Subject: RQ Discussions 11 ====================================================================== From: evan richard franke Subject: Re: RQ discussion 10 Another Note on Argrath I am fairly sure that the NPC Garrath Sharpsword is Argrath of Sartar in the Pavis, Cradle scenario. It makes sense in several respects in that the names are similar and under Garrath's description he is noted as a mysterious weapons master who often adventures in the Rubble. Finally, in Genertela, Crucible of the Hero Wars, they note that Argrath is on the Crtadle sailing for Magasta's Pool when he meets up with Harrek the Berserk and his wolf Pirates. Argrath presumably Hero Quests afterwards to gain some of the status and magical powers he exibits in White Bear, Red Moon, but that keeps him occupied during the early phases of anyones campaign, if they are playing the official timeline. Everyone who already figured that out can tell me now. Evan Franke ====================================================================== From: s917@cs.utexas.edu (Classroom Account) Subject: Re: Template Here's a response to Loren Miller's point cost template for RuneQuest. I like the idea of the template, but there are a few things I would change. First of all, the rolls for training increase is 1d6-2, not 1d4-1, isn't it? You can take 2 points instead of rolling ,which is what my players always do. I'm not sure I like the way you handle SIZ in your chart. You make it twice as important as any other stat, with corresponding bonuses or costs for having low or high SIZ. But in RuneQuest it's far from clear that high SIZ is the best way to go. High SIZ subtracts directly from both stealth and agility (and parry!) skills. It makes your armour heavier, which increases your encumberance and makes it harder to cast your spells. It also increases your damage bonus, but you can do this more effectively by buying strength under your system. In fact, the only advantage of high siz which can't be gotten otherwise is improved strike rank. Also, the way the armor and strike rank rules are written, a SIZ of 10 gets one the best of both worlds -- "small" size armour and "medium" size strike rank. So 10 is actually my favorite size for a warrior, if he has at least a 15 strength. There's very little effective difference between a 1d4 and a 1d6 damage bonus, so there's little incentive to be big. I think a template system might work better if you had separate points for skills and attributes. Skills are just too much better in RuneQuest. If I was rolling a fighter without this restriction I'd be siz 10, which would get me 18 points, and put these plus 3 more into mastering my primary weapon attack. If I was designing an attribute system I'd rank the attributes worth in this order: 1- intelligence` 2- dexterity 3- power 4- strength & con 5- size and appearance Ken ====================================================================== Question: Is there an official Chaosium time published for after 1614? That is as far as the material that I have goes, but I only have RQ II sources. I never played much past 1618 and figured that the Dragon Pass area changes dramatically sometime in the 1620's when the BAT comes to the area and the Hero Wars start (at least in my own timeline). [The calendar references in the Genertela Pack go up to 1620, with the Lunars expecting to take the Holy Country in 1621. -- ACB] Scenerio Design Idea(from WF 14): I can't remember if someone is working on this or not, but it sounds like a good project for someone to submit to the Digest. ...Ex is where the Block first bounced after it was called from the sky by Storm Bull and skidded momentarily. Then it landed on top of the Devil and drove him into the plain... The origin of the name Ex is lost in antiquity, but may refer to some ancient Godtime settlement crushed by the Block. Maybe it's a good place to look for treasure! Any comments on Beast's Valley?: After finishing up Old Wind, Block Thoughts, and my Apple Lane Revisited adventure (most of which should show up here or if I'm lucky in Tales of the Reaching Moon), I've started to work on typing up the Beast's Valley adventure that I ran as part of my campaign. BASIC PLOT: A Lunar Rune Priest has gone covertly to the valley and is trying to poison the water supply so that a regiment from Furthest can secure the area. ADVENTURE: Players journey to Beasts Valley to stop Lunar plot and encounter all sorts of strange and new things on the way. What I'm looking for is additional material to include as part of a small and informal Beastpak for the Digest or Tales. If anyone has ideas or wants to work on part of this let me know! Grovelling Plead: I just bought copies of White Bear/Red Moon and Nomad Gods. They're highly recommended by me as source material. With them came all but pages 1-8 of Wyrm's Footnotes #3. Can anyone provide me with those missing pages? johnhc@autodesk.com (John Castellucci) ====================================================================== The RuneQuest(tm) mailing list is a courtesy of Andrew Bell. All opinions and material above are the responsibility of the originator, and copyrights are held by them. Unless specified in the specific article, all RQ Digest material is freely redistributable on a not-for-profit basis as long as author credit is included. RuneQuest is a trademark of Chaosium, Inc. Send submissions, mailing list changes, requests for old article lists, etc. to: bell@cs.unc.edu ...!mcnc!unc!bell Request old articles by volume number and issue number.