From tiggermb at verizon.net Sun Oct 1 14:25:57 2006 From: tiggermb at verizon.net (tiggermb@verizon.net) Date: Sun Oct 1 14:26:41 2006 Subject: [Rq-rules] Re Introduction: What do you do with a newbie group Message-ID: <7545955.6346931159737957698.JavaMail.root@vms076.mailsrvcs.net> ---------- Peter Maranci wrote------------------------ It's on my website - pre-gens, maps, the works - at http://www.runequest.org/tkam.htm . Or you can download the whole thing zipped into a single package from http://www.runequest.org/tkam.zip . -------------------------------------------------------------------- Thanks Peter!. I have visited your site recently ? when you do a google search for Runequest sites yours is one of the first to come up! . It might have even been where I first found out about the list. I will check out your introductory adventure, and give see if it gives me any ideas on introducing people to runequest. -----------------------------Simon Phillip Wrote-------------------- If you're starting in a slave pen, give them something to do rather than just escape. Let them rescue someone who has been taken away by the slavers. They can break out of their ropes (STR vs STR), break out of the cage (Pick Locks/Devise), overpower the guards (unarmed combat), climb a fence (climb), jump over a ditch (jump), cast a spell at someone (POW vs POW), find where their companion is (track), fight the slavers (combat) and so on. Give them targets and things they need to do, but let them work out how to do it. ------------------------------------------------------------------ You?ve been reading my game notes haven?t you? I?m starting out with 4 players, but with six Pre-Gen PC?s to choose from. One of the unchosen PC characters will become an NPC that will eventually fall into the slavers hands and need a bit of rescuing. While I have the RQ basic set I have not had any of the expansions, so my Glorantha knowledge is non-existent. I have set my RQ games in my own world setting, From tiggermb at verizon.net Sun Oct 1 14:39:44 2006 From: tiggermb at verizon.net (tiggermb@verizon.net) Date: Sun Oct 1 14:40:51 2006 Subject: [Rq-rules] RQ III Supplements Message-ID: <28369570.6349211159738784885.JavaMail.root@vms076.mailsrvcs.net> Should my introduction of RQ to my D+D group prove sucessful I was thinking about the future. The times I have played RQ, we have always played it in our own settings,not in Glorantha. Most of the supplements have seemed to be very Glorantha oriented, but I have never looked at the supplements themselves. So I have a couple of questionds for the more knowledgeable. Did any of the RQ III supplements expand on the magic system or on the numder of spells in the Deluxe box set? Was there any supplements that people feel are essential, even if you are running non-Glorantha adventures? I know the sets are out of print, but I see lots of old gaming stuff on ebay that sell for a reasonable amount These topics have most likely been discussed before, but now you can rehash it all over again for my benefit! (I have been on a number of mailing lists, so I know what happens when a new person joins and starts asking questions that have dominated the list in the past!) MB From tiggermb at verizon.net Sun Oct 1 14:40:05 2006 From: tiggermb at verizon.net (tiggermb@verizon.net) Date: Sun Oct 1 14:41:04 2006 Subject: [Rq-rules] RQ III Supplements Message-ID: <30929553.6349301159738805910.JavaMail.root@vms076.mailsrvcs.net> Should my introduction of RQ to my D+D group prove sucessful I was thinking about the future. The times I have played RQ, we have always played it in our own settings,not in Glorantha. Most of the supplements have seemed to be very Glorantha oriented, but I have never looked at the supplements themselves. So I have a couple of questionds for the more knowledgeable. Did any of the RQ III supplements expand on the magic system or on the numder of spells in the Deluxe box set? Was there any supplements that people feel are essential, even if you are running non-Glorantha adventures? I know the sets are out of print, but I see lots of old gaming stuff on ebay that sell for a reasonable amount These topics have most likely been discussed before, but now you can rehash it all over again for my benefit! (I have been on a number of mailing lists, so I know what happens when a new person joins and starts asking questions that have dominated the list in the past!) MB From jurrubin at gmail.com Sun Oct 1 16:02:25 2006 From: jurrubin at gmail.com (David Smart) Date: Sun Oct 1 16:02:58 2006 Subject: [Rq-rules] RQ III Supplements In-Reply-To: <28369570.6349211159738784885.JavaMail.root@vms076.mailsrvcs.net> References: <28369570.6349211159738784885.JavaMail.root@vms076.mailsrvcs.net> Message-ID: <1c92296e0610011602g437bb807m1cb5e6eb5c31c3a2@mail.gmail.com> In response to your first question, "yes, lots". Right of the top of my head, the big ones I use are "Gods of Glorantha", "Elder Secrets", and "Land of Ninja". Oh, and "Vikings". For information to use in non-Gloranthan campaigns, the Alternate Earth-related boxed supplements work well. The best ones, IMO, are "Land of the Ninja" and "Griffin Island", with "Vikings" running a close third. My current campaign uses spells and background elements of all the supplements I've mentioned and has for years (I've run it multiple times over the last two decades). I've also gleaned spells from various old Dragon magazine issues, in addition to all the RQ published supplements and the websites of other RQ fans, compiling quite a list. