > -- > GAZZA > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From vikingjarl at gmail.com Wed May 9 16:27:52 2007 From: vikingjarl at gmail.com (Sven Lugar) Date: Tue, 08 May 2007 23:27:52 -0700 Subject: [Rq-rules] DuckQuest! In-Reply-To: <389277.89681.qm@web33507.mail.mud.yahoo.com> References: <389277.89681.qm@web33507.mail.mud.yahoo.com> Message-ID: <464169E8.7080302@gmail.com> Vi-a-Duck? --- Vi-not a Duck. Lev Lafayette wrote: > OK, this is slightly OT (as it's not directly about > rules) and I'm not sure how many Australians, let > alone Melbourne people are on this list.. But > nevertheless... > > Retrocon is next month. You're all invited to > participate in my slightly silly game... DuckQuest! > > http://retrocon.arsimagica.net/Current%20con/duckquest.htm > > Sessions: 1 (Sat-A, B, C Mon-H, I, J) for 4 players > > Once upon a time, in a region known as Dragon Pass, > there was a small village with a fine establishment > known as Broken Tree Inn (1). Not far from that small > village was an older, deserted village which was now > inhabited by a wicked ... DUCK! (2) and in the centre > of that village was a mighty tower and it was known as > THE LEGENDARY DUCK TOWER (3) > > This is a much reduced (4) version of three very > famous RuneQuest modules produced by Judges Guild > concerning a dryad, a duck and a very, very annoyed > Dragonnewt. > > All for RuneQuest II of course. > > 1) Rudy Kraft, Broken Tree Inn, Judges Guild, 1979 > 2) Rudy Kraft, Duck Pond, Judges Guild, 1980 > 3) Rudy Kraft, The Legendary Duck Tower, Judges Guild, > 1980 > 4) In quantity, leaving a thicker, tastier, richer, > duck sauce. > > > > ____________________________________________________________________________________ > Bored stiff? Loosen up... > Download and play hundreds of games for free on Yahoo! Games. > http://games.yahoo.com/games/front > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > From clive.wickens at btopenworld.com Wed May 9 17:05:34 2007 From: clive.wickens at btopenworld.com (Clive Wickens) Date: Wed, 9 May 2007 08:05:34 +0100 Subject: [Rq-rules] Re: Duckquest Message-ID: <000601c79208$7070c1e0$1f5c8456@sickboy> Lev, You probably already know about this, but have you seen the Duckpack resource over at Jane Williams site ? http://www.jane-williams.me.uk/glorantha/research.cfm -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070509/433d124a/attachment.html From lev_lafayette at yahoo.com.au Wed May 9 17:26:04 2007 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Wed, 9 May 2007 00:26:04 -0700 (PDT) Subject: [Rq-rules] Re: Duckquest In-Reply-To: <000601c79208$7070c1e0$1f5c8456@sickboy> Message-ID: <870442.75580.qm@web33513.mail.mud.yahoo.com> Thanks for that Clive, it was new to me. Jane does some mighty fine work, imo.. All the best, Lev --- Clive Wickens wrote: > Lev, > > You probably already know about this, but have you > seen the Duckpack resource over at Jane Williams > site ? > > http://www.jane-williams.me.uk/glorantha/research.cfm> _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From postmaster at runequest.za.org Wed May 9 23:41:02 2007 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Wed, 9 May 2007 15:41:02 +0200 (SAST) Subject: [Rq-rules] Review of Snake Pipe Hollow In-Reply-To: <962602.282.qm@web33501.mail.mud.yahoo.com> References: <1177929175.568f0c2ad3bb0@webmail6.leeds.ac.uk> <962602.282.qm@web33501.mail.mud.yahoo.com> Message-ID: <1831.155.239.185.194.1178718062.squirrel@mail.wack.co.za> Lev wrote: > I must admit it was precisely this which inspired by > questions about Mongoose/RQ licensing. > > I would really love to do an "Snake Pipe Hollow > Expanded" setting and campaign pack. > I enjoyed the review. Made me seriously think of getting off my lazy a$$ and actually reading the module sometime. I have got all these things, but am way lazy to read them, end up just doing my own adventures and prob missing out on some fantastic material. Tony From carpgachair at yahoo.com Thu May 10 03:45:59 2007 From: carpgachair at yahoo.com (Paul Cardwell) Date: Wed, 9 May 2007 10:45:59 -0700 (PDT) Subject: [Rq-rules] Strike Ranks In-Reply-To: <000601c791bc$bbffef60$0201a8c0@laptop2> Message-ID: <74872.3327.qm@web33502.mail.mud.yahoo.com> > In fact one could make the argument that > Intelligence, in this case meaning > mental acuity, it already a part of a PC's Dex > score. After all, in real > life abilities do not fall into 6 or 7 nice, neat > categories. Unless things changed drastically when I wasn't looking (since RQ3), DEX and INT were separate primary rolls, can do not encorporate each other (although they may affect the same secondary factors). Paul Cardwell ____________________________________________________________________________________ Finding fabulous fares is fun. Let Yahoo! FareChase search your favorite travel sites to find flight and hotel bargains. http://farechase.yahoo.com/promo-generic-14795097 From DevinC at aol.com Thu May 10 04:36:18 2007 From: DevinC at aol.com (DevinC at aol.com) Date: Wed, 9 May 2007 14:36:18 EDT Subject: [Rq-rules] Strike Ranks Message-ID: In a message dated 5/9/2007 10:46:29 A.M. Pacific Daylight Time, carpgachair at yahoo.com writes: Unless things changed drastically when I wasn't looking (since RQ3), DEX and INT were separate primary rolls, can do not encorporate each other (although they may affect the same secondary factors). Paul Cardwell . . . You've missed my point. What the game calls Dex includes reaction time. Reaction time, in real life, is influenced by many things, including mental acuity. So while it might be true to argue that intelligence (small "I") has an effect on reaction time and therefore on Strike Ranks, one can assume that the portion of intellignece (small "I") that affects Dex is already included in the RQ Dex score. Therefore, there is no reason to try to factor in Intelligence (capital "I") into SR. Devin ************************************** See what's free at http://www.aol.com. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070509/6df49f8d/attachment.html From parejf63 at hotmail.com Thu May 10 05:13:43 2007 From: parejf63 at hotmail.com (John Pare') Date: Wed, 09 May 2007 15:13:43 -0400 Subject: [Rq-rules] Strike Ranks In-Reply-To: Message-ID: If that were the case, when one "Runs" dex (determine how fast) and CON is used (determine how long). What does INT effect when one runs? I still say they need to be conjoined to make an accurate SR modifier. John _________________________________________________________________ PC Magazine?s 2007 editors? choice for best Web mail?award-winning Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_pcmag_0507 From parejf63 at hotmail.com Thu May 10 05:17:59 2007 From: parejf63 at hotmail.com (John Pare') Date: Wed, 09 May 2007 15:17:59 -0400 Subject: [Rq-rules] Add on Books In-Reply-To: Message-ID: By the way, Magic OF Glornatha and the Arms and Equipment guide has arrived. From what I can see, I love it. Magic of Glorantha addresses Dragon Magic (YEAH) and the God Learners Sorcery (YEAH). Still not sure if I like the Mechamagic, but I guess it does work... I just downloaded to add on supplements (OGL) from drivthrourpg.com. Forgot the names, but they one combines all rules so far for character creation and the other one adds Petty Magic and Hedge Wizards to it. Along with Familiars and the ever wanted MORE SPELLS. Both are rather nice. Unlike Conan RPG, the Arms guide added a lot of weapons, armor, quipment, mounts (even new creatures - Riding Lizards etc... Good Book... John >From: DevinC at aol.com >Reply-To: "Discussion of RuneQuest rules." >To: rq-rules at crashbox.com >Subject: Re: [Rq-rules] Strike Ranks >Date: Wed, 9 May 2007 14:36:18 EDT > > >In a message dated 5/9/2007 10:46:29 A.M. Pacific Daylight Time, >carpgachair at yahoo.com writes: > >Unless things changed drastically when I wasn't >looking (since RQ3), DEX and INT were separate primary >rolls, can do not encorporate each other (although >they may affect the same secondary factors). > >Paul Cardwell > > >. >. >. >You've missed my point. What the game calls Dex includes reaction time. >Reaction time, in real life, is influenced by many things, including mental >acuity. So while it might be true to argue that intelligence (small "I") >has an >effect on reaction time and therefore on Strike Ranks, one can assume that >the >portion of intellignece (small "I") that affects Dex is already included >in >the RQ Dex score. > >Therefore, there is no reason to try to factor in Intelligence (capital >"I") >into SR. > >Devin > > > >************************************** See what's free at >http://www.aol.com. >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Catch suspicious messages before you open them?with Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_protection_0507 From lancelot at inetnebr.com Thu May 10 09:50:05 2007 From: lancelot at inetnebr.com (Lance Dyas) Date: Wed, 09 May 2007 18:50:05 -0500 Subject: [Rq-rules] Strike Ranks In-Reply-To: References: Message-ID: <46425E2D.9040408@inetnebr.com> John Pare' wrote: > If that were the case, when one "Runs" dex (determine how fast) and > CON is used (determine how long). What does INT effect when one runs? how good of start you get at the out set is a mental effect. > > I still say they need to be conjoined to make an accurate SR modifier. > > John > If that is the case then why do fast runners have big bulky "Strong" Legs to make them fast... and contortionists have scrawny ones... GEE high DEX is both in RQ ;-) From parejf63 at hotmail.com Thu May 10 11:43:28 2007 From: parejf63 at hotmail.com (John Pare') Date: Wed, 09 May 2007 21:43:28 -0400 Subject: [Rq-rules] Strike Ranks In-Reply-To: <46425E2D.9040408@inetnebr.com> Message-ID: Lance Wrote: "If that is the case then why do fast runners have big bulky "Strong" Legs to make them fast... and contortionists have scrawny ones..." It may be my lack of understanding, Lance, and I am NOT being critical, but can you elaborate a bit more on this, cause I really do not see where you are going with it.. John >From: Lance Dyas >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Re: [Rq-rules] Strike Ranks >Date: Wed, 09 May 2007 18:50:05 -0500 > >John Pare' wrote: >>If that were the case, when one "Runs" dex (determine how fast) and CON is >>used (determine how long). What does INT effect when one runs? >how good of start you get at the out set is a mental effect. >> >>I still say they need to be conjoined to make an accurate SR modifier. >> >>John >> >If that is the case then why do fast runners have big bulky "Strong" Legs >to make them fast... and contortionists have scrawny ones... >GEE high DEX is both in RQ ;-) > > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ PC Magazine?s 2007 editors? choice for best Web mail?award-winning Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_pcmag_0507 From lev_lafayette at yahoo.com.au Thu May 10 11:55:30 2007 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Wed, 9 May 2007 18:55:30 -0700 (PDT) Subject: [Rq-rules] Strike Ranks In-Reply-To: Message-ID: <325439.64048.qm@web33505.mail.mud.yahoo.com> --- John Pare' wrote: > Lance Wrote: > > "If that is the case then why do fast runners have > big bulky "Strong" Legs > to make them fast... and contortionists have scrawny > ones..." > > It may be my lack of understanding, Lance, and I am > NOT being critical, but > can you elaborate a bit more on this, cause I really > do not see where you > are going with it.. > > John I think he's pointing out that DEX, like other RQ stats, is an game-abstraction of many things which reflects not just overall manual dexterity but reaction speed, which includes a little bit of intelligent perception, a dash of strength (indicated above) as well as general reflexes. If you're going to take a strong realist position on the stats (that is, the stats are exactly what they say), then STR should also effect Strike Rank, as in some cases DEX would punish it! Regards, Lev __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From lancelot at inetnebr.com Thu May 10 14:56:04 2007 From: lancelot at inetnebr.com (Lance Dyas) Date: Wed, 09 May 2007 23:56:04 -0500 Subject: [Rq-rules] Strike Ranks In-Reply-To: <325439.64048.qm@web33505.mail.mud.yahoo.com> References: <325439.64048.qm@web33505.mail.mud.yahoo.com> Message-ID: <4642A5E4.9080907@inetnebr.com> Lev Lafayette wrote: > --- John Pare' wrote: > > >> Lance Wrote: >> >> "If that is the case then why do fast runners have >> big bulky "Strong" Legs >> to make them fast... and contortionists have scrawny >> ones..." >> >> It may be my lack of understanding, Lance, and I am >> NOT being critical, but >> can you elaborate a bit more on this, cause I really >> do not see where you >> are going with it.. >> >> John >> > > I think he's pointing out that DEX, like other RQ > stats, is an game-abstraction of many things which > reflects not just overall manual dexterity but > reaction speed, which includes a little bit of > intelligent perception, a dash of strength (indicated > above) as well as general reflexes. > Thank you Lev, you pretty much hit it on the head .... > If you're going to take a strong realist position on > the stats (that is, the stats are exactly what they > say), then STR should also effect Strike Rank, as in > some cases DEX would punish it! > John did cut out the key element out in his quote both VERY different characters are modelled in BRP by high DEX ...the part I left out was that we pretty much have to live with the simplification or a different one that is likely only as much better as it is more complicated. give us twice the stats and we can simulate things atleast twice as well. I thought of taking the above to an Nth degree and have just skills but that felt too far so why not keep touch with the pardigm and make Stats... secondary? I called it Reverse Engineered Statistics.... Essentially you choose your skills and calculate what your stats will be base on those percentiles divided by appropriate amount to generate "stats" they could be the same stats... or they might be more similar to the category bonuses. This actually means a few more skills were needed to reflect things that werent always presented as skills weight lifting, running, spirit attack and defense, and some few others come to mind right now... but that is the gist of it. It was an idea from my "realistic phase" and at one point I was working on a formula like add 1/6 mothers stat to 1/6 fathers plus percentiles in these skills/N = Stat. Then along came Elric where you just invest the points and or chose personality types and modify etc.. and well gee.... Lance Dyas From parejf63 at hotmail.com Thu May 10 19:15:10 2007 From: parejf63 at hotmail.com (John Pare') Date: Thu, 10 May 2007 05:15:10 -0400 Subject: [Rq-rules] Strike Ranks In-Reply-To: <4642A5E4.9080907@inetnebr.com> Message-ID: Thanks Lev and Lance, I got it now. Just was not really seeing that. I see what you are saying now, and I understand how every stat combines several stats. I mean, just to lift something, takes Strength, Intelligence, and Dexterity. Strengthj to phycially lift it, Inteliligence to know just to do it right, and Dex to stay balanced while doing it. Someone else pointed out that realistically, we can not limit stats to just six in real life. Also, as I said before, it works fine as it is. Did not mean to be rude on that one... Makes good conversation though. John _________________________________________________________________ Like the way Microsoft Office Outlook works? You?ll love Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_outlook_0507 From pmaranci at gmail.com Thu May 10 22:52:29 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Thu, 10 May 2007 08:52:29 -0400 Subject: [Rq-rules] d100 announced! Message-ID: I can't remember - has anyone yet noted here that Chaosium has just announced that d100 will be published in Fall 2007? http://www.chaosium.com/article.php?story_id=246 ->Peter -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070510/ed35ae4a/attachment.html From jurrubin at gmail.com Thu May 10 23:34:30 2007 From: jurrubin at gmail.com (David Smart) Date: Thu, 10 May 2007 08:34:30 -0500 Subject: [Rq-rules] d100 announced! In-Reply-To: References: Message-ID: <1c92296e0705100634t6e1f64fl6b3008a51ecc865d@mail.gmail.com> Oh yes! I've already got 5 people, not counting myself, ready to buy it the moment it's available. David On 5/10/07, Peter Maranci wrote: > > I can't remember - has anyone yet noted here that Chaosium has just > announced that d100 will be published in Fall 2007? > > http://www.chaosium.com/article.php?story_id=246 > > ->Peter > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > The Diary of An Invisible Man: http://bobquasit.livejournal.com/ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070510/db9e57ac/attachment.html From grogthing at yahoo.com Thu May 10 23:54:50 2007 From: grogthing at yahoo.com (grogthing) Date: Thu, 10 May 2007 06:54:50 -0700 (PDT) Subject: [Rq-rules] Strike Ranks In-Reply-To: <4642A5E4.9080907@inetnebr.com> Message-ID: <546235.57654.qm@web32814.mail.mud.yahoo.com> This was the way the relation of skills to base stat "pools" worked in the old (1985) tsr conan rpg worked. You bought very specific skills like: poison endurance 5 magic endurance 5 pain endurance 10 ----------------- general endurance 2 then calculated the general endurance pool equal skill totals divided by 10. I liked it. greg --- Lance Dyas wrote: > Lev Lafayette wrote: > > --- John Pare' wrote: > > > > > >> Lance Wrote: > >> > >> "If that is the case then why do fast runners > have > >> big bulky "Strong" Legs > >> to make them fast... and contortionists have > scrawny > >> ones..." > >> > >> It may be my lack of understanding, Lance, and I > am > >> NOT being critical, but > >> can you elaborate a bit more on this, cause I > really > >> do not see where you > >> are going with it.. > >> > >> John > >> > > > > I think he's pointing out that DEX, like other RQ > > stats, is an game-abstraction of many things which > > reflects not just overall manual dexterity but > > reaction speed, which includes a little bit of > > intelligent perception, a dash of strength > (indicated > > above) as well as general reflexes. > > > Thank you Lev, you pretty much hit it on the head > .... > > If you're going to take a strong realist position > on > > the stats (that is, the stats are exactly what > they > > say), then STR should also effect Strike Rank, as > in > > some cases DEX would punish it! > > > John did cut out the key element out in his quote > both VERY different > characters > are modelled in BRP by high DEX ...the part I left > out was that we > pretty much have to live with > the simplification or a different one that is likely > only as much better > as it is more complicated. > give us twice the stats and we can simulate things > atleast twice as well. > > I thought of taking the above to an Nth degree and > have just skills but > that felt too far > so why not keep touch with the pardigm and make > Stats... secondary? > > I called it Reverse Engineered Statistics.... > Essentially you choose > your skills and calculate what your stats will be > base on those percentiles divided by appropriate > amount to generate "stats" > they could be the same stats... or they might be > more similar to the > category bonuses. > This actually means a few more skills were needed to > reflect things that > werent always presented as skills > weight lifting, running, spirit attack and defense, > and some few others > come to mind right now... but that is the gist of > it. > > It was an idea from my "realistic phase" and at one > point I was working > on a formula like > add 1/6 mothers stat to 1/6 fathers plus percentiles > in these skills/N = > Stat. > > Then along came Elric where you just invest the > points and or chose > personality types and modify etc.. > and well gee.... > > Lance Dyas > > > > > > > > > > > > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/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 From sverrelarne at yahoo.no Thu May 10 23:55:20 2007 From: sverrelarne at yahoo.no (sverre larne) Date: Thu, 10 May 2007 15:55:20 +0200 (CEST) Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: Message-ID: <85300.57623.qm@web28002.mail.ukl.yahoo.com> YIHAAA!!!! Peter Maranci skrev: I can't remember - has anyone yet noted here that Chaosium has just announced that d100 will be published in Fall 2007? http://www.chaosium.com/article.php?story_id=246 ->Peter -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules GBC's Portal to Glorantha - http://www.runequest-glorantha.com GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070510/bbf63b8e/attachment.html From grogthing at yahoo.com Thu May 10 23:57:05 2007 From: grogthing at yahoo.com (grogthing) Date: Thu, 10 May 2007 06:57:05 -0700 (PDT) Subject: [Rq-rules] d100 announced! In-Reply-To: <1c92296e0705100634t6e1f64fl6b3008a51ecc865d@mail.gmail.com> Message-ID: <397092.69590.qm@web32805.mail.mud.yahoo.com> Me too! Been waiting patiently. Greg --- David Smart wrote: > Oh yes! I've already got 5 people, not counting > myself, ready to buy it the > moment it's available. > > David > > On 5/10/07, Peter Maranci > wrote: > > > > I can't remember - has anyone yet noted here that > Chaosium has just > > announced that d100 will be published in Fall > 2007? > > > > http://www.chaosium.com/article.php?story_id=246 > > > > ->Peter > > > > -- > > Peter Maranci - pmaranci at gmail.com > > Pete's RuneQuest & Roleplaying! > http://www.runequest.org/rq.htm > > The Diary of An Invisible Man: > http://bobquasit.livejournal.com/ > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/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 From parejf63 at hotmail.com Fri May 11 00:29:55 2007 From: parejf63 at hotmail.com (John Pare') Date: Thu, 10 May 2007 10:29:55 -0400 Subject: [Rq-rules] d100 announced! In-Reply-To: <397092.69590.qm@web32805.mail.mud.yahoo.com> Message-ID: Have to admit, I will buy it... John >From: grogthing >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Re: [Rq-rules] d100 announced! >Date: Thu, 10 May 2007 06:57:05 -0700 (PDT) > >Me too! > >Been waiting patiently. > >Greg > >--- David Smart wrote: > > > Oh yes! I've already got 5 people, not counting > > myself, ready to buy it the > > moment it's available. > > > > David > > > > On 5/10/07, Peter Maranci > > wrote: > > > > > > I can't remember - has anyone yet noted here that > > Chaosium has just > > > announced that d100 will be published in Fall > > 2007? > > > > > > http://www.chaosium.com/article.php?story_id=246 > > > > > > ->Peter > > > > > > -- > > > Peter Maranci - pmaranci at gmail.com > > > Pete's RuneQuest & Roleplaying! > > http://www.runequest.org/rq.htm > > > The Diary of An Invisible Man: > > http://bobquasit.livejournal.com/ > > > > > > _______________________________________________ > > > RQ-Rules mailing list > > > RQ-Rules at crashbox.com > > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/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 >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ PC Magazine?s 2007 editors? choice for best Web mail?award-winning Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_pcmag_0507 From gazza666 at gmail.com Fri May 11 00:32:28 2007 From: gazza666 at gmail.com (Gary Sturgess) Date: Thu, 10 May 2007 22:32:28 +0800 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <85300.57623.qm@web28002.mail.ukl.yahoo.com> References: <85300.57623.qm@web28002.mail.ukl.yahoo.com> Message-ID: <9ebd81400705100732p15853704g8087fd30565fdd95@mail.gmail.com> > I can't remember - has anyone yet noted here that Chaosium has just > announced that d100 will be published in Fall 2007? > > http://www.chaosium.com/article.php?story_id=246 Is this basically RQ3 reprinted, or just the core stuff (ie what used to be in the Player's Book in the old boxed set)? The article doesn't seem to say. -- GAZZA From parejf63 at hotmail.com Fri May 11 00:36:19 2007 From: parejf63 at hotmail.com (John Pare') Date: Thu, 10 May 2007 10:36:19 -0400 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <9ebd81400705100732p15853704g8087fd30565fdd95@mail.gmail.com> Message-ID: I am thinking it will be acombuination of Runequest but more on the lines of Stormbringer, with a smidgeon of Call cuhthul (Spelling). They will most likely place Modern themes and genre in it... John >From: "Gary Sturgess" >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Re: Vedr. [Rq-rules] d100 announced! >Date: Thu, 10 May 2007 22:32:28 +0800 > >>I can't remember - has anyone yet noted here that Chaosium has just >>announced that d100 will be published in Fall 2007? >> >>http://www.chaosium.com/article.php?story_id=246 > >Is this basically RQ3 reprinted, or just the core stuff (ie what used >to be in the Player's Book in the old boxed set)? The article doesn't >seem to say. >-- >GAZZA >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Now you can see trouble?before he arrives http://newlivehotmail.com/?ocid=TXT_TAGHM_migration_HM_viral_protection_0507 From jurrubin at gmail.com Fri May 11 00:42:19 2007 From: jurrubin at gmail.com (David Smart) Date: Thu, 10 May 2007 09:42:19 -0500 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: References: <9ebd81400705100732p15853704g8087fd30565fdd95@mail.gmail.com> Message-ID: <1c92296e0705100742s28abc17clad12079ed6505b07@mail.gmail.com> You're almost spot on with the flavor, John. If Chaosium sticks with what the beta test team submitted, the rules are rewritten with an eye to making them more generic and capable of supporting any campaign genre, from pre-history up to and including far future/sci fi. There's no vehicle design included that I'm aware of but a number of beta testers already have adventures to be published in progress or ready for submission. The submitted rules set includes optional rules and ideas for GM to implement if desired. I'm really interested to see how much of the submitted material Chaosium publishes. David On 5/10/07, John Pare' wrote: > > I am thinking it will be acombuination of Runequest but more on the lines > of > Stormbringer, with a smidgeon of Call cuhthul (Spelling). They will most > likely place Modern themes and genre in it... > > > > > > John > > > > > > > >From: "Gary Sturgess" > >Reply-To: "Discussion of RuneQuest rules." > >To: "Discussion of RuneQuest rules." > >Subject: Re: Vedr. [Rq-rules] d100 announced! > >Date: Thu, 10 May 2007 22:32:28 +0800 > > > >>I can't remember - has anyone yet noted here that Chaosium has just > >>announced that d100 will be published in Fall 2007? > >> > >>http://www.chaosium.com/article.php?story_id=246 > > > >Is this basically RQ3 reprinted, or just the core stuff (ie what used > >to be in the Player's Book in the old boxed set)? The article doesn't > >seem to say. > >-- > >GAZZA > >_______________________________________________ > >RQ-Rules mailing list > >RQ-Rules at crashbox.com > >http://crashbox.com/mailman/listinfo/rq-rules > > _________________________________________________________________ > Now you can see trouble?before he arrives > > http://newlivehotmail.com/?ocid=TXT_TAGHM_migration_HM_viral_protection_0507 > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070510/6d89afef/attachment.html From Nick.Middleton at wrsl.com Fri May 11 00:51:35 2007 From: Nick.Middleton at wrsl.com (Nick.Middleton at wrsl.com) Date: Thu, 10 May 2007 15:51:35 +0100 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <9ebd81400705100732p15853704g8087fd30565fdd95@mail.gmail.com> Message-ID: >> I can't remember - has anyone yet noted here that Chaosium has just >> announced that d100 will be published in Fall 2007? >> >> http://www.chaosium.com/article.php?story_id=246 > >Is this basically RQ3 reprinted, or just the core stuff (ie what used >to be in the Player's Book in the old boxed set)? The article doesn't >seem to say. The RQIII text is still available as the BRP monographs. This new book is a collation and synthesis by Jason Durall of the various different incarnations of BRP published by Chaosium over the last thirty years (RQII, RQIII, SB I /-/ V, Elric!, Hawkmoon, ElfQuest I &II, Call of Cthulhu I /-/ VI, Worlds of Wonder, Superworld, Nephilim) into a single coherent whole with options from the various specific games. The core system mostly resembles Elric!/Stormbringer V, but with the addition of options like Hit Locations, Skill Categories and Strike Ranks it can be played virtually indistinguishable from RQIII. The Powers Chapter has generic versions of the magic system from Magic World, the Mutations from Hawkmoon, the Psyhcic Powers from ElfQuest, the Super Hero powers from Worlds of Wonder / Superworld and the magic system from Elric!/Stormbringer V. The allegiance system from Elric! and the SAN system from Call of Cthulhu are offered as options. Plus there is a lot of great material that talks through running games in different time periods, genres and styles; advice on statting objects / machines using the Powers Chapter (e.g. building Mecha). The final playtest draft (which wasn't 100% complete - lacked a few tables, and the text wasn't quite final) was easily the best generic RPG I've read. But then, I'm a BRP obsessive... ;-D Cheers, Nick Middleton Any files attached to this e-mail will have been checked with virus detection software prior to transmission but you should carry out your own virus check before opening any attachment. WRSL does not accept liability for any damage or loss which may be caused by software viruses. The contents of this e-mail and any attachments are the property of WRSL and are intended for the confidential use by the named recipient only. They may be legally privileged and should not be communicated to, or relied upon, by any other person without written consent. If you are not the addressee, please notify us immediately at the following address: Westinghouse Rail Systems Ltd (WRSL), PO Box 79, Pew Hill, Langley Park, Chippenham, Wiltshire, SN15 1JD - Tel 01249 441441 Westinghouse Rail Systems Ltd is a subsidiary of Invensys Plc. Registered office: Portland House, Bressenden Place, London, SW1E 5BF. Registered in England and Wales No. 1641421. From grogthing at yahoo.com Fri May 11 01:23:35 2007 From: grogthing at yahoo.com (grogthing) Date: Thu, 10 May 2007 08:23:35 -0700 (PDT) Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <9ebd81400705100732p15853704g8087fd30565fdd95@mail.gmail.com> Message-ID: <749194.22229.qm@web32815.mail.mud.yahoo.com> It is the basics of the Basic Roleplaying System that underlies Rq, Stormbringer, Elric, Call of Cthuhlu, Elfquest, Ringworld, Worlds of Wonder, etc.. with most of the special options from each of those specific genres...written up as optional add on modules....psionics..ala Elfquest...magic ala Stormbringer and Magic World...Super Powers ala..Super World...optional sanity ala Cthulhu.. With lots of suggestions for gm to pick which options to pick for specific game power levels...and genres. It is going to be awesome! Greg --- Gary Sturgess wrote: > > I can't remember - has anyone yet noted here that > Chaosium has just > > announced that d100 will be published in Fall > 2007? > > > > http://www.chaosium.com/article.php?story_id=246 > > Is this basically RQ3 reprinted, or just the core > stuff (ie what used > to be in the Player's Book in the old boxed set)? > The article doesn't > seem to say. > -- > GAZZA > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/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 From pmaranci at gmail.com Fri May 11 01:29:24 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Thu, 10 May 2007 11:29:24 -0400 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <9ebd81400705100732p15853704g8087fd30565fdd95@mail.gmail.com> References: <85300.57623.qm@web28002.mail.ukl.yahoo.com> <9ebd81400705100732p15853704g8087fd30565fdd95@mail.gmail.com> Message-ID: Nick described it well (and kudos for mentioning about the monograph editions, which no one ever seems to remember). I'd just add that last I'd heard d100 (a name that I much prefer for the system) is essentially modular, with alternate rule "recipes" that can be used to pretty much duplicate any previous RQ/BRP-related game. Although I don't know how compatible it can be with MRQ, since my understanding is that Mongoose instituted some significant variations from classic RQ concepts? In any case, the d100 rules have been nicely updated; I was delighted to see some of the very sensible and elegant alterations that Jason made. ->Peter On 5/10/07, Gary Sturgess wrote: > > > I can't remember - has anyone yet noted here that Chaosium has just > > announced that d100 will be published in Fall 2007? > > > > http://www.chaosium.com/article.php?story_id=246 > > Is this basically RQ3 reprinted, or just the core stuff (ie what used > to be in the Player's Book in the old boxed set)? The article doesn't > seem to say. > -- > GAZZA > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070510/f9f53e68/attachment.html From carpgachair at yahoo.com Fri May 11 02:07:04 2007 From: carpgachair at yahoo.com (Paul Cardwell) Date: Thu, 10 May 2007 09:07:04 -0700 (PDT) Subject: [Rq-rules] Strike Ranks In-Reply-To: <46425E2D.9040408@inetnebr.com> Message-ID: <139907.43075.qm@web33505.mail.mud.yahoo.com> --- Lance Dyas wrote: > John Pare' wrote: > > If that were the case, when one "Runs" dex > (determine how fast) and > > CON is used (determine how long). What does INT > effect when one runs? > how good of start you get at the out set is a mental > effect. Plus remembering to watch out for obstacles while running - you would be surprised how many pavement city types don't when in woods! Trip and sprawl, turn an ankle, etc. Paul Cardwell ____________________________________________________________________________________ Food fight? Enjoy some healthy debate in the Yahoo! Answers Food & Drink Q&A. http://answers.yahoo.com/dir/?link=list&sid=396545367 From pmaranci at gmail.com Fri May 11 02:19:13 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Thu, 10 May 2007 12:19:13 -0400 Subject: [Rq-rules] Strike Ranks In-Reply-To: <139907.43075.qm@web33505.mail.mud.yahoo.com> References: <46425E2D.9040408@inetnebr.com> <139907.43075.qm@web33505.mail.mud.yahoo.com> Message-ID: I thought that was only girls in high heels on the run from monsters or homicidal maniacs? :D ->Peter On 5/10/07, Paul Cardwell wrote: > > --- Lance Dyas wrote: > > > John Pare' wrote: > > > If that were the case, when one "Runs" dex > > (determine how fast) and > > > CON is used (determine how long). What does INT > > effect when one runs? > > > how good of start you get at the out set is a mental > > effect. > > Plus remembering to watch out for obstacles while > running - you would be surprised how many pavement > city types don't when in woods! Trip and sprawl, turn > an ankle, etc. > > Paul Cardwell > > > > > > ____________________________________________________________________________________ > Food fight? Enjoy some healthy debate > in the Yahoo! Answers Food & Drink Q&A. > http://answers.yahoo.com/dir/?link=list&sid=396545367 > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070510/dd6b8781/attachment.html From carpgachair at yahoo.com Fri May 11 02:29:12 2007 From: carpgachair at yahoo.com (Paul Cardwell) Date: Thu, 10 May 2007 09:29:12 -0700 (PDT) Subject: [Rq-rules] Strike Ranks In-Reply-To: Message-ID: <951354.61309.qm@web33510.mail.mud.yahoo.com> --- Peter Maranci wrote: > I thought that was only girls in high heels on the > run from monsters or homicidal maniacs? :D > > ->Peter Never get all your woodsy lore from slasher movies! Paul Cardwell ____________________________________________________________________________________ Food fight? Enjoy some healthy debate in the Yahoo! Answers Food & Drink Q&A. http://answers.yahoo.com/dir/?link=list&sid=396545367 From clive.wickens at btopenworld.com Fri May 11 02:40:07 2007 From: clive.wickens at btopenworld.com (Clive Wickens) Date: Thu, 10 May 2007 17:40:07 +0100 Subject: [Rq-rules] D100 BRP I'm not holding my breath..... Message-ID: <000601c79321$dfd328b0$365d8456@sickboy> Guys, When I mailed Chaosium last year, they said it would be released spring of this year ie: now It took them 14 years to get the RQ Dorastor pack out. Much as I want it ( I will buy a copy, oh yes ) I'll believe it's out when I actually see a copy on a shelf somewhere. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070510/9241f1b6/attachment.html From pmaranci at gmail.com Fri May 11 03:08:48 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Thu, 10 May 2007 13:08:48 -0400 Subject: [Rq-rules] D100 BRP I'm not holding my breath..... In-Reply-To: <000601c79321$dfd328b0$365d8456@sickboy> References: <000601c79321$dfd328b0$365d8456@sickboy> Message-ID: Well, I wouldn't recommend holding your breath until Fall 2007 in any case. :D That said, the Dorastor thing happened under Stafford's watch, didn't it? It's probably not fair to hold it against the current Chaosium crew. I don't know what Charlie Krank's record has been on timeliness. Does anyone out there have any information to share? ->Peter On 5/10/07, Clive Wickens wrote: > > Guys, > > When I mailed Chaosium last year, they said it would be released spring of > this year ie: now > > It took them 14 years to get the RQ Dorastor pack out. > > Much as I want it ( I will buy a copy, oh yes ) I'll believe it's out when > I actually see a copy on a shelf somewhere. > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070510/5d27c1b7/attachment.html From allan.hird at gmail.com Fri May 11 03:22:04 2007 From: allan.hird at gmail.com (Allan Hird) Date: Thu, 10 May 2007 10:22:04 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: References: <85300.57623.qm@web28002.mail.ukl.yahoo.com> <9ebd81400705100732p15853704g8087fd30565fdd95@mail.gmail.com> Message-ID: Does the new d100 incorporate skill category modifiers derived from exceptional/inferior characteristics? Such category modifiers were dropped between SB4 and Elric!/SB5 to the game's detriment, IMO. Doubtless it was in the interests of simplicity, but said to me that natural ability didn't affect skill in the least - and that intuitively lame. ~Allan On 5/10/07, Peter Maranci wrote: > > Nick described it well (and kudos for mentioning about the monograph > editions, which no one ever seems to remember). I'd just add that last I'd > heard d100 (a name that I much prefer for the system) is essentially > modular, with alternate rule "recipes" that can be used to pretty much > duplicate any previous RQ/BRP-related game. > > Although I don't know how compatible it can be with MRQ, since my > understanding is that Mongoose instituted some significant variations from > classic RQ concepts? > > In any case, the d100 rules have been nicely updated; I was delighted to > see some of the very sensible and elegant alterations that Jason made. > > ->Peter > > On 5/10/07, Gary Sturgess wrote: > > > > > I can't remember - has anyone yet noted here that Chaosium has just > > > announced that d100 will be published in Fall 2007? > > > > > > http://www.chaosium.com/article.php?story_id=246 > > > > Is this basically RQ3 reprinted, or just the core stuff (ie what used > > to be in the Player's Book in the old boxed set)? The article doesn't > > seem to say. > > -- > > GAZZA > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > The Diary of An Invisible Man: http://bobquasit.livejournal.com/ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > -- Certainty Murders Possibility ~ Shinsei Power over others is Weakness disguised as Strength ~ Eckhart Tolle It is the duty of the Best to champion the Many ~Allan Wayne Hird -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070510/5d741458/attachment.html From allan.hird at gmail.com Fri May 11 03:23:31 2007 From: allan.hird at gmail.com (Allan Hird) Date: Thu, 10 May 2007 10:23:31 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: References: <85300.57623.qm@web28002.mail.ukl.yahoo.com> <9ebd81400705100732p15853704g8087fd30565fdd95@mail.gmail.com> Message-ID: I like the concept MRQ uses with having characteristics form the base skills. I just don't like the implementation. On 5/10/07, Allan Hird wrote: > > Does the new d100 incorporate skill category modifiers derived from > exceptional/inferior characteristics? Such category modifiers were dropped > between SB4 and Elric!/SB5 to the game's detriment, IMO. Doubtless it was > in the interests of simplicity, but said to me that natural ability didn't > affect skill in the least - and that intuitively lame. > > ~Allan > > On 5/10/07, Peter Maranci wrote: > > > > Nick described it well (and kudos for mentioning about the monograph > > editions, which no one ever seems to remember). I'd just add that last I'd > > heard d100 (a name that I much prefer for the system) is essentially > > modular, with alternate rule "recipes" that can be used to pretty much > > duplicate any previous RQ/BRP-related game. > > > > Although I don't know how compatible it can be with MRQ, since my > > understanding is that Mongoose instituted some significant variations from > > classic RQ concepts? > > > > In any case, the d100 rules have been nicely updated; I was delighted to > > see some of the very sensible and elegant alterations that Jason made. > > > > ->Peter > > > > On 5/10/07, Gary Sturgess wrote: > > > > > > > I can't remember - has anyone yet noted here that Chaosium has just > > > > announced that d100 will be published in Fall 2007? > > > > > > > > http://www.chaosium.com/article.php?story_id=246 > > > > > > Is this basically RQ3 reprinted, or just the core stuff (ie what used > > > to be in the Player's Book in the old boxed set)? The article doesn't > > > seem to say. > > > -- > > > GAZZA > > > _______________________________________________ > > > RQ-Rules mailing list > > > RQ-Rules at crashbox.com > > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > > > > > > -- > > Peter Maranci - pmaranci at gmail.com > > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > > The Diary of An Invisible Man: http://bobquasit.livejournal.com/ > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > > -- > Certainty Murders Possibility ~ Shinsei > Power over others is Weakness disguised as Strength ~ Eckhart Tolle > It is the duty of the Best to champion the Many ~Allan Wayne Hird -- Certainty Murders Possibility ~ Shinsei Power over others is Weakness disguised as Strength ~ Eckhart Tolle It is the duty of the Best to champion the Many ~Allan Wayne Hird -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070510/d17018e3/attachment.html From allan.hird at gmail.com Fri May 11 03:26:26 2007 From: allan.hird at gmail.com (Allan Hird) Date: Thu, 10 May 2007 10:26:26 -0700 Subject: [Rq-rules] d100 announced! In-Reply-To: References: <397092.69590.qm@web32805.mail.mud.yahoo.com> Message-ID: I have it on preorder. Here's an example link: http://www.frpgames.com/cart.php?m=product_detail&p=30321 There are others. ~Allan On 5/10/07, John Pare' wrote: > > Have to admit, I will buy it... > > > > John > > > > > > > >From: grogthing > >Reply-To: "Discussion of RuneQuest rules." > >To: "Discussion of RuneQuest rules." > >Subject: Re: [Rq-rules] d100 announced! > >Date: Thu, 10 May 2007 06:57:05 -0700 (PDT) > > > >Me too! > > > >Been waiting patiently. > > > >Greg > > > >--- David Smart wrote: > > > > > Oh yes! I've already got 5 people, not counting > > > myself, ready to buy it the > > > moment it's available. > > > > > > David > > > > > > On 5/10/07, Peter Maranci > > > wrote: > > > > > > > > I can't remember - has anyone yet noted here that > > > Chaosium has just > > > > announced that d100 will be published in Fall > > > 2007? > > > > > > > > http://www.chaosium.com/article.php?story_id=246 > > > > > > > > ->Peter > > > > > > > > -- > > > > Peter Maranci - pmaranci at gmail.com > > > > Pete's RuneQuest & Roleplaying! > > > http://www.runequest.org/rq.htm > > > > The Diary of An Invisible Man: > > > http://bobquasit.livejournal.com/ > > > > > > > > _______________________________________________ > > > > RQ-Rules mailing list > > > > RQ-Rules at crashbox.com > > > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > > > > > > > _______________________________________________ > > > RQ-Rules mailing list > > > RQ-Rules at crashbox.com > > > http://crashbox.com/mailman/listinfo/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 > >_______________________________________________ > >RQ-Rules mailing list > >RQ-Rules at crashbox.com > >http://crashbox.com/mailman/listinfo/rq-rules > > _________________________________________________________________ > PC Magazine's 2007 editors' choice for best Web mail?award-winning Windows > Live Hotmail. > > http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_pcmag_0507 > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -- Certainty Murders Possibility ~ Shinsei Power over others is Weakness disguised as Strength ~ Eckhart Tolle It is the duty of the Best to champion the Many ~Allan Wayne Hird -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070510/7b86168a/attachment.html From shaw at caprica.com Fri May 11 08:28:30 2007 From: shaw at caprica.com (Wayne Shaw) Date: Thu, 10 May 2007 15:28:30 -0700 Subject: [Rq-rules] Strike Ranks In-Reply-To: <325439.64048.qm@web33505.mail.mud.yahoo.com> References: <325439.64048.qm@web33505.mail.mud.yahoo.com> Message-ID: <7.0.1.0.1.20070510152706.0343c728@caprica.com> >I think he's pointing out that DEX, like other RQ >stats, is an game-abstraction of many things which >reflects not just overall manual dexterity but >reaction speed, which includes a little bit of Truth is, almost any attribute system consists of certain traits lumped together in certain categories, and certain others seperated off, and there's a certain amount of arbitrariness to where some borderline things go. Its one of the things that fuels perennial lumping/spliting arguments on the topic. From shaw at caprica.com Fri May 11 08:29:49 2007 From: shaw at caprica.com (Wayne Shaw) Date: Thu, 10 May 2007 15:29:49 -0700 Subject: [Rq-rules] d100 announced! In-Reply-To: References: <397092.69590.qm@web32805.mail.mud.yahoo.com> Message-ID: <7.0.1.0.1.20070510152929.03411758@caprica.com> At 07:29 AM 5/10/2007, you wrote: >Have to admit, I will buy it... I probably will too, just to have all those mechanics in one convenient package. From shaw at caprica.com Fri May 11 08:31:04 2007 From: shaw at caprica.com (Wayne Shaw) Date: Thu, 10 May 2007 15:31:04 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <9ebd81400705100732p15853704g8087fd30565fdd95@mail.gmail.co m> References: <85300.57623.qm@web28002.mail.ukl.yahoo.com> <9ebd81400705100732p15853704g8087fd30565fdd95@mail.gmail.com> Message-ID: <7.0.1.0.1.20070510153014.03406b68@caprica.com> At 07:32 AM 5/10/2007, you wrote: >>I can't remember - has anyone yet noted here that Chaosium has just >>announced that d100 will be published in Fall 2007? >> >>http://www.chaosium.com/article.php?story_id=246 > >Is this basically RQ3 reprinted, or just the core stuff (ie what used >to be in the Player's Book in the old boxed set)? The article doesn't >seem to say. Its neither, really; its a combined version of the BRP mechanics used in a lot of different versions of the system, recast to be useable as a quasi-universal system. From shaw at caprica.com Fri May 11 08:33:52 2007 From: shaw at caprica.com (Wayne Shaw) Date: Thu, 10 May 2007 15:33:52 -0700 Subject: [Rq-rules] D100 BRP I'm not holding my breath..... In-Reply-To: <000601c79321$dfd328b0$365d8456@sickboy> References: <000601c79321$dfd328b0$365d8456@sickboy> Message-ID: <7.0.1.0.1.20070510153318.0342fe18@caprica.com> At 09:40 AM 5/10/2007, you wrote: >Guys, > >When I mailed Chaosium last year, they said it would be released >spring of this year ie: now > >It took them 14 years to get the RQ Dorastor pack out. > >Much as I want it ( I will buy a copy, oh yes ) I'll believe it's >out when I actually see a copy on a shelf somewhere. While everyone's release dates are always suspect, they've been cautious enough about announcing schedule on this one I'm willing to give them the benefit of the doubt. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070510/d5f38d99/attachment.html From shaw at caprica.com Fri May 11 08:35:11 2007 From: shaw at caprica.com (Wayne Shaw) Date: Thu, 10 May 2007 15:35:11 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: References: <85300.57623.qm@web28002.mail.ukl.yahoo.com> <9ebd81400705100732p15853704g8087fd30565fdd95@mail.gmail.com> Message-ID: <7.0.1.0.1.20070510153426.03428368@caprica.com> At 10:22 AM 5/10/2007, you wrote: >Does the new d100 incorporate skill category modifiers derived from >exceptional/inferior characteristics? Such category modifiers were >dropped between SB4 and Elric!