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061001/37f5ddfe/attachment.html From leonbk at yahoo.com Sun Oct 1 16:04:18 2006 From: leonbk at yahoo.com (Leon Kirshtein) Date: Sun Oct 1 16:04:48 2006 Subject: [Rq-rules] RQ III Supplements In-Reply-To: <30929553.6349301159738805910.JavaMail.root@vms076.mailsrvcs.net> Message-ID: <20061001230418.76041.qmail@web31210.mail.mud.yahoo.com> Take a look here. http://www.godlearner.d2g.com/main.asp Leon --- tiggermb@verizon.net wrote: > Should my introduction of RQ to my D+D group prove > sucessful I was thinking about the future. > > The times I have played RQ, we have always played it > in our own settings,not in Glorantha. Most of the > supplements have seemed to be very Glorantha > oriented, but I have never looked at the supplements > themselves. So I have a couple of questionds for the > more knowledgeable. > > Did any of the RQ III supplements expand on the > magic system or on the numder of spells in the > Deluxe box set? > > Was there any supplements that people feel are > essential, even if you are running non-Glorantha > adventures? > > I know the sets are out of print, but I see lots of > old gaming stuff on ebay that sell for a reasonable > amount > > These topics have most likely been discussed before, > but now you can rehash it all over again for my > benefit! (I have been on a number of mailing lists, > so I know what happens when a new person joins and > starts asking questions that have dominated the list > in the past!) > > MB > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@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 Mon Oct 2 00:29:38 2006 From: postmaster at runequest.za.org (postmaster@runequest.za.org) Date: Mon Oct 2 00:27:58 2006 Subject: [Rq-rules] Re Introduction: What do you do with a newbie group In-Reply-To: <7545955.6346931159737957698.JavaMail.root@vms076.mailsrvcs.net> References: <7545955.6346931159737957698.JavaMail.root@vms076.mailsrvcs.net> Message-ID: <65040.196.8.104.31.1159774178.squirrel@wwm.runequest.za.org> Hi MB, welcome. My advice for that sort of start would be to make sure the characters understand the grapple rules. Perhaps once they survive a few rounds they can obtain additional equipment liek in Conan The Barbarina movie when he is in the fighting pit. I also wrote a nasty little hack and slash which features a bit of this style of setting, maybe it may give you some ideas. http://www.runequest.za.org/article/articleview/124/1/35/ Re magic, hey, Divine is actually the easiest, give the lads some one off spells as if they were initiates, like heal wounds etc, or alternatly have a friendly ally available who just happens to be good at first aid plus have a few heal type spel;ls up his sleeve. Hope this helps Tony > ---------- Peter Maranci wrote------------------------ > It's on my website - pre-gens, maps, the works - at > http://www.runequest.org/tkam.htm . Or you can download the whole thing > zipped into a single package from http://www.runequest.org/tkam.zip . > > -------------------------------------------------------------------- > Thanks Peter!. I have visited your site recently ? when you do a google > search for Runequest sites yours is one of the first to come up! . It > might have even been where I first found out about the list. I will check > out your introductory adventure, and give see if it gives me any ideas on > introducing people to runequest. > > -----------------------------Simon Phillip Wrote-------------------- > If you're starting in a slave pen, give them something to do rather than > just escape. Let them rescue someone who has been taken away by the > slavers. They can break out of their ropes (STR vs STR), break out of the > cage (Pick Locks/Devise), overpower the guards (unarmed combat), climb a > fence (climb), jump over a ditch (jump), cast a spell at someone (POW vs > POW), find where their companion is (track), fight the slavers (combat) > and so on. Give them targets and things they need to do, but let them work > out how to do it. > ------------------------------------------------------------------ > > You?ve been reading my game notes haven?t you? I?m starting out with 4 > players, but with six Pre-Gen PC?s to choose from. One of the unchosen PC > characters will become an NPC that will eventually fall into the slavers > hands and need a bit of rescuing. While I have the RQ basic set I have not > had any of the expansions, so my Glorantha knowledge is non-existent. I > have set my RQ games in my own world setting, > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From postmaster at runequest.za.org Mon Oct 2 00:34:21 2006 From: postmaster at runequest.za.org (postmaster@runequest.za.org) Date: Mon Oct 2 00:32:28 2006 Subject: [Rq-rules] RQ III Supplements In-Reply-To: <28369570.6349211159738784885.JavaMail.root@vms076.mailsrvcs.net> References: <28369570.6349211159738784885.JavaMail.root@vms076.mailsrvcs.net> Message-ID: <6897.196.8.104.31.1159774461.squirrel@wwm.runequest.za.org> MB wrote: > Should my introduction of RQ to my D+D group prove sucessful I was > thinking about the future. > > The times I have played RQ, we have always played it in our own > settings,not in Glorantha. Most of the supplements have seemed to be very > Glorantha oriented, but I have never looked at the supplements themselves. > So I have a couple of questionds for the more knowledgeable. > > Did any of the RQ III supplements expand on the magic system or on the > numder of spells in the Deluxe box set? > > Was there any supplements that people feel are essential, even if you are > running non-Glorantha adventures? > > I know the sets are out of print, but I see lots of old gaming stuff on > ebay that sell for a reasonable amount > > These topics have most likely been discussed before, but now you can > rehash it all over again for my benefit! (I have been on a number of > mailing lists, so I know what happens when a new person joins and starts > asking questions that have dominated the list in the past!) > You are opening a can of worms here as everyone is likley to have their own opinion. IMO the Vikings box had use, extra spells etc. Glorantha bestiary is good because it has plenty extra beasties. For spells (Divine) you can't go wrong with Gods of Glorantha. Otherwise in terms of speels look up Leon's spell database (he uses a funny port so peopely using work internet usually can't access it). Check in the links on my page www.runequest.za.org What else.... I enjoyed Trollpack and Shadows on the borderland was a pretty good set of adventures. Hope this helps Tony From postmaster at runequest.za.org Mon Oct 2 00:48:30 2006 From: postmaster at runequest.za.org (postmaster@runequest.za.org) Date: Mon Oct 2 00:46:39 2006 Subject: [Rq-rules] RQ III Supplements In-Reply-To: <1c92296e0610011602g437bb807m1cb5e6eb5c31c3a2@mail.gmail.com> References: <28369570.6349211159738784885.JavaMail.root@vms076.mailsrvcs.net> <1c92296e0610011602g437bb807m1cb5e6eb5c31c3a2@mail.gmail.com> Message-ID: <25270.196.8.104.31.1159775310.squirrel@wwm.runequest.za.org> Very true, how could I forget Griffin Island. I have never played my Land of Ninja Box but from all the recent talk I hear it is really good. Also try the modules Snakepipe Hollow, Haunted Ruins and Into the troll realms. Re Dragin magazines, the two with the best spells IMO were issues 129 and 172 - each had an article on RQ spells, Sorcery and Spirit respectively. Tony > In response to your first question, "yes, lots". > > Right of the top of my head, the big ones I use are "Gods of Glorantha", > "Elder Secrets", and "Land of Ninja". Oh, and "Vikings". > > For information to use in non-Gloranthan campaigns, the Alternate > Earth-related boxed supplements work well. The best ones, IMO, are "Land > of > the Ninja" and "Griffin Island", with "Vikings" running a close third. My > current campaign uses spells and background elements of all the > supplements > I've mentioned and has for years (I've run it multiple times over the last > two decades). > > I've also gleaned spells from various old Dragon magazine issues, in > addition to all the RQ published supplements and the websites of other RQ > fans, compiling quite a list. > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From Nick.Middleton at invensys.com Mon Oct 2 00:55:57 2006 From: Nick.Middleton at invensys.com (Nick.Middleton@invensys.com) Date: Mon Oct 2 00:56:47 2006 Subject: [Rq-rules] RQ III Supplements In-Reply-To: <30929553.6349301159738805910.JavaMail.root@vms076.mailsrvcs.net> Message-ID: >Should my introduction of RQ to my D+D group prove sucessful I was thinking about the future. > >The times I have played RQ, we have always played it in our own settings,not in Glorantha. Most of the supplements have seemed to be very Glorantha >oriented, but I have never looked at the supplements themselves. So I have a couple of questionds for the more knowledgeable. > >Did any of the RQ III supplements expand on the magic system or on the numder of spells in the Deluxe box set? Yes - especially Gods of Glorantha, but also the non-Gloranthan Land of Ninja and Vikings. Othe r Gloranthan supplements had some additional Magic in them as well IIRC. >Was there any supplements that people feel are essential, even if you are running non-Glorantha adventures? Essential? Gods of Glorantha (it really does expand the "standard" Magic a LOT), Land of Ninja (the Ki Skills stuff is VERY useful) and arguably Griffin Island: not only is it a complete self-contained gobbet of setting but it also demonstrates various aspects of the game that might otherwise be a bit obscure. It sets out what high powered Sorcerer's are like rather well for example. I ran RQIII for many years with the five Games Workshop hardbacks, which was effectively the AH Deluxe Boxed set, Grifffin island and Land of Ninja (plus some stuff from Monster Coliseum, but that's not essential I'd say). The rest are nice to have but really not essential. Shadow on the Borderlands has three cracking scenarios that can relatively easily b e transplanted OUT of Glorantha, River of Cradles or Sun County would require more work but it's doable. The other AH Glorantha boxes are IMO very Glorantha-centric, so whilst there's usable stuff in all of them it's a diminishing return. The gateway stuff (Daughters of Darkness and Eldarad) are pretty dire, but Eldarad is really no worse than an amateurs house notes on their version of Pavis and the Rubble so can be cannibalised for stats etc. Daughters of Darkness is truly awful however... If you can pick up a cheap, Monster Coliseum is nice (some stuff on Chariots and Coliseums/gladiatorial games, plus lots of stats) but not essential as I said. If you can get it at a reasonable price, the Chaosium Thieves' World and Thieves' World Companion are worth it as a cracking "city on the fringe". >I know the sets are out of print, but I see lots of old gaming stuff on ebay that sell for a reasonable amount > >These topics have most likely been discussed before, but now you can rehash it all over again for my benefit! (I have been on a number of mailing >lists, so I know what happens when a new person joins and starts asking questions that have dominated the list in the past!) Don't worry about! The list does have an archive at http://www.thinbits.net/pipermail/rq-rules/ but it is the nature of mailing lists that certain topics recur - if it happens often enough, we'd make a FAQ but then would have to go the effort of maintaining it ;-) If someone remembers a previous discussion that they think is relevant I'm sure they'll post a link. In fact (since I got distracted in to ferreting about in the archive), you might find these threads of interest from 2004: http://www.thinbits.net/pipermail/rq-rules/2004-June/003948.html which subsequently morphed in to: http://www.thinbits.net/pipermail/rq-rules/2004-June/003999.html Cheers, Nick Middleton From pmj at comhem.se Mon Oct 2 10:58:12 2006 From: pmj at comhem.se (Peter Johansson) Date: Mon Oct 2 10:59:02 2006 Subject: [Rq-rules] Re Introduction: What do you do with a newbie group In-Reply-To: <65040.196.8.104.31.1159774178.squirrel@wwm.runequest.za.org> References: <7545955.6346931159737957698.JavaMail.root@vms076.mailsrvcs.net> <65040.196.8.104.31.1159774178.squirrel@wwm.runequest.za.org> Message-ID: <45215334.4060803@comhem.se> "Conan The Barbarina" - sounds kind of indecent. Sorry couldn't help myself. ;-) /Peter J postmaster@runequest.za.org wrote: > Hi MB, welcome. > > My advice for that sort of start would be to make sure the characters > understand the grapple rules. Perhaps once they survive a few rounds they > can obtain additional equipment liek in Conan The Barbarina movie when he > is in the fighting pit. I also wrote a nasty little hack and slash which > features a bit of this style of setting, maybe it may give you some ideas. > http://www.runequest.za.org/article/articleview/124/1/35/ > > Re magic, hey, Divine is actually the easiest, give the lads some one off > spells as if they were initiates, like heal wounds etc, or alternatly have > a friendly ally available who just happens to be good at first aid plus > have a few heal type spel;ls up his sleeve. > Hope this helps > Tony > > > >> ---------- Peter Maranci wrote------------------------ >> It's on my website - pre-gens, maps, the works - at >> http://www.runequest.org/tkam.htm . Or you can download the whole thing >> zipped into a single package from http://www.runequest.org/tkam.zip . >> >> -------------------------------------------------------------------- >> Thanks Peter!. I have visited your site recently ? when you do a google >> search for Runequest sites yours is one of the first to come up! . It >> might have even been where I first found out about the list. I will check >> out your introductory adventure, and give see if it gives me any ideas on >> introducing people to runequest. >> >> -----------------------------Simon Phillip Wrote-------------------- >> If you're starting in a slave pen, give them something to do rather than >> just escape. Let them rescue someone who has been taken away by the >> slavers. They can break out of their ropes (STR vs STR), break out of the >> cage (Pick Locks/Devise), overpower the guards (unarmed combat), climb a >> fence (climb), jump over a ditch (jump), cast a spell at someone (POW vs >> POW), find where their companion is (track), fight the slavers (combat) >> and so on. Give them targets and things they need to do, but let them work >> out how to do it. >> ------------------------------------------------------------------ >> >> You?ve been reading my game notes haven?t you? I?m starting out with 4 >> players, but with six Pre-Gen PC?s to choose from. One of the unchosen PC >> characters will become an NPC that will eventually fall into the slavers >> hands and need a bit of rescuing. While I have the RQ basic set I have not >> had any of the expansions, so my Glorantha knowledge is non-existent. I >> have set my RQ games in my own world setting, >> >> >> >> _______________________________________________ >> RQ-Rules mailing list >> RQ-Rules@crashbox.com >> http://crashbox.com/mailman/listinfo/rq-rules >> >> > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > From clive.wickens at btopenworld.com Mon Oct 2 11:53:39 2006 From: clive.wickens at btopenworld.com (Clive Wickens) Date: Mon Oct 2 11:54:09 2006 Subject: [Rq-rules] RQ III supplements Message-ID: <000601c6e654$12eef790$acde8e56@sickboy> Re: The Eldarad supplement, it is rather pants, but not as bad as originally painted ( in my opinion ). It has a bevy of usable tombs/barrowmounds etc which could be easily transplanted into most settings, and I always rather liked the