/SB5 to the game's detriment, >IMO. Doubtless it was in the interests of simplicity, but said to >me that natural ability didn't affect skill in the least - and that >intuitively lame. A lot of BRP games only made very broad attribute contributions to skills; I tend to agree it wasn't a particularly desireable feature of those versions of the system. From lancelot at inetnebr.com Fri May 11 14:11:57 2007 From: lancelot at inetnebr.com (Lance Dyas) Date: Thu, 10 May 2007 23:11:57 -0500 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <749194.22229.qm@web32815.mail.mud.yahoo.com> References: <749194.22229.qm@web32815.mail.mud.yahoo.com> Message-ID: <4643ED0D.4020006@inetnebr.com> grogthing wrote: > It is the basics of the Basic Roleplaying System that > underlies Rq, Stormbringer, Elric, Call of Cthuhlu, > Elfquest, Ringworld, Worlds of Wonder, etc.. > > with most of the special options from each of those > specific genres...written up as optional add on > modules....psionics..ala Elfquest...magic ala > Stormbringer and Magic World...Super Powers ala..Super > World...optional sanity ala Cthulhu.. > > With lots of suggestions for gm to pick which options > to pick for specific game power levels...and genres. > > It is going to be awesome! > > Greg > you are actually getting me a bit psyched for this.. I almost bought MRQ as a self birthday present the other day... but. From aluban at yahoo.fr Fri May 11 19:59:57 2007 From: aluban at yahoo.fr (Alban de ROSTOLAN) Date: Fri, 11 May 2007 09:59:57 +0000 (GMT) Subject: Vedr. [Rq-rules] d100 announced! Message-ID: <20070511095958.871.qmail@web27706.mail.ukl.yahoo.com> I have mixed feelings about this subject. It is a very good thing to have all those rules assembled in a single book. But in my view, BRP needs (and deserves) some new rules options to grasp new audience. However, it is a must buy for anyone that has interest in BRP. ----- Message d'origine ---- De : grogthing ? : Discussion of RuneQuest rules. Envoy? le : Jeudi, 10 Mai 2007, 17h23mn 35s Objet : Re: Vedr. [Rq-rules] d100 announced! It is the basics of the Basic Roleplaying System that underlies Rq, Stormbringer, Elric, Call of Cthuhlu, Elfquest, Ringworld, Worlds of Wonder, etc.. with most of the special options from each of those specific genres...written up as optional add on modules....psionics..ala Elfquest...magic ala Stormbringer and Magic World...Super Powers ala..Super World...optional sanity ala Cthulhu.. With lots of suggestions for gm to pick which options to pick for specific game power levels...and genres. It is going to be awesome! Greg --- Gary Sturgess wrote: > > I can't remember - has anyone yet noted here that > Chaosium has just > > announced that d100 will be published in Fall > 2007? > > > > http://www.chaosium.com/article.php?story_id=246 > > Is this basically RQ3 reprinted, or just the core > stuff (ie what used > to be in the Player's Book in the old boxed set)? > The article doesn't > seem to say. > -- > GAZZA > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/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 _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules ___________________________________________________________________________ Nouveau : t?l?phonez moins cher avec Yahoo! Messenger ! D?couvez les tarifs exceptionnels pour appeler la France et l'international. T?l?chargez sur http://fr.messenger.yahoo.com -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070511/ef74cd93/attachment.html From parejf63 at hotmail.com Fri May 11 23:05:38 2007 From: parejf63 at hotmail.com (John Pare') Date: Fri, 11 May 2007 09:05:38 -0400 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <20070511095958.871.qmail@web27706.mail.ukl.yahoo.com> Message-ID: As I sai, I am looking forward to it also, and I am expting supplement, after supplement, after supplement, after supplement, after supplement, after supplement, after supplement, after supplement, after supplement, after supplement, after supplement, after supplement, after supplement, LOL John _________________________________________________________________ Like the way Microsoft Office Outlook works? You?ll love Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_outlook_0507 From pmaranci at gmail.com Fri May 11 23:59:31 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Fri, 11 May 2007 09:59:31 -0400 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: References: <20070511095958.871.qmail@web27706.mail.ukl.yahoo.com> Message-ID: Well, if Chaosium can't produce enough supplements quickly enough to satisfy you, I suspect that there are a number of people online - most of them on this list - who'll be producing good online content. I hope so, anyway! :D ->Peter On 5/11/07, John Pare' wrote: > > As I sai, I am looking forward to it also, and I am expting supplement, > after supplement, after supplement, > after supplement, > after supplement, > after supplement, after supplement, after supplement, after supplement, > after supplement, after supplement, after supplement, after supplement, > > LOL > > > > John > > _________________________________________________________________ > Like the way Microsoft Office Outlook works? You'll love Windows Live > Hotmail. > > http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_outlook_0507 > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070511/fe638695/attachment.html From parejf63 at hotmail.com Sat May 12 00:46:51 2007 From: parejf63 at hotmail.com (John Pare') Date: Fri, 11 May 2007 10:46:51 -0400 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: Message-ID: Actually Pete, I hate supplements, I prefer doing my own. As long as the book is detailed with what I want, I will not BUY any... John >From: "Peter Maranci" >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Re: Re : Vedr. [Rq-rules] d100 announced! >Date: Fri, 11 May 2007 09:59:31 -0400 > >Well, if Chaosium can't produce enough supplements quickly enough to >satisfy >you, I suspect that there are a number of people online - most of them on >this list - who'll be producing good online content. I hope so, anyway! :D > >->Peter > >On 5/11/07, John Pare' wrote: >> >>As I sai, I am looking forward to it also, and I am expting supplement, >>after supplement, after supplement, >>after supplement, >>after supplement, >>after supplement, after supplement, after supplement, after supplement, >>after supplement, after supplement, after supplement, after supplement, >> >>LOL >> >> >> >>John >> >>_________________________________________________________________ >>Like the way Microsoft Office Outlook works? You'll love Windows Live >>Hotmail. >> >>http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_outlook_0507 >> >>_______________________________________________ >>RQ-Rules mailing list >>RQ-Rules at crashbox.com >>http://crashbox.com/mailman/listinfo/rq-rules >> > > > >-- >Peter Maranci - pmaranci at gmail.com >Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm >The Diary of An Invisible Man: http://bobquasit.livejournal.com/ >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ PC Magazine?s 2007 editors? choice for best Web mail?award-winning Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_pcmag_0507 From shaw at caprica.com Sat May 12 10:30:12 2007 From: shaw at caprica.com (Wayne Shaw) Date: Fri, 11 May 2007 17:30:12 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <20070511095958.871.qmail@web27706.mail.ukl.yahoo.com> References: <20070511095958.871.qmail@web27706.mail.ukl.yahoo.com> Message-ID: <7.0.1.0.1.20070511172931.0347d848@caprica.com> At 02:59 AM 5/11/2007, you wrote: >I have mixed feelings about this subject. >It is a very good thing to have all those rules assembled in a single book. >But in my view, BRP needs (and deserves) some new rules options to >grasp new audience. >However, it is a must buy for anyone that has interest in BRP. Unfortunately, there's a pretty serious grognard factor in the extent BRP audience, so I suspect at least in the core book, they decided to mostly take a pass. From lev_lafayette at yahoo.com.au Sat May 12 10:37:12 2007 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Fri, 11 May 2007 17:37:12 -0700 (PDT) Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <7.0.1.0.1.20070511172931.0347d848@caprica.com> Message-ID: <977820.18170.qm@web33514.mail.mud.yahoo.com> --- Wayne Shaw wrote: > Unfortunately, there's a pretty serious grognard > factor in the extent > BRP audience, so I suspect at least in the core > book, they decided to > mostly take a pass. > Not just the audience but also the designers. Radical innovations are not exactly what one would say are part of the credo of Chaosium... I mean look at the system differences between Call of Cthulhu v1.0 and v6.0, it's not really a huge change. All the best, Lev ____________________________________________________________________________________ Moody friends. Drama queens. Your life? Nope! - their life, your story. Play Sims Stories at Yahoo! Games. http://sims.yahoo.com/ From shaw at caprica.com Sat May 12 11:15:10 2007 From: shaw at caprica.com (Wayne Shaw) Date: Fri, 11 May 2007 18:15:10 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <977820.18170.qm@web33514.mail.mud.yahoo.com> References: <7.0.1.0.1.20070511172931.0347d848@caprica.com> <977820.18170.qm@web33514.mail.mud.yahoo.com> Message-ID: <7.0.1.0.1.20070511181159.0348f5c8@caprica.com> At 05:37 PM 5/11/2007, you wrote: >--- Wayne Shaw wrote: > > > Unfortunately, there's a pretty serious grognard > > factor in the extent > > BRP audience, so I suspect at least in the core > > book, they decided to > > mostly take a pass. > > > >Not just the audience but also the designers. Radical >innovations are not exactly what one would say are >part of the credo of Chaosium... I mean look at the >system differences between Call of Cthulhu v1.0 and >v6.0, it's not really a huge change. Well, some of that it simply being a mature system; it does what's needed (if not optimally) so there's not a lot of motive to mess with it. But I know you're on RPG.net; look around for a BRP thread some time and bring up the idea of importing even a simple advantage/disadvantage system, and watch the sparks fly. You'll sometimes get similar reactions to things like roll high varients and others. Most game systems as they mature accrue people who loath change ; and RQ/BRP is old enough now that its had _plenty_ of time for that. Not that people don't have a right to be happy with what they have, but its been a noticeable trait in game system fandom I've been watching for a long time. From anders at california.com Sun May 13 03:27:45 2007 From: anders at california.com (Anders Swenson) Date: Sat, 12 May 2007 10:27:45 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <977820.18170.qm@web33514.mail.mud.yahoo.com> References: <977820.18170.qm@web33514.mail.mud.yahoo.com> Message-ID: On Fri, 11 May 2007 17:37:12 -0700 (PDT) Lev Lafayette wrote: > > --- Wayne Shaw wrote: > > > Unfortunately, there's a pretty serious grognard > > factor in the extent > > BRP audience, so I suspect at least in the core > > book, they decided to > > mostly take a pass. > > > > Not just the audience but also the designers. Radical > innovations are not exactly what one would say are > part of the credo of Chaosium... I mean look at the > system differences between Call of Cthulhu v1.0 and > v6.0, it's not really a huge change. > > All the best, > > > Lev No part of BRP has ever been proved to be broken, hence no need to 'fix' it. Besides, Great Cthluhu does not care what game mechanics are in use while he destroys you! Chaosium these days is 3 guys in a small office; plans to rule the world are on hold. --Anders --Anders From shaw at caprica.com Sun May 13 04:36:40 2007 From: shaw at caprica.com (Wayne Shaw) Date: Sat, 12 May 2007 11:36:40 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: References: <977820.18170.qm@web33514.mail.mud.yahoo.com> Message-ID: <7.0.1.0.1.20070512113545.034032c8@caprica.com> At 10:27 AM 5/12/2007, you wrote: >On Fri, 11 May 2007 17:37:12 -0700 (PDT) > Lev Lafayette wrote: > > > > --- Wayne Shaw wrote: > > > > > Unfortunately, there's a pretty serious grognard > > > factor in the extent > > > BRP audience, so I suspect at least in the core > > > book, they decided to > > > mostly take a pass. > > > > > > > Not just the audience but also the designers. Radical > > innovations are not exactly what one would say are > > part of the credo of Chaosium... I mean look at the > > system differences between Call of Cthulhu v1.0 and > > v6.0, it's not really a huge change. > > > > All the best, > > > > > > Lev > >No part of BRP has ever been proved to be broken, hence no need to 'fix' it. There's any number of reasons to modify a system that don't require it to be "broken"; just like there's any number of tools in the real world that have worked for centuries, but still can be improved, at least for some purposes. From allan.hird at gmail.com Sun May 13 05:20:57 2007 From: allan.hird at gmail.com (Allan Hird) Date: Sat, 12 May 2007 12:20:57 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <7.0.1.0.1.20070512113545.034032c8@caprica.com> References: <977820.18170.qm@web33514.mail.mud.yahoo.com> <7.0.1.0.1.20070512113545.034032c8@caprica.com> Message-ID: Or added to. There's going to be a bunch of optional rules to pick from, and that's a 'modern' approach to things. On 5/12/07, Wayne Shaw wrote: > > At 10:27 AM 5/12/2007, you wrote: > >On Fri, 11 May 2007 17:37:12 -0700 (PDT) > > Lev Lafayette wrote: > > > > > > --- Wayne Shaw wrote: > > > > > > > Unfortunately, there's a pretty serious grognard > > > > factor in the extent > > > > BRP audience, so I suspect at least in the core > > > > book, they decided to > > > > mostly take a pass. > > > > > > > > > > Not just the audience but also the designers. Radical > > > innovations are not exactly what one would say are > > > part of the credo of Chaosium... I mean look at the > > > system differences between Call of Cthulhu v1.0 and > > > v6.0, it's not really a huge change. > > > > > > All the best, > > > > > > > > > Lev > > > >No part of BRP has ever been proved to be broken, hence no need to 'fix' > it. > > There's any number of reasons to modify a system that don't require > it to be "broken"; just like there's any number of tools in the real > world that have worked for centuries, but still can be improved, at > least for some purposes. > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -- "Certainty Murders Possibility" ~ Shinsei "Power over others is Weakness disguised as Strength" ~ Eckhart Tolle "It is the duty of the Best to champion the Many" ~ Me -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070512/5c42ebb2/attachment.html From shaw at caprica.com Sun May 13 05:44:49 2007 From: shaw at caprica.com (Wayne Shaw) Date: Sat, 12 May 2007 12:44:49 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: References: <977820.18170.qm@web33514.mail.mud.yahoo.com> <7.0.1.0.1.20070512113545.034032c8@caprica.com> Message-ID: <7.0.1.0.1.20070512124423.0340d000@caprica.com> At 12:20 PM 5/12/2007, you wrote: >Or added to. There's going to be a bunch of optional rules to pick >from, and that's a 'modern' approach to things. And that's all one can ask for really, but some people seem hostile to some rules additions even as options. From anders at california.com Sun May 13 06:40:35 2007 From: anders at california.com (Anders Swenson) Date: Sat, 12 May 2007 13:40:35 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <7.0.1.0.1.20070512124423.0340d000@caprica.com> References: <977820.18170.qm@web33514.mail.mud.yahoo.com> <7.0.1.0.1.20070512113545.034032c8@caprica.com> <7.0.1.0.1.20070512124423.0340d000@caprica.com> Message-ID: On Sat, 12 May 2007 12:44:49 -0700 Wayne Shaw wrote: > At 12:20 PM 5/12/2007, you wrote: > >Or added to. There's going to be a bunch of optional rules to pick from, > and that's a 'modern' approach to things. > > And that's all one can ask for really, but some people seem hostile to some > rules additions even as options. > There are parts od RQIII I never bothered with! How about an 'improved' sprcery system! --Anders From styopa1 at gmail.com Sun May 13 10:23:10 2007 From: styopa1 at gmail.com (Styopa) Date: Sat, 12 May 2007 19:23:10 -0500 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: References: <977820.18170.qm@web33514.mail.mud.yahoo.com> <7.0.1.0.1.20070512113545.034032c8@caprica.com> <7.0.1.0.1.20070512124423.0340d000@caprica.com> Message-ID: <56e64e7a0705121723m476e83b8s51b90c6a25e1034@mail.gmail.com> On 5/12/07, Anders Swenson wrote: > > > And that's all one can ask for really, but some people seem hostile to > some > > rules additions even as options. > > > There are parts od RQIII I never bothered with! > How about an 'improved' sprcery system! > --Anders Which is funny, because I personally LIKE the RQ3 sorcery system quite a bit. I know that I'm probably in the minority, but I would say that was probably even one of my favorite parts of the whole game. I've totally absorbed and Gloranthified Sandy's Tekumel Sorcery rules, and it makes a WONDERFUL system which truly feels DIFFERENT from the Divine/Spirit magic systems. The obsession in Tekumel with ritual, caste, and status - they dovetail so damn nicely with the Brithini obsession with ritual, I was a little surprised I hadn't stumbled on overlapping them before. I would say that the weakness of the Sorcery system was only that they were like a rules system without examples: I like to give my players spells 'built' from the pieces (so for example a character might discover a specific spell that is inflexibly Range 2, Intensity 4, and duration 3 for a net 6 or 7 mp) which makes for an interesting and always-different list of effects available (as well as giving me as a DM a very clear indication of the powers the players will have available in any given situation). -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070512/5f3b8fb6/attachment.html From esoteric2723 at comcast.net Sun May 13 13:43:15 2007 From: esoteric2723 at comcast.net (Brad Furst) Date: Sat, 12 May 2007 20:43:15 -0700 Subject: [Rq-rules] Re: Sandy's Tekumel Sorcery rules In-Reply-To: <56e64e7a0705121723m476e83b8s51b90c6a25e1034@mail.gmail.com> References: <977820.18170.qm@web33514.mail.mud.yahoo.com> <7.0.1.0.1.20070512113545.034032c8@caprica.com> <7.0.1.0.1.20070512124423.0340d000@caprica.com> <56e64e7a0705121723m476e83b8s51b90c6a25e1034@mail.gmail.com> Message-ID: <51AC6D07-D230-4ADD-A880-910D181725C8@comcast.net> Do you mean that you've used _Avalon_Hill's_RQ3_sorcery_ with Sandy's Tekumel rules? I've used Sandy's Sorcery Rules with various RQ settings, including Tekumel, but I'd assumed that the Tekumel rules were inherently tied to Sandy's Sorcery Rules. Perhaps that was a blind assumption on my part. On May 12, 2007, at 5:23 PM, Styopa wrote: > ... Which is funny, because I personally LIKE the RQ3 sorcery > system quite a bit. I know that I'm probably in the minority, but > I would say that was probably even one of my favorite parts of the > whole game. > > I've totally absorbed and Gloranthified Sandy's Tekumel Sorcery > rules, and it makes a WONDERFUL system which truly feels DIFFERENT > from the Divine/Spirit magic systems. The obsession in Tekumel > with ritual, caste, and status - they dovetail so damn nicely with > the Brithini obsession with ritual, I was a little surprised I > hadn't stumbled on overlapping them before.... ____ Brad There are 10 kinds of people in the world. Those who speak binary and those who don't. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070512/ea1f57f5/attachment.html From goldgrif at yahoo.com Sun May 13 14:47:47 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Sat, 12 May 2007 21:47:47 -0700 (PDT) Subject: [Rq-rules] Re: Sandy's Tekumel Sorcery rules In-Reply-To: <51AC6D07-D230-4ADD-A880-910D181725C8@comcast.net> Message-ID: <376076.87313.qm@web56614.mail.re3.yahoo.com> where are these rules??? --- Brad Furst wrote: > Do you mean that you've used > _Avalon_Hill's_RQ3_sorcery_ with Sandy's > Tekumel rules? I've used Sandy's Sorcery Rules with > various RQ > settings, including Tekumel, but I'd assumed that > the Tekumel rules > were inherently tied to Sandy's Sorcery Rules. > Perhaps that was a > blind assumption on my part. > > > On May 12, 2007, at 5:23 PM, Styopa wrote: > > > ... Which is funny, because I personally LIKE the > RQ3 sorcery > > system quite a bit. I know that I'm probably in > the minority, but > > I would say that was probably even one of my > favorite parts of the > > whole game. > > > > I've totally absorbed and Gloranthified Sandy's > Tekumel Sorcery > > rules, and it makes a WONDERFUL system which truly > feels DIFFERENT > > from the Divine/Spirit magic systems. The > obsession in Tekumel > > with ritual, caste, and status - they dovetail so > damn nicely with > > the Brithini obsession with ritual, I was a little > surprised I > > hadn't stumbled on overlapping them before.... > > ____ > Brad > > There are 10 kinds of people in the world. > Those who speak binary and those who don't. > > > > > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > ____________________________________________________________________________________Got a little couch potato? Check out fun summer activities for kids. http://search.yahoo.com/search?fr=oni_on_mail&p=summer+activities+for+kids&cs=bz From shaw at caprica.com Sun May 13 15:47:55 2007 From: shaw at caprica.com (Wayne Shaw) Date: Sat, 12 May 2007 22:47:55 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: References: <977820.18170.qm@web33514.mail.mud.yahoo.com> <7.0.1.0.1.20070512113545.034032c8@caprica.com> <7.0.1.0.1.20070512124423.0340d000@caprica.com> Message-ID: <7.0.1.0.1.20070512224659.03399d30@caprica.com> At 01:40 PM 5/12/2007, you wrote: >On Sat, 12 May 2007 12:44:49 -0700 > Wayne Shaw wrote: > > At 12:20 PM 5/12/2007, you wrote: > > >Or added to. There's going to be a bunch of optional rules to pick from, > > and that's a 'modern' approach to things. > > > > And that's all one can ask for really, but some people seem hostile to some > > rules additions even as options. > > >There are parts od RQIII I never bothered with! >How about an 'improved' sprcery system! Well, the RQ:AIG rules did some pretty decent work in that area. I do wonder what the magic discussion in the D100 product will be like, though--supposedly it incorporates some aspects of Magic World; perhaps they extrapolated from that. From shaw at caprica.com Sun May 13 15:50:25 2007 From: shaw at caprica.com (Wayne Shaw) Date: Sat, 12 May 2007 22:50:25 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <56e64e7a0705121723m476e83b8s51b90c6a25e1034@mail.gmail.com > References: <977820.18170.qm@web33514.mail.mud.yahoo.com> <7.0.1.0.1.20070512113545.034032c8@caprica.com> <7.0.1.0.1.20070512124423.0340d000@caprica.com> <56e64e7a0705121723m476e83b8s51b90c6a25e1034@mail.gmail.com> Message-ID: <7.0.1.0.1.20070512224858.033c0f90@caprica.com> At 05:23 PM 5/12/2007, you wrote: >On 5/12/07, Anders Swenson ><anders at california.com> wrote: > > And that's all one can ask for really, but some people seem hostile to some > > rules additions even as options. > > >There are parts od RQIII I never bothered with! >How about an 'improved' sprcery system! >--Anders > > > >Which is funny, because I personally LIKE the RQ3 sorcery system >quite a bit. I know that I'm probably in the minority, but I would >say that was probably even one of my favorite parts of the whole game. I didn't dislike Sorcery on the whole, but there were elements of it that were _really_ problematic, specifically the way the Duration manipulation worked, and the over-significance of Free Intelligence. >I would say that the weakness of the Sorcery system was only that >they were like a rules system without examples: I like to give my >players spells 'built' from the pieces (so for example a character >might discover a specific spell that is inflexibly Range 2, >Intensity 4, and duration 3 for a net 6 or 7 mp) which makes for an >interesting and always-different list of effects available (as well >as giving me as a DM a very clear indication of the powers the >players will have available in any given situation). That's quite different in effect from the on-the-fly design of the rules as written, though. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070512/0d0186e4/attachment.html From anders at california.com Mon May 14 03:34:49 2007 From: anders at california.com (Anders Swenson) Date: Sun, 13 May 2007 10:34:49 -0700 Subject: [Rq-rules] Re: Sandy's Tekumel Sorcery rules In-Reply-To: <376076.87313.qm@web56614.mail.re3.yahoo.com> References: <376076.87313.qm@web56614.mail.re3.yahoo.com> Message-ID: On Sat, 12 May 2007 21:47:47 -0700 (PDT) steven mckenzie wrote: > where are these rules??? > --- Brad Furst wrote: > > > Do you mean that you've used > > _Avalon_Hill's_RQ3_sorcery_ with Sandy's > > Tekumel rules? I've used Sandy's Sorcery Rules with > > various RQ I found them on one of the main EPT sites. Google for Empire of the Petal Throne, and/or Tekemel. --Anders From lev_lafayette at yahoo.com.au Mon May 14 14:45:47 2007 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Sun, 13 May 2007 21:45:47 -0700 (PDT) Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: Message-ID: <969846.20059.qm@web33501.mail.mud.yahoo.com> --- Anders Swenson wrote: > On Fri, 11 May 2007 17:37:12 -0700 (PDT) > > No part of BRP has ever been proved to be broken, > hence no need to 'fix' it. Wow. I'm a fan, but that's taking fandom to a whole new level. OK, wrt to CoC, how about the complete lack of influence of abilities on skill chances*? * Dodge and DEX excluded... > Besides, Great Cthluhu does not care what game > mechanics are in use while he > destroys you! Quite true, which I why I think some of the crunchier aspects of the combat system (e.g., impales) probably aren't required.. > Chaosium these days is 3 guys in a small office; > plans to rule the world are > on hold. Oh, I think they've done a pretty good job thus far. I actually think if it wasn't for their consistent promotion of the Lovecraft mythos its influence in contemporary popular culture would be much less significant. (Never underestimate the power of a half-million gamers)... All the best, Lev ____________________________________________________________________________________You snooze, you lose. Get messages ASAP with AutoCheck in the all-new Yahoo! Mail Beta. http://advision.webevents.yahoo.com/mailbeta/newmail_html.html From steve at perrinworlds.com Mon May 14 16:43:34 2007 From: steve at perrinworlds.com (Steve Perrin) Date: Sun, 13 May 2007 23:43:34 -0700 Subject: [Rq-rules] Re: influence of abilities on skills References: <969846.20059.qm@web33501.mail.mud.yahoo.com> Message-ID: <000901c795f3$3211b000$19407442@chaosce4015e22> There is actually any number of arguments that once someone is trained in a skill, any influence of abilities is problematical. As anyone can tell from my own game design, I don't necessarily believe this, but some perfectly fine game designs do not connect skills and abilities directly. For that matter, even my own designs tend to give increases in some skills to people with certain ability scores, but as soon as they get some experience in the skill (increase it beyond the base acquired through abilities), the abilities no longer have much effect on the trained skill. At this point, I don't recall specifically what I wrote in SPQR, but I think when I do the skill chapter I am going to make a point that increase of abilities after training in a skill only has an effect if the ability increase would take the base skill above that of the trained skill. Steve, that old revisionist... ----- Original Message ----- From: "Lev Lafayette" > OK, wrt to CoC, how about the complete lack of > influence of abilities on skill chances*? > > * Dodge and DEX excluded... > ____________________________________________________________________________________You snooze, you lose. Get messages ASAP with AutoCheck > in the all-new Yahoo! Mail Beta. > http://advision.webevents.yahoo.com/mailbeta/newmail_html.html > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From aluban at yahoo.fr Mon May 14 20:01:24 2007 From: aluban at yahoo.fr (Alban de ROSTOLAN) Date: Mon, 14 May 2007 10:01:24 +0000 (GMT) Subject: [Rq-rules] Re: influence of abilities on skills Message-ID: <20070514100124.50461.qmail@web27705.mail.ukl.yahoo.com> In my games, I introduced the idea of "optimal skill value", which is equal to 3*the sum of 2 characteristics. When an experience check has to be made, I ask my players to roll 1d100 under (optimal skill-actual skill value) instead of 1d100 over actual skill value. If it succeeds, the skill is incremented by 1d6+1. If it fails, the skill only improves by 1. This means one with high characteristics will gain skill% quicker than one with low stats. Alban ----- Message d'origine ---- De : Steve Perrin ? : Discussion of RuneQuest rules. Envoy? le : Lundi, 14 Mai 2007, 8h43mn 34s Objet : [Rq-rules] Re: influence of abilities on skills There is actually any number of arguments that once someone is trained in a skill, any influence of abilities is problematical. As anyone can tell from my own game design, I don't necessarily believe this, but some perfectly fine game designs do not connect skills and abilities directly. For that matter, even my own designs tend to give increases in some skills to people with certain ability scores, but as soon as they get some experience in the skill (increase it beyond the base acquired through abilities), the abilities no longer have much effect on the trained skill. At this point, I don't recall specifically what I wrote in SPQR, but I think when I do the skill chapter I am going to make a point that increase of abilities after training in a skill only has an effect if the ability increase would take the base skill above that of the trained skill. Steve, that old revisionist... ----- Original Message ----- From: "Lev Lafayette" > OK, wrt to CoC, how about the complete lack of > influence of abilities on skill chances*? > > * Dodge and DEX excluded... > ____________________________________________________________________________________You snooze, you lose. Get messages ASAP with AutoCheck > in the all-new Yahoo! Mail Beta. > http://advision.webevents.yahoo.com/mailbeta/newmail_html.html > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules ___________________________________________________________________________ Nouveau : t?l?phonez moins cher avec Yahoo! Messenger ! D?couvez les tarifs exceptionnels pour appeler la France et l'international. T?l?chargez sur http://fr.messenger.yahoo.com -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070514/57a46841/attachment.html From lancelot at inetnebr.com Mon May 14 20:42:26 2007 From: lancelot at inetnebr.com (Lance Dyas) Date: Mon, 14 May 2007 05:42:26 -0500 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <969846.20059.qm@web33501.mail.mud.yahoo.com> References: <969846.20059.qm@web33501.mail.mud.yahoo.com> Message-ID: <46483D12.9040107@inetnebr.com> Lev Lafayette wrote: > --- Anders Swenson wrote: > > >> On Fri, 11 May 2007 17:37:12 -0700 (PDT) >> >> No part of BRP has ever been proved to be broken, >> hence no need to 'fix' it. >> > > Wow. I'm a fan, but that's taking fandom to a whole > new level. yeah it brooks no argument... eh. ? I always wondered why "weapon caddies" occurred ... and figured it meant part of the advancement system was at one point broken... but no, people on this list blame the players.. and squires were real.... so trust the fans it isnt broken you are playing it wrong From postmaster at runequest.za.org Mon May 14 22:45:04 2007 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Mon, 14 May 2007 14:45:04 +0200 (SAST) Subject: [Rq-rules] Harn and Harnmaster In-Reply-To: <1c92296e0705080949j482d937x2f5870f2ed2f940b@mail.gmail.com> References: <647963.56820.qm@web33508.mail.mud.yahoo.com> <1c92296e0705080949j482d937x2f5870f2ed2f940b@mail.gmail.com> Message-ID: <57315.196.8.104.31.1179146704.squirrel@wwm.runequest.za.org> Like my brother concluded after playing a bit of HarnMaster. Its like the designers player RuneQuest and some other games and picked what was best and made up some of their own stuff for the gaps and its actually quite a usable, nice system as a result. Takes a bit of getting used to but I suppose thats teh same for most systems. Once I got the hang of it it was very playable. Just had to remember that rolling a 01 was sometimes not as good as say a 25..... BTW - Don't know if columbiagames still sells Harn. Them and N Robin Crosby had some sort of falling out and he has started his own company to flog harn gear and am sure there was some sort of time period for columbia to exhaust their stock. Tony > And the game and a number of its in-print supplements can be found at > www.columbiagames.com. Definitely pricier than RQ but it can be a mine of > detail for RQ campaigns. The game designers focused a bit more on combat > realism than in RQ which, in turn, can slow combat down a bit but that's > more of a personal preference. I've played RQ when a melee took 30 minutes > realtime and a Harn-based melee which took seconds. > > David > > On 5/8/07, Lev Lafayette wrote: >> >> >> --- John Pare' wrote: >> >> > >> > What is Harn? >> > >> > >> >> A very, very detailed medieval/low-fantasy setting >> which had numerous supplements in the 80s (which now >> command a small fortune, rather like RQ products) and >> a very strong, but small, cadre of fans. There was an >> associated game called Harnmaster... >> >> Harn and HarnMaster focussed strongly on medieval >> realism, unlike RQ and Glorantha which were quite high >> magic and mythic. It was sort of like the Monty Python >> films "The Holy Grail" and "Jabberwocky" but without >> the humour. >> >> I remember my first game where, after a particularly >> tough set of encounters and problems the gross >> treasure was a sword, an orc (whom I captured) and a >> gold ring. I say gross treasure, because my >> character's sword broke during the battles. >> >> Despite the fact that your characters will be scraping >> the barrel trying to get enough money to stay fed and >> clothed, let alone buy a suit of armour, I quite like >> it. >> >> Also a percentile-based, roll-under system so >> evidently influenced by RQ as well ;-) >> >> More info here: >> >> http://homepages.peakpeak.com/~fedifensor/games/harn.htm >> >> HTH HAND, >> >> >> Lev >> >> __________________________________________________ >> Do You Yahoo!? >> Tired of spam? Yahoo! Mail has the best spam protection around >> http://mail.yahoo.com >> _______________________________________________ >> RQ-Rules mailing list >> RQ-Rules at crashbox.com >> http://crashbox.com/mailman/listinfo/rq-rules >> > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From styopa1 at gmail.com Mon May 14 22:50:05 2007 From: styopa1 at gmail.com (Styopa) Date: Mon, 14 May 2007 07:50:05 -0500 Subject: [Rq-rules] Re: Sandy's Tekumel Sorcery rules In-Reply-To: <51AC6D07-D230-4ADD-A880-910D181725C8@comcast.net> References: <977820.18170.qm@web33514.mail.mud.yahoo.com> <7.0.1.0.1.20070512113545.034032c8@caprica.com> <7.0.1.0.1.20070512124423.0340d000@caprica.com> <56e64e7a0705121723m476e83b8s51b90c6a25e1034@mail.gmail.com> <51AC6D07-D230-4ADD-A880-910D181725C8@comcast.net> Message-ID: <56e64e7a0705140550l3c217b71x95ad53797de49cbc@mail.gmail.com> On 5/12/07, Brad Furst wrote: > > Do you mean that you've used _Avalon_Hill's_RQ3_sorcery_ with Sandy's > Tekumel rules? I've used Sandy's Sorcery Rules with various RQ settings, > including Tekumel, but I'd assumed that the Tekumel rules were inherently > tied to Sandy's Sorcery Rules. Perhaps that was a blind assumption on my > part. > > Well...I'd have to say it starts to become an existential question: at what point does a 'modification' and 'house rule' set become a "different" rules system? I use the basic systems of RQ3 sorcery: MPs, POW gain rolls, resistance rolls, skill-based casting, enhancements (Duration, Range, Intensity, Ceremony, Multispell, etc.). IIRC from Sandy's sorcery I use the skill-level-based limits on MP manipulation (I think that came from his rules), Vows, and Presence. Again IIRC I don't recall that his Tekumel Sorcery stuff leaned too heavily if at all on his sorcery rules; I was only interested in adapting them to what I do (in which they worked admirably). -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070514/aa3b37c6/attachment.html From pmaranci at gmail.com Mon May 14 23:14:04 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Mon, 14 May 2007 09:14:04 -0400 Subject: [Rq-rules] Harn and Harnmaster In-Reply-To: <57315.196.8.104.31.1179146704.squirrel@wwm.runequest.za.org> References: <647963.56820.qm@web33508.mail.mud.yahoo.com> <1c92296e0705080949j482d937x2f5870f2ed2f940b@mail.gmail.com> <57315.196.8.104.31.1179146704.squirrel@wwm.runequest.za.org> Message-ID: No offense meant to anyone but I have to say that Harn bored the fertilizer out of me. It's a setting with an insane amount of detail, but more isn't always better (I'd say the same thing about Tekumel, and post-RQ Glorantha too come to think of it). Can't remember what system we were using with Harn (this was around 1987, as I recall), but I do remember that the deadliness really put me off. I was playing a heavily armored death knight of some sort, modelled after Darth Vader, and I ended up being killed single-handed by a farmer with a pitchfork. And I hadn't even been injured before I met that damned farmer; he was my first encounter. ->Peter On 5/14/07, postmaster at runequest.za.org wrote: > > Like my brother concluded after playing a bit of HarnMaster. Its like the > designers player RuneQuest and some other games and picked what was best > and made up some of their own stuff for the gaps and its actually quite a > usable, nice system as a result. Takes a bit of getting used to but I > suppose thats teh same for most systems. Once I got the hang of it it was > very playable. Just had to remember that rolling a 01 was sometimes not as > good as say a 25..... > > BTW - Don't know if columbiagames still sells Harn. Them and N Robin > Crosby had some sort of falling out and he has started his own company to > flog harn gear and am sure there was some sort of time period for columbia > to exhaust their stock. > Tony > > > > And the game and a number of its in-print supplements can be found at > > www.columbiagames.com. Definitely pricier than RQ but it can be a mine > of > > detail for RQ campaigns. The game designers focused a bit more on combat > > realism than in RQ which, in turn, can slow combat down a bit but that's > > more of a personal preference. I've played RQ when a melee took 30 > minutes > > realtime and a Harn-based melee which took seconds. > > > > David > > > > On 5/8/07, Lev Lafayette wrote: > >> > >> > >> --- John Pare' wrote: > >> > >> > > >> > What is Harn? > >> > > >> > > >> > >> A very, very detailed medieval/low-fantasy setting > >> which had numerous supplements in the 80s (which now > >> command a small fortune, rather like RQ products) and > >> a very strong, but small, cadre of fans. There was an > >> associated game called Harnmaster... > >> > >> Harn and HarnMaster focussed strongly on medieval > >> realism, unlike RQ and Glorantha which were quite high > >> magic and mythic. It was sort of like the Monty Python > >> films "The Holy Grail" and "Jabberwocky" but without > >> the humour. > >> > >> I remember my first game where, after a particularly > >> tough set of encounters and problems the gross > >> treasure was a sword, an orc (whom I captured) and a > >> gold ring. I say gross treasure, because my > >> character's sword broke during the battles. > >> > >> Despite the fact that your characters will be scraping > >> the barrel trying to get enough money to stay fed and > >> clothed, let alone buy a suit of armour, I quite like > >> it. > >> > >> Also a percentile-based, roll-under system so > >> evidently influenced by RQ as well ;-) > >> > >> More info here: > >> > >> http://homepages.peakpeak.com/~fedifensor/games/harn.htm > >> > >> HTH HAND, > >> > >> > >> Lev > >> > >> __________________________________________________ > >> Do You Yahoo!? > >> Tired of spam? Yahoo! Mail has the best spam protection around > >> http://mail.yahoo.com > >> _______________________________________________ > >> RQ-Rules mailing list > >> RQ-Rules at crashbox.com > >> http://crashbox.com/mailman/listinfo/rq-rules > >> > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070514/0b2a332d/attachment.html From parejf63 at hotmail.com Mon May 14 23:29:26 2007 From: parejf63 at hotmail.com (John Pare') Date: Mon, 14 May 2007 09:29:26 -0400 Subject: [Rq-rules] Harn and Harnmaster In-Reply-To: Message-ID: I did some checking on Harn, and it seems very "Ruley" to me. Sort of like ICE's product, what we referred to as Rulemaster. Do not have an interest in it at all... I mean in ROLEMASTER, there was probably a chart for sneezing. John >From: "Peter Maranci" >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Re: [Rq-rules] Harn and Harnmaster >Date: Mon, 14 May 2007 09:14:04 -0400 > >No offense meant to anyone but I have to say that Harn bored the fertilizer >out of me. It's a setting with an insane amount of detail, but more isn't >always better (I'd say the same thing about Tekumel, and post-RQ Glorantha >too come to think of it). > >Can't remember what system we were using with Harn (this was around 1987, >as >I recall), but I do remember that the deadliness really put me off. I was >playing a heavily armored death knight of some sort, modelled after Darth >Vader, and I ended up being killed single-handed by a farmer with a >pitchfork. And I hadn't even been injured before I met that damned farmer; >he was my first encounter. > >->Peter > >On 5/14/07, postmaster at runequest.za.org >wrote: >> >>Like my brother concluded after playing a bit of HarnMaster. Its like the >>designers player RuneQuest and some other games and picked what was best >>and made up some of their own stuff for the gaps and its actually quite a >>usable, nice system as a result. Takes a bit of getting used to but I >>suppose thats teh same for most systems. Once I got the hang of it it was >>very playable. Just had to remember that rolling a 01 was sometimes not as >>good as say a 25..... >> >>BTW - Don't know if columbiagames still sells Harn. Them and N Robin >>Crosby had some sort of falling out and he has started his own company to >>flog harn gear and am sure there was some sort of time period for columbia >>to exhaust their stock. >>Tony >> >> >> > And the game and a number of its in-print supplements can be found at >> > www.columbiagames.com. Definitely pricier than RQ but it can be a mine >>of >> > detail for RQ campaigns. The game designers focused a bit more on >>combat >> > realism than in RQ which, in turn, can slow combat down a bit but >>that's >> > more of a personal preference. I've played RQ when a melee took 30 >>minutes >> > realtime and a Harn-based melee which took seconds. >> > >> > David >> > >> > On 5/8/07, Lev Lafayette wrote: >> >> >> >> >> >> --- John Pare' wrote: >> >> >> >> > >> >> > What is Harn? >> >> > >> >> > >> >> >> >> A very, very detailed medieval/low-fantasy setting >> >> which had numerous supplements in the 80s (which now >> >> command a small fortune, rather like RQ products) and >> >> a very strong, but small, cadre of fans. There was an >> >> associated game called Harnmaster... >> >> >> >> Harn and HarnMaster focussed strongly on medieval >> >> realism, unlike RQ and Glorantha which were quite high >> >> magic and mythic. It was sort of like the Monty Python >> >> films "The Holy Grail" and "Jabberwocky" but without >> >> the humour. >> >> >> >> I remember my first game where, after a particularly >> >> tough set of encounters and problems the gross >> >> treasure was a sword, an orc (whom I captured) and a >> >> gold ring. I say gross treasure, because my >> >> character's sword broke during the battles. >> >> >> >> Despite the fact that your characters will be scraping >> >> the barrel trying to get enough money to stay fed and >> >> clothed, let alone buy a suit of armour, I quite like >> >> it. >> >> >> >> Also a percentile-based, roll-under system so >> >> evidently influenced by RQ as well ;-) >> >> >> >> More info here: >> >> >> >> http://homepages.peakpeak.com/~fedifensor/games/harn.htm >> >> >> >> HTH HAND, >> >> >> >> >> >> Lev >> >> >> >> __________________________________________________ >> >> Do You Yahoo!? >> >> Tired of spam? Yahoo! Mail has the best spam protection around >> >> http://mail.yahoo.com >> >> _______________________________________________ >> >> RQ-Rules mailing list >> >> RQ-Rules at crashbox.com >> >> http://crashbox.com/mailman/listinfo/rq-rules >> >> >> > _______________________________________________ >> > RQ-Rules mailing list >> > RQ-Rules at crashbox.com >> > http://crashbox.com/mailman/listinfo/rq-rules >> > >> >>_______________________________________________ >>RQ-Rules mailing list >>RQ-Rules at crashbox.com >>http://crashbox.com/mailman/listinfo/rq-rules > > >-- >Peter Maranci - pmaranci at gmail.com >Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm >The Diary of An Invisible Man: http://bobquasit.livejournal.com/ >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ More photos, more messages, more storage?get 2GB with Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_2G_0507 From carpgachair at yahoo.com Tue May 15 01:09:58 2007 From: carpgachair at yahoo.com (Paul Cardwell) Date: Mon, 14 May 2007 08:09:58 -0700 (PDT) Subject: [Rq-rules] Harn and Harnmaster In-Reply-To: Message-ID: <4767.80158.qm@web33515.mail.mud.yahoo.com> --- Peter Maranci wrote: > No offense meant to anyone but I have to say that > Harn bored the fertilizer > out of me. It's a setting with an insane amount of > detail, but more isn't > always better (I'd say the same thing about Tekumel, > and post-RQ Glorantha > too come to think of it). > > Can't remember what system we were using with Harn > (this was around 1987, as > I recall), but I do remember that the deadliness > really put me off. I was > playing a heavily armored death knight of some sort, > modelled after Darth > Vader, and I ended up being killed single-handed by > a farmer with a > pitchfork. And I hadn't even been injured before I > met that damned farmer; > he was my first encounter. > > ->Peter Yeah, you have to watch out for those farmers. Back in the 1940s, we called that the "Rudolf Hess treatment"! (Hess was captured by a pitchfork-wielding farmer.) Paul Cardwell ____________________________________________________________________________________Luggage? GPS? Comic books? Check out fitting gifts for grads at Yahoo! Search http://search.yahoo.com/search?fr=oni_on_mail&p=graduation+gifts&cs=bz From pmaranci at gmail.com Tue May 15 01:24:29 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Mon, 14 May 2007 11:24:29 -0400 Subject: [Rq-rules] Harn and Harnmaster In-Reply-To: <4767.80158.qm@web33515.mail.mud.yahoo.com> References: <4767.80158.qm@web33515.mail.mud.yahoo.com> Message-ID: Actually, in fairness I must admit that the GM was being kind of a prick that day; he was my roommate (in college) and his girlfriend had been giving him hell. Plus I think he was hung over. He had a pretty bad drinking problem at the time. I remember at around that time he gave every other PC 200 experience points, and then in the snottiest tones possible offered me seven experience points "if you want them". It was that moment that I turned against XP systems forever. :D ->Peter On 5/14/07, Paul Cardwell wrote: > > --- Peter Maranci wrote: > > > No offense meant to anyone but I have to say that > > Harn bored the fertilizer > > out of me. It's a setting with an insane amount of > > detail, but more isn't > > always better (I'd say the same thing about Tekumel, > > and post-RQ Glorantha > > too come to think of it). > > > > Can't remember what system we were using with Harn > > (this was around 1987, as > > I recall), but I do remember that the deadliness > > really put me off. I was > > playing a heavily armored death knight of some sort, > > modelled after Darth > > Vader, and I ended up being killed single-handed by > > a farmer with a > > pitchfork. And I hadn't even been injured before I > > met that damned farmer; > > he was my first encounter. > > > > ->Peter > > Yeah, you have to watch out for those farmers. Back > in the 1940s, we called that the "Rudolf Hess > treatment"! (Hess was captured by a > pitchfork-wielding farmer.) > > Paul Cardwell > > > > ____________________________________________________________________________________Luggage? > GPS? Comic books? > Check out fitting gifts for grads at Yahoo! Search > http://search.yahoo.com/search?fr=oni_on_mail&p=graduation+gifts&cs=bz > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070514/e0d8d074/attachment.html From pmaranci at gmail.com Tue May 15 03:04:40 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Mon, 14 May 2007 13:04:40 -0400 Subject: [Rq-rules] NPC template format? Message-ID: I'm trying to quickly work up a template for NPCs for the Chaos Project. Guess I should note for those who haven't seen it that the Chaos Project is three ever-expanding lists of found items, magic items, and chaotic features. Visitors can read the lists and add their own ideas. It has proved to be quite a useful way to keep new content accumulating on my site over the years. Anyway, the Project is going to get a major reboot of sorts (although no content will be lost), and I'm going to add a fourth list for NPCs. But that raises the question of what fields to include. Here's what I've come up with so far. Any suggestions would be much appreciated! 1. Name 2. Short description/blurb (less than 100 characters - I hope this will appear on a "quick list" when a search is run) 3. System (if non-RQ/d100 and system-specific - this will allow users to search for NPCs for specific systems). 4. Genre/setting/world (probably a drop-down list with a fill-in option, this will also be an option as a filter for searches) 5. Boxes for the standard d100/RQ characteristics, plus a couple of extra boxes for optional characteristics such as CoC's EDU. 6. Description (physical and personality) 7. Skills 8. Possessions 9. Background/History 10. Keywords My goal is to make this ideal for BRP-derived NPCs, but flexible enough to allow NPCs for other systems to be entered. So, any suggestions? ->Peter -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070514/0a54024a/attachment.html From allan.hird at gmail.com Tue May 15 03:20:25 2007 From: allan.hird at gmail.com (Allan Hird) Date: Mon, 14 May 2007 10:20:25 -0700 Subject: [Rq-rules] Harn and Harnmaster In-Reply-To: References: <4767.80158.qm@web33515.mail.mud.yahoo.com> Message-ID: And here I thought I was the only one who every played or tried playing Darth Vader inspired guys in heavy armor! ;-) Must have been a major influence on every multiclassed fighter/spellcaster I ever tried out. At least the bad-tempered ones. ;-) On 5/14/07, Peter Maranci wrote: > > Actually, in fairness I must admit that the GM was being kind of a prick > that day; he was my roommate (in college) and his girlfriend had been giving > him hell. Plus I think he was hung over. He had a pretty bad drinking > problem at the time. > > I remember at around that time he gave every other PC 200 experience > points, and then in the snottiest tones possible offered me seven experience > points "if you want them". It was that moment that I turned against XP > systems forever. :D > > ->Peter > > On 5/14/07, Paul Cardwell wrote: > > > > --- Peter Maranci wrote: > > > > > No offense meant to anyone but I have to say that > > > Harn bored the fertilizer > > > out of me. It's a setting with an insane amount of > > > detail, but more isn't > > > always better (I'd say the same thing about Tekumel, > > > and post-RQ Glorantha > > > too come to think of it). > > > > > > Can't remember what system we were using with Harn > > > (this was around 1987, as > > > I recall), but I do remember that the deadliness > > > really put me off. I was > > > playing a heavily armored death knight of some sort, > > > modelled after Darth > > > Vader, and I ended up being killed single-handed by > > > a farmer with a > > > pitchfork. And I hadn't even been injured before I > > > met that damned farmer; > > > he was my first encounter. > > > > > > ->Peter > > > > Yeah, you have to watch out for those farmers. Back > > in the 1940s, we called that the "Rudolf Hess > > treatment"! (Hess was captured by a > > pitchfork-wielding farmer.) > > > > Paul Cardwell > > > > > > > > ____________________________________________________________________________________Luggage? > > GPS? Comic books? > > Check out fitting gifts for grads at Yahoo! Search > > http://search.yahoo.com/search?fr=oni_on_mail&p=graduation+gifts&cs=bz > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > The Diary of An Invisible Man: http://bobquasit.livejournal.com/ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > -- "Certainty Murders Possibility" ~ Shinsei "Power over others is Weakness disguised as Strength" ~ Eckhart Tolle "It is the duty of the Best to champion the Many" ~ Me -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070514/3f366373/attachment.html From sverrelarne at yahoo.no Tue May 15 03:23:11 2007 From: sverrelarne at yahoo.no (sverre larne) Date: Mon, 14 May 2007 19:23:11 +0200 (CEST) Subject: Vedr. [Rq-rules] NPC template format? In-Reply-To: Message-ID: <69013.98154.qm@web28006.mail.ukl.yahoo.com> I've never found much use for descriptions of single NPCs. NPC groups on the other hand, I use over and over again as encounters. Sverre. Peter Maranci skrev: I'm trying to quickly work up a template for NPCs for the Chaos Project. Guess I should note for those who haven't seen it that the Chaos Project is three ever-expanding lists of found items, magic items, and chaotic features. Visitors can read the lists and add their own ideas. It has proved to be quite a useful way to keep new content accumulating on my site over the years. Anyway, the Project is going to get a major reboot of sorts (although no content will be lost), and I'm going to add a fourth list for NPCs. But that raises the question of what fields to include. Here's what I've come up with so far. Any suggestions would be much appreciated! 1. Name 2. Short description/blurb (less than 100 characters - I hope this will appear on a "quick list" when a search is run) 3. System (if non-RQ/d100 and system-specific - this will allow users to search for NPCs for specific systems). 4. Genre/setting/world (probably a drop-down list with a fill-in option, this will also be an option as a filter for searches) 5. Boxes for the standard d100/RQ characteristics, plus a couple of extra boxes for optional characteristics such as CoC's EDU. 6. Description (physical and personality) 7. Skills 8. Possessions 9. Background/History 10. Keywords My goal is to make this ideal for BRP-derived NPCs, but flexible enough to allow NPCs for other systems to be entered. So, any suggestions? ->Peter -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules GBC's Portal to Glorantha - http://www.runequest-glorantha.com GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070514/88913a18/attachment.html From pmaranci at gmail.com Tue May 15 03:38:37 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Mon, 14 May 2007 13:38:37 -0400 Subject: Vedr. [Rq-rules] NPC template format? In-Reply-To: <69013.98154.qm@web28006.mail.ukl.yahoo.com> References: <69013.98154.qm@web28006.mail.ukl.yahoo.com> Message-ID: Interesting. Maybe I can find a way to fold groups into the NPC list (alternatively, they'd certainly fit into the "Found Items" list). What sort of information would a GM need for a group? ->Peter On 5/14/07, sverre larne wrote: > > I've never found much use for descriptions of single NPCs. NPC groups on > the other hand, I use over and over again as encounters. > > Sverre. > > *Peter Maranci * skrev: > > I'm trying to quickly work up a template for NPCs for the Chaos Project. > Guess I should note for those who haven't seen it that the Chaos Project > is three ever-expanding lists of found items, magic items, and chaotic > features. Visitors can read the lists and add their own ideas. It has proved > to be quite a useful way to keep new content accumulating on my site over > the years. > Anyway, the Project is going to get a major reboot of sorts (although no > content will be lost), and I'm going to add a fourth list for NPCs. But that > raises the question of what fields to include. > Here's what I've come up with so far. Any suggestions would be much > appreciated! > 1. Name > 2. Short description/blurb (less than 100 characters - I hope this will > appear on a "quick list" when a search is run) > 3. System (if non-RQ/d100 and system-specific - this will allow users to > search for NPCs for specific systems). > 4. Genre/setting/world (probably a drop-down list with a fill-in option, > this will also be an option as a filter for searches) > 5. Boxes for the standard d100/RQ characteristics, plus a couple of extra > boxes for optional characteristics such as CoC's EDU. > 6. Description (physical and personality) > 7. Skills > 8. Possessions > 9. Background/History > > 10. Keywords > My goal is to make this ideal for BRP-derived NPCs, but flexible enough to > allow NPCs for other systems to be entered. So, any suggestions? > ->Peter > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > The Diary of An Invisible Man: http://bobquasit.livejournal.com/_______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > > > GBC's Portal to Glorantha - http://www.runequest-glorantha.com > GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070514/c103da44/attachment.html From sverrelarne at yahoo.no Tue May 15 04:11:03 2007 From: sverrelarne at yahoo.no (sverre larne) Date: Mon, 14 May 2007 20:11:03 +0200 (CEST) Subject: Vedr. Re: Vedr. [Rq-rules] NPC template format? In-Reply-To: Message-ID: <20070514181104.60500.qmail@web28008.mail.ukl.yahoo.com> NPC's groups ?la those found in "Dorastor - Land of Doom", "Monster Colluseum", "Griffin Mnt." etc. are totally perfect. I've used those over and over again, with only minor adjustments to stop my PC's from understanding what I've done. Of utmost importance are individual names for each character, some different loot on each, and some different chaotic features if a chaos group is encountered. ("smelles like freshly baked bread" etc. ;-) ). In a group of 10 NPCs, even if 8 of them are basically the same, giving them different names and a bit different loot, or just changing them a bit from each other does a lot. Getting stats for a "typical member" of the NPC group which the GM can multiply up is quite annoying. The Chaos Project is great by the way, I regularly use it in my scenarios! SGL. Peter Maranci skrev: Interesting. Maybe I can find a way to fold groups into the NPC list (alternatively, they'd certainly fit into the "Found Items" list). What sort of information would a GM need for a group? ->Peter On 5/14/07, sverre larne wrote: I've never found much use for descriptions of single NPCs. NPC groups on the other hand, I use over and over again as encounters. Sverre. Peter Maranci skrev: I'm trying to quickly work up a template for NPCs for the Chaos Project. Guess I should note for those who haven't seen it that the Chaos Project is three ever-expanding lists of found items, magic items, and chaotic features. Visitors can read the lists and add their own ideas. It has proved to be quite a useful way to keep new content accumulating on my site over the years. Anyway, the Project is going to get a major reboot of sorts (although no content will be lost), and I'm going to add a fourth list for NPCs. But that raises the question of what fields to include. Here's what I've come up with so far. Any suggestions would be much appreciated! 