barter based economic system ( The Barter class ) a neat idea that got lost amidst much mediocrity. Daughters of Darkness on the other hand is truly dire. If you get a chance pick up a copy of the Meints Index to Glorantha, it's a sort of spotters guide to RQ products both Gloranthan and non Gloranthan, not just books but magazine articles etc etc. Doesn't cover Hero Wars, just RQ and associated stuff. Chaosium also did a number of generic products that could easily be adapted to a non Gloranthan setting. Thieves world has already been mentioned and a lot of people reckon City of Carse is quite good ( I don't own it so I couldn't comment ) Tulan of the Isles is a nice little supplement: basically a border town based around a series of small islands in the bend of a river - I rather like it. There may be others out there as well. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061002/34b5b20c/attachment.html From postmaster at runequest.za.org Mon Oct 2 23:30:51 2006 From: postmaster at runequest.za.org (postmaster@runequest.za.org) Date: Mon Oct 2 23:29:17 2006 Subject: [Fwd: Re: [Rq-rules] RQ III Supplements] Message-ID: <29975.196.8.104.37.1159857051.squirrel@wwm.runequest.za.org> -------------------------------------------------------------------------- Very true, how could I forget Griffin Island. I have never played my Land of Ninja Box but from all the recent talk I hear it is really good. Also try the modules Snakepipe Hollow, Haunted Ruins and Into the troll realms. Re Dragin magazines, the two with the best spells IMO were issues 129 and 172 - each had an article on RQ spells, Sorcery and Spirit respectively. Tony > In response to your first question, "yes, lots". > > Right of the top of my head, the big ones I use are "Gods of Glorantha", > "Elder Secrets", and "Land of Ninja". Oh, and "Vikings". > > For information to use in non-Gloranthan campaigns, the Alternate > Earth-related boxed supplements work well. The best ones, IMO, are "Land > of > the Ninja" and "Griffin Island", with "Vikings" running a close third. My > current campaign uses spells and background elements of all the > supplements > I've mentioned and has for years (I've run it multiple times over the last > two decades). > > I've also gleaned spells from various old Dragon magazine issues, in > addition to all the RQ published supplements and the websites of other RQ > fans, compiling quite a list. > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > _______________________________________________ RQ-Rules mailing list RQ-Rules@crashbox.com http://crashbox.com/mailman/listinfo/rq-rules From postmaster at runequest.za.org Mon Oct 2 23:31:10 2006 From: postmaster at runequest.za.org (postmaster@runequest.za.org) Date: Mon Oct 2 23:29:23 2006 Subject: [Fwd: Re: [Rq-rules] RQ III Supplements] Message-ID: <30352.196.8.104.37.1159857070.squirrel@wwm.runequest.za.org> -------------------------------------------------------------------------- MB wrote: > Should my introduction of RQ to my D+D group prove sucessful I was > thinking about the future. > > The times I have played RQ, we have always played it in our own > settings,not in Glorantha. Most of the supplements have seemed to be very > Glorantha oriented, but I have never looked at the supplements themselves. > So I have a couple of questionds for the more knowledgeable. > > Did any of the RQ III supplements expand on the magic system or on the > numder of spells in the Deluxe box set? > > Was there any supplements that people feel are essential, even if you are > running non-Glorantha adventures? > > I know the sets are out of print, but I see lots of old gaming stuff on > ebay that sell for a reasonable amount > > These topics have most likely been discussed before, but now you can > rehash it all over again for my benefit! (I have been on a number of > mailing lists, so I know what happens when a new person joins and starts > asking questions that have dominated the list in the past!) > You are opening a can of worms here as everyone is likley to have their own opinion. IMO the Vikings box had use, extra spells etc. Glorantha bestiary is good because it has plenty extra beasties. For spells (Divine) you can't go wrong with Gods of Glorantha. Otherwise in terms of speels look up Leon's spell database (he uses a funny port so peopely using work internet usually can't access it). Check in the links on my page www.runequest.za.org What else.... I enjoyed Trollpack and Shadows on the borderland was a pretty good set of adventures. Hope this helps Tony _______________________________________________ RQ-Rules mailing list RQ-Rules@crashbox.com http://crashbox.com/mailman/listinfo/rq-rules From postmaster at runequest.za.org Mon Oct 2 23:32:08 2006 From: postmaster at runequest.za.org (postmaster@runequest.za.org) Date: Mon Oct 2 23:30:16 2006 Subject: [Rq-rules] Re Introduction: What do you do with a newbie group In-Reply-To: <45215334.4060803@comhem.se> References: <7545955.6346931159737957698.JavaMail.root@vms076.mailsrvcs.net> <65040.196.8.104.31.1159774178.squirrel@wwm.runequest.za.org> <45215334.4060803@comhem.se> Message-ID: <31608.196.8.104.37.1159857128.squirrel@wwm.runequest.za.org> Ah my typing gets worse like my writing the older I get...... > "Conan The Barbarina" - sounds kind of indecent. Sorry couldn't