1. Name 2. Short description/blurb (less than 100 characters - I hope this will appear on a "quick list" when a search is run) 3. System (if non-RQ/d100 and system-specific - this will allow users to search for NPCs for specific systems). 4. Genre/setting/world (probably a drop-down list with a fill-in option, this will also be an option as a filter for searches) 5. Boxes for the standard d100/RQ characteristics, plus a couple of extra boxes for optional characteristics such as CoC's EDU. 6. Description (physical and personality) 7. Skills 8. Possessions 9. Background/History 10. Keywords My goal is to make this ideal for BRP-derived NPCs, but flexible enough to allow NPCs for other systems to be entered. So, any suggestions? ->Peter -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules GBC's Portal to Glorantha - http://www.runequest-glorantha.com GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules GBC's Portal to Glorantha - http://www.runequest-glorantha.com GBC's RuneQuest Links & Glorantha Links - http://www.runequest.info -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070514/bd3425e5/attachment.html From shaw at caprica.com Tue May 15 09:18:38 2007 From: shaw at caprica.com (Wayne Shaw) Date: Mon, 14 May 2007 16:18:38 -0700 Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: <000901c795f3$3211b000$19407442@chaosce4015e22> References: <969846.20059.qm@web33501.mail.mud.yahoo.com> <000901c795f3$3211b000$19407442@chaosce4015e22> Message-ID: <7.0.1.0.1.20070514161712.034415f8@caprica.com> At 11:43 PM 5/13/2007, you wrote: >There is actually any number of arguments that once someone is >trained in a skill, any influence of abilities is problematical. > >As anyone can tell from my own game design, I don't necessarily >believe this, but some perfectly fine game designs do not connect >skills and abilities directly. > >For that matter, even my own designs tend to give increases in some >skills to people with certain ability scores, but as soon as they >get some experience in the skill (increase it beyond the base >acquired through abilities), the abilities no longer have much >effect on the trained skill. Yeah. Traditional RQ was such that abilities mattered enormously when you were starting out, but only modestly after that. >At this point, I don't recall specifically what I wrote in SPQR, but >I think when I do the skill chapter I am going to make a point that >increase of abilities after training in a skill only has an effect >if the ability increase would take the base skill above that of the >trained skill. Eh. I don't recall how SPQR handled bonuses, but if its anything like the RQ3 approach where its only adding a percentage point here and there, its pretty harmless. From shaw at caprica.com Tue May 15 09:20:48 2007 From: shaw at caprica.com (Wayne Shaw) Date: Mon, 14 May 2007 16:20:48 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <46483D12.9040107@inetnebr.com> References: <969846.20059.qm@web33501.mail.mud.yahoo.com> <46483D12.9040107@inetnebr.com> Message-ID: <7.0.1.0.1.20070514161924.01c53438@caprica.com> >I always wondered why "weapon caddies" occurred ... and figured it >meant part of the >advancement system was at one point broken... but no, people on this >list blame the I'm not sure I've ever seen an advancement system that _wasn't_ broken to one degree or another, but not having one is pretty dodgy too. The RQ-AIG fixed number of checks approach mostly hosed down weapon caddies; the other primary reason (cult requirements) nothing much was going to help on. From lancelot at inetnebr.com Tue May 15 10:12:30 2007 From: lancelot at inetnebr.com (Lance Dyas) Date: Mon, 14 May 2007 19:12:30 -0500 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <7.0.1.0.1.20070514161924.01c53438@caprica.com> References: <969846.20059.qm@web33501.mail.mud.yahoo.com> <46483D12.9040107@inetnebr.com> <7.0.1.0.1.20070514161924.01c53438@caprica.com> Message-ID: <4648FAEE.1040509@inetnebr.com> Wayne Shaw wrote: > >> I always wondered why "weapon caddies" occurred ... and figured it >> meant part of the >> advancement system was at one point broken... but no, people on this >> list blame the > > I'm not sure I've ever seen an advancement system that _wasn't_ broken > to one degree or another, but not having one is pretty dodgy too. Genre arguments can say make this appropriate... Movies rarely involve advancement but when they do it is a dramatic element of the show. Super Heros go a long time with nothing then the advancement is more a change than a real advancment... > The RQ-AIG fixed number of checks approach mostly hosed down weapon > caddies; Yup the unpublished system had some nice stuff... but it is like saying something isnt broken because you have house rules to fix it ( a few select rules from AIG could be exactly what d100 needs. ) And at least one of AIG's excedingly large advancement methods also seemed to fix the generic character issue (up to a point) > the other primary reason (cult requirements) nothing much was going to > help on. > ?? From jurrubin at gmail.com Tue May 15 11:53:11 2007 From: jurrubin at gmail.com (David Smart) Date: Mon, 14 May 2007 20:53:11 -0500 Subject: [Rq-rules] Harn and Harnmaster In-Reply-To: References: <4767.80158.qm@web33515.mail.mud.yahoo.com> Message-ID: <1c92296e0705141853k306746afy2902537895b2e993@mail.gmail.com> Heh. And some of us enjoyed playing paladins. *grin* On 5/14/07, Allan Hird wrote: > > And here I thought I was the only one who every played or tried playing > Darth Vader inspired guys in heavy armor! ;-) Must have been a major > influence on every multiclassed fighter/spellcaster I ever tried out. At > least the bad-tempered ones. ;-) > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070514/961e722d/attachment.html From parejf63 at hotmail.com Tue May 15 12:40:11 2007 From: parejf63 at hotmail.com (John Pare') Date: Mon, 14 May 2007 22:40:11 -0400 Subject: [Rq-rules] Harn and Harnmaster In-Reply-To: <1c92296e0705141853k306746afy2902537895b2e993@mail.gmail.com> Message-ID: >Heh. And some of us enjoyed playing paladins. *grin* ICKYPOOH!!!! John >From: "David Smart" >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Re: [Rq-rules] Harn and Harnmaster >Date: Mon, 14 May 2007 20:53:11 -0500 > > >On 5/14/07, Allan Hird wrote: >> >>And here I thought I was the only one who every played or tried playing >>Darth Vader inspired guys in heavy armor! ;-) Must have been a major >>influence on every multiclassed fighter/spellcaster I ever tried out. At >>least the bad-tempered ones. ;-) >> >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Like the way Microsoft Office Outlook works? You?ll love Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_outlook_0507 From anders at california.com Tue May 15 17:05:04 2007 From: anders at california.com (Anders Swenson) Date: Tue, 15 May 2007 00:05:04 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <56e64e7a0705121723m476e83b8s51b90c6a25e1034@mail.gmail.com> References: <977820.18170.qm@web33514.mail.mud.yahoo.com> <7.0.1.0.1.20070512113545.034032c8@caprica.com> <7.0.1.0.1.20070512124423.0340d000@caprica.com> <56e64e7a0705121723m476e83b8s51b90c6a25e1034@mail.gmail.com> Message-ID: On Sat, 12 May 2007 19:23:10 -0500 Styopa wrote: [...] > > Which is funny, because I personally LIKE the RQ3 sorcery system quite a > bit. I know that I'm probably in the minority, but I would say that was > probably even one of my favorite parts of the whole game. > > I've totally absorbed and Gloranthified Sandy's Tekumel Sorcery rules, and > it makes a WONDERFUL system which truly feels DIFFERENT from the > Divine/Spirit magic systems. The obsession in Tekumel with ritual, caste, > and status - they dovetail so damn nicely with the Brithini obsession with > ritual, I was a little surprised I hadn't stumbled on overlapping them > before. > > I would say that the weakness of the Sorcery system was only that they were > like a rules system without examples: I like to give my players spells > 'built' from the pieces (so for example a character might discover a > specific spell that is inflexibly Range 2, Intensity 4, and duration 3 for > a > net 6 or 7 mp) which makes for an interesting and always-different list of > effects available (as well as giving me as a DM a very clear indication of > the powers the players will have available in any given situation). OK,, where can I (we) see the text? --Anders From postmaster at runequest.za.org Tue May 15 18:10:18 2007 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Tue, 15 May 2007 10:10:18 +0200 (SAST) Subject: [Rq-rules] NPC template format? In-Reply-To: References: Message-ID: <40189.196.8.104.31.1179216618.squirrel@wwm.runequest.za.org> Peter, my comments below. Regards Tony Peter wrote: > I'm trying to quickly work up a template for NPCs for the Chaos Project. > > Guess I should note for those who haven't seen it that the Chaos Project > is > three ever-expanding lists of found items, magic items, and chaotic > features. Visitors can read the lists and add their own ideas. It has > proved > to be quite a useful way to keep new content accumulating on my site over > the years. > > Anyway, the Project is going to get a major reboot of sorts (although no > content will be lost), and I'm going to add a fourth list for NPCs. But > that > raises the question of what fields to include. > > Here's what I've come up with so far. Any suggestions would be much > appreciated! > > 1. Name Tony - Make this field a decent size, to take in long nicknames. > > 2. Short description/blurb (less than 100 characters - I hope this will > appear on a "quick list" when a search is run) Tony - Makes sence > > 3. System (if non-RQ/d100 and system-specific - this will allow users to > search for NPCs for specific systems). Tony - Good idea here. Maybe have a drop down of primary systems with an "other" as last resort which will then force input in a text box. > > 4. Genre/setting/world (probably a drop-down list with a fill-in option, > this will also be an option as a filter for searches) > > 5. Boxes for the standard d100/RQ characteristics, plus a couple of extra > boxes for optional characteristics such as CoC's EDU. Tony- Maybe dynamically display these depending on what syhstem drop down was selected, with generic type headings for "other system" > > 6. Description (physical and personality) Tony- Allow pasting of character skets possibly? Although this could be open to abuse (pasting smut etc) > > 7. Skills > > 8. Possessions > 9. Background/History > > 10. Keywords Tony - Not sure what you mean here? Other comments - Maybe a spot for the lads mount/sidekick/minion Otherwise its an excellent idea, something I too have toyed with but never got round to doing. Tony > > My goal is to make this ideal for BRP-derived NPCs, but flexible enough to > allow NPCs for other systems to be entered. So, any suggestions? > ->Peter > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > The Diary of An Invisible Man: http://bobquasit.livejournal.com/ > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From Nick.Middleton at wrsl.com Tue May 15 18:20:00 2007 From: Nick.Middleton at wrsl.com (Nick.Middleton at wrsl.com) Date: Tue, 15 May 2007 09:20:00 +0100 Subject: [Rq-rules] RQ III Experience was d100 In-Reply-To: <7.0.1.0.1.20070514161924.01c53438@caprica.com> Message-ID: >>I always wondered why "weapon caddies" occurred ... and figured it >>meant part of the >>advancement system was at one point broken... but no, people on this >>list blame the players. If people play chess, but let all the pieces move like Bishops, is it the fault of the rules of Chess their games don't work the way they expect them to? Every BRP game I can recall (with the possible exception of RQI/II, as it's been a while since I read the experience rules in those editions) EXPLICITLY states that the granting of an experience check is UPTO THE GM! So who the hell else is to blame?! "Whenever an adventurer successfully uses a skill and the gamemaster agrees that the success is worth an experience roll, t he player checkmarks the small box next to the skill on the adventurer sheet." (Players Book, page 36) Pretty unambiguous really: "Whenever... the gamemaster agrees..." If people don't apply the rules correctly, or let other people take liberties, it's hardly a flaw in the rule system. Cheers, Nick Middleton Any files attached to this e-mail will have been checked with virus detection software prior to transmission but you should carry out your own virus check before opening any attachment. WRSL does not accept liability for any damage or loss which may be caused by software viruses. The contents of this e-mail and any attachments are the property of WRSL and are intended for the confidential use by the named recipient only. They may be legally privileged and should not be communicated to, or relied upon, by any other person without written consent. If you are not the addressee, please notify us immediately at the following address: Westinghouse Rail Systems Ltd (WRSL), PO Box 79, Pew Hill, Langley Park, Chippenham, Wiltshire, SN15 1JD - Tel 01249 441441 Westinghouse Rail Systems Ltd is a subsidiary of Invensys Plc. Registered office: Portland House, Bressenden Place, London, SW1E 5BF. Registered in England and Wales No. 1641421. From soltakss at yahoo.com Tue May 15 21:24:12 2007 From: soltakss at yahoo.com (Simon Phipp) Date: Tue, 15 May 2007 04:24:12 -0700 (PDT) Subject: [Rq-rules] *** JUNK MAIL ***Re: Deadliness Message-ID: <490268.76202.qm@web51006.mail.re2.yahoo.com> Peter Maranci (probably): >Can't remember what system we were using with Harn (this was around 1987, >as >I recall), but I do remember that the deadliness really put me off. I was >playing a heavily armored death knight of some sort, modelled after Darth >Vader, and I ended up being killed single-handed by a farmer with a >pitchfork. And I hadn't even been injured before I met that damned farmer; >he was my first encounter. So you played incredibly non-deadly RQ instead? Never heard of Rurik and the trollkin, then? :-) See Ya Simon -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070515/df4445e7/attachment.html From lancelot at inetnebr.com Tue May 15 23:10:57 2007 From: lancelot at inetnebr.com (Lance Dyas) Date: Tue, 15 May 2007 08:10:57 -0500 Subject: [Rq-rules] RQ III Experience was d100 In-Reply-To: References: Message-ID: <4649B161.2050406@inetnebr.com> Nick.Middleton at wrsl.com wrote: >>> I always wondered why "weapon caddies" occurred ... and figured it >>> meant part of the >>> advancement system was at one point broken... but no, people on this >>> list blame the players. >>> > > > "Whenever an adventurer successfully uses a skill and the gamemaster agrees > that the success is worth an experience roll, t he player checkmarks the > small box next to the skill on the adventurer sheet." (Players Book, page > 36) Pretty unambiguous really: "Whenever... the gamemaster agrees..." > sure and WAY too Too subjective...on what basis is the GM supposed to agree or not no guidelines or examples etc etc requiring too much police work by the GM. His/Her job is big enough.. there are any number of reasons this will not work for a lot of people. The atmosphere I was first exposed to RQ was a convention and had an atmosphere of check hunting and weapon caddying that was outright silly.. RQ!V :: AIG has rules that don't require the GM to play Police officer... my favorite was something along the lines of after an adventure each character gets a specific number of checks they can roll. I think they had one involving 5 weeks of non adventure time as well. Both of which removed subjectivity and tied advancement at least somewhat to time passage. From lev_lafayette at yahoo.com.au Tue May 15 23:30:20 2007 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Tue, 15 May 2007 06:30:20 -0700 (PDT) Subject: [Rq-rules] RQ III Experience was d100 In-Reply-To: <4649B161.2050406@inetnebr.com> Message-ID: <266306.26802.qm@web33515.mail.mud.yahoo.com> --- Lance Dyas wrote: > > "Whenever an adventurer successfully uses a skill > and the gamemaster agrees > > that the success is worth an experience roll, t he > player checkmarks the > > small box next to the skill on the adventurer > sheet." (Players Book, page > > 36) Pretty unambiguous really: "Whenever... the > gamemaster agrees..." > > > sure and WAY too Too subjective...on what basis is > the GM supposed to > agree or not no guidelines or examples etc etc > requiring too much > police work by the GM. His/Her job is big enough.. > there are any number > of reasons this will not work for a lot of people. > The atmosphere I was > first exposed to RQ was a convention and had an > atmosphere of check > hunting and weapon caddying that was outright > silly.. I am imagine it is terribly unpopular in some circles, but I don't give out experience checks during game time. Instead they receive the equivalent of a years' worth of experience (INT+INT+POW) to distribute among appropriate skills after an adventure plus usually another years' worth in their occupation (again, I use INT+INT+POW). Essentially "adventurers" advance twice as fast as people who "stay at home". HTH, Lev ____________________________________________________________________________________ Don't get soaked. Take a quick peak at the forecast with the Yahoo! Search weather shortcut. http://tools.search.yahoo.com/shortcuts/#loc_weather From grogthing at yahoo.com Wed May 16 00:07:37 2007 From: grogthing at yahoo.com (grogthing) Date: Tue, 15 May 2007 07:07:37 -0700 (PDT) Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: <7.0.1.0.1.20070514161712.034415f8@caprica.com> Message-ID: <126932.59408.qm@web32807.mail.mud.yahoo.com> This is always an interesting topic. Now if I recall properly there is a certain response speed of the muscles in response to the electrical impulse sent from the brain telling the muscle to move. It can be trained up by vast amounts of repetition of the specific muscle movement. This was taught to me in one of my martial arts classes, I assume its correct, but i am not a scientist. So you take someone cold and with no training and tell them to punch a target as fast as they can, it will be at a certain speed and accuracy, while a person who has spent time, repetitively practicing that punch over and over again for many hours will punch must fast, harder and more accurate. In this scenario, it would seems that what we call base attributes...which ends up being what we roll against when there isnt a specific skill to use....is the cold, untrained level of response. It would seem logical, that once specific training occurred...that should/would override the use of the default attribute. Now does a person who has done a lot of specific level practicing...ie a high skill level...affect ones overall untrained response...ie...high skill levels...lead to having higher attributes? I would think so... The system I have been trying to tie down would give...all starting characters....average physical stats.....then let them purchase skills according to character concept....then have a calculation to figure the attribute bonus or penalty....based on investment in skills that affect that attribute. Greg --- Wayne Shaw wrote: > At 11:43 PM 5/13/2007, you wrote: > >There is actually any number of arguments that once > someone is > >trained in a skill, any influence of abilities is > problematical. > > > >As anyone can tell from my own game design, I don't > necessarily > >believe this, but some perfectly fine game designs > do not connect > >skills and abilities directly. > > > >For that matter, even my own designs tend to give > increases in some > >skills to people with certain ability scores, but > as soon as they > >get some experience in the skill (increase it > beyond the base > >acquired through abilities), the abilities no > longer have much > >effect on the trained skill. > > Yeah. Traditional RQ was such that abilities > mattered enormously > when you were starting out, but only modestly after > that. > > > >At this point, I don't recall specifically what I > wrote in SPQR, but > >I think when I do the skill chapter I am going to > make a point that > >increase of abilities after training in a skill > only has an effect > >if the ability increase would take the base skill > above that of the > >trained skill. > > Eh. I don't recall how SPQR handled bonuses, but if > its anything > like the RQ3 approach where its only adding a > percentage point here > and there, its pretty harmless. > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/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 From clive.wickens at btopenworld.com Wed May 16 01:23:45 2007 From: clive.wickens at btopenworld.com (Clive Wickens) Date: Tue, 15 May 2007 16:23:45 +0100 Subject: [Rq-rules] the five senses and base skill scores Message-ID: <000601c79705$0782ed00$046a8456@sickboy> I was curious, to what extent do people feel that our senses influence base skill scores. eg tracking: mostly visual clues for humans plus interpretation of those skills.,a bloodhounds track skill however might be olfactory based. Now if my adventurer casts the spirit spell " nose of the bloodhound" on himself what kind of % increase is he going to see to his track skill ? 20% ? 30% ? RQ2 had a taste analysis skill if memory serves. But do you think there is a minimum % people should get in skills based on their senses ? and what would those minimum %'s be: smell 5%, taste 5% what ? -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070515/ec5652cb/attachment.html From pmaranci at gmail.com Wed May 16 01:47:17 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Tue, 15 May 2007 11:47:17 -0400 Subject: [Rq-rules] NPC template format? In-Reply-To: <40189.196.8.104.31.1179216618.squirrel@wwm.runequest.za.org> References: <40189.196.8.104.31.1179216618.squirrel@wwm.runequest.za.org> Message-ID: Tony, good to hear from you - sorry, I know I owe you an email or two (I hope the list doesn't mind a quick OT personal note). Thanks for the suggestions - this is just the sort of thing I was hoping for. #5 - it's a wonderful idea - but since I'm not the one who's handling the technical side of the new Project, I don't know if it's possible (I know that it would be beyond MY skills, of course). If it's not possible, would two additional boxes for characteristics be sufficient? If non-BRP-derived systems are allowed (I'm not sure if they will be), perhaps I should also include a large text box for unusual systems. If I had the time and energy I'd set up something like the Chaos Project for D&D too. But that would probably be more work than it would be worth. #6 - Thanks, I like the sketches idea very much! Again, not sure if it's possible, but it's awfully tempting. I agree about the porn/spam problem, but that's why the new Chaos Project will require contributors to register and log in before contributing. #10 - Since the new Project will be searchable, it seemed a good idea to have keywords to base the search on. I suppose that all text could be searchable as well. I wish there was a way to allow a general categorization of "power levels" for BRP NPCs; has anyone ever worked out something along those lines? I'm familiar with the lay member/initiate/priest/rune lord/hero system (loose though it is), but it's probably too tied to Glorantha. ->Peter On 5/15/07, postmaster at runequest.za.org wrote: > > Peter, my comments below. > Regards > Tony > > Peter wrote: > > I'm trying to quickly work up a template for NPCs for the Chaos Project. > > > > Guess I should note for those who haven't seen it that the Chaos Project > > is > > three ever-expanding lists of found items, magic items, and chaotic > > features. Visitors can read the lists and add their own ideas. It has > > proved > > to be quite a useful way to keep new content accumulating on my site > over > > the years. > > > > Anyway, the Project is going to get a major reboot of sorts (although no > > content will be lost), and I'm going to add a fourth list for NPCs. But > > that > > raises the question of what fields to include. > > > > Here's what I've come up with so far. Any suggestions would be much > > appreciated! > > > > 1. Name > Tony - Make this field a decent size, to take in long nicknames. > > > > 2. Short description/blurb (less than 100 characters - I hope this will > > appear on a "quick list" when a search is run) > Tony - Makes sence > > > > 3. System (if non-RQ/d100 and system-specific - this will allow users to > > search for NPCs for specific systems). > Tony - Good idea here. Maybe have a drop down of primary systems with an > "other" as last resort which will then force input in a text box. > > > > 4. Genre/setting/world (probably a drop-down list with a fill-in option, > > this will also be an option as a filter for searches) > > > > 5. Boxes for the standard d100/RQ characteristics, plus a couple of > extra > > boxes for optional characteristics such as CoC's EDU. > > Tony- Maybe dynamically display these depending on what syhstem drop down > was selected, with generic type headings for "other system" > > > > 6. Description (physical and personality) > Tony- Allow pasting of character skets possibly? Although this could be > open to abuse (pasting smut etc) > > > > 7. Skills > > > > 8. Possessions > > 9. Background/History > > > > 10. Keywords > > Tony - Not sure what you mean here? > > Other comments - Maybe a spot for the lads mount/sidekick/minion > > Otherwise its an excellent idea, something I too have toyed with but never > got round to doing. > Tony > > > > > My goal is to make this ideal for BRP-derived NPCs, but flexible enough > to > > allow NPCs for other systems to be entered. So, any suggestions? > > ->Peter > > > > -- > > Peter Maranci - pmaranci at gmail.com > > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > > The Diary of An Invisible Man: http://bobquasit.livejournal.com/ > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070515/4475f437/attachment.html From pmaranci at gmail.com Wed May 16 02:08:52 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Tue, 15 May 2007 12:08:52 -0400 Subject: [Rq-rules] the five senses and base skill scores In-Reply-To: <000601c79705$0782ed00$046a8456@sickboy> References: <000601c79705$0782ed00$046a8456@sickboy> Message-ID: Oooh, this raises an issue I'm quite interested in: supertasters. http://en.wikipedia.org/wiki/Super_taster Approximately 25% of the human population (of Earth) are supertasters. 50% are medium tasters, and 25% are nontasters. I happen to be a supertaster (there's a simple test you can perform at home to find out if you're one). As a result, my senses of taste and smell are unusually keen; if there's a gas leak in a house, I'm the first person who's going to know about it. There are, of course, some drawbacks as well. In any case, it seems to me that if the super/medium/non-taster phenomenon exists in a game world, it should probably make a rather large difference in the base skills for both taste analysis and smell; Nontasters might have a 0% base, medium tasters a 5% base, and supertasters 25%. On the other hand, this would allow medium tasters to gain experience in those skills more rapidly, and that doesn't seem right. My understanding is that supertasters can do jobs that others simply can't; professional wine tasting, for example, or perfume creation. This would fit in well with a GURPs-like Advantage/Disadvantage system, actually. ->Peter On 5/15/07, Clive Wickens wrote: > > I was curious, to what extent do people feel that our senses influence > base skill scores. eg tracking: mostly visual clues for humans plus > interpretation of those skills.,a bloodhounds track skill however might be > olfactory based. Now if my adventurer casts the spirit spell " nose of the > bloodhound" on himself what kind of % increase is he going to see to his > track skill ? 20% ? 30% ? > > RQ2 had a taste analysis skill if memory serves. But do you think there is > a minimum % people should get in skills based on their senses ? and what > would those minimum %'s be: smell 5%, taste 5% what ? > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070515/be4e7166/attachment.html From allan.hird at gmail.com Wed May 16 02:20:29 2007 From: allan.hird at gmail.com (Allan Hird) Date: Tue, 15 May 2007 09:20:29 -0700 Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: <126932.59408.qm@web32807.mail.mud.yahoo.com> References: <7.0.1.0.1.20070514161712.034415f8@caprica.com> <126932.59408.qm@web32807.mail.mud.yahoo.com> Message-ID: Hmm..I may have missed your point, but here's tangent on it (and seems interesting): your training leverages your natural ability? So, your rate of improvement in a skill depends on the associated characteristic(s)? The more natural ability you have (talent) the more you get out of practice, training, and experience. So you would start of with a base skill influenced by characteristics. Then as you train, practice, or gain experience your skill goes up, but the rate of increase depends on the original untrained natural ability in that skill. A metric could be a dice roll derived from the original skill category bonus. So a category bonus of X would give a dice roll of dX or the nearest die to that bonus. +4 bonus = d4, +7 = d6 or d8, +10 = d10, etc. Since each skill category bonus range is different, you would likely use a scale of die values. After all, a +20 category modifier would result in a d20 roll, which is a bit much. Also, it would have to be scaled back as skill approached 100% or some such. On 5/15/07, grogthing wrote: > > This is always an interesting topic. > > Now if I recall properly there is a certain response > speed of the muscles in response to the electrical > impulse sent from the brain telling the muscle to > move. It can be trained up by vast amounts of > repetition of the specific muscle movement. This was > taught to me in one of my martial arts classes, I > assume its correct, but i am not a scientist. > > So you take someone cold and with no training and tell > them to punch a target as fast as they can, it will be > at a certain speed and accuracy, while a person who > has spent time, repetitively practicing that punch > over and over again for many hours will punch must > fast, harder and more accurate. > > In this scenario, it would seems that what we call > base attributes...which ends up being what we roll > against when there isnt a specific skill to use....is > the cold, untrained level of response. > > It would seem logical, that once specific training > occurred...that should/would override the use of the > default attribute. > > Now does a person who has done a lot of specific level > practicing...ie a high skill level...affect ones > overall untrained response...ie...high skill > levels...lead to having higher attributes? I would > think so... > > The system I have been trying to tie down would > give...all starting characters....average physical > stats.....then let them purchase skills according to > character concept....then have a calculation to figure > the attribute bonus or penalty....based on investment > in skills that affect that attribute. > > Greg > > --- Wayne Shaw wrote: > > > At 11:43 PM 5/13/2007, you wrote: > > >There is actually any number of arguments that once > > someone is > > >trained in a skill, any influence of abilities is > > problematical. > > > > > >As anyone can tell from my own game design, I don't > > necessarily > > >believe this, but some perfectly fine game designs > > do not connect > > >skills and abilities directly. > > > > > >For that matter, even my own designs tend to give > > increases in some > > >skills to people with certain ability scores, but > > as soon as they > > >get some experience in the skill (increase it > > beyond the base > > >acquired through abilities), the abilities no > > longer have much > > >effect on the trained skill. > > > > Yeah. Traditional RQ was such that abilities > > mattered enormously > > when you were starting out, but only modestly after > > that. > > > > > > >At this point, I don't recall specifically what I > > wrote in SPQR, but > > >I think when I do the skill chapter I am going to > > make a point that > > >increase of abilities after training in a skill > > only has an effect > > >if the ability increase would take the base skill > > above that of the > > >trained skill. > > > > Eh. I don't recall how SPQR handled bonuses, but if > > its anything > > like the RQ3 approach where its only adding a > > percentage point here > > and there, its pretty harmless. > > > > > > > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/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 > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -- "Certainty Murders Possibility" ~ Shinsei "Power over others is Weakness disguised as Strength" ~ Eckhart Tolle "It is the duty of the Best to champion the Many" ~ Me -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070515/59fb4a6f/attachment.html From aescleal at btinternet.com Wed May 16 02:23:38 2007 From: aescleal at btinternet.com (Ashley Munday) Date: Tue, 15 May 2007 17:23:38 +0100 (BST) Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: <126932.59408.qm@web32807.mail.mud.yahoo.com> Message-ID: <63301.22250.qm@web86109.mail.ird.yahoo.com> Watcha, Have a gawp at "Aftermath!" - sounds like the character development system in there would be right up your street. Every skill has a controlling attribute that gets better as you increase the controlled skill. Cheers, Ash --- grogthing wrote: > This is always an interesting topic. > > Now if I recall properly there is a certain response > speed of the muscles in response to the electrical > impulse sent from the brain telling the muscle to > move. It can be trained up by vast amounts of > repetition of the specific muscle movement. This was > taught to me in one of my martial arts classes, I > assume its correct, but i am not a scientist. > > So you take someone cold and with no training and > tell > them to punch a target as fast as they can, it will > be > at a certain speed and accuracy, while a person who > has spent time, repetitively practicing that punch > over and over again for many hours will punch must > fast, harder and more accurate. > > In this scenario, it would seems that what we call > base attributes...which ends up being what we roll > against when there isnt a specific skill to > use....is > the cold, untrained level of response. > > It would seem logical, that once specific training > occurred...that should/would override the use of the > default attribute. > > Now does a person who has done a lot of specific > level > practicing...ie a high skill level...affect ones > overall untrained response...ie...high skill > levels...lead to having higher attributes? I would > think so... > > The system I have been trying to tie down would > give...all starting characters....average physical > stats.....then let them purchase skills according to > character concept....then have a calculation to > figure > the attribute bonus or penalty....based on > investment > in skills that affect that attribute. > > Greg > > --- Wayne Shaw wrote: > > > At 11:43 PM 5/13/2007, you wrote: > > >There is actually any number of arguments that > once > > someone is > > >trained in a skill, any influence of abilities is > > problematical. > > > > > >As anyone can tell from my own game design, I > don't > > necessarily > > >believe this, but some perfectly fine game > designs > > do not connect > > >skills and abilities directly. > > > > > >For that matter, even my own designs tend to give > > increases in some > > >skills to people with certain ability scores, but > > as soon as they > > >get some experience in the skill (increase it > > beyond the base > > >acquired through abilities), the abilities no > > longer have much > > >effect on the trained skill. > > > > Yeah. Traditional RQ was such that abilities > > mattered enormously > > when you were starting out, but only modestly > after > > that. > > > > > > >At this point, I don't recall specifically what I > > wrote in SPQR, but > > >I think when I do the skill chapter I am going to > > make a point that > > >increase of abilities after training in a skill > > only has an effect > > >if the ability increase would take the base skill > > above that of the > > >trained skill. > > > > Eh. I don't recall how SPQR handled bonuses, but > if > > its anything > > like the RQ3 approach where its only adding a > > percentage point here > > and there, its pretty harmless. > > > > > > > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/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 > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From grogthing at yahoo.com Wed May 16 02:29:38 2007 From: grogthing at yahoo.com (grogthing) Date: Tue, 15 May 2007 09:29:38 -0700 (PDT) Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: <63301.22250.qm@web86109.mail.ird.yahoo.com> Message-ID: <691989.90546.qm@web32805.mail.mud.yahoo.com> Thanks! I just bought "Aftermath!" earlier this week but it has not been delivered yet. Sounds like I will like it. Greg --- Ashley Munday wrote: > Watcha, > > Have a gawp at "Aftermath!" - sounds like the > character development system in there would be right > up your street. > > Every skill has a controlling attribute that gets > better as you increase the controlled skill. > > Cheers, > > Ash > > --- grogthing wrote: > > > This is always an interesting topic. > > > > Now if I recall properly there is a certain > response > > speed of the muscles in response to the electrical > > impulse sent from the brain telling the muscle to > > move. It can be trained up by vast amounts of > > repetition of the specific muscle movement. This > was > > taught to me in one of my martial arts classes, I > > assume its correct, but i am not a scientist. > > > > So you take someone cold and with no training and > > tell > > them to punch a target as fast as they can, it > will > > be > > at a certain speed and accuracy, while a person > who > > has spent time, repetitively practicing that punch > > over and over again for many hours will punch must > > fast, harder and more accurate. > > > > In this scenario, it would seems that what we call > > base attributes...which ends up being what we roll > > against when there isnt a specific skill to > > use....is > > the cold, untrained level of response. > > > > It would seem logical, that once specific training > > occurred...that should/would override the use of > the > > default attribute. > > > > Now does a person who has done a lot of specific > > level > > practicing...ie a high skill level...affect ones > > overall untrained response...ie...high skill > > levels...lead to having higher attributes? I would > > think so... > > > > The system I have been trying to tie down would > > give...all starting characters....average physical > > stats.....then let them purchase skills according > to > > character concept....then have a calculation to > > figure > > the attribute bonus or penalty....based on > > investment > > in skills that affect that attribute. > > > > Greg > > > > --- Wayne Shaw wrote: > > > > > At 11:43 PM 5/13/2007, you wrote: > > > >There is actually any number of arguments that > > once > > > someone is > > > >trained in a skill, any influence of abilities > is > > > problematical. > > > > > > > >As anyone can tell from my own game design, I > > don't > > > necessarily > > > >believe this, but some perfectly fine game > > designs > > > do not connect > > > >skills and abilities directly. > > > > > > > >For that matter, even my own designs tend to > give > > > increases in some > > > >skills to people with certain ability scores, > but > > > as soon as they > > > >get some experience in the skill (increase it > > > beyond the base > > > >acquired through abilities), the abilities no > > > longer have much > > > >effect on the trained skill. > > > > > > Yeah. Traditional RQ was such that abilities > > > mattered enormously > > > when you were starting out, but only modestly > > after > > > that. > > > > > > > > > >At this point, I don't recall specifically what > I > > > wrote in SPQR, but > > > >I think when I do the skill chapter I am going > to > > > make a point that > > > >increase of abilities after training in a skill > > > only has an effect > > > >if the ability increase would take the base > skill > > > above that of the > > > >trained skill. > > > > > > Eh. I don't recall how SPQR handled bonuses, > but > > if > > > its anything > > > like the RQ3 approach where its only adding a > > > percentage point here > > > and there, its pretty harmless. > > > > > > > > > > > > > > > _______________________________________________ > > > RQ-Rules mailing list > > > RQ-Rules at crashbox.com > > > http://crashbox.com/mailman/listinfo/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 > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/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 From aescleal at btinternet.com Wed May 16 02:38:08 2007 From: aescleal at btinternet.com (Ashley Munday) Date: Tue, 15 May 2007 17:38:08 +0100 (BST) Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: <691989.90546.qm@web32805.mail.mud.yahoo.com> Message-ID: <25935.4407.qm@web86103.mail.ird.yahoo.com> Hi again, "Aftermath!" is probably the ultimate simulationist RPG of all time - I've not found too many things I've wanted to describe not covered in it's rules. It's a cool game if you can find people who enjoy the style of play it promotes. It gets a bit fiddly and you have to be good at mental arithmetic though (or use a calculator) so you have to know the system really well before playing or GMing. Cheers, Ash --- grogthing wrote: > Thanks! > > I just bought "Aftermath!" earlier this week but it > has not been delivered yet. > > Sounds like I will like it. > > Greg > > --- Ashley Munday wrote: > > > Watcha, > > > > Have a gawp at "Aftermath!" - sounds like the > > character development system in there would be > right > > up your street. > > > > Every skill has a controlling attribute that gets > > better as you increase the controlled skill. > > > > Cheers, > > > > Ash > > > > --- grogthing wrote: > > > > > This is always an interesting topic. > > > > > > Now if I recall properly there is a certain > > response > > > speed of the muscles in response to the > electrical > > > impulse sent from the brain telling the muscle > to > > > move. It can be trained up by vast amounts of > > > repetition of the specific muscle movement. This > > was > > > taught to me in one of my martial arts classes, > I > > > assume its correct, but i am not a scientist. > > > > > > So you take someone cold and with no training > and > > > tell > > > them to punch a target as fast as they can, it > > will > > > be > > > at a certain speed and accuracy, while a person > > who > > > has spent time, repetitively practicing that > punch > > > over and over again for many hours will punch > must > > > fast, harder and more accurate. > > > > > > In this scenario, it would seems that what we > call > > > base attributes...which ends up being what we > roll > > > against when there isnt a specific skill to > > > use....is > > > the cold, untrained level of response. > > > > > > It would seem logical, that once specific > training > > > occurred...that should/would override the use of > > the > > > default attribute. > > > > > > Now does a person who has done a lot of specific > > > level > > > practicing...ie a high skill level...affect ones > > > overall untrained response...ie...high skill > > > levels...lead to having higher attributes? I > would > > > think so... > > > > > > The system I have been trying to tie down would > > > give...all starting characters....average > physical > > > stats.....then let them purchase skills > according > > to > > > character concept....then have a calculation to > > > figure > > > the attribute bonus or penalty....based on > > > investment > > > in skills that affect that attribute. > > > > > > Greg > > > > > > --- Wayne Shaw wrote: > > > > > > > At 11:43 PM 5/13/2007, you wrote: > > > > >There is actually any number of arguments > that > > > once > > > > someone is > > > > >trained in a skill, any influence of > abilities > > is > > > > problematical. > > > > > > > > > >As anyone can tell from my own game design, I > > > don't > > > > necessarily > > > > >believe this, but some perfectly fine game > > > designs > > > > do not connect > > > > >skills and abilities directly. > > > > > > > > > >For that matter, even my own designs tend to > > give > > > > increases in some > > > > >skills to people with certain ability scores, > > but > > > > as soon as they > > > > >get some experience in the skill (increase it > > > > beyond the base > > > > >acquired through abilities), the abilities no > > > > longer have much > > > > >effect on the trained skill. > > > > > > > > Yeah. Traditional RQ was such that abilities > > > > mattered enormously > > > > when you were starting out, but only modestly > > > after > > > > that. > > > > > > > > > > > > >At this point, I don't recall specifically > what > > I > > > > wrote in SPQR, but > > > > >I think when I do the skill chapter I am > going > > to > > > > make a point that > > > > >increase of abilities after training in a > skill > > > > only has an effect > > > > >if the ability increase would take the base > > skill > > > > above that of the > > > > >trained skill. > > > > > > > > Eh. I don't recall how SPQR handled bonuses, > > but > > > if > > > > its anything > > > > like the RQ3 approach where its only adding a > > > > percentage point here > > > > and there, its pretty harmless. > > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > > > RQ-Rules mailing list > > > > RQ-Rules at crashbox.com > > > > http://crashbox.com/mailman/listinfo/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 > > > _______________________________________________ > > > RQ-Rules mailing list > > > RQ-Rules at crashbox.com > > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > === message truncated === From grogthing at yahoo.com Wed May 16 02:47:48 2007 From: grogthing at yahoo.com (grogthing) Date: Tue, 15 May 2007 09:47:48 -0700 (PDT) Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: Message-ID: <541931.15214.qm@web32807.mail.mud.yahoo.com> That is something else I wanted to get into the equation skill "aptitude" or "talent". That (to me) would equate to starting base level default ability. (Average DEX). Say you have a clumsy fellow (low DEX), with dedication and hard training, he can still master fencing and acrobatics, but it may take him much longer to reach that mastery level, than someone "who it just comes natural to". But after all those hours/weeks/months/years of training at fencing and acrobatics...and having mastered them....is his base DEX still low? does new dexterous activity...still default to his clumsy DEX?... I would think that his innate DEX level has been changed by his years of intense training in DEX based skills and that any new Dex based skill will have a higher default rate...than when he was at the beginning of his training track...when he was awkward and clumsy. As his training results in skill increase....his skill increase results in related attribute increase....which results in ease of skill advancement and learning new skills.. I really don't see the need for a separate attribute/skill system....but a skill training system...that realistically...affects...attributes tied to the trained skills. I never like random roll attributes...or random characters period. I like concept characters. Design character concept...verify GM approval of concept....choose skills according to concept...compute attributes derived from related skill levels. Play with character you are invested in and enjoy. Greg --- Allan Hird wrote: > Hmm..I may have missed your point, but here's > tangent on it (and seems > interesting): your training leverages your natural > ability? So, your rate > of improvement in a skill depends on the associated > characteristic(s)? The > more natural ability you have (talent) the more you > get out of practice, > training, and experience. So you would start of > with a base skill > influenced by characteristics. Then as you train, > practice, or gain > experience your skill goes up, but the rate of > increase depends on the > original untrained natural ability in that skill. A > metric could be a dice > roll derived from the original skill category bonus. > So a category bonus of > X would give a dice roll of dX or the nearest die to > that bonus. +4 bonus = > d4, +7 = d6 or d8, +10 = d10, etc. Since each skill > category bonus range > is different, you would likely use a scale of die > values. After all, a +20 > category modifier would result in a d20 roll, which > is a bit much. Also, it > would have to be scaled back as skill approached > 100% or some such. > > > On 5/15/07, grogthing wrote: > > > > This is always an interesting topic. > > > > Now if I recall properly there is a certain > response > > speed of the muscles in response to the electrical > > impulse sent from the brain telling the muscle to > > move. It can be trained up by vast amounts of > > repetition of the specific muscle movement. This > was > > taught to me in one of my martial arts classes, I > > assume its correct, but i am not a scientist. > > > > So you take someone cold and with no training and > tell > > them to punch a target as fast as they can, it > will be > > at a certain speed and accuracy, while a person > who > > has spent time, repetitively practicing that punch > > over and over again for many hours will punch must > > fast, harder and more accurate. > > > > In this scenario, it would seems that what we call > > base attributes...which ends up being what we roll > > against when there isnt a specific skill to > use....is > > the cold, untrained level of response. > > > > It would seem logical, that once specific training > > occurred...that should/would override the use of > the > > default attribute. > > > > Now does a person who has done a lot of specific > level > > practicing...ie a high skill level...affect ones > > overall untrained response...ie...high skill > > levels...lead to having higher attributes? I would > > think so... > > > > The system I have been trying to tie down would > > give...all starting characters....average physical > > stats.....then let them purchase skills according > to > > character concept....then have a calculation to > figure > > the attribute bonus or penalty....based on > investment > > in skills that affect that attribute. > > > > Greg > > > > --- Wayne Shaw wrote: > > > > > At 11:43 PM 5/13/2007, you wrote: > > > >There is actually any number of arguments that > once > > > someone is > > > >trained in a skill, any influence of abilities > is > > > problematical. > > > > > > > >As anyone can tell from my own game design, I > don't > > > necessarily > > > >believe this, but some perfectly fine game > designs > > > do not connect > > > >skills and abilities directly. > > > > > > > >For that matter, even my own designs tend to > give > > > increases in some > > > >skills to people with certain ability scores, > but > > > as soon as they > > > >get some experience in the skill (increase it > > > beyond the base > > > >acquired through abilities), the abilities no > > > longer have much > > > >effect on the trained skill. > > > > > > Yeah. Traditional RQ was such that abilities > > > mattered enormously > > > when you were starting out, but only modestly > after > > > that. > > > > > > > > > >At this point, I don't recall specifically what > I > > > wrote in SPQR, but > > > >I think when I do the skill chapter I am going > to > > > make a point that > > > >increase of abilities after training in a skill > > > only has an effect > > > >if the ability increase would take the base > skill > > > above that of the > > > >trained skill. > > > > > > Eh. I don't recall how SPQR handled bonuses, > but if > > > its anything > > > like the RQ3 approach where its only adding a > > > percentage point here > > > and there, its pretty harmless. > > > > > > > > > > > > > > > _______________________________________________ > > > RQ-Rules mailing list > > > RQ-Rules at crashbox.com > > > http://crashbox.com/mailman/listinfo/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 > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > -- > "Certainty Murders Possibility" ~ Shinsei > "Power over others is Weakness disguised as > Strength" ~ Eckhart Tolle > "It is the duty of the Best to champion the Many" ~ > Me > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/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 From dzappone at metamythos.net Wed May 16 03:16:10 2007 From: dzappone at metamythos.net (Dan Zappone) Date: Tue, 15 May 2007 12:16:10 -0500 Subject: [Rq-rules] NPC template format? In-Reply-To: References: <40189.196.8.104.31.1179216618.squirrel@wwm.runequest.za.org> Message-ID: <4649EADA.4010207@metamythos.net> #1 Name - Yep, gotta have a name, should be pretty long ~255 characters to accommodate names like "Mysophobe, Fearer of Germs, User of Antiseptics, Lord of Anxiety, Avoider of Latrines, and Washer of Hands" #2 (Brief) Description - should probably allow ~255 characters as well #3 System - Theoretically any NPC could be used with any system. Admittedly many NPCs would be better suited for Glorantha versus Greyhawk but with a little work would be adaptable. Or just find another NPC in the list that suits your world. But it would definitely be good to be able to search by specific system. If I need a Rune Lord of Humakt for a Glorantha campaign I certainly don't want details regarding a Drow priest of Llolth for Greyhawk. #4 Genre/Setting/World/Milieu etc. Good idea - Might be good to break this into two though. A Genre drop down with Fantasy, SciFi, Modern, etc. and a Milieu or Setting field that is a text field that will allow someone to specify the world or setting of the Genre. Personally I favor using Milieu for that but I just like the word. #5 Stats - Personally I'd skip the specific stats. I'm not just saying that because I'm going to code the thing either. It possible but to me it looks like a lot of work for little return. If it's going to be usable with multiple systems it would probably be best to just generically represent the stats a la FUDGE with something like Body, Mind and Soul to represent types of stats and Superb, Great, Good, Fair, Mediocre, Poor, Terrible to represent ability. A note could be made that scales attributes with the descriptions by system type. Something like: level 3-18/2-20 1-100 2-12 ----- --------- ----- ---- Superb 18 or more 91 or more 12 or more Great 15-17 76-90 11 Good 13-14 61-75 09-10 Fair 09-12 41-60 06-08 Mediocre 07-08 26-40 04-05 Poor 04-06 11-25 03 Terrible 03 or less 10 or less 02 or less It seems to me that generating stats for NPCs while tedious is relatively straightforward. Coming up with unique NPCs with distinct personalities and backgrounds is where the real value is. #6 Description (Physical/Personality) - I'd break this into two separate fields. One for physical appearance and one for personality. It's possible to add sketches but I'd probably wait and add this in a later version because it will be a fair amount of extra work to write the image handling and I'd like to get this out the door before a family deadline occurs (Peter knows what I'm talking about.) Both should be pretty large but not unlimited in size, perhaps 5000 characters. #7 Skill - Open ended field - probably should recommend using the scales in #5 to represent levels. Name/type of skill can easily be adapted to just about any skill based system. A rose by any other name...is still a skill. #8, #9 Possessions, Background/History - Both should be pretty large but not unlimited in size, perhaps 5000 characters. #10 Keywords - Definitely a good idea. The entire NPC record will be search able as well. Still it's nice to have the ability to specify something like evil, butcher, cannibal with keywords that might not b so explicitly described in one of the previous fields. #10.5 Power Levels - It would probably be good to have a drop down that would allow generalized categorization of how powerful an NPC is. Once again a logarithmic scale similar to above would work. Some simple instructions would server to help individuals categorize their NPCs. This could allow sorting and filtering as well. ---- Regarding NPC groups I'd suggest doing a separate list (at a later date) for those. -Dan # From pmaranci at gmail.com Wed May 16 03:48:47 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Tue, 15 May 2007 13:48:47 -0400 Subject: [Rq-rules] *** JUNK MAIL ***Re: Deadliness In-Reply-To: <490268.76202.qm@web51006.mail.re2.yahoo.com> References: <490268.76202.qm@web51006.mail.re2.yahoo.com> Message-ID: You have inspired me to create an aphorism: Any system can be deadly if the GM wants it to be. :D The thing is, even in RQ this wouldn't have happened (assuming the GM didn't cheat). A heavily armed and armored, relatively experienced, high-HP death knight taken out by one or two hits from a pitchfork wielded by a mere farmer? Even if the farmer criticalled, the death knight's hit points and CON should have allowed him to avoid instant death. Ah, Rurik. I miss him. You know, one thing that particularly impressed me about the RQ2 books and supplements was that the illustrative text was so well written. That's very unusual for RPG fiction! ->Peter On 5/15/07, Simon Phipp wrote: > > Peter Maranci (probably): > >Can't remember what system we were using with Harn (this was around 1987, > > >as > >I recall), but I do remember that the deadliness really put me off. I was > >playing a heavily armored death knight of some sort, modelled after Darth > >Vader, and I ended up being killed single-handed by a farmer with a > >pitchfork. And I hadn't even been injured before I met that damned > farmer; > >he was my first encounter. > > So you played incredibly non-deadly RQ instead? > > Never heard of Rurik and the trollkin, then? :-) > > See Ya > > Simon > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070515/7fc8185f/attachment.html From pmaranci at gmail.com Wed May 16 05:10:10 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Tue, 15 May 2007 15:10:10 -0400 Subject: [Rq-rules] NPC template format? In-Reply-To: <4649EADA.4010207@metamythos.net> References: <40189.196.8.104.31.1179216618.squirrel@wwm.runequest.za.org> <4649EADA.4010207@metamythos.net> Message-ID: Dan, agreed on 1 & 2. 3 - Obviously I'm not against the idea of making the NPCs useable for other systems, but at the same time it would be awfully convenient to allow users to click & print out BRP-ready NPCs at will, fully statted. Okay, I should ask the list, since many past contributors are on it (and assuming that any of them are still reading this thread): are you likely to write up full characteristic information for Chaos Project NPCs? I don't know if it would be practical to work out a dual-track system, maybe something that would allow contributors who want to add BRP stats to do so? In which case we'd need some sort of flag to allow users the option to filter and search based on statted d100 NPCs only. #4 - I agree on the split. Milieu/Setting/World might be better than "Milieu" alone, since that can be misinterpreted to mean the same thing as genre. #5 - Okay, I agree on the stats, although I lean towards including the characteristics which are held in common between D&D and d100; they're pretty close to universal. That would be STR, CON, INT, DEX, and APP/CHA. Limiting it to three basic stats feels a bit too restricting. But we need a broader upper range. Heck, many published RQ adventures have NPCs far above the "Superb" range. We'd probably need to add "Awesome", "Heroic" (if that's not too Glorantha-centric), "Demigodly" and "Godly". Perhaps we should use the 3-18 range divisions from RQ2 or D&D? As I recall D&D goes in 2-number ranges, and RQ2 used 4-point ranges (01-04, 05-08, etc.). But that's just me; when it comes to numbers, I like them to be orderly. :D Random thought, we may need to include a "N/A" option (assuming this will be drop-down) for things like ghosts, hellions, etc...I can also imagine some clever contributor working up an NPC with negative stats. Perhaps there should be an option for a text box describing the stat? And hey, what about creatures with VARIABLE stats, like werewolves? How could we deal with those? Heck, maybe we should just add a big text box to allow people to free-form stats. Agreed on everything else. ->Peter On 5/15/07, Dan Zappone wrote: > > #1 Name - Yep, gotta have a name, should be pretty long ~255 characters > to accommodate names like "Mysophobe, Fearer of Germs, User of > Antiseptics, Lord of Anxiety, Avoider of Latrines, and Washer of Hands" > > #2 (Brief) Description - should probably allow ~255 characters as well > > #3 System - Theoretically any NPC could be used with any system. > Admittedly many NPCs would be better suited for Glorantha versus > Greyhawk but with a little work would be adaptable. Or just find > another NPC in the list that suits your world. But it would definitely > be good to be able to search by specific system. If I need a Rune Lord > of Humakt for a Glorantha campaign I certainly don't want details > regarding a Drow priest of Llolth for Greyhawk. > > #4 Genre/Setting/World/Milieu etc. Good idea - Might be good to break > this into two though. A Genre drop down with Fantasy, SciFi, Modern, > etc. and a Milieu or Setting field that is a text field that will allow > someone to specify the world or setting of the Genre. Personally I > favor using Milieu for that but I just like the word. > > #5 Stats - Personally I'd skip the specific stats. I'm not just saying > that because I'm going to code the thing either. It possible but to me > it looks like a lot of work for little return. If it's going to be > usable with multiple systems it would probably be best to just > generically represent the stats a la FUDGE with something like Body, > Mind and Soul to represent types of stats and Superb, Great, Good, Fair, > Mediocre, Poor, Terrible to represent ability. A note could be made > that scales attributes with the descriptions by system type. Something > like: > > level 3-18/2-20 1-100 2-12 > ----- --------- ----- ---- > Superb 18 or more 91 or more 12 or more > Great 15-17 76-90 11 > Good 13-14 61-75 09-10 > Fair 09-12 41-60 06-08 > Mediocre 07-08 26-40 04-05 > Poor 04-06 11-25 03 > Terrible 03 or less 10 or less 02 or less > > It seems to me that generating stats for NPCs while tedious is > relatively straightforward. Coming up with unique NPCs with distinct > personalities and backgrounds is where the real value is. > > #6 Description (Physical/Personality) - I'd break this into two separate > fields. One for physical appearance and one for personality. It's > possible to add sketches but I'd probably wait and add this in a later > version because it will be a fair amount of extra work to write the > image handling and I'd like to get this out the door before a family > deadline occurs (Peter knows what I'm talking about.) Both should be > pretty large but not unlimited in size, perhaps 5000 characters. > > #7 Skill - Open ended field - probably should recommend using the scales > in #5 to represent levels. Name/type of skill can easily be adapted to > just about any skill based system. A rose by any other name...is still > a skill. > > #8, #9 Possessions, Background/History - Both should be pretty large > but not unlimited in size, perhaps 5000 characters. > > #10 Keywords - Definitely a good idea. The entire NPC record will be > search able as well. Still it's nice to have the ability to specify > something like evil, butcher, cannibal with keywords that might not b so > explicitly described in one of the previous fields. > > #10.5 Power Levels - It would probably be good to have a drop down that > would allow generalized categorization of how powerful an NPC is. Once > again a logarithmic scale similar to above would work. Some simple > instructions would server to help individuals categorize their NPCs. > This could allow sorting and filtering as well. > > ---- > > Regarding NPC groups I'd suggest doing a separate list (at a later date) > for those. > > -Dan > > # > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070515/0db98f1a/attachment.html From goldgrif at yahoo.com Wed May 16 05:23:27 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Tue, 15 May 2007 12:23:27 -0700 (PDT) Subject: [Rq-rules] the five senses and base skill scores In-Reply-To: <000601c79705$0782ed00$046a8456@sickboy> Message-ID: <759431.37483.qm@web56614.mail.re3.yahoo.com> i would give peple usually 0% to start of with,in modern terms, in games in primitive times, probably 10% for various skills --- Clive Wickens wrote: > I was curious, to what extent do people feel that > our senses influence base skill scores. eg tracking: > mostly visual clues for humans plus interpretation > of those skills.,a bloodhounds track skill however > might be olfactory based. Now if my adventurer casts > the spirit spell " nose of the bloodhound" on > himself what kind of % increase is he going to see > to his track skill ? 20% ? 30% ? > > RQ2 had a taste analysis skill if memory serves. But > do you think there is a minimum % people should get > in skills based on their senses ? and what would > those minimum %'s be: smell 5%, taste 5% what ?> _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > ____________________________________________________________________________________ Moody friends. Drama queens. Your life? Nope! - their life, your story. Play Sims Stories at Yahoo! Games. http://sims.yahoo.com/ From goldgrif at yahoo.com Wed May 16 06:37:57 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Tue, 15 May 2007 13:37:57 -0700 (PDT) Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: <25935.4407.qm@web86103.mail.ird.yahoo.com> Message-ID: <999129.23589.qm@web56602.mail.re3.yahoo.com> i love aftermath, we ran it for years and adapted various things to it, if you do like it get bushido from fgu --- Ashley Munday wrote: > Hi again, > > "Aftermath!" is probably the ultimate simulationist > RPG of all time - I've not found too many things > I've > wanted to describe not covered in it's rules. > > It's a cool game if you can find people who enjoy > the > style of play it promotes. It gets a bit fiddly and > you have to be good at mental arithmetic though (or > use a calculator) so you have to know the system > really well before playing or GMing. > > Cheers, > > Ash > > --- grogthing wrote: > > > Thanks! > > > > I just bought "Aftermath!" earlier this week but > it > > has not been delivered yet. > > > > Sounds like I will like it. > > > > Greg > > > > --- Ashley Munday wrote: > > > > > Watcha, > > > > > > Have a gawp at "Aftermath!" - sounds like the > > > character development system in there would be > > right > > > up your street. > > > > > > Every skill has a controlling attribute that > gets > > > better as you increase the controlled skill. > > > > > > Cheers, > > > > > > Ash > > > > > > --- grogthing wrote: > > > > > > > This is always an interesting topic. > > > > > > > > Now if I recall properly there is a certain > > > response > > > > speed of the muscles in response to the > > electrical > > > > impulse sent from the brain telling the muscle > > to > > > > move. It can be trained up by vast amounts of > > > > repetition of the specific muscle movement. > This > > > was > > > > taught to me in one of my martial arts > classes, > > I > > > > assume its correct, but i am not a scientist. > > > > > > > > So you take someone cold and with no training > > and > > > > tell > > > > them to punch a target as fast as they can, it > > > will > > > > be > > > > at a certain speed and accuracy, while a > person > > > who > > > > has spent time, repetitively practicing that > > punch > > > > over and over again for many hours will punch > > must > > > > fast, harder and more accurate. > > > > > > > > In this scenario, it would seems that what we > > call > > > > base attributes...which ends up being what we > > roll > > > > against when there isnt a specific skill to > > > > use....is > > > > the cold, untrained level of response. > > > > > > > > It would seem logical, that once specific > > training > > > > occurred...that should/would override the use > of > > > the > > > > default attribute. > > > > > > > > Now does a person who has done a lot of > specific > > > > level > > > > practicing...ie a high skill level...affect > ones > > > > overall untrained response...ie...high skill > > > > levels...lead to having higher attributes? I > > would > > > > think so... > > > > > > > > The system I have been trying to tie down > would > > > > give...all starting characters....average > > physical > > > > stats.....then let them purchase skills > > according > > > to > > > > character concept....then have a calculation > to > > > > figure > > > > the attribute bonus or penalty....based on > > > > investment > > > > in skills that affect that attribute. > > > > > > > > Greg > > > > > > > > --- Wayne Shaw wrote: > > > > > > > > > At 11:43 PM 5/13/2007, you wrote: > > > > > >There is actually any number of arguments > > that > > > > once > > > > > someone is > > > > > >trained in a skill, any influence of > > abilities > > > is > > > > > problematical. > > > > > > > > > > > >As anyone can tell from my own game design, > I > > > > don't > > > > > necessarily > > > > > >believe this, but some perfectly fine game > > > > designs > > > > > do not connect > > > > > >skills and abilities directly. > > > > > > > > > > > >For that matter, even my own designs tend > to > > > give > > > > > increases in some > > > > > >skills to people with certain ability > scores, > > > but > > > > > as soon as they > > > > > >get some experience in the skill (increase > it > > > > > beyond the base > > > > > >acquired through abilities), the abilities > no > > > > > longer have much > > > > > >effect on the trained skill. > > > > > > > > > > Yeah. Traditional RQ was such that > abilities > > > > > mattered enormously > > > > > when you were starting out, but only > modestly > > > > after > > > > > that. > > > > > > > > > > > > > > > >At this point, I don't recall specifically > > what > > > I > > > > > wrote in SPQR, but > > > > > >I think when I do the skill chapter I am > > going > > > to > > > > > make a point that > > > > > >increase of abilities after training in a > > skill > > > > > only has an effect > > > > > >if the ability increase would take the base > > > skill > > > > > above that of the > > > > > >trained skill. > > > > > > > > > > Eh. I don't recall how SPQR handled > bonuses, > > > but > > > > if > > > > > its anything > > > > > like the RQ3 approach where its only adding > a > > > > > percentage point here > > > > > and there, its pretty harmless. > > > > > > > > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > > > > RQ-Rules mailing list > > > > > RQ-Rules at crashbox.com > > > > > > http://crashbox.com/mailman/listinfo/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 > > > > > _______________________________________________ > > > > RQ-Rules mailing list > > > > RQ-Rules at crashbox.com > > > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > > > > > _______________________________________________ > > > RQ-Rules mailing list > > > RQ-Rules at crashbox.com > > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > === message truncated === > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > ____________________________________________________________________________________You snooze, you lose. Get messages ASAP with AutoCheck in the all-new Yahoo! Mail Beta. http://advision.webevents.yahoo.com/mailbeta/newmail_html.html From steve at perrinworlds.com Wed May 16 08:01:09 2007 From: steve at perrinworlds.com (steve) Date: Tue, 15 May 2007 22:01:09 +0000 Subject: [Rq-rules] *** JUNK MAIL ***Re: Deadliness Message-ID: <20070515215543.33749.qmail@ibusy.com> An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070515/89f036fb/attachment.html From shaw at caprica.com Wed May 16 08:52:21 2007 From: shaw at caprica.com (Wayne Shaw) Date: Tue, 15 May 2007 15:52:21 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <4648FAEE.1040509@inetnebr.com> References: <969846.20059.qm@web33501.mail.mud.yahoo.com> <46483D12.9040107@inetnebr.com> <7.0.1.0.1.20070514161924.01c53438@caprica.com> <4648FAEE.1040509@inetnebr.com> Message-ID: <7.0.1.0.1.20070515154656.033bddb8@caprica.com> At 05:12 PM 5/14/2007, you wrote: >Wayne Shaw wrote: >> >>>I always wondered why "weapon caddies" occurred ... and figured it >>>meant part of the >>>advancement system was at one point broken... but no, people on >>>this list blame the >> >>I'm not sure I've ever seen an advancement system that _wasn't_ >>broken to one degree or another, but not having one is pretty dodgy too. >Genre arguments can say make this appropriate... No, _medium_ arguments can. Movies aren't a genre; they're a medium. I don't know of a _genre_ that doesn't permit for some advancement, even stylized ones like superheroes. >Movies rarely involve advancement but when they do it is a dramatic >element of the show. Super Heros go a long time with nothing then >the advancement is more a change than a real advancment... Depends entirely on the character; most inexperienced characters in superhero settins show quite noticeable advancement for a time. Past that you run into the simple issue of most experience systems not showing diminishing returns (BRP is, in fact, one of the few that do). >>The RQ-AIG fixed number of checks approach mostly hosed down weapon caddies; >Yup the unpublished system had some nice stuff... but it is like >saying something isnt broken because >you have house rules to fix it ( a few select rules from AIG could >be exactly what d100 needs. ) I never said it wasn't broken; I was simply noting there were some easy fixes for it, appended to my note that almost all experience systems are messed up in one way or another. >And at least one of AIG's excedingly large advancement methods also >seemed to fix the generic character issue (up to a point) >>the other primary reason (cult requirements) nothing much was going >>to help on. >?? One of the biggest reasons to _bother_ using a different weapon was to advance in skills needed to join a cult. Otherwise, it was, well, pointless; you could go out and use your sword one fight, your axe the next, and your mace in the following, but why bother? What was the benefit to having three weapons good when any one of the three would do? There were sometimes reasons to try and keep your bow and dagger up, but it was far safer to try and do that with training than to deliberately endanger yourself to do so. But cult requirements where an essentially exterior motivator, and no change in advancement per se was going to make people less likely to want to pursue that. From shaw at caprica.com Wed May 16 08:54:29 2007 From: shaw at caprica.com (Wayne Shaw) Date: Tue, 15 May 2007 15:54:29 -0700 Subject: [Rq-rules] RQ III Experience was d100 In-Reply-To: <4649B161.2050406@inetnebr.com> References: <4649B161.2050406@inetnebr.com> Message-ID: <7.0.1.0.1.20070515155337.033cad20@caprica.com> >RQ!V :: AIG has rules that don't require the GM to play Police >officer... my favorite was something along the lines of after an >adventure each character gets a specific number of checks they can >roll. I think they had one involving 5 weeks of non adventure time >as well. Both of which removed subjectivity and tied advancement at >least somewhat to time passage. It didn't remove subjectivity; you still had to decide if a use of a skill was meaningful, but it did reduce the need for it, as there was little motivation to generate exused to make a roll. From lev_lafayette at yahoo.com.au Wed May 16 08:53:05 2007 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Tue, 15 May 2007 15:53:05 -0700 (PDT) Subject: [Rq-rules] Re: Deadliness In-Reply-To: Message-ID: <614201.28153.qm@web33511.mail.mud.yahoo.com> --- Peter Maranci wrote: > You have inspired me to create an aphorism: > > Any system can be deadly if the GM wants it to be. > Except Trollbabe.... :-) ____________________________________________________________________________________ Be a PS3 game guru. Get your game face on with the latest PS3 news and previews at Yahoo! Games. http://videogames.yahoo.com/platform?platform=120121 From shaw at caprica.com Wed May 16 09:00:06 2007 From: shaw at caprica.com (Wayne Shaw) Date: Tue, 15 May 2007 16:00:06 -0700 Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: <25935.4407.qm@web86103.mail.ird.yahoo.com> References: <691989.90546.qm@web32805.mail.mud.yahoo.com> <25935.4407.qm@web86103.mail.ird.yahoo.com> Message-ID: <7.0.1.0.1.20070515155829.033accf8@caprica.com> At 09:38 AM 5/15/2007, you wrote: >Hi again, > >"Aftermath!" is probably the ultimate simulationist >RPG of all time - I've not found too many things I've >wanted to describe not covered in it's rules. > >It's a cool game if you can find people who enjoy the >style of play it promotes. It gets a bit fiddly and >you have to be good at mental arithmetic though (or >use a calculator) so you have to know the system >really well before playing or GMing. The combat system can be fiddly for the modern taste, but its not that much more complex than vanilla RQ when you get down to issues; a big part of the majority complexity in the system is in character creation, a place I've always found it more acceptable than in play. I did think they went to a lot of trouble having 30 hit locations and then not bother with locational effects outside of crits, though. From shaw at caprica.com Wed May 16 09:03:19 2007 From: shaw at caprica.com (Wayne Shaw) Date: Tue, 15 May 2007 16:03:19 -0700 Subject: [Rq-rules] *** JUNK MAIL ***Re: Deadliness In-Reply-To: References: <490268.76202.qm@web51006.mail.re2.yahoo.com> Message-ID: <7.0.1.0.1.20070515160035.033d9d40@caprica.com> >The thing is, even in RQ this wouldn't have happened (assuming the >GM didn't cheat). A heavily armed and armored, relatively >experienced, high-HP death knight taken out by one or two hits from >a pitchfork wielded by a mere farmer? Even if the farmer >criticalled, the death knight's hit points and CON should have >allowed him to avoid instant death. Dunno about that. A pitchfork is clearly an impaling weapon, and as such can get some pretty nasty result. I'd expect it to be at least equivelent to a shortspear. Assuming the former was a fairly strong guy (not an unreasonable expectation with a farmer), you're talking about a case where, depending on which version of the rules you were talking, you were either doing 2d8+2+1d4 or 1d8+10+1d4. It needed a pretty robust target to count on not getting killed by that with no armor relevant. From tcantine at incentre.net Wed May 16 09:25:05 2007 From: tcantine at incentre.net (Tom Cantine) Date: Tue, 15 May 2007 17:25:05 -0600 Subject: [Rq-rules] the five senses and base skill scores In-Reply-To: References: <000601c79705$0782ed00$046a8456@sickboy> Message-ID: <835FFEB9-033B-11DC-B154-000D9334A9EA@incentre.net> Why not treat this as a permanent skill modifier, rather than the base skill? So, a supertaster would start out with the same basic 5% (which would apply for skill advancement), but would receive a bonus of +20 percentiles all the time. Harnmaster, by the way, has traits for Eye, Hearing, Smell/Taste, and Touch, and they're generated with 3d6 each. On 15-May-07, at 10:08 AM, Peter Maranci wrote: > Oooh, this raises an issue I'm quite interested in: supertasters. > ? > http://en.wikipedia.org/wiki/Super_taster > ? > Approximately 25% of the human population (of Earth) are supertasters. > 50% are medium tasters, and 25% are nontasters. > ? > I happen to be a supertaster (there's a simple test you can perform at > home to find out if you're one). As a result, my senses of taste and > smell are unusually keen; if there's a gas leak in a house, I'm the > first person who's going to know about it. There are, of course, some > drawbacks?as well. > ? > In any case, it seems to me that if the super/medium/non-taster > phenomenon exists in a game world, it should probably make a rather > large difference in the base skills for both taste analysis and smell; > Nontasters might have a 0% base, medium tasters a 5% base, and > supertasters 25%. On the other hand, this would allow medium tasters > to gain experience in those skills more rapidly, and that doesn't seem > right. My understanding is that supertasters can do jobs that others > simply can't; professional wine tasting, for example, or perfume > creation. > ? > This would fit in well with a GURPs-like Advantage/Disadvantage > system, actually. > ? From lancelot at inetnebr.com Wed May 16 09:37:49 2007 From: lancelot at inetnebr.com (Lance Dyas) Date: Tue, 15 May 2007 18:37:49 -0500 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <7.0.1.0.1.20070515154656.033bddb8@caprica.com> References: <969846.20059.qm@web33501.mail.mud.yahoo.com> <46483D12.9040107@inetnebr.com> <7.0.1.0.1.20070514161924.01c53438@caprica.com> <4648FAEE.1040509@inetnebr.com> <7.0.1.0.1.20070515154656.033bddb8@caprica.com> Message-ID: <464A444D.3040003@inetnebr.com> Wayne Shaw wrote: > At 05:12 PM 5/14/2007, you wrote: >> Wayne Shaw wrote: >>> >>>> I always wondered why "weapon caddies" occurred ... and figured it >>>> meant part of the >>>> advancement system was at one point broken... but no, people on >>>> this list blame the >>> >>> I'm not sure I've ever seen an advancement system that _wasn't_ >>> broken to one degree or another, but not having one is pretty dodgy >>> too. >> Genre arguments can say make this appropriate... > > No, _medium_ arguments can. Movies aren't a genre; they're a medium. granted... > I don't know of a _genre_ that doesn't permit for some advancement, > even stylized ones like superheroes. I would still argue that while Super Heros are "permitted advancement" it is such an infrequent and insignificant element of the genre that it isnt even NEEDED and most rules for the activity should be no more than supplemental and could be left to WING IT ;-).. without any gaming loss Heros loose there powers or have them changed into a dramatically different form etc more often than you ever see them get steadily better at there skills. . From shaw at caprica.com Wed May 16 09:55:09 2007 From: shaw at caprica.com (Wayne Shaw) Date: Tue, 15 May 2007 16:55:09 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <464A444D.3040003@inetnebr.com> References: <969846.20059.qm@web33501.mail.mud.yahoo.com> <46483D12.9040107@inetnebr.com> <7.0.1.0.1.20070514161924.01c53438@caprica.com> <4648FAEE.1040509@inetnebr.com> <7.0.1.0.1.20070515154656.033bddb8@caprica.com> <464A444D.3040003@inetnebr.com> Message-ID: <7.0.1.0.1.20070515165241.0340be28@caprica.com> >>I don't know of a _genre_ that doesn't permit for some advancement, >>even stylized ones like superheroes. >I would still argue that while Super Heros are "permitted >advancement" it is such an infrequent and insignificant element of >the genre that it isnt even NEEDED and most rules for the activity >should be no more than supplemental and could be left to WING IT >;-).. without any gaming loss That could be argued about advancement in general, based on other media. But RPGs are their own medium and have different needs. Movies don't work like books don't work like TV shows, and games are no different in this regard. >Heros loose there powers or have them changed into a dramatically >different form etc more often than you ever see them get steadily >better at there skills. Again, I completely disagree when you're talking about heroes in the range where something like BRP would show much visible result anyway. After all, characters in the 60%+ range don't show much visible advancement either, when viewed from the outside. That doesn't mean they aren't advancing, just that you have to take the long view (and not have the character constantly retconned and reworked :P) for it to be visible. From lancelot at inetnebr.com Wed May 16 13:00:41 2007 From: lancelot at inetnebr.com (Lance Dyas) Date: Tue, 15 May 2007 22:00:41 -0500 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <7.0.1.0.1.20070515165241.0340be28@caprica.com> References: <969846.20059.qm@web33501.mail.mud.yahoo.com> <46483D12.9040107@inetnebr.com> <7.0.1.0.1.20070514161924.01c53438@caprica.com> <4648FAEE.1040509@inetnebr.com> <7.0.1.0.1.20070515154656.033bddb8@caprica.com> <464A444D.3040003@inetnebr.com> <7.0.1.0.1.20070515165241.0340be28@caprica.com> Message-ID: <464A73D9.1090704@inetnebr.com> Wayne Shaw wrote: > >>> I don't know of a _genre_ that doesn't permit for some advancement, >>> even stylized ones like superheroes. >> I would still argue that while Super Heros are "permitted >> advancement" it is such an infrequent and insignificant element of >> the genre that it isnt even NEEDED and most rules for the activity >> should be no more than supplemental and could be left to WING IT >> ;-).. without any gaming loss > That could be argued about advancement in general, based on other media. so where do you base Super Heros genre on except another media? { From what I have seen superheros in Champions game rarely advance skills by the way ;-) save up the points and get a power boost} > But RPGs are their own medium and have different needs. Movies > don't work like books don't work like TV shows, and games are no > different in this regard. There is nothing intrinsic to superhero games that says they NEED to be different in this regard than the comic books that inspire them... sticking with the "tradition" of blatant character advancement as THE player reward system is neither necessary nor a function of the gaming media .. Hero points that let your character break the odds being rewarded to the SuperHeros is a far more genre appropriate gaming reward feature. Having good rules for Luck/Points or Karma is more important to the SH genre than quibbling about the fact that spidey started at 105% and gained 15% since then.. >> Heros loose there powers or have them changed into a dramatically >> different form etc more often than you ever see them get steadily >> better at there skills. > Again, I completely disagree when you're talking about heroes in the > range where something like BRP would show much visible result anyway. > After all, characters in the 60%+ range don't show much visible > advancement either, when viewed from the outside. That doesn't mean > they aren't advancing, just that you have to take the long view (and > not have the character constantly retconned and reworked :P) for it to > be visible. heh yup chronic problem... plus author changes If the difference BEGIN play subtle and disappear almost immediately why do it... extra hassle (A difference that makes no difference) My 126 % spiderman dodge edges out your 123% wolverine claws because he rolled better on his advancement check last time they encountered the beyonder... ahem feels a little funny There is also learning in the comics which one would need to account for differently... instant sometimes temporary learning via devices and via mind melds and lots of fun things that work better treated as some absolute power ie character gains 50% of skill X. From clive.wickens at btopenworld.com Wed May 16 13:26:34 2007 From: clive.wickens at btopenworld.com (Clive Wickens) Date: Wed, 16 May 2007 04:26:34 +0100 Subject: [Rq-rules] Anybody heard from Leon recently ? Message-ID: <000801c7976a$01481fe0$23689e51@sickboy> I just noticed he doesn't seem to have posted in a while and his Godlearner site still seems to be down. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070516/ce7faacc/attachment.html From aescleal at btinternet.com Wed May 16 19:02:49 2007 From: aescleal at btinternet.com (Ashley Munday) Date: Wed, 16 May 2007 10:02:49 +0100 (BST) Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: <999129.23589.qm@web56602.mail.re3.yahoo.com> Message-ID: <450483.30160.qm@web86105.mail.ird.yahoo.com> Hi, I own Bushido - and Daredevils! the other system Charrette and Hulme came out with for FGU. Just so this lot doesn't stray too far from RQ stuff, for those not in the know Bob Charrette co-wrote "Land of Ninja" with Sandy Petersen so that'll give you an idea of the style we're talking here. Cheers Ash --- steven mckenzie wrote: > i love aftermath, we ran it for years and adapted > various things to it, if you do like it get bushido > from fgu > --- Ashley Munday wrote: > > > Hi again, > > > > "Aftermath!" is probably the ultimate > simulationist > > RPG of all time - I've not found too many things > > I've > > wanted to describe not covered in it's rules. > > > > It's a cool game if you can find people who enjoy > > the > > style of play it promotes. It gets a bit fiddly > and > > you have to be good at mental arithmetic though > (or > > use a calculator) so you have to know the system > > really well before playing or GMing. > > > > Cheers, > > > > Ash > > > > --- grogthing wrote: > > > > > Thanks! > > > > > > I just bought "Aftermath!" earlier this week but > > it > > > has not been delivered yet. > > > > > > Sounds like I will like it. > > > > > > Greg > > > > > > --- Ashley Munday > wrote: > > > > > > > Watcha, > > > > > > > > Have a gawp at "Aftermath!" - sounds like the > > > > character development system in there would be > > > right > > > > up your street. > > > > > > > > Every skill has a controlling attribute that > > gets > > > > better as you increase the controlled skill. > > > > > > > > Cheers, > > > > > > > > Ash > > > > > > > > --- grogthing wrote: > > > > > > > > > This is always an interesting topic. > > > > > > > > > > Now if I recall properly there is a certain > > > > response > > > > > speed of the muscles in response to the > > > electrical > > > > > impulse sent from the brain telling the > muscle > > > to > > > > > move. It can be trained up by vast amounts > of > > > > > repetition of the specific muscle movement. > > This > > > > was > > > > > taught to me in one of my martial arts > > classes, > > > I > > > > > assume its correct, but i am not a > scientist. > > > > > > > > > > So you take someone cold and with no > training > > > and > > > > > tell > > > > > them to punch a target as fast as they can, > it > > > > will > > > > > be > > > > > at a certain speed and accuracy, while a > > person > > > > who > > > > > has spent time, repetitively practicing that > > > punch > > > > > over and over again for many hours will > punch > > > must > > > > > fast, harder and more accurate. > > > > > > > > > > In this scenario, it would seems that what > we > > > call > > > > > base attributes...which ends up being what > we > > > roll > > > > > against when there isnt a specific skill to > > > > > use....is > > > > > the cold, untrained level of response. > > > > > > > > > > It would seem logical, that once specific > > > training > > > > > occurred...that should/would override the > use > > of > > > > the > > > > > default attribute. > > > > > > > > > > Now does a person who has done a lot of > > specific > > > > > level > > > > > practicing...ie a high skill level...affect > > ones > > > > > overall untrained response...ie...high skill > > > > > levels...lead to having higher attributes? I > > > would > > > > > think so... > > > > > > > > > > The system I have been trying to tie down > > would > > > > > give...all starting characters....average > > > physical > > > > > stats.....then let them purchase skills > > > according > > > > to > > > > > character concept....then have a calculation > > to > > > > > figure > > > > > the attribute bonus or penalty....based on > > > > > investment > > > > > in skills that affect that attribute. > > > > > > > > > > Greg > > > > > > > > > > --- Wayne Shaw wrote: > > > > > > > > > > > At 11:43 PM 5/13/2007, you wrote: > > > > > > >There is actually any number of arguments > > > that > > > > > once > > > > > > someone is > > > > > > >trained in a skill, any influence of > > > abilities > > > > is > > > > > > problematical. > > > > > > > > > > > > > >As anyone can tell from my own game > design, > > I > > > > > don't > > > > > > necessarily > > > > > > >believe this, but some perfectly fine > game > > > > > designs > > > > > > do not connect > > > > > > >skills and abilities directly. > > > > > > > > > > > > > >For that matter, even my own designs tend > > to > > > > give > > > > > > increases in some > > > > > > >skills to people with certain ability > > scores, > > > > but > > > > > > as soon as they > > > > > > >get some experience in the skill > (increase > > it > > > > > > beyond the base > > > > > > >acquired through abilities), the > abilities > > no > > > > > > longer have much > > > > > > >effect on the trained skill. > > > > > > > > > > > > Yeah. Traditional RQ was such that > > abilities > > > > > > mattered enormously > > > > > > when you were starting out, but only > > modestly > > > > > after > > > > > > that. > > > > > > > > > > > > > > > > > > >At this point, I don't recall > specifically > > > what > > > > I > > > > > > wrote in SPQR, but > > > > > > >I think when I do the skill chapter I am > > > going > > > > to > > > > > > make a point that > > > > > > >increase of abilities after training in a > > > skill > === message truncated === From aescleal at btinternet.com Wed May 16 19:22:23 2007 From: aescleal at btinternet.com (Ashley Munday) Date: Wed, 16 May 2007 10:22:23 +0100 (BST) Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: <7.0.1.0.1.20070515155829.033accf8@caprica.com> Message-ID: <806964.95470.qm@web86103.mail.ird.yahoo.com> Hi, I think I'd have to disagree with you there - there was a lot more complexity in Aftermath! than RQ - it's not uncommon to need upwards of 6 d6, d10, d20 and d100 rolls to resolve a single strike. For example to work out the result of one task period of activity, you roll d20, compare it to the adjusted base chance of success, if you succeed subtract the die roll you made from the skill's base chance of success, divide the result by 10, add that to the tool or effect muliplier, roll the controlling attribute's effect number, multiply the two numbers together and add the result of that onto the running total for the task. Then there are additional things to add on for criticals (add 1 to the effect number, check for special rules) and fumbles (work out everything as above and subtract the result from task points). One thing I really loved about the game and I wish more games did - they didn't tell you how to create a character before describing the game system. Why the hell RPGs put character creation at the start of the book as if some newbie could come along and understand the choices they had to make without any context. It's one of those RPG traditions that needs shooting. Cheers, Ash --- Wayne Shaw wrote: > At 09:38 AM 5/15/2007, you wrote: > >Hi again, > > > >"Aftermath!" is probably the ultimate simulationist > >RPG of all time - I've not found too many things > I've > >wanted to describe not covered in it's rules. > > > >It's a cool game if you can find people who enjoy > the > >style of play it promotes. It gets a bit fiddly and > >you have to be good at mental arithmetic though (or > >use a calculator) so you have to know the system > >really well before playing or GMing. > > The combat system can be fiddly for the modern > taste, but its not > that much more complex than vanilla RQ when you get > down to issues; a > big part of the majority complexity in the system is > in character > creation, a place I've always found it more > acceptable than in > play. I did think they went to a lot of trouble > having 30 hit > locations and then not bother with locational > effects outside of > crits, though. > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From soltakss at yahoo.com Wed May 16 21:40:13 2007 From: soltakss at yahoo.com (Simon Phipp) Date: Wed, 16 May 2007 04:40:13 -0700 (PDT) Subject: [Rq-rules] *** JUNK MAIL ***Re: Deadliness Message-ID: <507922.32834.qm@web51008.mail.re2.yahoo.com> Wayne Shaw: >>The thing is, even in RQ this wouldn't have happened (assuming the >>GM didn't cheat). A heavily armed and armored, relatively >>experienced, high-HP death knight taken out by one or two hits from >>a pitchfork wielded by a mere farmer? Even if the farmer >>criticalled, the death knight's hit points and CON should have >>allowed him to avoid instant death. > > Dunno about that. A pitchfork is clearly an impaling weapon, and as > such can get some pretty nasty result. I'd expect it to be at least > equivelent to a shortspear. Assuming the former was a fairly strong > guy (not an unreasonable expectation with a farmer), you're talking > about a case where, depending on which version of the rules you were > talking, you were either doing 2d8+2+1d4 or 1d8+10+1d4. It needed a > pretty robust target to count on not getting killed by that with no > armor relevant. Even at 1D6, a big burly farmer would do 1D6+1D6, a maximum 12 on a critical, hit a vital location, knock him off his horse and he takes falling damage. Use Set Pitchfork and you get the charging horse's damage bonus instead. In any case, if pitchforks weren't dangerous, the peasants wouldn't surround the vampire's castle with a pitchfork-wielding mob, would they? It's funny to see an armoured knight laid low by a pitchfork-wielding bumpkin now and again. See Ya Simon -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070516/a8863a05/attachment.html From shaw at caprica.com Thu May 17 01:24:01 2007 From: shaw at caprica.com (Wayne Shaw) Date: Wed, 16 May 2007 08:24:01 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <464A73D9.1090704@inetnebr.com> References: <969846.20059.qm@web33501.mail.mud.yahoo.com> <46483D12.9040107@inetnebr.com> <7.0.1.0.1.20070514161924.01c53438@caprica.com> <4648FAEE.1040509@inetnebr.com> <7.0.1.0.1.20070515154656.033bddb8@caprica.com> <464A444D.3040003@inetnebr.com> <7.0.1.0.1.20070515165241.0340be28@caprica.com> <464A73D9.1090704@inetnebr.com> Message-ID: <7.0.1.0.1.20070516082017.0339ae00@caprica.com> At 08:00 PM 5/15/2007, you wrote: >Wayne Shaw wrote: >> >>>>I don't know of a _genre_ that doesn't permit for some >>>>advancement, even stylized ones like superheroes. >>>I would still argue that while Super Heros are "permitted >>>advancement" it is such an infrequent and insignificant element of >>>the genre that it isnt even NEEDED and most rules for the activity >>>should be no more than supplemental and could be left to WING IT >>>;-).. without any gaming loss >>That could be argued about advancement in general, based on other media. >so where do you base Super Heros genre on except another media? { > From what I have seen superheros in Champions game I'm saying by that standard it applies to _all_ genre in other media. >rarely advance skills by the way ;-) >save up the points and get a power boost} Far, far from universal. >> But RPGs are their own medium and have different needs. Movies >> don't work like books don't work like TV shows, and games are no >> different in this regard. >There is nothing intrinsic to superhero games that says they NEED to >be different in this regard than the comic books that inspire them... There's nothing that says that about any medium, but that's still how they work out. >sticking with the "tradition" of blatant character advancement as >THE player reward system is neither necessary nor a function of the >gaming media .. I think your perception of most players is flawed if you think that's true. If the difference BEGIN play subtle and disappear almost immediately why do it... extra hassle (A difference that makes no Because it still allows people to pursue areas they didn't originally have competence in. And you _do_ see that in the comics; Tony Stark was originally a poor unarmed combatant, but by the time of the 80's, he was quite able to hold his own against mundane opponents even out of the suit. There are other examples you can find easily if you actually look. From shaw at caprica.com Thu May 17 01:31:30 2007 From: shaw at caprica.com (Wayne Shaw) Date: Wed, 16 May 2007 08:31:30 -0700 Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: <806964.95470.qm@web86103.mail.ird.yahoo.com> References: <7.0.1.0.1.20070515155829.033accf8@caprica.com> <806964.95470.qm@web86103.mail.ird.yahoo.com> Message-ID: <7.0.1.0.1.20070516082703.033f7e08@caprica.com> At 02:22 AM 5/16/2007, you wrote: >Hi, > >I think I'd have to disagree with you there - there >was a lot more complexity in Aftermath! than RQ - it's >not uncommon to need upwards of 6 d6, d10, d20 and >d100 rolls to resolve a single strike. Shouldn't have. You had a to-hit roll, a location roll and a damage roll, and a special result check. You could have to roll for a crit or special result check, but that wasn't any more frequent than in RQ, and you didn't have fumble rolls to account for. That sounds like one more roll to me (for the special result check). >For example to work out the result of one task period >of activity, you roll d20, compare it to the adjusted >base chance of success, if you succeed subtract the >die roll you made from the skill's base chance of >success, divide the result by 10, add that to the tool >or effect muliplier, roll the controlling attribute's >effect number, multiply the two numbers together and >add the result of that onto the running total for the >task. But that was only necessary for ongoing task resolution (building or repairing something). It wasn't used for simple success tests or in combat (which you'll note I was talking about). For ongoing accumulated success, you _need_ something on the order of that. In fact, its an area BRP is rather weak in. Since Aftermath could be about a lot of rebuilding-the-world sorts of things, it was a much more important aspect to the system. >Then there are additional things to add on for >criticals (add 1 to the effect number, check for >special rules) and fumbles (work out everything as >above and subtract the result from task points). As I noted, RQ doesn't have a seperate roll, but you still need to check the result. From lancelot at inetnebr.com Thu May 17 14:18:28 2007 From: lancelot at inetnebr.com (Lance Dyas) Date: Wed, 16 May 2007 23:18:28 -0500 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <7.0.1.0.1.20070516082017.0339ae00@caprica.com> References: <969846.20059.qm@web33501.mail.mud.yahoo.com> <46483D12.9040107@inetnebr.com> <7.0.1.0.1.20070514161924.01c53438@caprica.com> <4648FAEE.1040509@inetnebr.com> <7.0.1.0.1.20070515154656.033bddb8@caprica.com> <464A444D.3040003@inetnebr.com> <7.0.1.0.1.20070515165241.0340be28@caprica.com> <464A73D9.1090704@inetnebr.com> <7.0.1.0.1.20070516082017.0339ae00@caprica.com> Message-ID: <464BD794.5020301@inetnebr.com> Wayne Shaw wrote: > At 08:00 PM 5/15/2007, you wrote: >> Wayne Shaw wrote: >>> >>>>> I don't know of a _genre_ that doesn't permit for some >>>>> advancement, even stylized ones like superheroes. >>>> I would still argue that while Super Heros are "permitted >>>> advancement" it is such an infrequent and insignificant element of >>>> the genre that it isnt even NEEDED and most rules for the activity >>>> should be no more than supplemental and could be left to WING IT >>>> ;-).. without any gaming loss >>> That could be argued about advancement in general, based on other >>> media. >> so where do you base Super Heros genre on except another media? { >> From what I have seen superheros in Champions game > > I'm saying by that standard it applies to _all_ genre in other media. >> rarely advance skills by the way ;-) >> save up the points and get a power boost} > Far, far from universal. It would only have to be dominant and closer to the way the comic books are to fit the bill as "universal" is not required even those heros who are supposedly skill users in HERO often build the "skills" effects using the games power system...