help > myself. ;-) > > /Peter J > > From slposey at slposey.cnc.net Tue Oct 3 10:59:23 2006 From: slposey at slposey.cnc.net (Stephen Posey) Date: Tue Oct 3 11:00:07 2006 Subject: [Rq-rules] Re Introduction: What do you do with a newbie group In-Reply-To: <7545955.6346931159737957698.JavaMail.root@vms076.mailsrvcs.net> <65040.196.8.104.31.1159774178.squirrel@wwm.runequest.za.org> <45215334.4060803@comhem.se> Message-ID: <200610031759.NAA24736@centaur.cnc.net> ---- Discussion of RuneQuest rules. wrote: I had visions of a young John Travolta in a loin cloth singing "Ba-Ba-Ba--Ba-Barbarina". (it's an old "Welcome Back Kotter" reference for you young'uns out there). Stephen Posey slposey@concentric.net > Ah my typing gets worse like my writing the older I get...... > > > > "Conan The Barbarina" - sounds kind of indecent. Sorry couldn't help > > myself. ;-) > > > > /Peter J > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > From vikingjarl at gmail.com Tue Oct 3 11:22:49 2006 From: vikingjarl at gmail.com (Sven Lugar) Date: Tue Oct 3 11:23:32 2006 Subject: [Rq-rules] Re Introduction: What do you do with a newbie group In-Reply-To: <200610031759.NAA24736@centaur.cnc.net> References: <200610031759.NAA24736@centaur.cnc.net> Message-ID: <4522AA79.9030907@gmail.com> Which is an even older reference to a Beach Boys song Barbara Ann --- Ba-Ba-Bah---Bar-barian. Who is obviously makes you a young'un, LOL Sven Stephen Posey wrote: > ---- Discussion of RuneQuest rules. wrote: > > I had visions of a young John Travolta in a loin cloth singing "Ba-Ba-Ba--Ba-Barbarina". > > (it's an old "Welcome Back Kotter" reference for you young'uns out there). > > Stephen Posey > slposey@concentric.net > > >> Ah my typing gets worse like my writing the older I get...... >> >> >> >>> "Conan The Barbarina" - sounds kind of indecent. Sorry couldn't help >>> myself. ;-) >>> >>> /Peter J >>> >>> >>> >> _______________________________________________ >> RQ-Rules mailing list >> RQ-Rules@crashbox.com >> http://crashbox.com/mailman/listinfo/rq-rules >> >> >> > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061003/d2d05821/attachment.html From andyl at azaal.plus.com Tue Oct 3 12:58:14 2006 From: andyl at azaal.plus.com (Andy Leighton) Date: Tue Oct 3 12:59:05 2006 Subject: [Rq-rules] Re Introduction: What do you do with a newbie group In-Reply-To: <4522AA79.9030907@gmail.com> References: <200610031759.NAA24736@centaur.cnc.net> <4522AA79.9030907@gmail.com> Message-ID: <20061003195814.GA23966@azaal.plus.com> On Tue, Oct 03, 2006 at 11:22:49AM -0700, Sven Lugar wrote: > Stephen Posey wrote: > >---- Discussion of RuneQuest rules. wrote: > > > >I had visions of a young John Travolta in a loin cloth singing > >"Ba-Ba-Ba--Ba-Barbarina". > > > >(it's an old "Welcome Back Kotter" reference for you young'uns out there). > Which is an even older reference to a Beach Boys song Barbara Ann --- > Ba-Ba-Bah---Bar-barian. Who is obviously makes you a young'un, LOL There is also Bob Calvert's The Lay Of The Surfers which is on the Lucky Leif And The Longships album. It was a concept album about an alternate USA founded by Norse explorers. The song is a Beach Boys surf music parody and is sung by fictional viking raiders - "I guess you could call us Barbarians, Bar-bar-barbarians, Bar-bar-barbarians. -- Andy Leighton => andyl@azaal.plus.com "The Lord is my shepherd, but we still lost the sheep dog trials" - Robert Rankin, _They Came And Ate Us_ From soltakss at yahoo.com Sat Oct 7 12:40:26 2006 From: soltakss at yahoo.com (Simon Phipp) Date: Sat Oct 7 12:41:05 2006 Subject: [Rq-rules] RuneQuest Wiki... In-Reply-To: <20061003062918.090B3CBEE2F@mini.thinbits.net> Message-ID: <20061007194026.19104.qmail@web51014.mail.yahoo.com> On the Mongoose RQ Forum Tim Huntley posted the folowing message in this forum http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=22149 In another thread, canology said: Quote: We should set up an RQ Wiki! I'm a fan of wikis, so I went ahead and set one up. It's at: http://mrqwiki.pbwiki.com Feel free to use it to post your house rules, NPCs, monsters, spells, legendary abilites, whatever. I'm in the process of uploading and formatting the SRD, so it will be on there for easy reference. The site-level password is "runequest" -- this will allow you to edit pages online and add your own content. Enjoy! _________________ Tim Huntley Seraphim Guard http://www.seraphim-guard.com/ The game is FAR from up! -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061007/732eba54/attachment.html From tiggermb at verizon.net Sun Oct 8 10:22:00 2006 From: tiggermb at verizon.net (tiggermb@verizon.net) Date: Sun Oct 8 10:22:51 2006 Subject: [Rq-rules] I get knocked down - but I get up again... Message-ID: <20737577.2999371160328120587.JavaMail.root@vms074.mailsrvcs.net> In the RQ III rules, there is a lot about knockbacks and being knocked down, but I cannot find nearly so much on getting back up. (maybe I have missed it, but I thought I looked pretty well) I was thinking of handling it as DEXSR + 3SR in order to get up, during which time you can do nothing else - no dodge, no attack, no parry, zip.. Did I miss something? how do others handle standing up after a knockdown? MB From slposey at concentric.net Sun Oct 8 14:08:54 2006 From: slposey at concentric.net (Stephen