(often loosing the ability to advance by slow gradual steps) Are you saying my experience of that game is atypical...thats certainly possible. though since it only took a few points for a character to start very skilled with exactly the skills they wanted for their characters it seems built into the games economy . >> sticking with the "tradition" of blatant character advancement as THE >> player reward system is neither necessary nor a function of the >> gaming media .. > > I think your perception of most players is flawed if you think that's > true. Then a d100 superheros is likely a failure because skill advancement realistically will almost always be too subtle for the players... unless your superheros are artificially inferior at the beginning of play....other rewards like I mentioned and you cut could be used to make up for the necessary fact that we do not have skill advancement as a "big deal" for superheros. From aescleal at btinternet.com Thu May 17 14:25:12 2007 From: aescleal at btinternet.com (Ashley Munday) Date: Thu, 17 May 2007 05:25:12 +0100 (BST) Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: <7.0.1.0.1.20070516082703.033f7e08@caprica.com> Message-ID: <674070.18455.qm@web86107.mail.ird.yahoo.com> How about about impale checks for guns and impaling weapons? Checks against deftness for controlling guns on autofire? Rolling how many shots you overburst with on autofire? If that sounds like it's very gun specific how about deftness rolls to perform a grapple after you've thrown someone? Rolling for direction you throw someone? Whichever way you cook it Aftermath! requires a lot more dice rolling and interpreting the results. This isn't necessarily bad and can add a lot to the game - the continual task point accumulation, the effect of attributes on task resolution and saving the GM from narrative hell are all things that spring to mind. It also requires a big investment from the players to learn the system, which again isn't a bad thing but makes it a pain to GM for casual players. Cheers, Ash --- Wayne Shaw wrote: > At 02:22 AM 5/16/2007, you wrote: > >Hi, > > > >I think I'd have to disagree with you there - there > >was a lot more complexity in Aftermath! than RQ - > it's > >not uncommon to need upwards of 6 d6, d10, d20 and > >d100 rolls to resolve a single strike. > > Shouldn't have. You had a to-hit roll, a location > roll and a damage > roll, and a special result check. You could have to > roll for a crit > or special result check, but that wasn't any more > frequent than in > RQ, and you didn't have fumble rolls to account for. > That sounds > like one more roll to me (for the special result > check). > > > >For example to work out the result of one task > period > >of activity, you roll d20, compare it to the > adjusted > >base chance of success, if you succeed subtract the > >die roll you made from the skill's base chance of > >success, divide the result by 10, add that to the > tool > >or effect muliplier, roll the controlling > attribute's > >effect number, multiply the two numbers together > and > >add the result of that onto the running total for > the > >task. > > But that was only necessary for ongoing task > resolution (building or > repairing something). It wasn't used for simple > success tests or in > combat (which you'll note I was talking about). For > ongoing > accumulated success, you _need_ something on the > order of that. In > fact, its an area BRP is rather weak in. Since > Aftermath could be > about a lot of rebuilding-the-world sorts of things, > it was a much > more important aspect to the system. > > > >Then there are additional things to add on for > >criticals (add 1 to the effect number, check for > >special rules) and fumbles (work out everything as > >above and subtract the result from task points). > > As I noted, RQ doesn't have a seperate roll, but you > still need to > check the result. > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From gazza666 at gmail.com Thu May 17 15:18:09 2007 From: gazza666 at gmail.com (Gary Sturgess) Date: Thu, 17 May 2007 13:18:09 +0800 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <464BD794.5020301@inetnebr.com> References: <969846.20059.qm@web33501.mail.mud.yahoo.com> <46483D12.9040107@inetnebr.com> <7.0.1.0.1.20070514161924.01c53438@caprica.com> <4648FAEE.1040509@inetnebr.com> <7.0.1.0.1.20070515154656.033bddb8@caprica.com> <464A444D.3040003@inetnebr.com> <7.0.1.0.1.20070515165241.0340be28@caprica.com> <464A73D9.1090704@inetnebr.com> <7.0.1.0.1.20070516082017.0339ae00@caprica.com> <464BD794.5020301@inetnebr.com> Message-ID: <9ebd81400705162218i1581f693qcd25cdc2b9724d5e@mail.gmail.com> On 5/17/07, Lance Dyas wrote: > Then a d100 superheros is likely a failure because skill advancement > realistically will almost always be too subtle for the players... unless > your superheros > are artificially inferior at the beginning of play....other rewards like > I mentioned and you cut could be used to make up for the necessary fact > that we do > not have skill advancement as a "big deal" for superheros. Superworld. BRP for superheroes, even had conversion rules for Hero. Never really took off, as far as I'm aware, but other than Call of Cthulu most BRP based games have tended to be niche (even including RQ and Stormbringer here - love them both to death, but they were never really what I'd call "mainstream" RPGs; YMMV). -- GAZZA From aescleal at btinternet.com Thu May 17 21:22:20 2007 From: aescleal at btinternet.com (Ashley Munday) Date: Thu, 17 May 2007 12:22:20 +0100 (BST) Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <9ebd81400705162218i1581f693qcd25cdc2b9724d5e@mail.gmail.com> Message-ID: <521762.12872.qm@web86109.mail.ird.yahoo.com> RQ was so non-mainstream it was the second highest selling RPG in the UK in 1983 and third for at least three years before that. The rate sales were growing it might have beaten DnD in 1984 had the Avalon Hill experiment not gone horribly wrong - i.e. been priced so high that D&D's 3 books looked good value. Cheers, Ash --- Gary Sturgess wrote: > On 5/17/07, Lance Dyas > wrote: > > Then a d100 superheros is likely a failure because > skill advancement > > realistically will almost always be too subtle for > the players... unless > > your superheros > > are artificially inferior at the beginning of > play....other rewards like > > I mentioned and you cut could be used to make up > for the necessary fact > > that we do > > not have skill advancement as a "big deal" for > superheros. > > Superworld. BRP for superheroes, even had conversion > rules for Hero. > Never really took off, as far as I'm aware, but > other than Call of > Cthulu most BRP based games have tended to be niche > (even including RQ > and Stormbringer here - love them both to death, but > they were never > really what I'd call "mainstream" RPGs; YMMV). > -- > GAZZA > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From mason.bruce at gmail.com Fri May 18 00:26:17 2007 From: mason.bruce at gmail.com (Bruce Mason) Date: Thu, 17 May 2007 15:26:17 +0100 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <521762.12872.qm@web86109.mail.ird.yahoo.com> References: <9ebd81400705162218i1581f693qcd25cdc2b9724d5e@mail.gmail.com> <521762.12872.qm@web86109.mail.ird.yahoo.com> Message-ID: <5f3990080705170726w61ee1292ob4c53d1128173e77@mail.gmail.com> Yes it was mainstream in the UK for about 3 years because it was cheap and readily available and had a mostly naked woman on the box lid. I got my copy from a newsagent. It was on the shelf below the playboy mags, next to copies of Heavy Metal. It was never mainstream in the US. There may be some other countries where it was one of the top 3 rpgs for a year or two but that doesn't make it mainstream. It might have become mainstream but there was only a narrow window and it missed out. The new MRQ looks like it wants to be Pepsi to D20's coke. Might succeed. More likely to end up as Dr. Pepper. Chaosium BRP will sell a small number of books to mostly hard-core gamers. Depending on Chaosium's nous, it may be just about viable due to print on demand. On 17/05/07, Ashley Munday wrote: > > RQ was so non-mainstream it was the second highest > selling RPG in the UK in 1983 and third for at least > three years before that. The rate sales were growing > it might have beaten DnD in 1984 had the Avalon Hill > experiment not gone horribly wrong - i.e. been priced > so high that D&D's 3 books looked good value. > > Cheers, > > Ash > > --- Gary Sturgess wrote: > > > On 5/17/07, Lance Dyas > > wrote: > > > Then a d100 superheros is likely a failure because > > skill advancement > > > realistically will almost always be too subtle for > > the players... unless > > > your superheros > > > are artificially inferior at the beginning of > > play....other rewards like > > > I mentioned and you cut could be used to make up > > for the necessary fact > > > that we do > > > not have skill advancement as a "big deal" for > > superheros. > > > > Superworld. BRP for superheroes, even had conversion > > rules for Hero. > > Never really took off, as far as I'm aware, but > > other than Call of > > Cthulu most BRP based games have tended to be niche > > (even including RQ > > and Stormbringer here - love them both to death, but > > they were never > > really what I'd call "mainstream" RPGs; YMMV). > > -- > > GAZZA > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070517/2e1ed839/attachment.html From goldgrif at yahoo.com Fri May 18 03:12:08 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Thu, 17 May 2007 10:12:08 -0700 (PDT) Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: <674070.18455.qm@web86107.mail.ird.yahoo.com> Message-ID: <719076.99102.qm@web56614.mail.re3.yahoo.com> firt off you can simplify it , or do as we do, roll sets of dice BUT aftermath is not a casual game, ever, those that do casual gaming should stick with d20, there are other FGU games that are easier too PSI World is fun and simple, keep away from other suns though --- Ashley Munday wrote: > How about about impale checks for guns and impaling > weapons? Checks against deftness for controlling > guns > on autofire? Rolling how many shots you overburst > with > on autofire? > > If that sounds like it's very gun specific how about > deftness rolls to perform a grapple after you've > thrown someone? Rolling for direction you throw > someone? > > Whichever way you cook it Aftermath! requires a lot > more dice rolling and interpreting the results. This > isn't necessarily bad and can add a lot to the game > - > the continual task point accumulation, the effect of > attributes on task resolution and saving the GM from > narrative hell are all things that spring to mind. > It > also requires a big investment from the players to > learn the system, which again isn't a bad thing but > makes it a pain to GM for casual players. > > Cheers, > > Ash > > --- Wayne Shaw wrote: > > > At 02:22 AM 5/16/2007, you wrote: > > >Hi, > > > > > >I think I'd have to disagree with you there - > there > > >was a lot more complexity in Aftermath! than RQ - > > it's > > >not uncommon to need upwards of 6 d6, d10, d20 > and > > >d100 rolls to resolve a single strike. > > > > Shouldn't have. You had a to-hit roll, a location > > roll and a damage > > roll, and a special result check. You could have > to > > roll for a crit > > or special result check, but that wasn't any more > > frequent than in > > RQ, and you didn't have fumble rolls to account > for. > > That sounds > > like one more roll to me (for the special result > > check). > > > > > > >For example to work out the result of one task > > period > > >of activity, you roll d20, compare it to the > > adjusted > > >base chance of success, if you succeed subtract > the > > >die roll you made from the skill's base chance of > > >success, divide the result by 10, add that to the > > tool > > >or effect muliplier, roll the controlling > > attribute's > > >effect number, multiply the two numbers together > > and > > >add the result of that onto the running total for > > the > > >task. > > > > But that was only necessary for ongoing task > > resolution (building or > > repairing something). It wasn't used for simple > > success tests or in > > combat (which you'll note I was talking about). > For > > ongoing > > accumulated success, you _need_ something on the > > order of that. In > > fact, its an area BRP is rather weak in. Since > > Aftermath could be > > about a lot of rebuilding-the-world sorts of > things, > > it was a much > > more important aspect to the system. > > > > > > >Then there are additional things to add on for > > >criticals (add 1 to the effect number, check for > > >special rules) and fumbles (work out everything > as > > >above and subtract the result from task points). > > > > As I noted, RQ doesn't have a seperate roll, but > you > > still need to > > check the result. > > > > > > > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > ____________________________________________________________________________________Building a website is a piece of cake. Yahoo! Small Business gives you all the tools to get online. http://smallbusiness.yahoo.com/webhosting From shaw at caprica.com Fri May 18 08:38:13 2007 From: shaw at caprica.com (Wayne Shaw) Date: Thu, 17 May 2007 15:38:13 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <464BD794.5020301@inetnebr.com> References: <969846.20059.qm@web33501.mail.mud.yahoo.com> <46483D12.9040107@inetnebr.com> <7.0.1.0.1.20070514161924.01c53438@caprica.com> <4648FAEE.1040509@inetnebr.com> <7.0.1.0.1.20070515154656.033bddb8@caprica.com> <464A444D.3040003@inetnebr.com> <7.0.1.0.1.20070515165241.0340be28@caprica.com> <464A73D9.1090704@inetnebr.com> <7.0.1.0.1.20070516082017.0339ae00@caprica.com> <464BD794.5020301@inetnebr.com> Message-ID: <7.0.1.0.1.20070517153540.033b6e80@caprica.com> >It would only have to be dominant and closer to the way the comic >books are to fit the bill >as "universal" is not required even those heros who are supposedly >skill users in HERO often build >the "skills" effects using the games power system...(often loosing >the ability to advance by slow >gradual steps) This is far from my experience with the system, and I've been involved with it for a long, long time. I think you're overextending personal experience here. >Are you saying my experience of that game is atypical...thats >certainly possible. As far as I can tell, yes. >though since it only took a few points for a character to start very >skilled with >exactly the skills they wanted for their characters it seems built >into the games >economy . It doesn't effect the case I've actually seen, which is characters discovering a need for skills in play that they didn't have at design. >>>sticking with the "tradition" of blatant character advancement as >>>THE player reward system is neither necessary nor a function of >>>the gaming media .. >> >>I think your perception of most players is flawed if you think that's true. >Then a d100 superheros is likely a failure because skill advancement >realistically will almost always be too subtle for the players... Nope. Actually, its often quite noticeable to people, moreso than in many level based systems; that's because they don't go long periods of waiting, they get fed tidbits quite regularly. From shaw at caprica.com Fri May 18 08:41:25 2007 From: shaw at caprica.com (Wayne Shaw) Date: Thu, 17 May 2007 15:41:25 -0700 Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: <674070.18455.qm@web86107.mail.ird.yahoo.com> References: <7.0.1.0.1.20070516082703.033f7e08@caprica.com> <674070.18455.qm@web86107.mail.ird.yahoo.com> Message-ID: <7.0.1.0.1.20070517153825.0342a458@caprica.com> At 09:25 PM 5/16/2007, you wrote: >How about about impale checks for guns and impaling >weapons? Checks against deftness for controlling guns That was the special results roll I mentioned. >on autofire? Rolling how many shots you overburst with >on autofire? Since most Aftermath combats didn't involve autofire, that wasn't a regular issue, and even then it was only an issue if trying to fire too fast for the character's control. I.e. unless your characters were overequiped and the players overenthusiastic, it didn't come up often; I can recall probably having to deal with it a handful of time in whole campaigns. >If that sounds like it's very gun specific how about >deftness rolls to perform a grapple after you've >thrown someone? Rolling for direction you throw >someone? I didn't exactly see a lot of grapples either. >Whichever way you cook it Aftermath! requires a lot >more dice rolling and interpreting the results. This Only if you're dealing with unusual circumstances. From shaw at caprica.com Fri May 18 08:42:16 2007 From: shaw at caprica.com (Wayne Shaw) Date: Thu, 17 May 2007 15:42:16 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <9ebd81400705162218i1581f693qcd25cdc2b9724d5e@mail.gmail.co m> References: <969846.20059.qm@web33501.mail.mud.yahoo.com> <46483D12.9040107@inetnebr.com> <7.0.1.0.1.20070514161924.01c53438@caprica.com> <4648FAEE.1040509@inetnebr.com> <7.0.1.0.1.20070515154656.033bddb8@caprica.com> <464A444D.3040003@inetnebr.com> <7.0.1.0.1.20070515165241.0340be28@caprica.com> <464A73D9.1090704@inetnebr.com> <7.0.1.0.1.20070516082017.0339ae00@caprica.com> <464BD794.5020301@inetnebr.com> <9ebd81400705162218i1581f693qcd25cdc2b9724d5e@mail.gmail.com> Message-ID: <7.0.1.0.1.20070517154144.03434860@caprica.com> At 10:18 PM 5/16/2007, you wrote: >On 5/17/07, Lance Dyas wrote: >>Then a d100 superheros is likely a failure because skill advancement >>realistically will almost always be too subtle for the players... unless >>your superheros >>are artificially inferior at the beginning of play....other rewards like >>I mentioned and you cut could be used to make up for the necessary fact >>that we do >>not have skill advancement as a "big deal" for superheros. > >Superworld. BRP for superheroes, even had conversion rules for Hero. >Never really took off, as far as I'm aware, but other than Call of >Cthulu most BRP based games have tended to be niche (even including RQ >and Stormbringer here - love them both to death, but they were never >really what I'd call "mainstream" RPGs; YMMV). RQ was, during its first two editions, about as mainstream as anything unless you excluded _everything_ but D&D. From leonbk at yahoo.com Fri May 18 12:28:18 2007 From: leonbk at yahoo.com (Leon Kirshtein) Date: Thu, 17 May 2007 19:28:18 -0700 (PDT) Subject: [Rq-rules] Anybody heard from Leon recently ? In-Reply-To: <000801c7976a$01481fe0$23689e51@sickboy> Message-ID: <825069.21448.qm@web51911.mail.re2.yahoo.com> I am here, and the site is back up. I am hanging around RPOL.net a lot these days, so if you need to reach me look for me there, I have a number of games going, though none of them are RQ :( Leon --- Clive Wickens wrote: > I just noticed he doesn't seem to have posted in a > while and his Godlearner site still seems to be down.> ____________________________________________________________________________________ Don't get soaked. Take a quick peak at the forecast with the Yahoo! Search weather shortcut. http://tools.search.yahoo.com/shortcuts/#loc_weather From aescleal at btinternet.com Fri May 18 17:47:40 2007 From: aescleal at btinternet.com (Ashley Munday) Date: Fri, 18 May 2007 08:47:40 +0100 (BST) Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: <7.0.1.0.1.20070517153825.0342a458@caprica.com> Message-ID: <903934.21423.qm@web86114.mail.ird.yahoo.com> If you have look at any of the published scenarios there's plenty of automatic weapons and oodles of ammo floating around. Autofire is common - it's a bit pointless having an automatic weapon without it. An Uzi is the "Magic Missile" of Aftermath! Ooo, just thought of another couple - jamming and deftness rolls for clearing james. Every time you fire a burst you have to roll for that. And the number of shots that hit during autofire as well. See, loads of rolls. At least you add the BDG of the bullets together, you don't treat each other separately the way GURPS does. And then there's explosives - how many fragments hit, each one hitting a different location with a different rolled damage. Chucking a grenade can easily be a dozen rolls over a couple turns if you get a couple of people in the blast radius (which is rather easy with a defensive grenade). Grappling's dead common with unarmed combat - if there's an uber combat ability in Aftermath it's unarmed combat. I think it reflects Bob Charette's Asian bias. Don't bother mincing about trying to smack people one, chuck 'em, take 'em down then disable a limb or choke them. As I said before, the extra rolling isn't a problem but saying there's not a lot is like saying the Hero system doesn't require being an accountant to create characters (slight exageration, but double entry on a character sheet, class!). It comes from the same tradition as C&S, think of everything you could want to do, break it down as finely as you can and roll for each bit. Cheers, Ash --- Wayne Shaw wrote: > At 09:25 PM 5/16/2007, you wrote: > >How about about impale checks for guns and impaling > >weapons? Checks against deftness for controlling > guns > > That was the special results roll I mentioned. > > > >on autofire? Rolling how many shots you overburst > with > >on autofire? > > Since most Aftermath combats didn't involve > autofire, that wasn't a > regular issue, and even then it was only an issue if > trying to fire > too fast for the character's control. I.e. unless > your characters > were overequiped and the players overenthusiastic, > it didn't come up > often; I can recall probably having to deal with it > a handful of time > in whole campaigns. > > > >If that sounds like it's very gun specific how > about > >deftness rolls to perform a grapple after you've > >thrown someone? Rolling for direction you throw > >someone? > > I didn't exactly see a lot of grapples either. > > > >Whichever way you cook it Aftermath! requires a lot > >more dice rolling and interpreting the results. > This > > Only if you're dealing with unusual circumstances. > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From parejf63 at hotmail.com Fri May 18 21:12:44 2007 From: parejf63 at hotmail.com (John Pare') Date: Fri, 18 May 2007 07:12:44 -0400 Subject: [Rq-rules] RQ in Hyboria Message-ID: How ya alll doing? A few years ago, I came across a french translation (Partially in English) for a RQ campaign in the world of Conan (Hyboria). Would anyone have any clue where that may be found or have a copy of they can send me. Would be MUCH APPRECIATED! Thanks John _________________________________________________________________ More photos, more messages, more storage?get 2GB with Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_2G_0507 From grogthing at yahoo.com Sat May 19 00:01:25 2007 From: grogthing at yahoo.com (grogthing) Date: Fri, 18 May 2007 07:01:25 -0700 (PDT) Subject: [Rq-rules] RQ in Hyboria In-Reply-To: Message-ID: <501484.86100.qm@web32811.mail.mud.yahoo.com> I think I have a copy at home, I'll look for it this weekend. Unless someone else can get you one quicker. Greg --- John Pare' wrote: > How ya alll doing? > > A few years ago, I came across a french translation > (Partially in English) > for a RQ campaign in the world of Conan (Hyboria). > Would anyone have any > clue where that may be found or have a copy of they > can send me. Would be > MUCH APPRECIATED! > > Thanks > > John > > _________________________________________________________________ > More photos, more messages, more storage?get 2GB > with Windows Live Hotmail. > http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_2G_0507 > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/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 From parejf63 at hotmail.com Sat May 19 00:07:51 2007 From: parejf63 at hotmail.com (John Pare') Date: Fri, 18 May 2007 10:07:51 -0400 Subject: [Rq-rules] RQ in Hyboria In-Reply-To: <501484.86100.qm@web32811.mail.mud.yahoo.com> Message-ID: thanks, would appreciate it... John >From: grogthing >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Re: [Rq-rules] RQ in Hyboria >Date: Fri, 18 May 2007 07:01:25 -0700 (PDT) > >I think I have a copy at home, I'll look for it this >weekend. Unless someone else can get you one quicker. > >Greg > >--- John Pare' wrote: > > > How ya alll doing? > > > > A few years ago, I came across a french translation > > (Partially in English) > > for a RQ campaign in the world of Conan (Hyboria). > > Would anyone have any > > clue where that may be found or have a copy of they > > can send me. Would be > > MUCH APPRECIATED! > > > > Thanks > > > > John > > > > >_________________________________________________________________ > > More photos, more messages, more storage?get 2GB > > with Windows Live Hotmail. > > >http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_2G_0507 > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/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 >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ More photos, more messages, more storage?get 2GB with Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_2G_0507 From avkl35 at dsl.pipex.com Sat May 19 02:05:24 2007 From: avkl35 at dsl.pipex.com (Nick Middleton) Date: Fri, 18 May 2007 17:05:24 +0100 Subject: *** JUNK MAIL ***Re: [Rq-rules] RQ in Hyboria In-Reply-To: References: Message-ID: <464DCEC4.6010203@dsl.pipex.com> >A few years ago, I came across a french translation (Partially in English) for a RQ campaign in the world of Conan (Hyboria). > Would anyone have any clue where that may be found or have a copy of they can send me. Would be MUCH APPRECIATED! That's odd - where's Stephen's Website gone? Cheers, Nick Middleton From parejf63 at hotmail.com Sat May 19 02:14:09 2007 From: parejf63 at hotmail.com (John Pare') Date: Fri, 18 May 2007 12:14:09 -0400 Subject: *** JUNK MAIL ***Re: [Rq-rules] RQ in Hyboria In-Reply-To: <464DCEC4.6010203@dsl.pipex.com> Message-ID: Hey Nick, I do not remember the site I got it from, can you send the link? John >From: Nick Middleton >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: *** JUNK MAIL ***Re: [Rq-rules] RQ in Hyboria >Date: Fri, 18 May 2007 17:05:24 +0100 > > >A few years ago, I came across a french translation (Partially in >English) for a RQ campaign in the world of Conan (Hyboria). > > Would anyone have any clue where that may be found or have a copy of >they can send me. Would be MUCH APPRECIATED! > >That's odd - where's Stephen's Website gone? > >Cheers, > >Nick Middleton > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ More photos, more messages, more storage?get 2GB with Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_2G_0507 From stephenlposey at earthlink.net Sat May 19 02:23:20 2007 From: stephenlposey at earthlink.net (Stephen Posey) Date: Fri, 18 May 2007 10:23:20 -0600 (GMT-06:00) Subject: *** JUNK MAIL ***Re: [Rq-rules] RQ in Hyboria Message-ID: <13961417.1179505401141.JavaMail.root@elwamui-wigeon.atl.sa.earthlink.net> -----Original Message----- >From: Nick Middleton >Sent: May 18, 2007 10:05 AM >To: "Discussion of RuneQuest rules." >Subject: *** JUNK MAIL ***Re: [Rq-rules] RQ in Hyboria > > >A few years ago, I came across a french translation (Partially in >English) for a RQ campaign in the world of Conan (Hyboria). > > Would anyone have any clue where that may be found or have a copy of >they can send me. Would be MUCH APPRECIATED! > >That's odd - where's Stephen's Website gone? I'm still around, I had to change ISPs recently and haven't had time to get a new webspace set up. Anyone who wants the BaSIC Conan doc, please drop me an Email (note new Email address below) and I'll forward it over the weekend. In the mean time, here's a link to the French Language original for anyone who's interested (and multi-lingual): http://www.jeepeeonline.be/index.php?param=P4 Sorry for the confusion folks. Stephen Posey stephenlposey at earthlink.net From avkl35 at dsl.pipex.com Sat May 19 02:27:35 2007 From: avkl35 at dsl.pipex.com (Nick Middleton) Date: Fri, 18 May 2007 17:27:35 +0100 Subject: *** JUNK MAIL ***Re: [Rq-rules] RQ in Hyboria In-Reply-To: References: Message-ID: <464DD3F7.6070501@dsl.pipex.com> John Pare' wrote: > Hey Nick, I do not remember the site I got it from, can you send the > link? I was sure it was on Stephen Posey's web site, which used to be here: http://www.concentric.net/~slposey/Gamelinks.htm , but apparently no longer... Cheers, Nick Middleton From parejf63 at hotmail.com Sat May 19 03:04:24 2007 From: parejf63 at hotmail.com (John Pare') Date: Fri, 18 May 2007 13:04:24 -0400 Subject: *** JUNK MAIL ***Re: [Rq-rules] RQ in Hyboria In-Reply-To: <13961417.1179505401141.JavaMail.root@elwamui-wigeon.atl.sa.earthlink.net> Message-ID: Thanks Steve, already mailed your earthlink address... I thought it was you who had it. John >From: Stephen Posey >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Re: *** JUNK MAIL ***Re: [Rq-rules] RQ in Hyboria >Date: Fri, 18 May 2007 10:23:20 -0600 (GMT-06:00) > > > >-----Original Message----- > >From: Nick Middleton > >Sent: May 18, 2007 10:05 AM > >To: "Discussion of RuneQuest rules." > >Subject: *** JUNK MAIL ***Re: [Rq-rules] RQ in Hyboria > > > > >A few years ago, I came across a french translation (Partially in > >English) for a RQ campaign in the world of Conan (Hyboria). > > > Would anyone have any clue where that may be found or have a copy of > >they can send me. Would be MUCH APPRECIATED! > > > >That's odd - where's Stephen's Website gone? > >I'm still around, I had to change ISPs recently and haven't had time to get >a new webspace set up. > >Anyone who wants the BaSIC Conan doc, please drop me an Email (note new >Email address below) and I'll forward it over the weekend. > >In the mean time, here's a link to the French Language original for anyone >who's interested (and multi-lingual): > >http://www.jeepeeonline.be/index.php?param=P4 > >Sorry for the confusion folks. > > >Stephen Posey >stephenlposey at earthlink.net > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Like the way Microsoft Office Outlook works? You?ll love Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_outlook_0507 From nshapero at ix.netcom.com Sat May 19 03:22:05 2007 From: nshapero at ix.netcom.com (Niall C. Shapero) Date: Fri, 18 May 2007 10:22:05 -0700 (GMT-07:00) Subject: [Rq-rules] Re: Influence of abilities on skills Message-ID: <3187572.1179508925372.JavaMail.root@elwamui-milano.atl.sa.earthlink.net> Steven McKenzie wrote on Thursday 17 May 2007 10:12:08 - 0700 (PDT): ******************************************************************** firt off you can simplify it , or do as we do, roll sets of dice BUT aftermath is not a casual game, ever, those that do casual gaming should stick with d20, there are other FGU games that are easier too PSI World is fun and simple, keep away from other suns though ******************************************************************** I would beg to differ on one point, there: OTHER SUNS is not a difficult game for the players. The REFEREE needs to do a fair amount of preparation work, and HE needs to be knowledgeable (both of the game system and a bit on the sciences -- it is a game of exploration and discovery, after all). -- Niall C. Shapero, who wrote OTHER SUNS (lo these many years ago). From goldgrif at yahoo.com Sat May 19 05:41:41 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Fri, 18 May 2007 12:41:41 -0700 (PDT) Subject: [Rq-rules] RQ site In-Reply-To: Message-ID: <682605.85053.qm@web56605.mail.re3.yahoo.com> just jumped to the basicrp site and noticed it has pared down quite a bit. anyone know why/ ____________________________________________________________________________________ Sucker-punch spam with award-winning protection. Try the free Yahoo! Mail Beta. http://advision.webevents.yahoo.com/mailbeta/features_spam.html From lancelot at inetnebr.com Fri May 18 12:56:46 2007 From: lancelot at inetnebr.com (Lance Dyas) Date: Thu, 17 May 2007 21:56:46 -0500 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <7.0.1.0.1.20070517153540.033b6e80@caprica.com> References: <969846.20059.qm@web33501.mail.mud.yahoo.com> <46483D12.9040107@inetnebr.com> <7.0.1.0.1.20070514161924.01c53438@caprica.com> <4648FAEE.1040509@inetnebr.com> <7.0.1.0.1.20070515154656.033bddb8@caprica.com> <464A444D.3040003@inetnebr.com> <7.0.1.0.1.20070515165241.0340be28@caprica.com> <464A73D9.1090704@inetnebr.com> <7.0.1.0.1.20070516082017.0339ae00@caprica.com> <464BD794.5020301@inetnebr.com> <7.0.1.0.1.20070517153540.033b6e80@caprica.com> Message-ID: <464D15EE.5020503@inetnebr.com> Wayne Shaw wrote: > >>>> sticking with the "tradition" of blatant character advancement as >>>> THE player reward system is neither necessary nor a function of the >>>> gaming media .. >>> >>> I think your perception of most players is flawed if you think >>> that's true. >> Then a d100 superheros is likely a failure because skill advancement >> realistically will almost always be too subtle for the players... > > Nope. Actually, its often quite noticeable to people, moreso than in > many level based systems; that's because they don't go long periods of > waiting, they get fed tidbits quite regularly. > Normally I would agree but it seems in context of superheros making dozens and dozens of failed advancement checks on most of the skills (unless a character branches out of the mold would be boring and be the same or worse) From shaw at caprica.com Sat May 19 11:08:18 2007 From: shaw at caprica.com (Wayne Shaw) Date: Fri, 18 May 2007 18:08:18 -0700 Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: <903934.21423.qm@web86114.mail.ird.yahoo.com> References: <7.0.1.0.1.20070517153825.0342a458@caprica.com> <903934.21423.qm@web86114.mail.ird.yahoo.com> Message-ID: <7.0.1.0.1.20070518180322.0339cc68@caprica.com> At 12:47 AM 5/18/2007, you wrote: >If you have look at any of the published scenarios >there's plenty of automatic weapons and oodles of ammo >floating around. Autofire is common - it's a bit Given that there were only four published scenarios, two of them essentially a two-parter in an abnormal setup (the two that start with the character waking up from a cryostorage tank) that doesn't mean much. The setup of the book clearly considers them less than common, and the simple reality is that's how they're going to be because of the starting equipment. >pointless having an automatic weapon without it. An >Uzi is the "Magic Missile" of Aftermath! Autofire and full spray aren't the same thing. The latter is simply wasteful of the limited resource that is ammo, and doesn't increase the effectiveness that much. >Ooo, just thought of another couple - jamming and >deftness rolls for clearing james. Every time you fire Functionally equivelent to RQ fumbles, and occured if anything less often. >a burst you have to roll for that. And the number of >shots that hit during autofire as well. See, loads of BRP games that use autofire have that too, you know. >And then there's explosives - how many fragments hit, >each one hitting a different location with a different >rolled damage. Chucking a grenade can easily be a Fragmentation rounds are, if anything, even less common than autofire capable weapons. >Grappling's dead common with unarmed combat - if >there's an uber combat ability in Aftermath it's >unarmed combat. I think it reflects Bob Charette's I'm sorry, but this in no way matches _any_ Aftermath combat I ever saw; unarmed combat was something you used when nothing better was available, even a knife. From shaw at caprica.com Sat May 19 11:10:17 2007 From: shaw at caprica.com (Wayne Shaw) Date: Fri, 18 May 2007 18:10:17 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <464D15EE.5020503@inetnebr.com> References: <969846.20059.qm@web33501.mail.mud.yahoo.com> <46483D12.9040107@inetnebr.com> <7.0.1.0.1.20070514161924.01c53438@caprica.com> <4648FAEE.1040509@inetnebr.com> <7.0.1.0.1.20070515154656.033bddb8@caprica.com> <464A444D.3040003@inetnebr.com> <7.0.1.0.1.20070515165241.0340be28@caprica.com> <464A73D9.1090704@inetnebr.com> <7.0.1.0.1.20070516082017.0339ae00@caprica.com> <464BD794.5020301@inetnebr.com> <7.0.1.0.1.20070517153540.033b6e80@caprica.com> <464D15EE.5020503@inetnebr.com> Message-ID: <7.0.1.0.1.20070518180953.0343d628@caprica.com> At 07:56 PM 5/17/2007, you wrote: >Wayne Shaw wrote: >> >>>>>sticking with the "tradition" of blatant character advancement >>>>>as THE player reward system is neither necessary nor a function >>>>>of the gaming media .. >>>> >>>>I think your perception of most players is flawed if you think that's true. >>>Then a d100 superheros is likely a failure because skill >>>advancement realistically will almost always be too subtle for the players... >> >>Nope. Actually, its often quite noticeable to people, moreso than >>in many level based systems; that's because they don't go long >>periods of waiting, they get fed tidbits quite regularly. >Normally I would agree but it seems in context of superheros making >dozens and dozens of failed advancement checks on most of the skills >(unless a character branches out of the mold would be boring and be >the same or worse) No moreso than it was for advanced characters in most of the RQ campaigns I saw. From vikingjarl at gmail.com Sat May 19 13:21:26 2007 From: vikingjarl at gmail.com (Sven Lugar) Date: Fri, 18 May 2007 20:21:26 -0700 Subject: [Rq-rules] Re: Influence of abilities on skills In-Reply-To: <3187572.1179508925372.JavaMail.root@elwamui-milano.atl.sa.earthlink.net> References: <3187572.1179508925372.JavaMail.root@elwamui-milano.atl.sa.earthlink.net> Message-ID: <464E6D36.6060405@gmail.com> Let me also say "Other Suns" is one of the best variants of BRP out there in my humble opinion. I really like the depth of background to it as well as its ability for open ended exploration. Skal, Sven Niall C. Shapero wrote: > Steven McKenzie wrote on Thursday 17 May 2007 10:12:08 - 0700 (PDT): > ******************************************************************** > firt off you can simplify it , or do as we do, roll sets of dice BUT aftermath is not a casual game, ever, those that do casual gaming should stick with d20, there are other FGU games that are easier too PSI World is fun and simple, keep away from other suns though > ******************************************************************** > > I would beg to differ on one point, there: OTHER SUNS is not a difficult game for the players. The REFEREE needs to do a fair amount of preparation work, and HE needs to be knowledgeable (both of the game system and a bit on the sciences -- it is a game of exploration and discovery, after all). > > -- Niall C. Shapero, who wrote OTHER SUNS (lo these many years ago). > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > From goldgrif at yahoo.com Sat May 19 15:08:00 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Fri, 18 May 2007 22:08:00 -0700 (PDT) Subject: [Rq-rules] Re: Influence of abilities on skills In-Reply-To: <464E6D36.6060405@gmail.com> Message-ID: <248667.65733.qm@web56607.mail.re3.yahoo.com> first off I love other suns, and always will, it never gets packed away, but some people are scared of the formula etc like aftermath you need to kinda change think from other scifi games It is like you said great, and it is open ended, unfortunately this little gem has so little support on the net --- Sven Lugar wrote: > Let me also say "Other Suns" is one of the best > variants of BRP out > there in my humble opinion. I really like the depth > of background to it > as well as its ability for open ended exploration. > Skal, > Sven > > Niall C. Shapero wrote: > > Steven McKenzie wrote on Thursday 17 May 2007 > 10:12:08 - 0700 (PDT): > > > ******************************************************************** > > firt off you can simplify it , or do as we do, > roll sets of dice BUT aftermath is not a casual > game, ever, those that do casual gaming should stick > with d20, there are other FGU games that are easier > too PSI World is fun and simple, keep away from > other suns though > > > ******************************************************************** > > > > I would beg to differ on one point, there: OTHER > SUNS is not a difficult game for the players. The > REFEREE needs to do a fair amount of preparation > work, and HE needs to be knowledgeable (both of the > game system and a bit on the sciences -- it is a > game of exploration and discovery, after all). > > > > -- Niall C. Shapero, who wrote OTHER SUNS (lo > these many years ago). > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > ____________________________________________________________________________________Yahoo! oneSearch: Finally, mobile search that gives answers, not web links. http://mobile.yahoo.com/mobileweb/onesearch?refer=1ONXIC From anders at california.com Sat May 19 15:16:11 2007 From: anders at california.com (Anders Swenson) Date: Fri, 18 May 2007 22:16:11 -0700 Subject: [Rq-rules] Re: Influence of abilities on skills In-Reply-To: <3187572.1179508925372.JavaMail.root@elwamui-milano.atl.sa.earthlink.net> References: <3187572.1179508925372.JavaMail.root@elwamui-milano.atl.sa.earthlink.net> Message-ID: On Fri, 18 May 2007 10:22:05 -0700 (GMT-07:00) "Niall C. Shapero" wrote: > Steven McKenzie wrote on Thursday 17 May 2007 10:12:08 - 0700 (PDT): > ******************************************************************** > firt off you can simplify it , or do as we do, roll sets of dice BUT > aftermath is not a casual game, ever, those that do casual gaming should > stick with d20, there are other FGU games that are easier too PSI World is > fun and simple, keep away from other suns though > ******************************************************************** > > I would beg to differ on one point, there: OTHER SUNS is not a difficult > game for the players. The REFEREE needs to do a fair amount of preparation > work, and HE needs to be knowledgeable (both of the game system and a bit > on the sciences -- it is a game of exploration and discovery, after all). > > -- Niall C. Shapero, who wrote OTHER SUNS (lo these many years ago). > Hey Nicoli, are there any copies of OS floating around? --Anders From lancelot at inetnebr.com Sat May 19 16:23:27 2007 From: lancelot at inetnebr.com (Lance Dyas) Date: Sat, 19 May 2007 01:23:27 -0500 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <7.0.1.0.1.20070518180953.0343d628@caprica.com> References: <969846.20059.qm@web33501.mail.mud.yahoo.com> <46483D12.9040107@inetnebr.com> <7.0.1.0.1.20070514161924.01c53438@caprica.com> <4648FAEE.1040509@inetnebr.com> <7.0.1.0.1.20070515154656.033bddb8@caprica.com> <464A444D.3040003@inetnebr.com> <7.0.1.0.1.20070515165241.0340be28@caprica.com> <464A73D9.1090704@inetnebr.com> <7.0.1.0.1.20070516082017.0339ae00@caprica.com> <464BD794.5020301@inetnebr.com> <7.0.1.0.1.20070517153540.033b6e80@caprica.com> <464D15EE.5020503@inetnebr.com> <7.0.1.0.1.20070518180953.0343d628@caprica.com> Message-ID: <464E97DF.9030700@inetnebr.com> Wayne Shaw wrote: > At 07:56 PM 5/17/2007, you wrote: >> Wayne Shaw wrote: >>> >>>>>> sticking with the "tradition" of blatant character advancement as >>>>>> THE player reward system is neither necessary nor a function of >>>>>> the gaming media .. >>>>> >>>>> I think your perception of most players is flawed if you think >>>>> that's true. >>>> Then a d100 superheros is likely a failure because skill >>>> advancement realistically will almost always be too subtle for the >>>> players... >>> >>> Nope. Actually, its often quite noticeable to people, moreso than >>> in many level based systems; that's because they don't go long >>> periods of waiting, they get fed tidbits quite regularly. >> Normally I would agree but it seems in context of superheros making >> dozens and dozens of failed advancement checks on most of the skills >> (unless a character branches out of the mold would be boring and be >> the same or worse) > No moreso than it was for advanced characters in most of the RQ > campaigns I saw. > Picture beginning player.. of superhero game... not advanced players of advanced characters ... From aescleal at btinternet.com Sun May 20 02:04:40 2007 From: aescleal at btinternet.com (Ashley Munday) Date: Sat, 19 May 2007 17:04:40 +0100 (BST) Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: <7.0.1.0.1.20070518180322.0339cc68@caprica.com> Message-ID: <659114.6519.qm@web86105.mail.ird.yahoo.com> Ah, I see the argument now - because the way you played the game (I should have got that from the "overequipped" comment in one of the previous posts it) differs from mine, my way is wrong. Sort of ends the conversation doesn't it? Ash --- Wayne Shaw wrote: > At 12:47 AM 5/18/2007, you wrote: > >If you have look at any of the published scenarios > >there's plenty of automatic weapons and oodles of > ammo > >floating around. Autofire is common - it's a bit > > Given that there were only four published scenarios, > two of them > essentially a two-parter in an abnormal setup (the > two that start > with the character waking up from a cryostorage > tank) that doesn't > mean much. The setup of the book clearly considers > them less than > common, and the simple reality is that's how they're > going to be > because of the starting equipment. > > > >pointless having an automatic weapon without it. An > >Uzi is the "Magic Missile" of Aftermath! > > Autofire and full spray aren't the same thing. The > latter is simply > wasteful of the limited resource that is ammo, and > doesn't increase > the effectiveness that much. > > > >Ooo, just thought of another couple - jamming and > >deftness rolls for clearing james. Every time you > fire > > Functionally equivelent to RQ fumbles, and occured > if anything less often. > > > >a burst you have to roll for that. And the number > of > >shots that hit during autofire as well. See, loads > of > > BRP games that use autofire have that too, you know. > > > > >And then there's explosives - how many fragments > hit, > >each one hitting a different location with a > different > >rolled damage. Chucking a grenade can easily be a > > Fragmentation rounds are, if anything, even less > common than autofire > capable weapons. > > > >Grappling's dead common with unarmed combat - if > >there's an uber combat ability in Aftermath it's > >unarmed combat. I think it reflects Bob Charette's > > I'm sorry, but this in no way matches _any_ > Aftermath combat I ever > saw; unarmed combat was something you used when > nothing better was > available, even a knife. > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From shaw at caprica.com Sun May 20 05:36:49 2007 From: shaw at caprica.com (Wayne Shaw) Date: Sat, 19 May 2007 12:36:49 -0700 Subject: Vedr. [Rq-rules] d100 announced! In-Reply-To: <464E97DF.9030700@inetnebr.com> References: <969846.20059.qm@web33501.mail.mud.yahoo.com> <46483D12.9040107@inetnebr.com> <7.0.1.0.1.20070514161924.01c53438@caprica.com> <4648FAEE.1040509@inetnebr.com> <7.0.1.0.1.20070515154656.033bddb8@caprica.com> <464A444D.3040003@inetnebr.com> <7.0.1.0.1.20070515165241.0340be28@caprica.com> <464A73D9.1090704@inetnebr.com> <7.0.1.0.1.20070516082017.0339ae00@caprica.com> <464BD794.5020301@inetnebr.com> <7.0.1.0.1.20070517153540.033b6e80@caprica.com> <464D15EE.5020503@inetnebr.com> <7.0.1.0.1.20070518180953.0343d628@caprica.com> <464E97DF.9030700@inetnebr.com> Message-ID: <7.0.1.0.1.20070519123533.01131308@caprica.com> At 11:23 PM 5/18/2007, you wrote: >Wayne Shaw wrote: >>At 07:56 PM 5/17/2007, you wrote: >>>Wayne Shaw wrote: >>>> >>>>>>>sticking with the "tradition" of blatant character advancement >>>>>>>as THE player reward system is neither necessary nor a >>>>>>>function of the gaming media .. >>>>>> >>>>>>I think your perception of most players is flawed if you think >>>>>>that's true. >>>>>Then a d100 superheros is likely a failure because skill >>>>>advancement realistically will almost always be too subtle for the players... >>>> >>>>Nope. Actually, its often quite noticeable to people, moreso >>>>than in many level based systems; that's because they don't go >>>>long periods of waiting, they get fed tidbits quite regularly. >>>Normally I would agree but it seems in context of superheros >>>making dozens and dozens of failed advancement checks on most of >>>the skills (unless a character branches out of the mold would be >>>boring and be the same or worse) >>No moreso than it was for advanced characters in most of the RQ >>campaigns I saw. >Picture beginning player.. of superhero game... not advanced players >of advanced characters ... I don't see how it makes any difference. People understand the way progression works or they don't. This is either a generic flaw of the BRP/RQ advancement mechanic, or it isn't; the fact you don't start at the bottom (and it wasn't always the case that RQ characters, particularly RQ3 ones did) doesn't fundamentally change that. From shaw at caprica.com Sun May 20 05:38:46 2007 From: shaw at caprica.com (Wayne Shaw) Date: Sat, 19 May 2007 12:38:46 -0700 Subject: [Rq-rules] Re: influence of abilities on skills In-Reply-To: <659114.6519.qm@web86105.mail.ird.yahoo.com> References: <7.0.1.0.1.20070518180322.0339cc68@caprica.com> <659114.6519.qm@web86105.mail.ird.yahoo.com> Message-ID: <7.0.1.0.1.20070519123659.033db728@caprica.com> At 09:04 AM 5/19/2007, you wrote: >Ah, I see the argument now - because the way you >played the game (I should have got that from the >"overequipped" comment in one of the previous posts >it) differs from mine, my way is wrong. It isn't wrong, but it also isn't the way the game was set up as a default. Again, look at the starting gear and the way the system was set up in terms of finding weapons, and the typical prevelance of autofire weapons in most cultures, and then come back and we'll talk about which one is more likely to be typical. >Sort of ends the conversation doesn't it? I can only talk about the game in the context of how it seems to be presumed to be played; if that bothers you, that's your deal. From soltakss at yahoo.com Sun May 20 06:03:13 2007 From: soltakss at yahoo.com (Simon Phipp) Date: Sat, 19 May 2007 13:03:13 -0700 (PDT) Subject: [Rq-rules] *** JUNK MAIL ***Re: Other Suns Message-ID: <928245.23363.qm@web51003.mail.re2.yahoo.com> Sven Lugar: > Let me also say "Other Suns" is one of the best variants of BRP out > there in my humble opinion. I really like the depth of background to it > as well as its ability for open ended exploration. Agreed, it was very good. The only criticism I would have of it was that the Alien races seemed to be of the "humans in suits" variety and not fleshed out particularly well. It was close enough to RQ to be easily usable and far enough away to be incredibly frustrating at times. But, all in all, it was a pretty good system. Were there any published scenarios/supplements? I can't remember seeing any. steven mckenzie: > first off I love other suns, and always will, it never > gets packed away, but some people are scared of the > formula etc Scared of Formulae? I don't understand. As a Maths graduate, I found them quite easy, really :-) Our group didn't mind, but there aagain they were used to traveller and used Calculators to play RQ. See Ya Simon -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070519/b0bcf6bc/attachment.html From goldgrif at yahoo.com Sun May 20 06:04:05 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Sat, 19 May 2007 13:04:05 -0700 (PDT) Subject: [Rq-rules] other suns stuff In-Reply-To: Message-ID: <353372.8483.qm@web56603.mail.re3.yahoo.com> http://www.hoboes.com/pub/Role-Playing/Future/Other%20Suns/ ____________________________________________________________________________________Sick sense of humor? Visit Yahoo! TV's Comedy with an Edge to see what's on, when. http://tv.yahoo.com/collections/222 From goldgrif at yahoo.com Sun May 20 06:07:12 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Sat, 19 May 2007 13:07:12 -0700 (PDT) Subject: [Rq-rules] *** JUNK MAIL ***Re: Other Suns In-Reply-To: <928245.23363.qm@web51003.mail.re2.yahoo.com> Message-ID: <76384.25050.qm@web56612.mail.re3.yahoo.com> smart arse, lolol alot of my people were less math profeicient but could spell though, lol I ran a psiworld/other suns cross for a couple years it was fun, I like other suns and dropped in stuff from space opera as well > > Scared of Formulae? I don't understand. As a Maths > graduate, I found them quite easy, really :-) > > Our group didn't mind, but there aagain they were > used to traveller and used Calculators to play RQ. > > See Ya > > Simon> _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > ____________________________________________________________________________________Boardwalk for $500? In 2007? Ha! Play Monopoly Here and Now (it's updated for today's economy) at Yahoo! Games. http://get.games.yahoo.com/proddesc?gamekey=monopolyherenow From nshapero at ix.netcom.com Sun May 20 08:59:26 2007 From: nshapero at ix.netcom.com (Niall Campbell Shapero) Date: Sat, 19 May 2007 14:59:26 -0800 Subject: [Rq-rules] Re: Influence of abilities on skills References: <20070519193250.7E87D192186C@mini.thinbits.net> Message-ID: <000701c79a69$62609990$e5ffe804@D8NNHS81> > Date: Fri, 18 May 2007 22:16:11 -0700 > From: "Anders Swenson" > Subject: Re: [Rq-rules] Re: Influence of abilities on skills > To: "Discussion of RuneQuest rules." > Message-ID: > Content-Type: text/plain;charset="iso-8859-1" > > On Fri, 18 May 2007 10:22:05 -0700 (GMT-07:00) > "Niall C. Shapero" wrote: >> Steven McKenzie wrote on Thursday 17 May 2007 10:12:08 - 0700 (PDT): >> ******************************************************************** >> firt off you can simplify it , or do as we do, roll sets of dice BUT >> aftermath is not a casual game, ever, those that do casual gaming should >> stick with d20, there are other FGU games that are easier too PSI World >> is >> fun and simple, keep away from other suns though >> ******************************************************************** >> >> I would beg to differ on one point, there: OTHER SUNS is not a difficult >> game for the players. The REFEREE needs to do a fair amount of >> preparation >> work, and HE needs to be knowledgeable (both of the game system and a bit >> on the sciences -- it is a game of exploration and discovery, after all). >> >> -- Niall C. Shapero, who wrote OTHER SUNS (lo these many years ago). >> > Hey Nicoli, are there any copies of OS floating around? > --Anders It is still available from various used book/used game companies. I've got a couple of copies of the galleys for the second edition OTHER SUNS (simplified the character creation and boosted content). There are a number of solutions to skill improvements' problems (among other things) in OTHER SUNS that are quite applicable to modified RQ. One of the problems that some of the local campaigns (of RQ) was the "golf cart" problem. Fighter gets a hit with his broadsword, so immediately wants to switch to his spear. When he gets the spear hit he needs for his experience check, he switches to his next weapon, and so on. The problem was that in RQ, what you needed was one successful use of the weapon (or skill) to get an experience chance at the end of the session -- and it didn't matter if you used the weapon (or skill) once or five hundred times. In OTHER SUNS (and it could easily have been used in any referee's individual campaign rules) the improvement chance was based on the initial skill value, AND THE NUMBER OF SUCCESSFUL USES OF THE SKILL. So instead of 100-current skill as your success chance, it was 100-current skill+number of successful uses of the skill (with crits and clean rolls counting 10 and 5 successful uses, respectively) as an improvement chance. Then, instead of having the referee decide to deny improvement checks if they deemed the "weapon changing" to be excessive, the player gets to decide whether or not to switch on his own (which is better, after all -- to get a 5% chance improvement in 20 weapons, or to a near 100% chance in one weapon? Odds are one thing, perceptions are another). -- Niall C. Shapero From vikingjarl at gmail.com Sun May 20 09:59:30 2007 From: vikingjarl at gmail.com (Sven Lugar) Date: Sat, 19 May 2007 16:59:30 -0700 Subject: [Rq-rules] Re: Influence of abilities on skills In-Reply-To: <000701c79a69$62609990$e5ffe804@D8NNHS81> References: <20070519193250.7E87D192186C@mini.thinbits.net> <000701c79a69$62609990$e5ffe804@D8NNHS81> Message-ID: <464F8F61.2090203@gmail.com> Speaking of Galleys: Are we going to be seeing it in print anytime soon???? Hoping, Sven Niall Campbell Shapero wrote: >> ...snip... > > It is still available from various used book/used game companies. > I've got a couple of copies of the galleys for the second edition > OTHER SUNS (simplified the character creation and boosted content). > > ...snip... > From aescleal at btinternet.com Sun May 20 21:09:08 2007 From: aescleal at btinternet.com (Ashley Munday) Date: Sun, 20 May 2007 12:09:08 +0100 (BST) Subject: [Rq-rules] Re: Influence of abilities on skills In-Reply-To: <000701c79a69$62609990$e5ffe804@D8NNHS81> Message-ID: <920972.45514.qm@web86106.mail.ird.yahoo.com> Hi Niall, I always found the encumbrance rules a good deterent for rulesy characters with the golf bag mentality. In RQ II for example you probably couldn't carry much more than 2 weapons if you wanted a decent shield and armour. The other thing that stopped it was the need to pull out another weapon and quite often loosing an attack on the round you try and switch. Scabbarding a sword and readying a spear is probably 2 rounds of fannying about - all the time having your opponent battering your character's shield (if you're lucky) and your character (if you're not). I've never needed to deny a player an experience check when they've switched weapon as the penalty for doing so is pretty obvious. Having said that, I came up with a similar idea (additional odds of improving based on number of successes) for experience checks. The idea here was mainly to let characters with low bonuses (most characters seem to have piss-poor stealth bonuses for example). The problem I ended up having with it was the need for extra bookeeping - players had N more tallies to keep, one for each of their skills. It wasn't a big chore when we got used to it but was one more thing to keep track of. As we all got older it was something we were less interested in. Anyway, what I was wondering would you make the same decision for experience rules now of try and come up with something cleaner? Cheers, Ash --- Niall Campbell Shapero wrote: > > Date: Fri, 18 May 2007 22:16:11 -0700 > > From: "Anders Swenson" > > Subject: Re: [Rq-rules] Re: Influence of abilities > on skills > > To: "Discussion of RuneQuest rules." > > > Message-ID: > > Content-Type: text/plain;charset="iso-8859-1" > > > > On Fri, 18 May 2007 10:22:05 -0700 (GMT-07:00) > > "Niall C. Shapero" wrote: > >> Steven McKenzie wrote on Thursday 17 May 2007 > 10:12:08 - 0700 (PDT): > >> > ******************************************************************** > >> firt off you can simplify it , or do as we do, > roll sets of dice BUT > >> aftermath is not a casual game, ever, those that > do casual gaming should > >> stick with d20, there are other FGU games that > are easier too PSI World > >> is > >> fun and simple, keep away from other suns though > >> > ******************************************************************** > >> > >> I would beg to differ on one point, there: OTHER > SUNS is not a difficult > >> game for the players. The REFEREE needs to do a > fair amount of > >> preparation > >> work, and HE needs to be knowledgeable (both of > the game system and a bit > >> on the sciences -- it is a game of exploration > and discovery, after all). > >> > >> -- Niall C. Shapero, who wrote OTHER SUNS (lo > these many years ago). > >> > > Hey Nicoli, are there any copies of OS floating > around? > > --Anders > > It is still available from various used book/used > game companies. I've got > a couple of copies of the galleys for the second > edition OTHER SUNS > (simplified the character creation and boosted > content). > > There are a number of solutions to skill > improvements' problems (among other > things) in OTHER SUNS that are quite applicable to > modified RQ. One of the > problems that some of the local campaigns (of RQ) > was the "golf cart" > problem. Fighter gets a hit with his broadsword, so > immediately wants to > switch to his spear. When he gets the spear hit he > needs for his experience > check, he switches to his next weapon, and so on. > The problem was that in > RQ, what you needed was one successful use of the > weapon (or skill) to get > an experience chance at the end of the session -- > and it didn't matter if > you used the weapon (or skill) once or five hundred > times. In OTHER SUNS > (and it could easily have been used in any referee's > individual campaign > rules) the improvement chance was based on the > initial skill value, AND THE > NUMBER OF SUCCESSFUL USES OF THE SKILL. So instead > of 100-current skill as > your success chance, it was 100-current skill+number > of successful uses of > the skill (with crits and clean rolls counting 10 > and 5 successful uses, > respectively) as an improvement chance. Then, > instead of having the referee > decide to deny improvement checks if they deemed the > "weapon changing" to be > excessive, the player gets to decide whether or not > to switch on his own > (which is better, after all -- to get a 5% chance > improvement in 20 weapons, > or to a near 100% chance in one weapon? Odds are > one thing, perceptions are > another). > > -- Niall C. Shapero > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From soltakss at yahoo.com Sun May 20 22:45:45 2007 From: soltakss at yahoo.com (Simon Phipp) Date: Sun, 20 May 2007 05:45:45 -0700 (PDT) Subject: [Rq-rules] Re: Other Suns Message-ID: <73918.85810.qm@web51010.mail.re2.yahoo.com> From: steven mckenzie Subject: Re: [Rq-rules] other suns stuff To: "Discussion of RuneQuest rules." Message-ID: <353372.8483.qm at web56603.mail.re3.yahoo.com> Content-Type: text/plain; charset=iso-8859-1 http://www.hoboes.com/pub/Role-Playing/Future/Other%20Suns/ Looks OK, shame it isn't in a PDF. Steven Mckenzie: > smart arse, lolol > alot of my people were less math profeicient > but could spell though, lol >> Scared of Formulae? I don't understand. As a Maths >> graduate, I found them quite easy, really :-) >> >> Our group didn't mind, but there aagain they were >> used to traveller and used Calculators to play RQ. Oh, I can spell, I just can't tpye. See Ya Simon -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070520/db7a393c/attachment.html From parejf63 at hotmail.com Sun May 20 22:54:40 2007 From: parejf63 at hotmail.com (John Pare') Date: Sun, 20 May 2007 08:54:40 -0400 Subject: [Rq-rules] Re: Other Suns In-Reply-To: <73918.85810.qm@web51010.mail.re2.yahoo.com> Message-ID: It oses look pretty cool, I have Acrobat PRO, let me do some work on it, and I can do a PDF. Will take some time though with watching the kids and the other crap I have do each day. My hat goes off to all the stay-at-home Mom's and Dad's out there, as I am one of them... John >From: Simon Phipp >Reply-To: "Discussion of RuneQuest rules." >To: rq-rules at crashbox.com >Subject: [Rq-rules] Re: Other Suns >Date: Sun, 20 May 2007 05:45:45 -0700 (PDT) > >From: steven mckenzie >Subject: Re: [Rq-rules] other suns stuff >To: "Discussion of RuneQuest rules." >Message-ID: <353372.8483.qm at web56603.mail.re3.yahoo.com> >Content-Type: text/plain; charset=iso-8859-1 > >http://www.hoboes.com/pub/Role-Playing/Future/Other%20Suns/ > >Looks OK, shame it isn't in a PDF. > >Steven Mckenzie: > > smart arse, lolol > > alot of my people were less math profeicient > > but could spell though, lol > > >> Scared of Formulae? I don't understand. As a Maths > >> graduate, I found them quite easy, really :-) > >> > >> Our group didn't mind, but there aagain they were > >> used to traveller and used Calculators to play RQ. > >Oh, I can spell, I just can't tpye. > >See Ya > >Simon >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Like the way Microsoft Office Outlook works? You?ll love Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_outlook_0507 From nshapero at ix.netcom.com Mon May 21 07:18:31 2007 From: nshapero at ix.netcom.com (Niall Campbell Shapero) Date: Sun, 20 May 2007 13:18:31 -0800 Subject: [Rq-rules] *** JUNK MAIL ***Re: Other Suns References: <20070520110919.BB9011928DF3@mini.thinbits.net> Message-ID: <000f01c79b24$71b2f530$e0abe704@D8NNHS81> > Date: Sat, 19 May 2007 13:03:13 -0700 (PDT) > From: Simon Phipp > Subject: [Rq-rules] *** JUNK MAIL ***Re: Other Suns > > Sven Lugar: >> Let me also say "Other Suns" is one of the best variants of BRP out >> there in my humble opinion. I really like the depth of background to it >> as well as its ability for open ended exploration. > > Agreed, it was very good. > > The only criticism I would have of it was that the Alien races seemed to > be of the "humans in suits" variety and not fleshed out particularly well. > > It was close enough to RQ to be easily usable and far enough away to be > incredibly frustrating at times. But, all in all, it was a pretty good > system. > > Were there any published scenarios/supplements? I can't remember seeing > any. THE ALDERSON YARDS SHIPBOOK was the only one that ended up getting printed. H. Andrew Keith submitted ICE WORLD which, initially, was a TRAV supplement with TRAV replaced by OS. Keith hadn't, however, bothered to read the OS rules, nor was he producing a scientifically accurate supplement (one of his more obvious mistakes was giving midnight as the coldest time of the night, as opposed to just before sunrise). I had to rewrite ICE WORLD from one end to the other, and while Keith received full payment, I received nothing, and FGU went belly up (as far as publishing further supplements) before ICE WORLD could ever be published. A friend put up some of what I'd done on the net afterwards (years afterwards). The second edition OS went to DANCING STOAT ENTERPRISES for publication in the 90s, but the publisher flaked out (a fan run operation, it had the faults of many such), and the result is OS-2nd is sitting on my computer, awaiting reformatting and typographic corrections. Stephen Posey (also on this group, I believe) bought one of the galley proofs a couple of years back; he can speak to whether or not it was an improvement on the original. > > steven mckenzie: >> first off I love other suns, and always will, it never >> gets packed away, but some people are scared of the >> formula etc A little hard to drop formulae and equations for the scientific situations. For character creation? Well...one still has characteristics and bonuses in RQ that affect skills -- and I tried to "rationalize" the approach in OS, perhaps not with total success. In the 2nd edition, I tried to carry on the process a bit further. -- Niall C. Shapero From nshapero at ix.netcom.com Mon May 21 07:20:54 2007 From: nshapero at ix.netcom.com (Niall Campbell Shapero) Date: Sun, 20 May 2007 13:20:54 -0800 Subject: [Rq-rules] Re: Other Suns References: <20070520110919.BB9011928DF3@mini.thinbits.net> Message-ID: <001301c79b24$c2553340$e0abe704@D8NNHS81> > Date: Sat, 19 May 2007 13:07:12 -0700 (PDT) > From: steven mckenzie > Subject: Re: [Rq-rules] *** JUNK MAIL ***Re: Other Suns > To: "Discussion of RuneQuest rules." > > smart arse, lolol > alot of my people were less math profeicient > but could spell though, lol > > I ran a psiworld/other suns cross for a couple years > it was fun, I like other suns and dropped in stuff > from space opera as well > PSI WORLD/OTHER SUNS cross? Ok, _THAT_ is one I'd not heard before...:-) -- Niall C. Shapero From nshapero at ix.netcom.com Mon May 21 07:24:29 2007 From: nshapero at ix.netcom.com (Niall Campbell Shapero) Date: Sun, 20 May 2007 13:24:29 -0800 Subject: [Rq-rules] Re: Influence of abilities on skil References: <20070520110919.BB9011928DF3@mini.thinbits.net> Message-ID: <001701c79b25$41c8c380$e0abe704@D8NNHS81> > Date: Sat, 19 May 2007 16:59:30 -0700 > From: Sven Lugar > Subject: Re: [Rq-rules] Re: Influence of abilities on skills > To: "Discussion of RuneQuest rules." > Message-ID: <464F8F61.2090203 at gmail.com> > Content-Type: text/plain; charset=ISO-8859-1; format=flowed > > Speaking of Galleys: Are we going to be seeing it in print anytime > soon???? > Hoping, > Sven > > Niall Campbell Shapero wrote: >>> ...snip... >> >> It is still available from various used book/used game companies. >> I've got a couple of copies of the galleys for the second edition >> OTHER SUNS (simplified the character creation and boosted content). >> >> ...snip... >> Who knows? I'm working on novels right at the moment, in between working on satellites (I'm an engineer in "real life" -- I haven't made enough money yet from gaming to quit my day job). -- Niall C. Shapero From nshapero at ix.netcom.com Mon May 21 07:33:20 2007 From: nshapero at ix.netcom.com (Niall Campbell Shapero) Date: Sun, 20 May 2007 13:33:20 -0800 Subject: [Rq-rules] Re: Influence of abilities on skills References: <20070520110919.BB9011928DF3@mini.thinbits.net> Message-ID: <001b01c79b26$7ed80fa0$e0abe704@D8NNHS81> > Date: Sun, 20 May 2007 12:09:08 +0100 (BST) > From: Ashley Munday > Subject: Re: [Rq-rules] Re: Influence of abilities on skills > To: "Discussion of RuneQuest rules." > > Hi Niall, > > I always found the encumbrance rules a good deterent > for rulesy characters with the golf bag mentality. In > RQ II for example you probably couldn't carry much > more than 2 weapons if you wanted a decent shield and > armour. Pack mules. And attendants. The encumbrance rules can't prevent, IMNSHO. > > The other thing that stopped it was the need to pull > out another weapon and quite often loosing an attack > on the round you try and switch. Scabbarding a sword > and readying a spear is probably 2 rounds of fannying > about - all the time having your opponent battering > your character's shield (if you're lucky) and your > character (if you're not). I've never needed to deny a > player an experience check when they've switched > weapon as the penalty for doing so is pretty obvious. Drop the weapon, draw the next weapon. Stick the sword back in the scabbard? That's for the attendant, or for after the battle. But the "weapon switching" problem became sufficiently a concern that at least one referee locally insisted upon mandating a "no experience check if the weapon is switched except under special circumstances (related to amount of weapon damage)" rule. Wayne Shaw (who is also on this list) can back me up on this, I believe. > > Having said that, I came up with a similar idea > (additional odds of improving based on number of > successes) for experience checks. The idea here was > mainly to let characters with low bonuses (most > characters seem to have piss-poor stealth bonuses for > example). The problem I ended up having with it was > the need for extra bookeeping - players had N more > tallies to keep, one for each of their skills. It > wasn't a big chore when we got used to it but was one > more thing to keep track of. As we all got older it > was something we were less interested in. It's simple enough -- you keep a list of the skills used, and whether or not they succeeded. Mark one mark for the first use, then one for each further successful use (or 10 for crits, 5 for other specials). And it becomes quite a self correcting situation. > > Anyway, what I was wondering would you make the same > decision for experience rules now of try and come up > with something cleaner? I can't think of anything really cleaner at the moment -- I'd use the same basic rules. If I run RQ again, I'll use the same approach there as well. -- Niall C. Shapero From goldgrif at yahoo.com Mon May 21 06:45:35 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Sun, 20 May 2007 13:45:35 -0700 (PDT) Subject: [Rq-rules] *** JUNK MAIL ***Re: Other Suns In-Reply-To: <000f01c79b24$71b2f530$e0abe704@D8NNHS81> Message-ID: <24900.76715.qm@web56601.mail.re3.yahoo.com> Niall, I hope you understand I LOVE THE GAME, my players were the complainers, lol I sneak it in when i start new grops etc, but heck most run from Space opera as well, ICE, anything with math --- Niall Campbell Shapero wrote: ____________________________________________________________________________________Get the Yahoo! toolbar and be alerted to new email wherever you're surfing. http://new.toolbar.yahoo.com/toolbar/features/mail/index.php From shaw at caprica.com Mon May 21 06:50:57 2007 From: shaw at caprica.com (Wayne Shaw) Date: Sun, 20 May 2007 13:50:57 -0700 Subject: [Rq-rules] Re: Influence of abilities on skills In-Reply-To: <001b01c79b26$7ed80fa0$e0abe704@D8NNHS81> References: <20070520110919.BB9011928DF3@mini.thinbits.net> <001b01c79b26$7ed80fa0$e0abe704@D8NNHS81> Message-ID: <7.0.1.0.1.20070520134433.033c27b0@caprica.com> >Drop the weapon, draw the next weapon. Stick the sword back in the >scabbard? That's for the attendant, or for after the battle. But >the "weapon switching" problem became sufficiently a concern that at >least one referee locally insisted upon mandating a "no experience >check if the weapon is switched except under special circumstances >(related to amount of weapon damage)" rule. Wayne Shaw (who is also >on this list) can back me up on this, I believe. I don't remember that specifically, but it wouldn't suprise me. Honestly, outside the case of people trying to make cult requirements, I never saw this as that big a problem; it wasn't like there was some great intrinsic benefit in improving in multiple weapon skills if they didn't serve different purposes anyway. Once in a while you might find yourself stuck with a weapon you weren't good at in a bad situation, but if you always used a sword, why did you care if you were also progressing in axe? All it did often was mean some fights you were in a mild disadvantage (pulling out whichever weapon you were worse in) to get a chance to improve in a weapon there was no reason for you to use. Now _noncombat_ skills could be a different story, as you might find yourself in a situation where you needed to use the skill at some future time, so the higher the better, but it was usually a little harder and a little more self-evident when you were trying to just engineer an opportunity to get a check in those. >It's simple enough -- you keep a list of the skills used, and >whether or not they succeeded. Mark one mark for the first use, >then one for each further successful use (or 10 for crits, 5 for >other specials). And it becomes quite a self correcting situation. The only objection I had to this was that it tended to pump up some skills quickly just because, by their nature, they got more rolls made; not were really used more often, but got more rolls made. Consiser a weapon skill compared to something like Bargain; in a given fight you might make the weapon roll a dozen times, but the Bargain skill would likely only actually be _rolled_ 1-3 times. It turned advancement into an artifact of how often the skill was rolled rather than its actual usage. This objection could be directed at the vanilla BRP advancement to some degree too, but since only the first roll mattered, it wasn't nearly the issue. From nshapero at ix.netcom.com Mon May 21 12:23:47 2007 From: nshapero at ix.netcom.com (Niall Campbell Shapero) Date: Sun, 20 May 2007 18:23:47 -0800 Subject: [Rq-rules] Re: Other Suns, distribution thereof References: <20070520204704.8CD1E192EA35@mini.thinbits.net> Message-ID: <000701c79b4f$15bb0c10$d570e904@D8NNHS81> > Date: Sun, 20 May 2007 08:54:40 -0400 > From: "John Pare'" > Subject: RE: [Rq-rules] Re: Other Suns > To: rq-rules at crashbox.com > > It oses look pretty cool, I have Acrobat PRO, let me do some work on it, > and > I can do a PDF. Will take some time though with watching the kids and the > other crap I have do each day. I'd rather prefer that people NOT convert OTHER SUNS material of mine to PDF and distribute it widely. This is copyright material (and I'll admit I didn't try to get it off the Internet -- knowing how difficult that would really be). -- Niall C. Shapero From nshapero at ix.netcom.com Mon May 21 12:38:16 2007 From: nshapero at ix.netcom.com (Niall Campbell Shapero) Date: Sun, 20 May 2007 18:38:16 -0800 Subject: [Rq-rules] Re: Influence of abilities on skills References: <20070520204704.8CD1E192EA35@mini.thinbits.net> Message-ID: <000b01c79b51$1702bc60$d570e904@D8NNHS81> > Date: Sun, 20 May 2007 13:50:57 -0700 > From: Wayne Shaw > Subject: Re: [Rq-rules] Re: Influence of abilities on skills > To: "Discussion of RuneQuest rules." > >>Drop the weapon, draw the next weapon. Stick the sword back in the >>scabbard? That's for the attendant, or for after the battle. But >>the "weapon switching" problem became sufficiently a concern that at >>least one referee locally insisted upon mandating a "no experience >>check if the weapon is switched except under special circumstances >>(related to amount of weapon damage)" rule. Wayne Shaw (who is also >>on this list) can back me up on this, I believe. > > I don't remember that specifically, but it wouldn't suprise > me. Well, it happened in your campaign that you denied experience rolls to anyone who changed weapons because of threatened weapon breakage unless the remaining points in the weapon were below a certain threshold (the threshold, as I recall, was WELL below the expected damage in some cases). How do I recall this? Well, you denied an experience roll to me under that ruling. Your explanation at the time was that without that rule, people would be switching weapons all the time in order to get experience rolls in multiple weapons. >>It's simple enough -- you keep a list of the skills used, and >>whether or not they succeeded. Mark one mark for the first use, >>then one for each further successful use (or 10 for crits, 5 for >>other specials). And it becomes quite a self correcting situation. > > The only objection I had to this was that it tended to pump up some > skills quickly just because, by their nature, they got more rolls > made; not were really used more often, but got more rolls > made. Consiser a weapon skill compared to something like Bargain; in > a given fight you might make the weapon roll a dozen times, but the > Bargain skill would likely only actually be _rolled_ 1-3 times. It > turned advancement into an artifact of how often the skill was rolled > rather than its actual usage. This objection could be directed at > the vanilla BRP advancement to some degree too, but since only the > first roll mattered, it wasn't nearly the issue. > One thing I did when I implemented the 100-skill+successful uses as the probability of improvement was to decrease the skill improvement to 1D6 instead of a straight 5 percentile points. The result was that the skills didn't go up QUITE as fast as one might expect otherwise. Non-combat skills in my campaigns for the last few years tend to go up faster than combat skills, actually; something about having far more in the way of sneak-and-peak/investigate/decypher and compute problems than problems that are approached solely by brute force and blasters (or submachine guns/crossbows/etc). Of course, I also had a house rule of "if you get 100 successes, you get a 1D6 improvement, period", so with 240 successes, the player gets 2D6 percentile points improvement, plus an experience roll check with 40 successes used. And I used this in my "England" campaign (a fantasy campaign), and found the non-combat skills improved faster than combat skills. Having combat be REALLY bloody, of course, didn't hurt matters any. People tried to avoid combat (just as they would in the real world). -- Niall C. Shapero From parejf63 at hotmail.com Mon May 21 11:56:07 2007 From: parejf63 at hotmail.com (John Pare') Date: Sun, 20 May 2007 21:56:07 -0400 Subject: [Rq-rules] Re: Other Suns, distribution thereof In-Reply-To: <000701c79b4f$15bb0c10$d570e904@D8NNHS81> Message-ID: Niall, I will violate your copyrights. I was not aware it was copywrited. My appologies... John >From: "Niall Campbell Shapero" >Reply-To: "Discussion of RuneQuest rules." >To: >Subject: [Rq-rules] Re: Other Suns, distribution thereof >Date: Sun, 20 May 2007 18:23:47 -0800 > >>Date: Sun, 20 May 2007 08:54:40 -0400 >>From: "John Pare'" >>Subject: RE: [Rq-rules] Re: Other Suns >>To: rq-rules at crashbox.com >> >>It oses look pretty cool, I have Acrobat PRO, let me do some work on it, >>and >>I can do a PDF. Will take some time though with watching the kids and the >>other crap I have do each day. > >I'd rather prefer that people NOT convert OTHER SUNS material of mine to >PDF and distribute it widely. This is copyright material (and I'll admit I >didn't try to get it off the Internet -- knowing how difficult that would >really be). > >-- Niall C. Shapero > > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ More photos, more messages, more storage?get 2GB with Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_2G_0507 From goldgrif at yahoo.com Mon May 21 14:06:27 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Sun, 20 May 2007 21:06:27 -0700 (PDT) Subject: [Rq-rules] Re: Other Suns In-Reply-To: Message-ID: <493777.78333.qm@web56604.mail.re3.yahoo.com> I was a single parent for 13 years it is tough my kids are gamers my son is a photogarpher, and my daughter is herself a single mom --- John Pare' wrote: > It oses look pretty cool, I have Acrobat PRO, let me > do some work on it, and > I can do a PDF. Will take some time though with > watching the kids and the > other crap I have do each day. > > My hat goes off to all the stay-at-home Mom's and > Dad's out there, as I am > one of them... > > > > > > > > John > > > > > > > >From: Simon Phipp > >Reply-To: "Discussion of RuneQuest rules." > > >To: rq-rules at crashbox.com > >Subject: [Rq-rules] Re: Other Suns > >Date: Sun, 20 May 2007 05:45:45 -0700 (PDT) > > > >From: steven mckenzie > >Subject: Re: [Rq-rules] other suns stuff > >To: "Discussion of RuneQuest rules." > > >Message-ID: > <353372.8483.qm at web56603.mail.re3.yahoo.com> > >Content-Type: text/plain; charset=iso-8859-1 > > > >http://www.hoboes.com/pub/Role-Playing/Future/Other%20Suns/ > > > >Looks OK, shame it isn't in a PDF. > > > >Steven Mckenzie: > > > smart arse, lolol > > > alot of my people were less math profeicient > > > but could spell though, lol > > > > >> Scared of Formulae? I don't understand. As a > Maths > > >> graduate, I found them quite easy, really :-) > > >> > > >> Our group didn't mind, but there aagain they > were > > >> used to traveller and used Calculators to play > RQ. > > > >Oh, I can spell, I just can't tpye. > > > >See Ya > > > >Simon > > > >_______________________________________________ > >RQ-Rules mailing list > >RQ-Rules at crashbox.com > >http://crashbox.com/mailman/listinfo/rq-rules > > _________________________________________________________________ > Like the way Microsoft Office Outlook works? You?ll > love Windows Live > Hotmail. > http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_outlook_0507 > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > ____________________________________________________________________________________ Now that's room service! Choose from over 150,000 hotels in 45,000 destinations on Yahoo! Travel to find your fit. http://farechase.yahoo.com/promo-generic-14795097 From soltakss at yahoo.com Mon May 21 21:28:35 2007 From: soltakss at yahoo.com (Simon Phipp) Date: Mon, 21 May 2007 04:28:35 -0700 (PDT) Subject: [Rq-rules] *** JUNK MAIL ***Re: Influence of abilities on skills Message-ID: <107173.885.qm@web51004.mail.re2.yahoo.com> Wayne Shaw: >>Drop the weapon, draw the next weapon. Stick the sword back in the >>scabbard? That's for the attendant, or for after the battle. But >>the "weapon switching" problem became sufficiently a concern that at >>least one referee locally insisted upon mandating a "no experience >>check if the weapon is switched except under special circumstances >>(related to amount of weapon damage)" rule. Wayne Shaw (who is also >>on this list) can back me up on this, I believe. > > I don't remember that specifically, but it wouldn't suprise > me. Honestly, outside the case of people trying to make cult > requirements, I never saw this as that big a problem; it wasn't like > there was some great intrinsic benefit in improving in multiple > weapon skills if they didn't serve different purposes anyway. Once > in a while you might find yourself stuck with a weapon you weren't > good at in a bad situation, but if you always used a sword, why did > you care if you were also progressing in axe? All it did often was > mean some fights you were in a mild disadvantage (pulling out > whichever weapon you were worse in) to get a chance to improve in a > weapon there was no reason for you to use. We generally played that you got the experience tick for the weapon you started off with in missile or melee combat and nothing if you changed mid-combat. Obviously, there was some leeway. If you dropped a weapon or one broke or you found that your bronze sword wasn't hurting the werewolf and needed to change to a silver dagger then the new weapon counted. But, except for poor old Trog, weapon-changing mid-combat was frowned upon. So, we generally got the situation where someone went into combat with sword and shield and stayed that way, But, next combat he might have tried spear and shield. We also tried to promote the idea that you got ticks for continued use, so if you only used a spear once then you might not be allowed to roll for it. This depended on the GM's mood and how peeved other players were at the time. But, it isn't really a problem unless you are ticking everything every session. See Ya Simon -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070521/f6a3b7c8/attachment.html From parejf63 at hotmail.com Tue May 22 01:53:10 2007 From: parejf63 at hotmail.com (John Pare') Date: Mon, 21 May 2007 11:53:10 -0400 Subject: [Rq-rules] Lankhmar Message-ID: Can anyone give me details on this book. I heard the magic system (Black magic) is excellent for a Hyborian campaign... John _________________________________________________________________ Like the way Microsoft Office Outlook works? You?ll love Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_outlook_0507 From pmaranci at gmail.com Tue May 22 02:02:30 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Mon, 21 May 2007 12:02:30 -0400 Subject: [Rq-rules] Wrong to mention the flood? Message-ID: Would it be be terribly wrong to mention here that I noticed another massive RuneQuest flood on Usenet today? ->Peter -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070521/b8f04f0b/attachment.html From stephenlposey at earthlink.net Tue May 22 04:29:56 2007 From: stephenlposey at earthlink.net (Stephen Posey) Date: Mon, 21 May 2007 14:29:56 -0400 (EDT) Subject: [Rq-rules] Re: Influence of abilities on skil Message-ID: <12241545.1179772196362.JavaMail.root@elwamui-rustique.atl.sa.earthlink.net> -----Original Message----- >From: Niall Campbell Shapero >Sent: May 20, 2007 5:24 PM >To: rq-rules at crashbox.com >Subject: [Rq-rules] Re: Influence of abilities on skil > >> Date: Sat, 19 May 2007 16:59:30 -0700 >> From: Sven Lugar >> Subject: Re: [Rq-rules] Re: Influence of abilities on skills >> To: "Discussion of RuneQuest rules." >> Message-ID: <464F8F61.2090203 at gmail.com> >> Content-Type: text/plain; charset=ISO-8859-1; format=flowed >> >> Speaking of Galleys: Are we going to be seeing it in print anytime >> soon???? >> Hoping, >> Sven >> > >Who knows? I'm working on novels right at the moment, in between working on >satellites (I'm an engineer in "real life" -- I haven't made enough money >yet from gaming to quit my day job). Man, been there, felt that. If you figure out how to make a living at writing (or playing!) RPGs in this day and age, please do let me know. ;-) I'm also an aspiring fiction author. I'd be curious to hear about your experiences in that realm, do you mind if I contact you off list about that? Stephen Posey stephenlposey at earthlink.net From stephenlposey at earthlink.net Tue May 22 04:42:13 2007 From: stephenlposey at earthlink.net (Stephen Posey) Date: Mon, 21 May 2007 14:42:13 -0400 (EDT) Subject: [Rq-rules] Re: Influence of abilities on skills Message-ID: <30894158.1179772933610.JavaMail.root@elwamui-rustique.atl.sa.earthlink.net> -----Original Message----- >From: Niall Campbell Shapero >Sent: May 20, 2007 10:38 PM >To: rq-rules at crashbox.com >Subject: [Rq-rules] Re: Influence of abilities on skills >One thing I did when I implemented the 100-skill+successful uses as the >probability of improvement was to decrease the skill improvement to 1D6 >instead of a straight 5 percentile points. The result was that the skills >didn't go up QUITE as fast as one might expect otherwise. Non-combat skills >in my campaigns for the last few years tend to go up faster than combat >skills, actually; something about having far more in the way of >sneak-and-peak/investigate/decypher and compute problems than problems that >are approached solely by brute force and blasters (or submachine >guns/crossbows/etc). I've tended to offer the player a choice: e.g. a "sure thing" 3% increase or a d6-1 die roll. So there was a chance you might get more than 3%, or less, or might not improve at all. That way both the "play it safe" players and gamblers could have something they liked. I also tinkered with the thought that the "increase" might even be negative (e.g. use d6-2 or something) to simulate the possibility that what you thought you learned didn't pan out in the long run. >Of course, I also had a house rule of "if you get 100 successes, you get a >1D6 improvement, period", so with 240 successes, the player gets 2D6 >percentile points improvement, plus an experience roll check with 40 >successes used. And I used this in my "England" campaign (a fantasy >campaign), and found the non-combat skills improved faster than combat >skills. Having combat be REALLY bloody, of course, didn't hurt matters any. >People tried to avoid combat (just as they would in the real world). Your "England" campaign sounds very interesting, can you tell a bit more about it? Did you use OS (or variant?) for that? Stephen Posey stephenlposey at earthlink.net From shaw at caprica.com Tue May 22 05:39:05 2007 From: shaw at caprica.com (Wayne Shaw) Date: Mon, 21 May 2007 12:39:05 -0700 Subject: [Rq-rules] Re: Influence of abilities on skills In-Reply-To: <000b01c79b51$1702bc60$d570e904@D8NNHS81> References: <20070520204704.8CD1E192EA35@mini.thinbits.net> <000b01c79b51$1702bc60$d570e904@D8NNHS81> Message-ID: <7.0.1.0.1.20070521123532.0342cea8@caprica.com> At 07:38 PM 5/20/2007, you wrote: >>Date: Sun, 20 May 2007 13:50:57 -0700 >>From: Wayne Shaw >>Subject: Re: [Rq-rules] Re: Influence of abilities on skills >>To: "Discussion of RuneQuest rules." >> >>>Drop the weapon, draw the next weapon. Stick the sword back in the >>>scabbard? That's for the attendant, or for after the battle. But >>>the "weapon switching" problem became sufficiently a concern that at >>>least one referee locally insisted upon mandating a "no experience >>>check if the weapon is switched except under special circumstances >>>(related to amount of weapon damage)" rule. Wayne Shaw (who is also >>>on this list) can back me up on this, I believe. >> >>I don't remember that specifically, but it wouldn't suprise >>me. > >Well, it happened in your campaign that you denied experience rolls >to anyone who changed weapons because of threatened weapon breakage >unless the remaining points in the weapon were below a certain >threshold (the threshold, as I recall, was WELL I might have. I was considerably more anal-retentive about that sort of thing back then than I am now. >below the expected damage in some cases). How do I recall >this? Well, you denied an experience roll to me under that >ruling. Your explanation at the time was that without that rule, >people would be switching weapons all the time in order to get >experience rolls in multiple weapons. That was mostly to avoid allowing people to use it as a justifaction when they were trying to get up cult application weapons most likely. >>>It's simple enough -- you keep a list of the skills used, and >>>whether or not they succeeded. Mark one mark for the first use, >>>then one for each further successful use (or 10 for crits, 5 for >>>other specials). And it becomes quite a self correcting situation. >> >>The only objection I had to this was that it tended to pump up some >>skills quickly just because, by their nature, they got more rolls >>made; not were really used more often, but got more rolls >>made. Consiser a weapon skill compared to something like Bargain; in >>a given fight you might make the weapon roll a dozen times, but the >>Bargain skill would likely only actually be _rolled_ 1-3 times. It >>turned advancement into an artifact of how often the skill was rolled >>rather than its actual usage. This objection could be directed at >>the vanilla BRP advancement to some degree too, but since only the >>first roll mattered, it wasn't nearly the issue. > >One thing I did when I implemented the 100-skill+successful uses as >the probability of improvement was to decrease the skill improvement >to 1D6 instead of a straight 5 percentile points. The result was >that the skills didn't go up QUITE as fast as one might expect >otherwise. Non-combat skills in my campaigns for the last few years >tend to go up faster than combat skills, actually; something about >having far more in the way of sneak-and-peak/investigate/decypher >and compute problems than problems that are approached solely by >brute force and blasters (or submachine guns/crossbows/etc). But that just was because you could likely go without combat for a session, and given the weapons in OS, when you did go the combat might well be over quickly enough the multiple-rolls aspect was signficant. That doesn't help much in a more typical enviroment in that regard. >Of course, I also had a house rule of "if you get 100 successes, you >get a 1D6 improvement, period", so with 240 successes, the player >gets 2D6 percentile points improvement, plus an experience roll >check with 40 successes used. And I used this in my "England" >campaign (a fantasy campaign), and found the non-combat skills >improved faster than combat skills. Having combat be REALLY bloody, >of course, didn't hurt matters any. People tried to avoid combat >(just as they would in the real world). As I said, that only works if the multiple-roll usage skills are actually used _less_ than the others though. From shaw at caprica.com Tue May 22 05:41:43 2007 From: shaw at caprica.com (Wayne Shaw) Date: Mon, 21 May 2007 12:41:43 -0700 Subject: [Rq-rules] *** JUNK MAIL ***Re: Influence of abilities on skills In-Reply-To: <107173.885.qm@web51004.mail.re2.yahoo.com> References: <107173.885.qm@web51004.mail.re2.yahoo.com> Message-ID: <7.0.1.0.1.20070521124002.033da280@caprica.com> >But, it isn't really a problem unless you are ticking everything >every session. Well like I said, unless there's a cult application issue, its mostly a self-regulating problem; its not like there's actually any signficiant game benefit to having a high score in your sword, your axe, _and_ your mace, when most of the time any one of them would do the job. There can sometimes be benefit to having, say, a bow, a melee weapon, a long melee weapon and a short melee weapon, but if someone is willing to engineer the situations to actually use all those, knock yourself out. From parejf63 at hotmail.com Tue May 22 11:07:14 2007 From: parejf63 at hotmail.com (John Pare') Date: Mon, 21 May 2007 21:07:14 -0400 Subject: [Rq-rules] A few tidbits. Message-ID: I am not sure of the policy with attachments, so I am attempting to send this small file. My players were complaining today about the way the character sheets do not allow room for all the pluses to skills from the base score, culture, professions, and tohe 100 points. So I took the liberty of making a small two page spread just for that. it has the PDF version. Hope it will be of some use to someone... John _________________________________________________________________ Like the way Microsoft Office Outlook works? You?ll love Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_outlook_0507 -------------- next part -------------- A non-text attachment was scrubbed... Name: skills.pdf Type: application/pdf Size: 15747 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20070521/b4bf530b/attachment.pdf From talmeta at talmeta.net Wed May 23 01:54:30 2007 From: talmeta at talmeta.net (Tal Meta) Date: Tue, 22 May 2007 11:54:30 -0400 Subject: [Rq-rules] And next we have... Message-ID: <46531236.7010403@talmeta.net> > Mongoose Publishing is proud to announce the acquisition of the rights to > publish roleplaying games based on the Eternal Champion books of Michael > Moorcock. As long term fans of Mr Moorcock, this is a special moment for > many of the staff here at Mongoose, and we look forward to exploring the > multiverse over the next few years as we collaborate with the author to > bring you the very best of Eternal Champion adventuring. > > The first in the new line, the Hawkmoon RPG, will be published on June 11th, > heralding the start of the Eternal Champion series of games. This will > quickly be followed by Elric of Melnibone, released on July 2nd, these books > written by Gareth Hanrahan and Lawrence Whitaker respectively. > > The Eternal Champion rulebooks use the RuneQuest system, both completely > self-contained and compatible with the rest of the RuneQuest line (so, if > you want to use the Elric summoning rules in Glorantha, you will find they > just slot straight in - or perhaps you will prefer to use the weapons in > Arms & Equipment in Hawkmoon. . .). > > These will be followed by Granbretan and Bright Shadows, covering iconic > areas of the Elric and Hawkmoon novels, and later books will detail the > settings further, building into full blown lines that will allow your > characters to travel the multiverse or fight their battles on single worlds. > Rumours of a forthcoming Corum RPG should not be dismissed as simple gossip > either. > > More details of the Hawkmoon and Elric of Melnibone RPGs can be found at the > links below, along with previews and character sheets ready for download. > > http://www.mongoosepublishing.com/home/series.php?qsSeries=49 > http://www.mongoosepublishing.com/home/series.php?qsSeries=50 > > Also look out for the special Eternal Champion preview in the next issue of > Signs & Portents, available for free download on June 1st. > > Matthew Sprange > > Mongoose Publishing > http://www.mongoosepublishing.com Well, I didn't see that coming.... :) -- talmeta at talmeta.net - Heretic, Dilettante, & God-Machine AIM, WIM - talmeta A Proud Howard Family Affiliate since 1987! Homepage - Today is the first day of the rest of your life. From pmaranci at gmail.com Wed May 23 02:57:12 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Tue, 22 May 2007 12:57:12 -0400 Subject: [Rq-rules] And next we have... In-Reply-To: <46531236.7010403@talmeta.net> References: <46531236.7010403@talmeta.net> Message-ID: Pity. I hope they don't screw up the Moorcock games as badly as they screwed up their "RuneQuest". But I expect that they will. On the other hand, with any luck Chaosium will have made enough money out of this (did they sell the rights directly to Mongoose? Does anyone know?) to support d100/BRP well. ->Peter On 5/22/07, Tal Meta wrote: > > > Mongoose Publishing is proud to announce the acquisition of the rights > to > > publish roleplaying games based on the Eternal Champion books of Michael > > Moorcock. As long term fans of Mr Moorcock, this is a special moment for > > many of the staff here at Mongoose, and we look forward to exploring the > > multiverse over the next few years as we collaborate with the author to > > bring you the very best of Eternal Champion adventuring. > > > > The first in the new line, the Hawkmoon RPG, will be published on June > 11th, > > heralding the start of the Eternal Champion series of games. This will > > quickly be followed by Elric of Melnibone, released on July 2nd, these > books > > written by Gareth Hanrahan and Lawrence Whitaker respectively. > > > > The Eternal Champion rulebooks use the RuneQuest system, both completely > > self-contained and compatible with the rest of the RuneQuest line (so, > if > > you want to use the Elric summoning rules in Glorantha, you will find > they > > just slot straight in - or perhaps you will prefer to use the weapons in > > Arms & Equipment in Hawkmoon. . .). > > > > These will be followed by Granbretan and Bright Shadows, covering iconic > > areas of the Elric and Hawkmoon novels, and later books will detail the > > settings further, building into full blown lines that will allow your > > characters to travel the multiverse or fight their battles on single > worlds. > > Rumours of a forthcoming Corum RPG should not be dismissed as simple > gossip > > either. > > > > More details of the Hawkmoon and Elric of Melnibone RPGs can be found at > the > > links below, along with previews and character sheets ready for > download. > > > > http://www.mongoosepublishing.com/home/series.php?qsSeries=49 > > http://www.mongoosepublishing.com/home/series.php?qsSeries=50 > > > > Also look out for the special Eternal Champion preview in the next issue > of > > Signs & Portents, available for free download on June 1st. > > > > Matthew Sprange > > > > Mongoose Publishing > > http://www.mongoosepublishing.com > > Well, I didn't see that coming.... :) > > -- > talmeta at talmeta.net - Heretic, Dilettante, & God-Machine > AIM, WIM - talmeta > A Proud Howard Family Affiliate since 1987! > Homepage - > > Today is the first day of the rest of your life. > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070522/5a569676/attachment.html From anders at california.com Wed May 23 02:58:19 2007 From: anders at california.com (Anders Swenson) Date: Tue, 22 May 2007 09:58:19 -0700 Subject: [Rq-rules] And next we have... In-Reply-To: <46531236.7010403@talmeta.net> References: <46531236.7010403@talmeta.net> Message-ID: On Tue, 22 May 2007 11:54:30 -0400 Tal Meta wrote: [snip] > > Mongoose Publishing > > http://www.mongoosepublishing.com > > Well, I didn't see that coming.... :) > > -- Ah, another line to be eternally late on! --Anders From vikingjarl at gmail.com Wed May 23 03:16:26 2007 From: vikingjarl at gmail.com (Sven Lugar) Date: Tue, 22 May 2007 10:16:26 -0700 Subject: [Rq-rules] And next we have... In-Reply-To: References: <46531236.7010403@talmeta.net> Message-ID: <4653256A.1040102@gmail.com> To paraphrase an old motto: "Mongoose, destroying the Gaming World, one setting at a time!" Peter Maranci wrote: > Pity. I hope they don't screw up the Moorcock games as badly as they > screwed up their "RuneQuest". But I expect that they will. > > On the other hand, with any luck Chaosium will have made enough money > out of this (did they sell the rights directly to Mongoose? Does > anyone know?) to support d100/BRP well. > > ->Peter > > On 5/22/07, *Tal Meta* > wrote: > > > Mongoose Publishing is proud to announce the acquisition of the > rights to > > publish roleplaying games based on the Eternal Champion books of > Michael > > Moorcock. As long term fans of Mr Moorcock, this is a special > moment for > > many of the staff here at Mongoose, and we look forward to > exploring the > > multiverse over the next few years as we collaborate with the > author to > > bring you the very best of Eternal Champion adventuring. > > > > The first in the new line, the Hawkmoon RPG, will be published > on June 11th, > > heralding the start of the Eternal Champion series of games. > This will > > quickly be followed by Elric of Melnibone, released on July 2nd, > these books > > written by Gareth Hanrahan and Lawrence Whitaker respectively. > > > > The Eternal Champion rulebooks use the RuneQuest system, both > completely > > self-contained and compatible with the rest of the RuneQuest > line (so, if > > you want to use the Elric summoning rules in Glorantha, you will > find they > > just slot straight in - or perhaps you will prefer to use the > weapons in > > Arms & Equipment in Hawkmoon. . .). > > > > These will be followed by Granbretan and Bright Shadows, > covering iconic > > areas of the Elric and Hawkmoon novels, and later books will > detail the > > settings further, building into full blown lines that will allow > your > > characters to travel the multiverse or fight their battles on > single worlds. > > Rumours of a forthcoming Corum RPG should not be dismissed as > simple gossip > > either. > > > > More details of the Hawkmoon and Elric of Melnibone RPGs can be > found at the > > links below, along with previews and character sheets ready for > download. > > > > http://www.mongoosepublishing.com/home/series.php?qsSeries=49 > > http://www.mongoosepublishing.com/home/series.php?qsSeries=50 > > > > Also look out for the special Eternal Champion preview in the > next issue of > > Signs & Portents, available for free download on June 1st. > > > > Matthew Sprange > > > > Mongoose Publishing > > http://www.mongoosepublishing.com > > Well, I didn't see that coming.... :) > > -- > talmeta at talmeta.net - Heretic, > Dilettante, & God-Machine > AIM, WIM - talmeta > A Proud Howard Family Affiliate since 1987! > Homepage - > > Today is the first day of the rest of your life. > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > > The Diary of An Invisible Man: http://bobquasit.livejournal.com/ > ------------------------------------------------------------------------ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070522/b38d5ad2/attachment.html From aescleal at btinternet.com Wed May 23 07:59:17 2007 From: aescleal at btinternet.com (Ashley Munday) Date: Tue, 22 May 2007 22:59:17 +0100 (BST) Subject: [Rq-rules] And next we have... In-Reply-To: <46531236.7010403@talmeta.net> Message-ID: <159687.5098.qm@web86101.mail.ird.yahoo.com> I'm surprised Lawrence isn't writing the Hawkmoon book, or have I just read this bum about face? Cheers, Ash --- Tal Meta wrote: > > Mongoose Publishing is proud to announce the > acquisition of the rights to > > publish roleplaying games based on the Eternal > Champion books of Michael > > Moorcock. As long term fans of Mr Moorcock, this > is a special moment for > > many of the staff here at Mongoose, and we look > forward to exploring the > > multiverse over the next few years as we > collaborate with the author to > > bring you the very best of Eternal Champion > adventuring. > > > > The first in the new line, the Hawkmoon RPG, will > be published on June 11th, > > heralding the start of the Eternal Champion series > of games. This will > > quickly be followed by Elric of Melnibone, > released on July 2nd, these books > > written by Gareth Hanrahan and Lawrence Whitaker > respectively. > > > > The Eternal Champion rulebooks use the RuneQuest > system, both completely > > self-contained and compatible with the rest of the > RuneQuest line (so, if > > you want to use the Elric summoning rules in > Glorantha, you will find they > > just slot straight in - or perhaps you will prefer > to use the weapons in > > Arms & Equipment in Hawkmoon. . .). > > > > These will be followed by Granbretan and Bright > Shadows, covering iconic > > areas of the Elric and Hawkmoon novels, and later > books will detail the > > settings further, building into full blown lines > that will allow your > > characters to travel the multiverse or fight their > battles on single worlds. > > Rumours of a forthcoming Corum RPG should not be > dismissed as simple gossip > > either. > > > > More details of the Hawkmoon and Elric of > Melnibone RPGs can be found at the > > links below, along with previews and character > sheets ready for download. > > > > > http://www.mongoosepublishing.com/home/series.php?qsSeries=49 > > > http://www.mongoosepublishing.com/home/series.php?qsSeries=50 > > > > Also look out for the special Eternal Champion > preview in the next issue of > > Signs & Portents, available for free download on > June 1st. > > > > Matthew Sprange > > > > Mongoose Publishing > > http://www.mongoosepublishing.com > > Well, I didn't see that coming.... :) > > -- > talmeta at talmeta.net - Heretic, Dilettante, & > God-Machine > AIM, WIM - talmeta > A Proud Howard Family Affiliate since 1987! > Homepage - > > Today is the first day of the rest of your life. > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From postmaster at runequest.za.org Wed May 23 17:04:21 2007 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Wed, 23 May 2007 09:04:21 +0200 (SAST) Subject: [Rq-rules] A few tidbits. In-Reply-To: References: Message-ID: <28565.196.8.104.37.1179903861.squirrel@wwm.runequest.za.org> Got it, it looks pretty nice and usable. In my group we just factor in the lot when we roll up a character, cultural weapon base etc etc, but its not as scientific a sthis. Tony > I am not sure of the policy with attachments, so I am attempting to send > this small file. > > My players were complaining today about the way the character sheets do > not > allow room for all the pluses to skills from the base score, culture, > professions, and tohe 100 points. So I took the liberty of making a small > two page spread just for that. > > it has the PDF version. > > Hope it will be of some use to someone... > > John > > _________________________________________________________________ > Like the way Microsoft Office Outlook works? You?ll love Windows Live > Hotmail. > http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_outlook_0507 > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From postmaster at runequest.za.org Wed May 23 17:16:44 2007 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Wed, 23 May 2007 09:16:44 +0200 (SAST) Subject: [Rq-rules] Sea Griffon Message-ID: <48196.196.8.104.37.1179904604.squirrel@wwm.runequest.za.org> Considering possible adventure hooks for Saturdays upcoming session which I am GMing. This may seem wierd to some, but has anyone tried the concept of a Sea Griffon. My reasoning is like this: 1. A griffon is the mixing of a lion and an eagle, with a taste for horses. 