Posey) Date: Sun Oct 8 14:09:34 2006 Subject: [Rq-rules] Heresy: D&D concepts in RQ? In-Reply-To: <200609291549.LAA27717@centaur.cnc.net> References: <200609291549.LAA27717@centaur.cnc.net> Message-ID: <452968E6.1060300@concentric.net> Stephen Posey wrote: > ---- Discussion of RuneQuest rules. > wrote: >> On Thu, 28 Sep 2006 17:17:30 -0600 (MDT) Stephen Posey >> wrote: >>> Out of curiosity, what is it about Eberron that you like? >>> >> I like the good level of consistant detail, the basic urban >> orientation of the human culture, and the fact that I can >> play a robot. > > I didn't realize from the descriptions I'd seen that there was > a "techno" angle to it. > >> And no, I may have seen Sandy's EPT RQ, but I don't recall >> it at this \ date. Is there a web soruce for it? > > Sure, you can pick a recent version on Tekumel.com: > > http://www.tekumel.com/gaming_unofficialrules.html > > Someone on one of the BRP related lists (sorry, I'm drawing a > blank on whom just now) recently sent me some additional > BRP-Tekumel related stuff. I'll forward all that to you > sometime soon also. Heh, it was actually David Smart, on THIS list . Sorry it took so long for me to get around to this, I've been a bit busy starting night school. Anyways, David, if you're listening: you forwarded some EPT-RQ stuff to me a couple of weeks back; can you please also forward that to Anders? Thanks! Stephen Posey slposey@concentric.net From anders at california.com Sun Oct 8 18:40:35 2006 From: anders at california.com (Anders Swenson) Date: Sun Oct 8 18:41:35 2006 Subject: [Rq-rules] Heresy: D&D concepts in RQ? References: <200609291549.LAA27717@centaur.cnc.net> <452968E6.1060300@concentric.net> Message-ID: <002401c6eb43$eac43060$0902a8c0@anders04q4sqc7> Oh, that would be nice, and tell me what you would want to work on to extend the text. --Anders ----- Original Message ----- From: "Stephen Posey" To: "Discussion of RuneQuest rules." Sent: Sunday, October 08, 2006 2:08 PM Subject: Re: [Rq-rules] Heresy: D&D concepts in RQ? > Stephen Posey wrote: > > ---- Discussion of RuneQuest rules. > > wrote: > >> On Thu, 28 Sep 2006 17:17:30 -0600 (MDT) Stephen Posey > >> wrote: > >>> Out of curiosity, what is it about Eberron that you like? > >>> > >> I like the good level of consistant detail, the basic urban > >> orientation of the human culture, and the fact that I can > >> play a robot. > > > > I didn't realize from the descriptions I'd seen that there was > > a "techno" angle to it. > > > >> And no, I may have seen Sandy's EPT RQ, but I don't recall > >> it at this \ date. Is there a web soruce for it? > > > > Sure, you can pick a recent version on Tekumel.com: > > > > http://www.tekumel.com/gaming_unofficialrules.html > > > > Someone on one of the BRP related lists (sorry, I'm drawing a > > blank on whom just now) recently sent me some additional > > BRP-Tekumel related stuff. I'll forward all that to you > > sometime soon also. > > Heh, it was actually David Smart, on THIS list . > > Sorry it took so long for me to get around to this, I've been a > bit busy starting night school. > > Anyways, David, if you're listening: you forwarded some EPT-RQ > stuff to me a couple of weeks back; can you please also forward > that to Anders? > > Thanks! > > Stephen Posey > slposey@concentric.net > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules From jurrubin at gmail.com Mon Oct 9 09:19:10 2006 From: jurrubin at gmail.com (David Smart) Date: Mon Oct 9 10:30:34 2006 Subject: [Rq-rules] I get knocked down - but I get up again... In-Reply-To: <20737577.2999371160328120587.JavaMail.root@vms074.mailsrvcs.net> References: <20737577.2999371160328120587.JavaMail.root@vms074.mailsrvcs.net> Message-ID: <1c92296e0610090919j2bb6868fmc05b9ab663b3ee8f@mail.gmail.com> That's pretty much how I handle it, though I allow someone with the Tumbling skill to get up faster depending on the level of success of the skill roll. Normal success = 2SR + DEX SR Special = 1SR + DEX SR Crit = DEX SR On 10/8/06, tiggermb@verizon.net wrote: > > In the RQ III rules, there is a lot about knockbacks and being knocked > down, but I cannot find nearly so much on getting back up. (maybe I have > missed it, but I thought I looked pretty well) > > I was thinking of handling it as DEXSR + 3SR in order to get up, during > which time you can do nothing else - no dodge, no attack, no parry, zip.. > > Did I miss something? how do others handle standing up after a knockdown? > > MB > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061009/3dcedb01/attachment.html From tcantine at incentre.net Sun Oct 8 17:05:42 2006 From: tcantine at incentre.net (Tom Cantine) Date: Mon Oct 9 10:49:24 2006 Subject: [Rq-rules] I get knocked down - but I get up again... In-Reply-To: <20737577.2999371160328120587.JavaMail.root@vms074.mailsrvcs.net> References: <20737577.2999371160328120587.JavaMail.root@vms074.mailsrvcs.net> Message-ID: That sounds reasonable to me. My only objection is that it feeds a hard reading of Strike Ranks as sequential units of time, which is I think is a little to easy to get trapped by. SR can represent the linear passage of time to some extent, but they also should be seen as an abstraction of net tactical advantages as well. Someone who hits on SR6 is not necessarily striking BEFORE his opponent who rolls on