2. There are certain eagles which hunt fish (Fish Eagle etc) as well as the Osprey (not an eagle I think but also a raptor). 3. Why not have a type of griffon which lives at the seaside or on an island and has adapted to prey on seals/dolphins/large fish as a substitute for horses. Also, as an adventure hook and assuming the party has not had a dab at griffon island (Please, lets not start a griffin island vs griffin mountain denbate again) it could be a nicre into to said island. I was thinking something like: Party low on cash and signs on to do some guano collection (and egg collection) from nearby small islands where lost of sea birds nest. Griphon shows and attacks their boat, or perhaps they see a griphon go for a seal. Either way, the possibility is there - Sea bird eggs sell for measly pennies, Griphon eggs must be worth a fortune in silver or gold. Follow griphon and come to griphon island or setting of GM's choice. or Party pretty flush, but perhaps taking a boat ride to lend a hand in settling some sort of squabble amongst the inhabitants of a nearby island country. Griphon could attack boat and they could end up on griphon island or similar setting of GM's design. Will try it on Sat and let you knwo if the players took to the idea. Tony From tom at zunder.org.uk Wed May 23 17:19:51 2007 From: tom at zunder.org.uk (tom at zunder.org.uk) Date: Wed, 23 May 2007 00:19:51 -0700 (PDT) Subject: [Rq-rules] And next we have... In-Reply-To: <159687.5098.qm@web86101.mail.ird.yahoo.com> References: <46531236.7010403@talmeta.net> <159687.5098.qm@web86101.mail.ird.yahoo.com> Message-ID: <51899.83.19.4.25.1179904791.squirrel@webmail.zunder.org.uk> I'd save your ammo on this. Lawrence writes a mean rpg book, and Pete Nash has done a lot of work with him to drag the whole system round to a new, different and authentic version of the MM books. Now that doesn't mean that MGP can't add in typos, print it upside down or illustrate it with crap, but I have genuine trust in Lawrence's ability to write a good book. I suggest we wait and see. From stolenbjorn at hotmail.com Wed May 23 18:54:47 2007 From: stolenbjorn at hotmail.com (Bjorn Stolen) Date: Wed, 23 May 2007 08:54:47 +0000 Subject: [Rq-rules] Sea Griffon Message-ID: A sea-griffin can be a crossbreed between a Sea-Lion and an Albatross :) > Date: Wed, 23 May 2007 09:16:44 +0200> From: postmaster at runequest.za.org> To: rq-rules at crashbox.com> Subject: [Rq-rules] Sea Griffon> > Considering possible adventure hooks for Saturdays upcoming session which> I am GMing. This may seem wierd to some, but has anyone tried the concept> of a Sea Griffon. My reasoning is like this:> > 1. A griffon is the mixing of a lion and an eagle, with a taste for horses.> 2. There are certain eagles which hunt fish (Fish Eagle etc) as well as> the Osprey (not an eagle I think but also a raptor).> 3. Why not have a type of griffon which lives at the seaside or on an> island and has adapted to prey on seals/dolphins/large fish as a> substitute for horses.> > Also, as an adventure hook and assuming the party has not had a dab at> griffon island (Please, lets not start a griffin island vs griffin> mountain denbate again) it could be a nicre into to said island.> > I was thinking something like:> > Party low on cash and signs on to do some guano collection (and egg> collection) from nearby small islands where lost of sea birds nest.> Griphon shows and attacks their boat, or perhaps they see a griphon go for> a seal. Either way, the possibility is there - Sea bird eggs sell for> measly pennies, Griphon eggs must be worth a fortune in silver or gold.> Follow griphon and come to griphon island or setting of GM's choice.> > or> > Party pretty flush, but perhaps taking a boat ride to lend a hand in> settling some sort of squabble amongst the inhabitants of a nearby island> country. Griphon could attack boat and they could end up on griphon island> or similar setting of GM's design.> > Will try it on Sat and let you knwo if the players took to the idea.> > Tony> _______________________________________________> RQ-Rules mailing list> RQ-Rules at crashbox.com> http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ Connect to the next generation of MSN Messenger? http://imagine-msn.com/messenger/launch80/default.aspx?locale=en-us&source=wlmailtagline -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070523/0e76599f/attachment.html From kruch7 at cox.net Wed May 23 19:41:00 2007 From: kruch7 at cox.net (Joseph Elric Smith) Date: Wed, 23 May 2007 05:41:00 -0400 Subject: [Rq-rules] And next we have... References: <46531236.7010403@talmeta.net><159687.5098.qm@web86101.mail.ird.yahoo.com> <51899.83.19.4.25.1179904791.squirrel@webmail.zunder.org.uk> Message-ID: <012401c79d1e$78bf9670$6701a8c0@Arioch> Ah an authentic version, that should be interesting. Just as long as it is more like stormbringer and not elric! Ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you Slice N Dice: Game and Pizza Parlour WWBYD What would Brigham Young do ? Blog http://www.aeonity.com/arioch http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: To: "Discussion of RuneQuest rules." Sent: Wednesday, May 23, 2007 3:19 AM Subject: Re: [Rq-rules] And next we have... I'd save your ammo on this. Lawrence writes a mean rpg book, and Pete Nash has done a lot of work with him to drag the whole system round to a new, different and authentic version of the MM books. Now that doesn't mean that MGP can't add in typos, print it upside down or illustrate it with crap, but I have genuine trust in Lawrence's ability to write a good book. I suggest we wait and see. _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.467 / Virus Database: 269.7.6/815 - Release Date: 5/22/2007 3:49 PM From rog_benham at hotmail.com Thu May 24 00:29:40 2007 From: rog_benham at hotmail.com (Roger Benham) Date: Wed, 23 May 2007 15:29:40 +0100 Subject: [Rq-rules] Sea Griffon In-Reply-To: Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070523/a1f79a74/attachment.html From carpgachair at yahoo.com Thu May 24 00:41:46 2007 From: carpgachair at yahoo.com (Paul Cardwell) Date: Wed, 23 May 2007 07:41:46 -0700 (PDT) Subject: [Rq-rules] Sea Griffon In-Reply-To: Message-ID: <605564.37629.qm@web33509.mail.mud.yahoo.com> Why have yet another species (like D&D trying to have a larger bestiary than any other game system by having different colors, geometric shapes, etc.) when existing ones are adequate. Why can't regular griffins feed on large fish? I have had dragons do so in one of my scenarios and no one thought it illogical. Take North America, for example: east coast depended primarily on white-tail deer, middle on bison, and west coast on salmon for their main meat. Other species are equally adaptable. Paul Cardwell ____________________________________________________________________________________Luggage? GPS? Comic books? Check out fitting gifts for grads at Yahoo! Search http://search.yahoo.com/search?fr=oni_on_mail&p=graduation+gifts&cs=bz From rog_benham at hotmail.com Thu May 24 00:46:55 2007 From: rog_benham at hotmail.com (Roger Benham) Date: Wed, 23 May 2007 15:46:55 +0100 Subject: [Rq-rules] Sea Griffon In-Reply-To: <605564.37629.qm@web33509.mail.mud.yahoo.com> Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070523/9d4e58dd/attachment.html From aescleal at btinternet.com Thu May 24 02:29:15 2007 From: aescleal at btinternet.com (Ashley Munday) Date: Wed, 23 May 2007 17:29:15 +0100 (BST) Subject: [Rq-rules] And next we have... In-Reply-To: <51899.83.19.4.25.1179904791.squirrel@webmail.zunder.org.uk> Message-ID: <421485.38866.qm@web86112.mail.ird.yahoo.com> Just to amplify Tom's comments: I'd trust Lawrence to do a good job with Stormbringer. His Hawkmoon II monograph for chaosium was a class act. He's also a bloody good GM and practical roleplayer as well. Cheers, Ash PS: Sounds like I fancy him... ~gulp~ --- tom at zunder.org.uk wrote: > I'd save your ammo on this. > > Lawrence writes a mean rpg book, and Pete Nash has > done a lot of work with him > to drag the whole system round to a new, different > and authentic version of > the MM books. > > Now that doesn't mean that MGP can't add in typos, > print it upside down or > illustrate it with crap, but I have genuine trust in > Lawrence's ability to > write a good book. > > I suggest we wait and see. > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From parejf63 at hotmail.com Thu May 24 02:38:07 2007 From: parejf63 at hotmail.com (John Pare') Date: Wed, 23 May 2007 12:38:07 -0400 Subject: [Rq-rules] And next we have... In-Reply-To: <421485.38866.qm@web86112.mail.ird.yahoo.com> Message-ID: I think they will do a good job with all of it. They have really not dissapointed me yet. I have two of their games, and quite a few supplements. Some people think they are going overboard with producing new/old items. But I feel like they are back some life into expanding the RPG industry outside of D2o. My hat goes off to all the staff... John _________________________________________________________________ More photos, more messages, more storage?get 2GB with Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_2G_0507 From grogthing at yahoo.com Thu May 24 02:47:09 2007 From: grogthing at yahoo.com (grogthing) Date: Wed, 23 May 2007 09:47:09 -0700 (PDT) Subject: [Rq-rules] And next we have... In-Reply-To: <421485.38866.qm@web86112.mail.ird.yahoo.com> Message-ID: <159499.12478.qm@web32814.mail.mud.yahoo.com> I liked the Elric! varient of the BRP game system, but did not use the Moorecockian setting. I had never read any Moorecock, until after I had the Elric! and Stormbringer 5th game books. After I had read a couple, I wasn't too impressed with Moorecock actually. Some interesting ideas, that convert generically into a good fantasy/sci-fi setting, I kept. Like the Melnibonen as an "ancient advanced race now in decline, nearing the end of its prominance". Thats good setting fodder, just change their name. I threw out the chaos - law conflict...too much d&d alignement-like for me. I like people to be "people" sometimes doing good things, sometimes doing bad...for their own reasons. Greg --- Ashley Munday wrote: > Just to amplify Tom's comments: > > I'd trust Lawrence to do a good job with > Stormbringer. > His Hawkmoon II monograph for chaosium was a class > act. > > He's also a bloody good GM and practical roleplayer > as > well. > > Cheers, > > Ash > > PS: Sounds like I fancy him... ~gulp~ > > --- tom at zunder.org.uk wrote: > > > I'd save your ammo on this. > > > > Lawrence writes a mean rpg book, and Pete Nash has > > done a lot of work with him > > to drag the whole system round to a new, different > > and authentic version of > > the MM books. > > > > Now that doesn't mean that MGP can't add in typos, > > print it upside down or > > illustrate it with crap, but I have genuine trust > in > > Lawrence's ability to > > write a good book. > > > > I suggest we wait and see. > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/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 From vikingjarl at gmail.com Thu May 24 03:58:22 2007 From: vikingjarl at gmail.com (Sven Lugar) Date: Wed, 23 May 2007 10:58:22 -0700 Subject: [Rq-rules] Sea Griffon In-Reply-To: References: Message-ID: <465480BE.4050205@gmail.com> hooray for coming up with a logical structure as well as enjoying creating Monsters. Also along that line, BRP, tended to just go towards the classical French/Italian medieval bestiary (with minor exceptions such as Ducks) and ignore other cultures. If one was doing an oriental campaign you would have whole different critters. Even within Europe there are other critters that were ignored. such as the Lass-Pirru, Tomtes, Redcaps, etc. They are even just a change in name & they add so much flavor. Skal, Sven Roger Benham wrote: > > From my POV, I was filling ecological niches, with enviroments ranging > from polar north to tropical islands. IMO the animals in the north > will be furrier/better insulated (More feathers for the griffins) and > I was trying to impose a bigger class of animals on a world that > almost lacks mammals. And also, I actually like writing up the monsters! > > ------------------------------------------------------------------------ > From: /Paul Cardwell / > Reply-To: /"Discussion of RuneQuest rules." / > To: /"Discussion of RuneQuest rules." / > Subject: /RE: [Rq-rules] Sea Griffon/ > Date: /Wed, 23 May 2007 07:41:46 -0700 (PDT)/ > >Why have yet another species (like D&D trying to have > >a larger bestiary than any other game system by having > >different colors, geometric shapes, etc.) when > >existing ones are adequate. > > > >Why can't regular griffins feed on large fish? I have > >had dragons do so in one of my scenarios and no one > >thought it illogical. > > > >Take North America, for example: east coast depended > >primarily on white-tail deer, middle on bison, and > >west coast on salmon for their main meat. Other > >species are equally adaptable. > > > >Paul Cardwell > > > > > > > >____________________________________________________________________________________Luggage? > GPS? Comic books? > >Check out fitting gifts for grads at Yahoo! Search > >http://search.yahoo.com/search?fr=oni_on_mail&p=graduation+gifts&cs=bz > >_______________________________________________ > >RQ-Rules mailing list > >RQ-Rules at crashbox.com > >http://crashbox.com/mailman/listinfo/rq-rules > > > ------------------------------------------------------------------------ > Play your part in making history - Email Britain! > > ------------------------------------------------------------------------ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070523/bdfd700f/attachment.html From steve at perrinworlds.com Thu May 24 05:48:30 2007 From: steve at perrinworlds.com (steve) Date: Wed, 23 May 2007 19:48:30 +0000 Subject: [Rq-rules] And next we have... Message-ID: <20070523194141.11726.qmail@ibusy.com> An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070523/be48fe5a/attachment.html From goldgrif at yahoo.com Thu May 24 05:55:37 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Wed, 23 May 2007 12:55:37 -0700 (PDT) Subject: [Rq-rules] griffon and other beasties wasSea Griffon In-Reply-To: Message-ID: <224943.46923.qm@web56609.mail.re3.yahoo.com> wow, as you can tell by my "name" I am definately into griffons from male griffonss with no wings that have sharpened pionions on their sholders to minigriffs etc we also had different species of unicorns, from gracile, to huge and ponderous rhino like beasties --- Roger Benham wrote: --------------------------------- Well... since my Uschi-Laahr campaign revolves around a lot of the local animals being six legged "griffins" as well as the flying sort, I've used it a lot! I even did a huge flightless form called the Tchiapang, which terrified the living daylights out of the party. I even have birds with two pairs of wings in some places. It just helped with "alieness" of the setting- a nice piece of chrome, I suppose. In my world, the sea griffins were hunted for their plumage and their eggs, but since they often congregated in flying packs, killing them or stealing into their nests could be fraught. Good ideas though, I liked the one about the guano! --------------------------------- From: Bjorn Stolen Reply-To: "Discussion of RuneQuest rules." To: Discussion of RuneQuest rules. Subject: RE: [Rq-rules] Sea Griffon Date: Wed, 23 May 2007 08:54:47 +0000 P{margin:0px;padding:0px;}body{font-size:10pt;font-family:Tahoma;}A sea-griffin can be a crossbreed between a Sea-Lion and an Albatross :) --------------------------------- > Date: Wed, 23 May 2007 09:16:44 +0200 > From: postmaster at runequest.za.org > To: rq-rules at crashbox.com > Subject: [Rq-rules] Sea Griffon > > Considering possible adventure hooks for Saturdays upcoming session which > I am GMing. This may seem wierd to some, but has anyone tried the concept > of a Sea Griffon. My reasoning is like this: > > 1. A griffon is the mixing of a lion and an eagle, with a taste for horses. > 2. There are certain eagles which hunt fish (Fish Eagle etc) as well as > the Osprey (not an eagle I think but also a raptor). > 3. Why not have a type of griffon which lives at the seaside or on an > island and has adapted to prey on seals/dolphins/large fish as a > substitute for horses. > > Also, as an adventure hook and assuming the party has not had a dab at > griffon island (Please, lets not start a griffin island vs griffin > mountain denbate again) it could be a nicre into to said island. > > I was thinking something like: > > Party low on cash and signs on to do some guano collection (and egg > collection) from nearby small islands where lost of sea birds nest. > Griphon shows and attacks their boat, or perhaps they see a griphon go for > a seal. Either way, the possibility is there - Sea bird eggs sell for > measly pennies, Griphon eggs must be worth a fortune in silver or gold. > Follow griphon and come to griphon island or setting of GM's choice. > > or > > Party pretty flush, but perhaps taking a boat ride to lend a hand in > settling some sort of squabble amongst the inhabitants of a nearby island > country. Griphon could attack boat and they could end up on griphon island > or similar setting of GM's design. > > Will try it on Sat and let you knwo if the players took to the idea. > > Tony > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules --------------------------------- Connect to the next generation of MSN Messenger Get it now! >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules --------------------------------- Play your part in making history - Email Britain! > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > ____________________________________________________________________________________Yahoo! oneSearch: Finally, mobile search that gives answers, not web links. http://mobile.yahoo.com/mobileweb/onesearch?refer=1ONXIC From goldgrif at yahoo.com Thu May 24 05:57:57 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Wed, 23 May 2007 12:57:57 -0700 (PDT) Subject: [Rq-rules] Sea Griffon In-Reply-To: <605564.37629.qm@web33509.mail.mud.yahoo.com> Message-ID: <866982.58534.qm@web56603.mail.re3.yahoo.com> depends on worlds, adaptation, evolution, filling niches all are important --- Paul Cardwell wrote: > Why have yet another species (like D&D trying to > have > a larger bestiary than any other game system by > having > different colors, geometric shapes, etc.) when > existing ones are adequate. > > Why can't regular griffins feed on large fish? I > have > had dragons do so in one of my scenarios and no one > thought it illogical. > > Take North America, for example: east coast depended > primarily on white-tail deer, middle on bison, and > west coast on salmon for their main meat. Other > species are equally adaptable. > > Paul Cardwell > > > > ____________________________________________________________________________________Luggage? > GPS? Comic books? > Check out fitting gifts for grads at Yahoo! Search > http://search.yahoo.com/search?fr=oni_on_mail&p=graduation+gifts&cs=bz > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > ____________________________________________________________________________________Get the free Yahoo! toolbar and rest assured with the added security of spyware protection. http://new.toolbar.yahoo.com/toolbar/features/norton/index.php From pmaranci at gmail.com Thu May 24 06:00:59 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Wed, 23 May 2007 16:00:59 -0400 Subject: [Rq-rules] And next we have... In-Reply-To: <20070523194141.11726.qmail@ibusy.com> References: <20070523194141.11726.qmail@ibusy.com> Message-ID: It's just like that damned Tolkien, stealing the concept of halflings and treants and balors. Does he really think that changing the names ever-so-slightly would fool anyone? And his novelizations of the movies stink! Who the hell is Glorfindel, and why did he steal so many of Arwen's lines? :D ->Peter On 5/23/07, steve wrote: > > > Please tell me that you realize that Moorcock came first, and D&D > alignment is based on his books, not the other way around. > > Steve Perrin > > > > > > *-----Original Message-----* > From: grogthing at yahoo.com > To: rq-rules at crashbox.com > Subject: Re: [Rq-rules] And next we have... > Date: Wed, 23 May 2007 09:47:09 -0700 (PDT) > > I liked the Elric! varient of the BRP game system, but > did not use the Moorecockian setting. > > I had never read any Moorecock, until after I had the > Elric! and Stormbringer 5th game books. > > After I had read a couple, I wasn't too impressed with > Moorecock actually. > > Some interesting ideas, that convert generically into > a good fantasy/sci-fi setting, I kept. > > Like the Melnibonen as an "ancient advanced race now > in decline, nearing the end of its prominance". > > Thats g ood setting fodder, just change their name. > > I threw out the chaos - law conflict...too much d&d > alignement-like for me. > > I like people to be "people" sometimes doing good > things, sometimes doing bad...for their own reasons. > > Greg > > --- Ashley Munday wrote: > > > Just to amplify Tom's comments: > > > > I'd trust Lawrence to do a good job with > > Stormbringer. > > His Hawkmoon II monograph for chaosium was a class > > act. > > > > He's also a bloody good GM and practical roleplayer > > as > > well. > > > > Cheers, > > > > Ash > > > > PS: Sounds like I fancy him... ~gulp~ > > > > --- tom at zunder.org.uk wrote: > > > > > I'd save your a mmo on this. > > > > > > Lawrence writes a mean rpg book, and Pete Nash has > > > done a lot of work with him > > > to drag the whole system round to a new, different > > > and authentic version of > > > the MM books. > > > > > > Now that doesn't mean that MGP can't add in typos, > > > print it upside down or > > > illustrate it with crap, but I have genuine trust > > in > > > Lawrence's ability to > > > write a good book. > > > > > > I suggest we wait and see. > > > > > > _______________________________________________ > > > RQ-Rules mailing list > > > RQ-Rules at crashbox.com > > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/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 le ss apprehensive of illegal treatment from a ruler whom they > consider god-fearing and pious." - Aristotle > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070523/224ae956/attachment.html From kruch7 at cox.net Thu May 24 06:03:15 2007 From: kruch7 at cox.net (Joseph Elric Smith) Date: Wed, 23 May 2007 16:03:15 -0400 Subject: [Rq-rules] And next we have... References: <20070523194141.11726.qmail@ibusy.com> Message-ID: <025a01c79d75$6670c730$6701a8c0@Arioch> We can only hope Ken Gygax is to Gaming what Kirby was to comics Alas poor Elric I was a thousand times more evil than you Slice N Dice: Game and Pizza Parlour WWBYD What would Brigham Young do ? Blog http://www.aeonity.com/arioch http://www.geocities.com/J_Elric_Smith/Index.html ----- Original Message ----- From: steve To: grogthing at yahoo.com ; rq-rules at crashbox.com Sent: Wednesday, May 23, 2007 3:48 PM Subject: Re: [Rq-rules] And next we have... Please tell me that you realize that Moorcock came first, and D&D alignment is based on his books, not the other way around. Steve Perrin -----Original Message----- From: grogthing at yahoo.com To: rq-rules at crashbox.com Subject: Re: [Rq-rules] And next we have... Date: Wed, 23 May 2007 09:47:09 -0700 (PDT) I liked the Elric! varient of the BRP game system, but did not use the Moorecockian setting. I had never read any Moorecock, until after I had the Elric! and Stormbringer 5th game books. After I had read a couple, I wasn't too impressed with Moorecock actually. Some interesting ideas, that convert generically into a good fantasy/sci-fi setting, I kept. Like the Melnibonen as an "ancient advanced race now in decline, nearing the end of its prominance". Thats g ood setting fodder, just change their name. I threw out the chaos - law conflict...too much d&d alignement-like for me. I like people to be "people" sometimes doing good things, sometimes doing bad...for their own reasons. Greg --- Ashley Munday wrote: > Just to amplify Tom's comments: > > I'd trust Lawrence to do a good job with > Stormbringer. > His Hawkmoon II monograph for chaosium was a class > act. > > He's also a bloody good GM and practical roleplayer > as > well. > > Cheers, > > Ash > > PS: Sounds like I fancy him... ~gulp~ > > --- tom at zunder.org.uk wrote: > > > I'd save your a mmo on this. > > > > Lawrence writes a mean rpg book, and Pete Nash has > > done a lot of work with him > > to drag the whole system round to a new, different > > and authentic version of > > the MM books. > > > > Now that doesn't mean that MGP can't add in typos, > > print it upside down or > > illustrate it with crap, but I have genuine trust > in > > Lawrence's ability to > > write a good book. > > > > I suggest we wait and see. > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/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 le ss apprehensive of illegal treatment from a ruler whom they consider god-fearing and pious." - Aristotle _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules ------------------------------------------------------------------------------ _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules ------------------------------------------------------------------------------ No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.467 / Virus Database: 269.7.6/815 - Release Date: 5/22/2007 3:49 PM -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070523/e4906b26/attachment.html From vikingjarl at gmail.com Thu May 24 07:24:56 2007 From: vikingjarl at gmail.com (Sven Lugar) Date: Wed, 23 May 2007 14:24:56 -0700 Subject: [Rq-rules] And next we have... In-Reply-To: References: <20070523194141.11726.qmail@ibusy.com> Message-ID: <4654B128.1030007@gmail.com> ROTFLMAO!!!! Peter Maranci wrote: > It's just like that damned Tolkien, stealing the concept of halflings > and treants and balors. Does he really think that changing the names > ever-so-slightly would fool anyone? > > And his novelizations of the movies stink! Who the hell is Glorfindel, > and why did he steal so many of Arwen's lines? > > :D > > ->Peter > > On 5/23/07, *steve* > wrote: > > > Please tell me that you realize that Moorcock came first, and D&D > alignment is based on his books, not the other way around. > > Steve Perrin > > > > > > *-----Original Message-----* > From: grogthing at yahoo.com > To: rq-rules at crashbox.com > Subject: Re: [Rq-rules] And next we have... > Date: Wed, 23 May 2007 09:47:09 -0700 (PDT) > > I liked the Elric! varient of the BRP game system, but > did not use the Moorecockian setting. > > I had never read any Moorecock, until after I had the > Elric! and Stormbringer 5th game books. > > After I had read a couple, I wasn't too impressed with > Moorecock actually. > > Some interesting ideas, that convert generically into > a good fantasy/sci-fi setting, I kept. > > Like the Melnibonen as an "ancient advanced race now > in decline, nearing the end of its prominance". > > Thats g ood setting fodder, just change their name. > > I threw out the chaos - law conflict...too much d&d > alignement-like for me. > > I like people to be "people" sometimes doing good > things, sometimes doing bad...for their own reasons. > > Greg > > --- Ashley Munday < aescleal at btinternet.com > > wrote: > > > Just to amplify Tom's comments: > > > > I'd trust Lawrence to do a good job with > > Stormbringer. > > His Hawkmoon II monograph for chaosium was a class > > act. > > > > He's also a bloody good GM and practical roleplayer > > as > > well. > > > > Cheers, > > > > Ash > > > > PS: Sounds like I fancy him... ~gulp~ > > > > --- tom at zunder.org.uk wrote: > > > > > I'd save your a mmo on this. > > > > > > Lawrence writes a mean rpg book, and Pete Nash has > > > done a lot of work with him > > > to drag the whole system round to a new, different > > > and authentic version of > > > the MM books. > > > > > > Now that doesn't mean that MGP can't add in typos, > > > print it upside down or > > > illustrate it with crap, but I have genuine trust > > in > > > Lawrence's ability to > > > write a good book. > > > > > > I suggest we wait and see. > > > > > > _______________________________________________ > > > RQ-Rules mailing list > > > RQ-Rules at crashbox.com > > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/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 le ss apprehensive of illegal treatment > from a ruler whom they consider god-fearing and pious." - Aristotle > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > > The Diary of An Invisible Man: http://bobquasit.livejournal.com/ > ------------------------------------------------------------------------ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070523/2d629b2d/attachment.html From gianni at basicrps.com Thu May 24 06:43:15 2007 From: gianni at basicrps.com (Gianni) Date: Wed, 23 May 2007 22:43:15 +0200 Subject: [Rq-rules] Lankhmar Message-ID: <20070523214310.C3E2B195E4D3@mini.thinbits.net> John, > Can anyone give me details on this book. I heard the magic system (Black > magic) is excellent for a Hyborian campaign... I think it is excellent for any low-magic campaign. I would certainly use it for a RW Dark Ages campaign, for instance. But it's only 15 pages out of 160, so it may be a little expensive if you don't plan to use the rest (which is pretty Lankhmar-specific). Cheers Gianni From postmaster at runequest.za.org Thu May 24 18:07:59 2007 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Thu, 24 May 2007 10:07:59 +0200 (SAST) Subject: [Rq-rules] Sea Griffon In-Reply-To: <605564.37629.qm@web33509.mail.mud.yahoo.com> References: <605564.37629.qm@web33509.mail.mud.yahoo.com> Message-ID: <40273.196.8.104.37.1179994079.squirrel@wwm.runequest.za.org> Paul wrote: > Why have yet another species (like D&D trying to have > a larger bestiary than any other game system by having > different colors, geometric shapes, etc.) when > existing ones are adequate. > > Why can't regular griffins feed on large fish? I have > had dragons do so in one of my scenarios and no one > thought it illogical. > > Take North America, for example: east coast depended > primarily on white-tail deer, middle on bison, and > west coast on salmon for their main meat. Other > species are equally adaptable. > That is kind of what I was trying to say. A griffin that has adapted to a coastal environment. I think I was not being very clear when I started rambling on about fish eagles vs ospreys vs batleurs etc. Tony From postmaster at runequest.za.org Thu May 24 18:14:18 2007 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Thu, 24 May 2007 10:14:18 +0200 (SAST) Subject: [Rq-rules] Sea Griffon In-Reply-To: References: <605564.37629.qm@web33509.mail.mud.yahoo.com> Message-ID: <50538.196.8.104.37.1179994458.squirrel@wwm.runequest.za.org> >Roger wrote: > From my POV, I was filling ecological niches, with enviroments ranging > from polar north to tropical islands.  IMO the animals in the north > will be furrier/better insulated (More feathers for the griffins) and I > was trying to impose a bigger class of animals on a world that almost > lacks mammals.  And also, I actually like writing up the > monsters Also a good idea, I like it. In termsof a griffon specialised for sea, perhaps the feathers are very greasy for waterproffing and thus saught after for oils and ungents, or maybe by some primitives to build feather carricks or canoes. From postmaster at runequest.za.org Thu May 24 18:23:00 2007 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Thu, 24 May 2007 10:23:00 +0200 (SAST) Subject: [Rq-rules] Sea Griffon In-Reply-To: <465480BE.4050205@gmail.com> References: <465480BE.4050205@gmail.com> Message-ID: <4023.196.8.104.37.1179994980.squirrel@wwm.runequest.za.org> Sven wrote: > hooray for coming up with a logical structure as well as enjoying > creating Monsters. Also along that line, BRP, tended to just go towards > the classical French/Italian medieval bestiary (with minor exceptions > such as Ducks) and ignore other cultures. If one was doing an oriental > campaign you would have whole different critters. Even within Europe > there are other critters that were ignored. such as the Lass-Pirru, > Tomtes, Redcaps, etc. They are even just a change in name & they add so > much flavor. > Skal, > Sven > > I have been meaning to write up some stats for other culture mosnters (been meaning to do it for a few years now). There is one, I forget its name, kinda like a wingless dragon that features on the ishtar gate from Babylon. Also maybe some Astec/Myan/Inca gear such as the Chupacabras (I think its from thereabouts?) Tony From vikingjarl at gmail.com Thu May 24 18:24:23 2007 From: vikingjarl at gmail.com (Sven Lugar) Date: Thu, 24 May 2007 01:24:23 -0700 Subject: [Rq-rules] Sea Griffon In-Reply-To: <4023.196.8.104.37.1179994980.squirrel@wwm.runequest.za.org> References: <465480BE.4050205@gmail.com> <4023.196.8.104.37.1179994980.squirrel@wwm.runequest.za.org> Message-ID: <46554BB7.1050501@gmail.com> I believe they are called Sirrush. Skal, Sven postmaster at runequest.za.org wrote: > Sven wrote: > >> hooray for coming up with a logical structure as well as enjoying >> creating Monsters. Also along that line, BRP, tended to just go towards >> the classical French/Italian medieval bestiary (with minor exceptions >> such as Ducks) and ignore other cultures. If one was doing an oriental >> campaign you would have whole different critters. Even within Europe >> there are other critters that were ignored. such as the Lass-Pirru, >> Tomtes, Redcaps, etc. They are even just a change in name & they add so >> much flavor. >> Skal, >> Sven >> >> >> > I have been meaning to write up some stats for other culture mosnters > (been meaning to do it for a few years now). There is one, I forget its > name, kinda like a wingless dragon that features on the ishtar gate from > Babylon. Also maybe some Astec/Myan/Inca gear such as the Chupacabras (I > think its from thereabouts?) > Tony > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070524/f0520182/attachment.html From postmaster at runequest.za.org Thu May 24 20:42:27 2007 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Thu, 24 May 2007 12:42:27 +0200 (SAST) Subject: [Rq-rules] Sea Griffon In-Reply-To: <46554BB7.1050501@gmail.com> References: <465480BE.4050205@gmail.com> <4023.196.8.104.37.1179994980.squirrel@wwm.runequest.za.org> <46554BB7.1050501@gmail.com> Message-ID: <53043.196.8.104.37.1180003347.squirrel@wwm.runequest.za.org> > I believe they are called Sirrush. > Skal, > Sven > Thats the one! I think it was meant to be some sort of guardian or gatekeeper? Could be an interesting creature to encounter, maybe bound to a place and tasked with guarding something there. From rog_benham at hotmail.com Thu May 24 21:24:54 2007 From: rog_benham at hotmail.com (Roger Benham) Date: Thu, 24 May 2007 12:24:54 +0100 Subject: [Rq-rules] Sea Griffon In-Reply-To: <4023.196.8.104.37.1179994980.squirrel@wwm.runequest.za.org> Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070524/d518b1b0/attachment.html From carpgachair at yahoo.com Fri May 25 00:40:24 2007 From: carpgachair at yahoo.com (Paul Cardwell) Date: Thu, 24 May 2007 07:40:24 -0700 (PDT) Subject: [Rq-rules] Sea Griffon In-Reply-To: Message-ID: <297189.79090.qm@web33514.mail.mud.yahoo.com> Speaking of Chilean monsters, there is the chonchon (first o should have an acute accent, but those don't go through the e-mail process very well). It is a rather gaunt human head with shark-like teeth, which flies by flapping its ears. They are invisible until they attack, but give their presence away by muttering "tue, tue" (accents on the e) as they fly. Like a cross repels vampires, a hexagram repels them. (No that is not "equal time" for Jews, but was first recorded by conquistadores, who had reason to fear the Inquisition.) There are quite a few non-European fabulous beasts from around the world that can be used. Despite the fact that the various Celtic groups (particularly Irish) had an overabundance of these, there are many, many others. Mythworld Bestiary includes them from every continent except Antarctica. Paul Cardwell --- Roger Benham wrote: --------------------------------- There's loads of other monsters in Terran mythology that have never been written up. I remember a Chilean one which resembled a floating cow hide with teeth around the edge that would sneak up on and consume swimmers in the sea. I think the Gateway Bestiary tried to break the mould a little bit- the Celtic and Cthulhu monsters were good, and even the Gloranthan ones were different- I love the Jack O'Bear for instance- but I think the Eurocentric Bestiary kinda still holds true. I'm musing about doing an Australian aborigine campaign (Been musing for years... one day I may get something done!) using the creatures from Terra Australis, and so on. I'm not a fan of the AD & D approach of more is better, but I have noticed that the players do get bored of meeting the same monsters in my campaigns over and over in the wildernesse encounters. As such, variety is useful but not to the scattergun approach of D20. Were there Japanese monsters in the Japanese supplement? There are also shedloads of other monsters like the rusalka and the like from Ukrainian mythos too. All good stuff. ____________________________________________________________________________________ Sucker-punch spam with award-winning protection. Try the free Yahoo! Mail Beta. http://advision.webevents.yahoo.com/mailbeta/features_spam.html From pmaranci at gmail.com Fri May 25 00:42:31 2007 From: pmaranci at gmail.com (Peter Maranci) Date: Thu, 24 May 2007 10:42:31 -0400 Subject: [Rq-rules] Sea Griffon In-Reply-To: <297189.79090.qm@web33514.mail.mud.yahoo.com> References: <297189.79090.qm@web33514.mail.mud.yahoo.com> Message-ID: All this talk is making me wonder if I should start a new section on the Chaos Project, one devoted exclusively to fantastic beasts. Or would that be useful? ->Peter On 5/24/07, Paul Cardwell wrote: > > Speaking of Chilean monsters, there is the chonchon > (first o should have an acute accent, but those don't > go through the e-mail process very well). It is a > rather gaunt human head with shark-like teeth, which > flies by flapping its ears. They are invisible until > they attack, but give their presence away by muttering > "tue, tue" (accents on the e) as they fly. Like a > cross repels vampires, a hexagram repels them. (No > that is not "equal time" for Jews, but was first > recorded by conquistadores, who had reason to fear the > Inquisition.) > > There are quite a few non-European fabulous beasts > from around the world that can be used. Despite the > fact that the various Celtic groups (particularly > Irish) had an overabundance of these, there are many, > many others. Mythworld Bestiary includes them from > every continent except Antarctica. > > Paul Cardwell > > > > --- Roger Benham wrote: > --------------------------------- > There's loads of other monsters in Terran mythology > that have never been written up. I remember a Chilean > one which resembled a floating cow hide with teeth > around the edge that would sneak up on and consume > swimmers in the sea. > > I think the Gateway Bestiary tried to break the mould > a little bit- the Celtic and Cthulhu monsters were > good, and even the Gloranthan ones were different- I > love the Jack O'Bear for instance- but I think the > Eurocentric Bestiary kinda still holds true. I'm > musing about doing an Australian aborigine campaign > (Been musing for years... one day I may get something > done!) using the creatures from Terra Australis, and > so on. > > I'm not a fan of the AD & D approach of more is > better, but I have noticed that the players do get > bored of meeting the same monsters in my campaigns > over and over in the wildernesse encounters. As such, > variety is useful but not to the scattergun approach > of D20. > > Were there Japanese monsters in the Japanese > supplement? > > There are also shedloads of other monsters like the > rusalka and the like from Ukrainian mythos too. All > good stuff. > > > > > ____________________________________________________________________________________ > Sucker-punch spam with award-winning protection. > Try the free Yahoo! Mail Beta. > http://advision.webevents.yahoo.com/mailbeta/features_spam.html > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -- Peter Maranci - pmaranci at gmail.com Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm The Diary of An Invisible Man: http://bobquasit.livejournal.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070524/71745eb2/attachment.html From vikingjarl at gmail.com Fri May 25 01:54:01 2007 From: vikingjarl at gmail.com (Sven Lugar) Date: Thu, 24 May 2007 08:54:01 -0700 Subject: [Rq-rules] Sea Griffon In-Reply-To: References: <297189.79090.qm@web33514.mail.mud.yahoo.com> Message-ID: <4655B519.6090400@gmail.com> Go for it! Peter Maranci wrote: > All this talk is making me wonder if I should start a new section on > the Chaos Project, one devoted exclusively to fantastic beasts. Or > would that be useful? > > ->Peter > > On 5/24/07, *Paul Cardwell* > wrote: > > Speaking of Chilean monsters, there is the chonchon > (first o should have an acute accent, but those don't > go through the e-mail process very well). It is a > rather gaunt human head with shark-like teeth, which > flies by flapping its ears. They are invisible until > they attack, but give their presence away by muttering > "tue, tue" (accents on the e) as they fly. Like a > cross repels vampires, a hexagram repels them. (No > that is not "equal time" for Jews, but was first > recorded by conquistadores, who had reason to fear the > Inquisition.) > > There are quite a few non-European fabulous beasts > from around the world that can be used. Despite the > fact that the various Celtic groups (particularly > Irish) had an overabundance of these, there are many, > many others. Mythworld Bestiary includes them from > every continent except Antarctica. > > Paul Cardwell > > > > --- Roger Benham > wrote: > --------------------------------- > There's loads of other monsters in Terran mythology > that have never been written up. I remember a Chilean > one which resembled a floating cow hide with teeth > around the edge that would sneak up on and consume > swimmers in the sea. > > I think the Gateway Bestiary tried to break the mould > a little bit- the Celtic and Cthulhu monsters were > good, and even the Gloranthan ones were different- I > love the Jack O'Bear for instance- but I think the > Eurocentric Bestiary kinda still holds true. I'm > musing about doing an Australian aborigine campaign > (Been musing for years... one day I may get something > done!) using the creatures from Terra Australis, and > so on. > > I'm not a fan of the AD & D approach of more is > better, but I have noticed that the players do get > bored of meeting the same monsters in my campaigns > over and over in the wildernesse encounters. As such, > variety is useful but not to the scattergun approach > of D20. > > Were there Japanese monsters in the Japanese > supplement? > > There are also shedloads of other monsters like the > rusalka and the like from Ukrainian mythos too. All > good stuff. > > > > ____________________________________________________________________________________ > Sucker-punch spam with award-winning protection. > Try the free Yahoo! Mail Beta. > http://advision.webevents.yahoo.com/mailbeta/features_spam.html > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > The Diary of An Invisible Man: http://bobquasit.livejournal.com/ > ------------------------------------------------------------------------ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070524/ffdca49a/attachment.html From goldgrif at yahoo.com Fri May 25 02:09:47 2007 From: goldgrif at yahoo.com (steven mckenzie) Date: Thu, 24 May 2007 09:09:47 -0700 (PDT) Subject: [Rq-rules] Sea Griffon In-Reply-To: <46554BB7.1050501@gmail.com> Message-ID: <258519.15894.qm@web56601.mail.re3.yahoo.com> http://www.newanimal.org/sirr.htm http://en.wikipedia.org/wiki/Sirrush http://www.pibburns.com/cryptost/sirrush.htm --- Sven Lugar wrote: > I believe they are called Sirrush. > Skal, > Sven > > postmaster at runequest.za.org wrote: > > Sven wrote: > > > >> hooray for coming up with a logical structure as > well as enjoying > >> creating Monsters. Also along that line, BRP, > tended to just go towards > >> the classical French/Italian medieval bestiary > (with minor exceptions > >> such as Ducks) and ignore other cultures. If one > was doing an oriental > >> campaign you would have whole different critters. > Even within Europe > >> there are other critters that were ignored. such > as the Lass-Pirru, > >> Tomtes, Redcaps, etc. They are even just a change > in name & they add so > >> much flavor. > >> Skal, > >> Sven > >> > >> > >> > > I have been meaning to write up some stats for > other culture mosnters > > (been meaning to do it for a few years now). There > is one, I forget its > > name, kinda like a wingless dragon that features > on the ishtar gate from > > Babylon. Also maybe some Astec/Myan/Inca gear such > as the Chupacabras (I > > think its from thereabouts?) > > Tony > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > ____________________________________________________________________________________Luggage? GPS? Comic books? Check out fitting gifts for grads at Yahoo! Search http://search.yahoo.com/search?fr=oni_on_mail&p=graduation+gifts&cs=bz From pmj at comhem.se Fri May 25 08:28:00 2007 From: pmj at comhem.se (Peter Johansson) Date: Fri, 25 May 2007 00:28:00 +0200 Subject: [Rq-rules] Sea Griffon In-Reply-To: References: <297189.79090.qm@web33514.mail.mud.yahoo.com> Message-ID: <46561170.5080603@comhem.se> That would be very useful and would also make the Chaos Project even better than it already is. /Peter J Peter Maranci wrote: > All this talk is making me wonder if I should start a new section on > the Chaos Project, one devoted exclusively to fantastic beasts. Or > would that be useful? > > ->Peter > > On 5/24/07, *Paul Cardwell* > wrote: > > Speaking of Chilean monsters, there is the chonchon > (first o should have an acute accent, but those don't > go through the e-mail process very well). It is a > rather gaunt human head with shark-like teeth, which > flies by flapping its ears. They are invisible until > they attack, but give their presence away by muttering > "tue, tue" (accents on the e) as they fly. Like a > cross repels vampires, a hexagram repels them. (No > that is not "equal time" for Jews, but was first > recorded by conquistadores, who had reason to fear the > Inquisition.) > > There are quite a few non-European fabulous beasts > from around the world that can be used. Despite the > fact that the various Celtic groups (particularly > Irish) had an overabundance of these, there are many, > many others. Mythworld Bestiary includes them from > every continent except Antarctica. > > Paul Cardwell > > > > --- Roger Benham > wrote: > --------------------------------- > There's loads of other monsters in Terran mythology > that have never been written up. I remember a Chilean > one which resembled a floating cow hide with teeth > around the edge that would sneak up on and consume > swimmers in the sea. > > I think the Gateway Bestiary tried to break the mould > a little bit- the Celtic and Cthulhu monsters were > good, and even the Gloranthan ones were different- I > love the Jack O'Bear for instance- but I think the > Eurocentric Bestiary kinda still holds true. I'm > musing about doing an Australian aborigine campaign > (Been musing for years... one day I may get something > done!) using the creatures from Terra Australis, and > so on. > > I'm not a fan of the AD & D approach of more is > better, but I have noticed that the players do get > bored of meeting the same monsters in my campaigns > over and over in the wildernesse encounters. As such, > variety is useful but not to the scattergun approach > of D20. > > Were there Japanese monsters in the Japanese > supplement? > > There are also shedloads of other monsters like the > rusalka and the like from Ukrainian mythos too. All > good stuff. > > > > ____________________________________________________________________________________ > Sucker-punch spam with award-winning protection. > Try the free Yahoo! Mail Beta. > http://advision.webevents.yahoo.com/mailbeta/features_spam.html > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > > > -- > Peter Maranci - pmaranci at gmail.com > Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm > The Diary of An Invisible Man: http://bobquasit.livejournal.com/ > ------------------------------------------------------------------------ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From postmaster at runequest.za.org Fri May 25 19:29:56 2007 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Fri, 25 May 2007 11:29:56 +0200 (SAST) Subject: [Rq-rules] Sea Griffon In-Reply-To: References: <4023.196.8.104.37.1179994980.squirrel@wwm.runequest.za.org> Message-ID: <25252.196.8.104.37.1180085396.squirrel@mail.wack.co.za> Roger wrote: I'm musing about doing > an Australian aborigine campaign (Been musing for years... one day I may > get something done!) using the creatures from Terra Australis, and so > on.

>

I'm not a fan of the AD & D approach of more is better, but I have > noticed that the players do get bored of meeting the same monsters in my > campaigns over and over in the wildernesse encounters.  As such, > variety is useful but not to the scattergun approach of D20.

>

Were there Japanese monsters in the Japanese supplement?

>

There are also shedloads of other monsters like the rusalka and the > like from Ukrainian mythos too.  All good stuff. > Whats great about an uustralian aboriginal campaign is you have so many years to work with, there is evidence that the aborigionals have been there for a very long time, so pesky timelines and movements into different ages (bronze to iron etc) not such a huge issue. Also there plenty exticnt rela life monsters in Australia which could still be around. Megalanie - 10 times bigger than a comodo dragon, and more toxic to boot. Some sort of giant predatory walking bird (prob similer to the extinct Moa of NZ), could use demibird stats for that I am sure. Also diperthadon, a herbivore like a hippo and prob also dangerous when cornered. Marsupial "lions" etc. Lots to choose from:) Land of Ninja had some monsters in it, not enough for my tastes though, although maybe thats all there was to choose from in the mythology? Tony From carpgachair at yahoo.com Sat May 26 00:45:34 2007 From: carpgachair at yahoo.com (Paul Cardwell) Date: Fri, 25 May 2007 07:45:34 -0700 (PDT) Subject: [Rq-rules] Sea Griffon In-Reply-To: <25252.196.8.104.37.1180085396.squirrel@mail.wack.co.za> Message-ID: <993434.47577.qm@web33504.mail.mud.yahoo.com> Then too, remember you can use stats from one animal to automatically get those for one of similar build, changing only such things omitted from most games (except Mythworld, of course - that's why the Dallas Museum of Natural History used it as a reference manual for a display on movement speeds) like population density, life cycle chronology, and proper terms for male, female, juvenile, collections, home, meat, etc. For instance, dogs can get SIZ, STR, etc. figures from fox or wolf, depending on size. The little research required to get the differences accurate also help you get familiar with the species. This applies to extant, extinct, and fabulous alike (just increasing difficulty as you go). That is how we can get by on just over 220 species in our Bestiary. Paul Cardwell ____________________________________________________________________________________Pinpoint customers who are looking for what you sell. http://searchmarketing.yahoo.com/ From parejf63 at hotmail.com Sat May 26 05:56:59 2007 From: parejf63 at hotmail.com (John Pare') Date: Fri, 25 May 2007 15:56:59 -0400 Subject: [Rq-rules] Lankhmar review Message-ID: To put it simply, NOT GOOD... 95% fluff. City description needs a lot of work. Black magic is cool, like the Corruption. Only FIVE OR SIX SPELLS.. A few new monsters. talks about White Magic but no real referrence to it.. GRADE: C- ("D" if the cost of the book were included) John _________________________________________________________________ PC Magazine?s 2007 editors? choice for best Web mail?award-winning Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_pcmag_0507 From parejf63 at hotmail.com Sat May 26 05:59:27 2007 From: parejf63 at hotmail.com (John Pare') Date: Fri, 25 May 2007 15:59:27 -0400 Subject: [Rq-rules] Group decision... Message-ID: Well, tonight they (players) made the decision to play on Glorantha, since I have all the books for that. They originally wanted HYBORIA, and I told them, you want to play it - You adapt it.. Suddenly, Glorantha sounded good... BY THE WAY: Has anyone in the states recieved or even seen Player's Guide to Glorantha. Had it on preorder for a good while, but Mongoose has released it... John _________________________________________________________________ PC Magazine?s 2007 editors? choice for best Web mail?award-winning Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_pcmag_0507 From clive.wickens at btopenworld.com Sat May 26 08:01:02 2007 From: clive.wickens at btopenworld.com (Clive Wickens) Date: Fri, 25 May 2007 23:01:02 +0100 Subject: [Rq-rules] Sea Griffon References: <993434.47577.qm@web33504.mail.mud.yahoo.com> Message-ID: <002301c79f18$30ac05c0$e6c18151@sickboy> Paul, Didn't you mention you had copies of Mythworld for sale or pre order or similiar a while back ? Clive ----- Original Message ----- From: "Paul Cardwell" To: "Discussion of RuneQuest rules." Sent: Friday, May 25, 2007 3:45 PM Subject: Re: [Rq-rules] Sea Griffon > Then too, remember you can use stats from one animal > to automatically get those for one of similar build, > changing only such things omitted from most games > (except Mythworld, of course - that's why the Dallas > Museum of Natural History used it as a reference > manual for a display on movement speeds) like > population density, life cycle chronology, and proper > terms for male, female, juvenile, collections, home, > meat, etc. > > For instance, dogs can get SIZ, STR, etc. figures from > fox or wolf, depending on size. The little research > required to get the differences accurate also help you > get familiar with the species. This applies to > extant, extinct, and fabulous alike (just increasing > difficulty as you go). > > That is how we can get by on just over 220 species in > our Bestiary. > > Paul Cardwell > > > > ____________________________________________________________________________________Pinpoint > customers who are looking for what you sell. > http://searchmarketing.yahoo.com/ > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From clive.wickens at btopenworld.com Sat May 26 08:03:21 2007 From: clive.wickens at btopenworld.com (Clive Wickens) Date: Fri, 25 May 2007 23:03:21 +0100 Subject: [Rq-rules] Re: Sea Griffin Message-ID: <000601c79f18$83e06060$e6c18151@sickboy> The RQ3 Vikings supplement had a lot of monsters from Norse Mythology in it, some of which I've nicked and used elsewhere. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070525/a146f32e/attachment.html From parejf63 at hotmail.com Sat May 26 09:16:12 2007 From: parejf63 at hotmail.com (John Pare') Date: Fri, 25 May 2007 19:16:12 -0400 Subject: [Rq-rules] Players Guide to Glorantha Message-ID: Just got it from FRP games. They got in today... Also if interested, so does nobleknightgames John _________________________________________________________________ Catch suspicious messages before you open them?with Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_protection_0507 From tom at zunder.org.uk Sat May 26 20:31:35 2007 From: tom at zunder.org.uk (Thomas Zunder) Date: Sat, 26 May 2007 11:31:35 +0100 Subject: [Rq-rules] Sea Griffon In-Reply-To: References: Message-ID: <46580C87.2090702@zunder.org.uk> Some people just get a kick out of imagining new creatures. It's a valid and fun part of fantasy and one that fits in well with mythology where it has always been a big part of the fun. Now, it's necessary always to actually have any new stats.. -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20070526/61309fee/attachment.vcf From tom at zunder.org.uk Sat May 26 20:33:59 2007 From: tom at zunder.org.uk (Thomas Zunder) Date: Sat, 26 May 2007 11:33:59 +0100 Subject: [Rq-rules] Redcaps In-Reply-To: <465480BE.4050205@gmail.com> References: <465480BE.4050205@gmail.com> Message-ID: <46580D17.90903@zunder.org.uk> Redcaps were in the Gateway Bestiary. I liked using the Brian Froud Fairies book as a bestiary. But I am not much of a stats man, so don't all rush.. -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20070526/dc797779/attachment.vcf From tom at zunder.org.uk Sat May 26 20:36:33 2007 From: tom at zunder.org.uk (Thomas Zunder) Date: Sat, 26 May 2007 11:36:33 +0100 Subject: [Rq-rules] Bestiary on d100 In-Reply-To: References: <297189.79090.qm@web33514.mail.mud.yahoo.com> Message-ID: <46580DB1.7020908@zunder.org.uk> Yes please Peter, I would say knocking up a fun beastie now and then is something I do and sometimes they're postable. -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20070526/0c341b0f/attachment.vcf From tom at zunder.org.uk Sat May 26 21:09:51 2007 From: tom at zunder.org.uk (Thomas Zunder) Date: Sat, 26 May 2007 12:09:51 +0100 Subject: [Rq-rules] Slaine In-Reply-To: References: <46531236.7010403@talmeta.net> Message-ID: <4658157F.70506@zunder.org.uk> Anyone know what has been done with RQ Slaine? I always wanted to play this but the d20 put me off big time. If it is lean MRQ/RQ stylee then maybe I can have a go. -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20070526/17c28ead/attachment.vcf From tom at zunder.org.uk Sat May 26 21:12:56 2007 From: tom at zunder.org.uk (Thomas Zunder) Date: Sat, 26 May 2007 12:12:56 +0100 Subject: [Rq-rules] And next we have... In-Reply-To: <159499.12478.qm@web32814.mail.mud.yahoo.com> References: <159499.12478.qm@web32814.mail.mud.yahoo.com> Message-ID: <46581638.7090401@zunder.org.uk> Elric! was a very classy and well made game system. It didn't quite match my views of the books, and was I think somewhat more influenced by the Fortress of the Pearl than maybe good for it, but it was a better game system than the earlier Stormbinger iterations. The earlier Stormbringer iterations were IMHO also wrong vis a vis the books, there is not evidence of massive demon binding and use in the books. BUT, a rpg is not a book. I shall be delighted to see how Pete and Loz did it. -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20070526/cd857858/attachment.vcf From tom at zunder.org.uk Sat May 26 21:14:13 2007 From: tom at zunder.org.uk (Thomas Zunder) Date: Sat, 26 May 2007 12:14:13 +0100 Subject: [Rq-rules] And next we have... In-Reply-To: <20070523194141.11726.qmail@ibusy.com> References: <20070523194141.11726.qmail@ibusy.com> Message-ID: <46581685.6060108@zunder.org.uk> Please tell me you realise that in Elric! and Moorcock books the person decides what they want to do and have free will, whatever temptations the gods and men put in their way.. -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20070526/ed005616/attachment.vcf From joemills at columbus.rr.com Sat May 26 21:20:43 2007 From: joemills at columbus.rr.com (Joe Mills) Date: Sat, 26 May 2007 07:20:43 -0400 Subject: [Rq-rules] Sea Griffon In-Reply-To: <46580C87.2090702@zunder.org.uk> References: <46580C87.2090702@zunder.org.uk> Message-ID: <002a01c79f87$e6dc0a10$0201a8c0@laptop2> In reply to Mr. Zunder: Don't get me wrong: it's not that I don't want stats for new monsters, beasts, NPCs, PCs, etc. to peruse and possibly use -- I do! But as I'm thinking this through -- and I admit the idea is germinating here as I write -- it seems to me that stats are in some ways a limitation, too, in that once you've defined what a creature can or cannot do, then you've just limited your options. I think that once you've generated stats, you've created a possible opponent. The only reason for monster hit points and an attack skill is to face off with something or someone else. Does that make sense? So, once I see the stats for the Hero Broo of Dorastor, I just made him less awesome in my own mind and more a mere possible target of melee interaction. Of course, that can't be a hard and fast rule. It's not. But, didn't your perception of the monster just change once you perused his stats and abilities? A monster that is always seen in the distance, leaving the scene of the crime but never being brought to actual combat might not need stats. Another example might be a being who is far below or above any possible combat interaction. Normal-sized fire ants, killer bees, Cthulhu, a werewolf if nobody in the party has any silver bullets, the high priest of the Air God who can turn insubstantial at will, the mute stable boy -- these are all examples of critters that might be played by the referee without stats. I don't know if I made any sense at all, and I don't want to give the impression that I'm not craving the claw attack percentage on a normal adult male Sea Griffon. I'm just spouting random thoughts early in the morning and the sentence, "Now, it's necessary always to actually have any new stats..." caught my fancy. My thanks to Mr. Zunder for giving me something fun to think about! -- Joe ********************** -----Original Message----- From: rq-rules-bounces at crashbox.com [mailto:rq-rules-bounces at crashbox.com] On Behalf Of Thomas Zunder Sent: Saturday, May 26, 2007 6:32 AM To: Discussion of RuneQuest rules. Subject: Re: [Rq-rules] Sea Griffon Some people just get a kick out of imagining new creatures. It's a valid and fun part of fantasy and one that fits in well with mythology where it has always been a big part of the fun. Now, it's necessary always to actually have any new stats.. From gianni at basicrps.com Mon May 28 00:40:14 2007 From: gianni at basicrps.com (Gianni) Date: Sun, 27 May 2007 16:40:14 +0200 Subject: [Rq-rules] Sea Griffon Message-ID: <20070527144016.E22521990DB7@mini.thinbits.net> Roger, > Were there Japanese monsters in the Japanese supplement? There were, but I wasn't much impressed. OTOH if you're looking for Japanese monsters to use in a d100 game, you may want to try 'Secrets of Japan' for CoC. I love that book. Cheers Gianni From gianni at basicrps.com Mon May 28 00:41:54 2007 From: gianni at basicrps.com (Gianni) Date: Sun, 27 May 2007 16:41:54 +0200 Subject: [Rq-rules] Group decision... Message-ID: <20070527144154.2DAEC1990E5D@mini.thinbits.net> John, > BY THE WAY: Has anyone in the states recieved or even seen Player's Guide > to Glorantha. Had it on preorder for a good while, but Mongoose has > released it... I've bought it in London last week. The binding is terrible... looks like they haven't fully mastered the binding yet (the printing of the previous MRQ books was sub-contracted; I understand this is the first one printed by Mongoose themselves). Cheers Gianni From baron.meliadus at gmail.com Mon May 28 04:43:39 2007 From: baron.meliadus at gmail.com (Pete Nash) Date: Sun, 27 May 2007 20:43:39 +0200 Subject: [Rq-rules] Elric query... Message-ID: Tom asked... Please tell me you realise that in Elric! and Moorcock books the person > decides what they want to do and have free will, whatever temptations > the gods and men put in their way.. Yes the player always has free will. However, they can be tempted into bargaining their souls for the rewards and aid the Lords of the Higher Realms offer. Those bargains inevitably lead to the person and/or their soul being claimed by their patron in the end. Those who have mortgaged themselves are still free to choose their actions, but that does not necessarily mean that they aren't pawns... lied to, tricked, blackmailed or cajoled in the games of their patrons. >I shall be delighted to see how Pete and Loz did it. Here's something I wrote in reply to an inquiry on RPGNet which offers a few more hints as to the nature of the new, and hopefully authentic magic system. (and no, there is no demon binding!) Pete ***** I think I might be able to help with this, since I helped Loz co-develop the new magic system and unfortunately he's off at a Con this weekend. First off, let me say we spent a solid week trawling through *every* Elric book and found *every single reference* to magic, demons, spell casting, potion making, weird artifacts and anything else supernatural you could possibly imagine. I still have a huge txt file with all the quotes and references cluttering up my PC. Then we thought about exactly how Elrician magic worked in the saga. What we finally arrived at were, 1) Demon/Elemental summoning 2) Runes (which is the name for stand alone spells in the saga) 3) Potion making 4) Dreamthieves 5) Automatons 6) Gifts from the Lords of the Higher Planes None of this worked with the existing MRQ rules, so we did them over from scratch, although we used Stormbringer 1st edition as inspiration for the new Demon Summoning rules. Summoning allows you to call up some really powerful creatures , but at an increasing chance that you will fail to control whatever comes. Runes can be used either verbally for short duration effects, or inscribed for potentially eternal effects depending on how much of your magical strength you want tied up. Potions are the way of storing Runes for later use, but are deadly if abused since most require poisons as ingredients. Dreamthieves grant a whole new aspect of traversing the mythic shadows of the million spheres, and help to control such things as the gradual buildup of insanity which affects most Moorcockian sorcerers. Automatons allow the creation of golems such as Myshella's flying bird. The Gifts of the Lords of Law, Chaos and the Elements are truly powerful, but require you to mortgage your soul... and that Lord will eventually come back to collect it, using you as a puppet in the meantime. Few players will be able to refuse the bargains the Lords offer, setting them invariably on the path of damnation... All in all, the magic is true to the saga, and illustrated with quotes from the books to emphasize the atmosphere. It is awesome in its capability yet with great power comes great corruption. Souls truly are valuable! The feel is definitely much on the original saga, trust me. Unfortunately I heard that Mongoose had a tight page count and not all of the magic system made it into the final book. But I believe Mongoose is working overtime to make sure that it is all released, even if only as a supplemental pdf. So there you go. A teaser, a taster. If you want authentic Elric sorcery which *really* kicks butt, then go out and get yourself a copy... even if you prefer to use SB5/Elric as your rules set, since the magic rules can easily be ported. ***** -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070527/b0b6e087/attachment.html From anders at california.com Mon May 28 06:30:45 2007 From: anders at california.com (Anders Swenson) Date: Sun, 27 May 2007 13:30:45 -0700 Subject: [Rq-rules] Group decision... In-Reply-To: References: Message-ID: On Fri, 25 May 2007 15:59:27 -0400 "John Pare'" wrote: > Well, tonight they (players) made the decision to play on Glorantha, since > I have all the books for that. > > They originally wanted HYBORIA, and I told them, you want to play it - You > adapt it.. > > Suddenly, Glorantha sounded good... > > BY THE WAY: Has anyone in the states recieved or even seen Player's Guide > to Glorantha. Had it on preorder for a good while, but Mongoose has > released it... > well, it appears to have JUST shipped, I won't be getting mine til Friday for example. --Anders From postmaster at runequest.za.org Mon May 28 17:29:56 2007 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Mon, 28 May 2007 09:29:56 +0200 (SAST) Subject: [Rq-rules] Sea Griffon In-Reply-To: <993434.47577.qm@web33504.mail.mud.yahoo.com> References: <25252.196.8.104.37.1180085396.squirrel@mail.wack.co.za> <993434.47577.qm@web33504.mail.mud.yahoo.com> Message-ID: <47625.196.8.104.37.1180337396.squirrel@wwm.runequest.za.org> Paul wrote: > > That is how we can get by on just over 220 species in > our Bestiary. > Very true, this last saturday passed I did just that. Party encountered a "forest cat" which is for all intents and purposes (in my world anyway) a tiger, but tauny and with less defined striping. I just used a tigers stats, and juiced up the natural armour and its HP a bit. I suppose I could have added a wee stt bonus as well, but the tiger is pretty lethal as is. Tony From postmaster at runequest.za.org Mon May 28 17:54:59 2007 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Mon, 28 May 2007 09:54:59 +0200 (SAST) Subject: [Rq-rules] Re: Sea Griffin In-Reply-To: <000601c79f18$83e06060$e6c18151@sickboy> References: <000601c79f18$83e06060$e6c18151@sickboy> Message-ID: <33723.196.8.104.37.1180338899.squirrel@wwm.runequest.za.org> > The RQ3 Vikings supplement had a lot of monsters from Norse Mythology in > it, some of which I've nicked and used > elsewhere._______________________________________________ > I use the Aurocks a lot. Have the one orc nation use them when they go to battle, mount an orc on the back and a few major big drums either siide of the aurocks. Its said that when the soft orcs/humans of the southlands hear them drums they flee before even seeing the coming army. From clive.wickens at btopenworld.com Mon May 28 21:43:27 2007 From: clive.wickens at btopenworld.com (Clive Wickens) Date: Mon, 28 May 2007 12:43:27 +0100 Subject: [Rq-rules] FAO: leon Message-ID: <000601c7a11d$69ddde20$59688456@sickboy> Leon, Do you have a new address for your site. I've tried the old links and they say the site is offline. Google searches just come up with references TO Godlearners. PS Sorry it took so long to respond your message got stuck in my spam filter -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070528/b8fdc38a/attachment.html From rog_benham at hotmail.com Tue May 29 00:59:29 2007 From: rog_benham at hotmail.com (Roger Benham) Date: Mon, 28 May 2007 15:59:29 +0100 Subject: [Rq-rules] Sea Griffon In-Reply-To: Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070528/0947ea5d/attachment.html From aescleal at btinternet.com Wed May 30 00:20:26 2007 From: aescleal at btinternet.com (Ashley Munday) Date: Tue, 29 May 2007 15:20:26 +0100 (BST) Subject: [Rq-rules] Elric query... In-Reply-To: Message-ID: <86351.31088.qm@web86115.mail.ird.yahoo.com> Sounds a bit cool! I thought the sawn off battle magic system in Elric! was about as authentic to the books as a non-authentic thing. Bugger, means I've got to buy a Mongoose book now... Cheers, Ash --- Pete Nash wrote: > Tom asked... > > Please tell me you realise that in Elric! and > Moorcock books the person > > decides what they want to do and have free will, > whatever temptations > > the gods and men put in their way.. > > > Yes the player always has free will. However, they > can be tempted into > bargaining their souls for the rewards and aid the > Lords of the Higher > Realms offer. Those bargains inevitably lead to the > person and/or their soul > being claimed by their patron in the end. > > Those who have mortgaged themselves are still free > to choose their actions, > but that does not necessarily mean that they aren't > pawns... lied to, > tricked, blackmailed or cajoled in the games of > their patrons. > > >I shall be delighted to see how Pete and Loz did > it. > > Here's something I wrote in reply to an inquiry on > RPGNet which offers a few > more hints as to the nature of the new, and > hopefully authentic magic > system. (and no, there is no demon binding!) > > Pete > > ***** > I think I might be able to help with this, since I > helped Loz co-develop the > new magic system and unfortunately he's off at a Con > this weekend. > > First off, let me say we spent a solid week trawling > through *every* Elric > book and found *every single reference* to magic, > demons, spell casting, > potion making, weird artifacts and anything else > supernatural you could > possibly imagine. I still have a huge txt file with > all the quotes and > references cluttering up my PC. > > Then we thought about exactly how Elrician magic > worked in the saga. What we > finally arrived at were, > > 1) Demon/Elemental summoning > 2) Runes (which is the name for stand alone spells > in the saga) > 3) Potion making > 4) Dreamthieves > 5) Automatons > 6) Gifts from the Lords of the Higher Planes > > None of this worked with the existing MRQ rules, so > we did them over from > scratch, although we used Stormbringer 1st edition > as inspiration for the > new Demon Summoning rules. > > Summoning allows you to call up some really powerful > creatures , but at an > increasing chance that you will fail to control > whatever comes. > > Runes can be used either verbally for short duration > effects, or inscribed > for potentially eternal effects depending on how > much of your magical > strength you want tied up. > > Potions are the way of storing Runes for later use, > but are deadly if abused > since most require poisons as ingredients. > > Dreamthieves grant a whole new aspect of traversing > the mythic shadows of > the million spheres, and help to control such things > as the gradual buildup > of insanity which affects most Moorcockian > sorcerers. > > Automatons allow the creation of golems such as > Myshella's flying bird. > > The Gifts of the Lords of Law, Chaos and the > Elements are truly powerful, > but require you to mortgage your soul... and that > Lord will eventually come > back to collect it, using you as a puppet in the > meantime. Few players will > be able to refuse the bargains the Lords offer, > setting them invariably on > the path of damnation... > > All in all, the magic is true to the saga, and > illustrated with quotes from > the books to emphasize the atmosphere. It is awesome > in its capability yet > with great power comes great corruption. Souls truly > are valuable! > > The feel is definitely much on the original saga, > trust me. > > Unfortunately I heard that Mongoose had a tight page > count and not all of > the magic system made it into the final book. But I > believe Mongoose is > working overtime to make sure that it is all > released, even if only as a > supplemental pdf. > > So there you go. A teaser, a taster. > > If you want authentic Elric sorcery which *really* > kicks butt, then go out > and get yourself a copy... even if you prefer to use > SB5/Elric as your rules > set, since the magic rules can easily be ported. > ***** > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From parejf63 at hotmail.com Wed May 30 00:25:49 2007 From: parejf63 at hotmail.com (John Pare') Date: Tue, 29 May 2007 10:25:49 -0400 Subject: [Rq-rules] Elric query... In-Reply-To: <86351.31088.qm@web86115.mail.ird.yahoo.com> Message-ID: Ashley wrote In Maine, (where my LARGE family is from) they would say "PISSAH"... LOL John >From: Ashley Munday >Reply-To: "Discussion of RuneQuest rules." >To: "Discussion of RuneQuest rules." >Subject: Re: [Rq-rules] Elric query... >Date: Tue, 29 May 2007 15:20:26 +0100 (BST) > >Sounds a bit cool! I thought the sawn off battle magic >system in Elric! was about as authentic to the books >as a non-authentic thing. > >Bugger, means I've got to buy a Mongoose book now... > >Cheers, > >Ash > >--- Pete Nash wrote: > > > Tom asked... > > > > Please tell me you realise that in Elric! and > > Moorcock books the person > > > decides what they want to do and have free will, > > whatever temptations > > > the gods and men put in their way.. > > > > > > Yes the player always has free will. However, they > > can be tempted into > > bargaining their souls for the rewards and aid the > > Lords of the Higher > > Realms offer. Those bargains inevitably lead to the > > person and/or their soul > > being claimed by their patron in the end. > > > > Those who have mortgaged themselves are still free > > to choose their actions, > > but that does not necessarily mean that they aren't > > pawns... lied to, > > tricked, blackmailed or cajoled in the games of > > their patrons. > > > > >I shall be delighted to see how Pete and Loz did > > it. > > > > Here's something I wrote in reply to an inquiry on > > RPGNet which offers a few > > more hints as to the nature of the new, and > > hopefully authentic magic > > system. (and no, there is no demon binding!) > > > > Pete > > > > ***** > > I think I might be able to help with this, since I > > helped Loz co-develop the > > new magic system and unfortunately he's off at a Con > > this weekend. > > > > First off, let me say we spent a solid week trawling > > through *every* Elric > > book and found *every single reference* to magic, > > demons, spell casting, > > potion making, weird artifacts and anything else > > supernatural you could > > possibly imagine. I still have a huge txt file with > > all the quotes and > > references cluttering up my PC. > > > > Then we thought about exactly how Elrician magic > > worked in the saga. What we > > finally arrived at were, > > > > 1) Demon/Elemental summoning > > 2) Runes (which is the name for stand alone spells > > in the saga) > > 3) Potion making > > 4) Dreamthieves > > 5) Automatons > > 6) Gifts from the Lords of the Higher Planes > > > > None of this worked with the existing MRQ rules, so > > we did them over from > > scratch, although we used Stormbringer 1st edition > > as inspiration for the > > new Demon Summoning rules. > > > > Summoning allows you to call up some really powerful > > creatures , but at an > > increasing chance that you will fail to control > > whatever comes. > > > > Runes can be used either verbally for short duration > > effects, or inscribed > > for potentially eternal effects depending on how > > much of your magical > > strength you want tied up. > > > > Potions are the way of storing Runes for later use, > > but are deadly if abused > > since most require poisons as ingredients. > > > > Dreamthieves grant a whole new aspect of traversing > > the mythic shadows of > > the million spheres, and help to control such things > > as the gradual buildup > > of insanity which affects most Moorcockian > > sorcerers. > > > > Automatons allow the creation of golems such as > > Myshella's flying bird. > > > > The Gifts of the Lords of Law, Chaos and the > > Elements are truly powerful, > > but require you to mortgage your soul... and that > > Lord will eventually come > > back to collect it, using you as a puppet in the > > meantime. Few players will > > be able to refuse the bargains the Lords offer, > > setting them invariably on > > the path of damnation... > > > > All in all, the magic is true to the saga, and > > illustrated with quotes from > > the books to emphasize the atmosphere. It is awesome > > in its capability yet > > with great power comes great corruption. Souls truly > > are valuable! > > > > The feel is definitely much on the original saga, > > trust me. > > > > Unfortunately I heard that Mongoose had a tight page > > count and not all of > > the magic system made it into the final book. But I > > believe Mongoose is > > working overtime to make sure that it is all > > released, even if only as a > > supplemental pdf. > > > > So there you go. A teaser, a taster. > > > > If you want authentic Elric sorcery which *really* > > kicks butt, then go out > > and get yourself a copy... even if you prefer to use > > SB5/Elric as your rules > > set, since the magic rules can easily be ported. > > ***** > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules at crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ More photos, more messages, more storage?get 2GB with Windows Live Hotmail. http://imagine-windowslive.com/hotmail/?locale=en-us&ocid=TXT_TAGHM_migration_HM_mini_2G_0507 From the.iqari at gmail.com Wed May 30 00:48:38 2007 From: the.iqari at gmail.com (Pete Nash) Date: Tue, 29 May 2007 16:48:38 +0200 Subject: [Rq-rules] Elric query... In-Reply-To: <86351.31088.qm@web86115.mail.ird.yahoo.com> References: <86351.31088.qm@web86115.mail.ird.yahoo.com> Message-ID: <8d5c4aa40705290748y33a260uf834b9f61e21b57a@mail.gmail.com> > Bugger, means I've got to buy a Mongoose book now... :) Much as I normally despair over Mongoose books, this one should actually be a worthwhile investment if only for its magic authenticity. I'm keeping my fingers crossed that its other aspects will be good too, since the pre-edited manuscript was an excellent piece of work, even for Lawrence. I haven't seen the final product yet (and probably won't until its officially released), so I am still wondering what was finally cut due to space limitations. However, if the initial book does well, we might actually see consistent support for the EC line... one thing Mongoose is good at doing! Thanks for the interest Ash! Pete -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070529/75828b3a/attachment.html From tom at zunder.org.uk Wed May 30 01:07:30 2007 From: tom at zunder.org.uk (Thomas Zunder) Date: Tue, 29 May 2007 16:07:30 +0100 Subject: [Rq-rules] Sea Griffon In-Reply-To: <46580C87.2090702@zunder.org.uk> References: <46580C87.2090702@zunder.org.uk> Message-ID: <465C41B2.6050702@zunder.org.uk> Thomas Zunder wrote: > > Now, it's necessary always to actually have any new stats.. > oops.. 'it's NOT necessary..' > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -- Tom Zunder http://www.zunder.org.uk AIM: tomzunder Yahoo: tzunder MSN: tom at zunder.org.uk -------------- next part -------------- A non-text attachment was scrubbed... Name: tom.vcf Type: text/x-vcard Size: 250 bytes Desc: not available Url : http://localhost.localdomain/pipermail/rq-rules/attachments/20070529/1227aa8a/attachment.vcf From carpgachair at yahoo.com Wed May 30 01:31:46 2007 From: carpgachair at yahoo.com (Paul Cardwell) Date: Tue, 29 May 2007 08:31:46 -0700 (PDT) Subject: [Rq-rules] Sea Griffon In-Reply-To: <002301c79f18$30ac05c0$e6c18151@sickboy> Message-ID: <986310.50649.qm@web33501.mail.mud.yahoo.com> Still a few of the old boxed sets available for $35.00 including postage ($5.00 more for outside US). This is rules, bestiary, outfitter, spells, skills, an intro scenario, ten character sheets, and Gamescience D6, D8, and D20 (the bare minimum to play). Check or money order to Hippogriff Publications, 1127 Cedar, Bonham, TX 75418. The revised (expanded) edition is coming along nicely, Bestiary pictures being the current blockage. We still plan to have an Update book for those who have the original and don't want to have to buy a total package when the new one is ready (no date set yet). Paul Cardwell --- Clive Wickens wrote: > Paul, > > Didn't you mention you had copies of Mythworld for > sale or pre order or > similiar a while back ? > > Clive ____________________________________________________________________________________Ready for the edge of your seat? Check out tonight's top picks on Yahoo! TV. http://tv.yahoo.com/ From clive.wickens at btopenworld.com Wed May 30 05:45:47 2007 From: clive.wickens at btopenworld.com (Clive Wickens) Date: Tue, 29 May 2007 20:45:47 +0100 Subject: [Rq-rules] RE: Simons post on Stupor Mundi Message-ID: <000601c7a229$f4b0ba10$2e0b8956@sickboy> I must say that all sounds rather good. I'm curious to see how he handles monotheistic religions etc. As you say you could tie it in nicely with a Mythic Russia setting, stuff going on in the Baltic, throw the Finns in there with some weird woodsy shamanic/pagan religions. Then of course you've got the Mongols mmm..... Perhaps I'm getting a bit carried away there, after all he hasn't even got the first Holy Roman Empire one out yet, still we can only dream. I was looking at one of the Osprey men at arms series today, all about Russian armies in the 10th to 14th centuries, some beautiful illustrations of overlapping armour schemes etc etc. It's evidently a sign ! Clive -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20070529/fe151899/attachment.html From mechashef at emailme.net.au Sun May 27 09:49:49 2007 From: mechashef at emailme.net.au (Mechashef) Date: Sat, 26 May 2007 23:49:49 -0000 Subject: [Rq-rules] Sea Griffon In-Reply-To: <25252.196.8.104.37.1180085396.squirrel@mail.wack.co.za> Message-ID: <20070526234927.2AD882302DB@m0.velocity.net.au> I've run a Mythic Australian inspired campaign on and off for years. Here is my take on Thylacoleo carnifex. I'm gradually adding many of the creatures from my campaign to the RQ3 Yahoo Group: http://games.groups.yahoo.com/group/rq3/ So far I have the Carnifex and the Drop Bear, but will be adding Bunyips, Megalania's, Mimis etc. One problem is that while a Drop Bear or a Bunyip is a unique creature, there is not really much that makes a Megalania different from the standard RQ Rock Lizard. -------------- next part -------------- A non-text attachment was scrubbed... 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