SR7; he just has statistical priority when calculating who gets hit that round. Generally speaking, a parry happens on whatever SR the opponent attacks; it takes no SR to parry (or dodge). Even if one is carrying out an attack that takes 9 SR, one can still parry before that. The main drawback to having a high SR is that one may not live long enough to roll the attack. (Oh, and one has less tactical flexibility.) So I propose to modify your suggestion thusly: Standing up is an action, just like an attack. (Recall that an adventurer may perform up to two actions per round.) One may attempt to parry or attack while standing up, but of course until one has actually completed standing up, one is still down and thus suffers the situational penalty -20%, and the opponent enjoys +20%. Oh, okay, I just thought of another objection: Why only the DEX SRM? Shouldn't SIZ play a role, in the sense that a bigger opponent has longer to go to get up? Also, how easy it is to get up depends on how one fell: is one prone or supine? So, how about if it takes 1d6 + DEX SRM - SIZ SRM to stand up? Or is that too complicated? On 8-Oct-06, at 11:22 AM, wrote: > In the RQ III rules, there is a lot about knockbacks and being knocked > down, but I cannot find nearly so much on getting back up. (maybe I > have missed it, but I thought I looked pretty well) > > I was thinking of handling it as DEXSR + 3SR in order to get up, > during which time you can do nothing else - no dodge, no attack, no > parry, zip.. > > Did I miss something? how do others handle standing up after a > knockdown? > > MB > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From styopa1 at gmail.com Mon Oct 9 11:25:35 2006 From: styopa1 at gmail.com (Styopa) Date: Mon Oct 9 11:25:43 2006 Subject: [Rq-rules] I get knocked down - but I get up again... In-Reply-To: References: <20737577.2999371160328120587.JavaMail.root@vms074.mailsrvcs.net> Message-ID: <56e64e7a0610091125i59103e94v8dc670df611d23ff@mail.gmail.com> On 10/8/06, Tom Cantine wrote: > > Oh, okay, I just thought of another objection: Why only the DEX SRM? > Shouldn't SIZ play a role, in the sense that a bigger opponent has > longer to go to get up? Also, how easy it is to get up depends on how > one fell: is one prone or supine? So, how about if it takes 1d6 + DEX > SRM - SIZ SRM to stand up? Or is that too complicated? > > I think that's definitely arguable, but I'd go against it in terms of game speed as too complicated. It's the one penetrating flaw I've found in RQ's 'simulationist' combat system. Those of us (like myself) who are always considering details of systems can be paralyzed by adding a morass of accurate but trivial details; death by navel-contemplation, if you will. {if you want to go whole-hog, you shouldn't use simply SIZ, but also penalize people that are heavily encumbered. And if they have either a head wound or have lost more than 25% of their hp by slashing/bleeding attacks, they should have a CONx3% chance to be able to recover their feet, or go prone again from dizziness...} Or you could just bag it and say that it's just DEX SR as generally representative enough. :) -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061009/10dd5cae/attachment.html From soltakss at yahoo.com Mon Oct 9 02:51:43 2006 From: soltakss at yahoo.com (Simon Phipp) Date: Mon Oct 9 11:51:56 2006 Subject: [Rq-rules] Indlas Somer In-Reply-To: <20061009014139.568F2D02A93@mini.thinbits.net> Message-ID: <20061009095143.77770.qmail@web51006.mail.yahoo.com> Has anybody got a copy of the Indlas Somer cult writeup from Different Worlds? I want to do some odds and ends with it, but seem to have sold my copy off years ago. If someone could email me a scan to soltakss@yahoo.com I would appreciate it. Thanks See Ya Simon -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061009/01d5f530/attachment.html From jurrubin at gmail.com Mon Oct 9 14:06:56 2006 From: jurrubin at gmail.com (David Smart) Date: Mon Oct 9 14:07:04 2006 Subject: [Rq-rules] Heresy: D&D concepts in RQ? In-Reply-To: <002401c6eb43$eac43060$0902a8c0@anders04q4sqc7> References: <200609291549.LAA27717@centaur.cnc.net> <452968E6.1060300@concentric.net> <002401c6eb43$eac43060$0902a8c0@anders04q4sqc7> Message-ID: <1c92296e0610091406p36b0c39fi67a7c0bddfd4f2b3@mail.gmail.com> I've just dumped all the files to Anders so you two should have quite a bit to discuss. *grin* Enjoy! David On 10/8/06, Anders Swenson wrote: > > Oh, that would be nice, and tell me what you would want to work on to > extend > the text. > --Anders > > ----- Original Message ----- > From: "Stephen Posey" > To: "Discussion of RuneQuest rules." > Sent: Sunday, October 08, 2006 2:08 PM > Subject: Re: [Rq-rules] Heresy: D&D concepts in RQ? > > > > Stephen Posey wrote: > > > > > Heh, it was actually David Smart, on THIS list . > > > > Sorry it took so long for me to get around to this, I've been a > > bit busy starting night school. > > > > Anyways, David, if you're listening: you forwarded some EPT-RQ > > stuff to me a couple of weeks back; can you please also forward > > that to Anders? > > > > Thanks! > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061009/81af54ba/attachment.html From jurrubin at gmail.com Mon Oct 9 14:15:17 2006 From: jurrubin at gmail.com (David Smart) Date: Mon Oct 9 14:15:22 2006 Subject: [Rq-rules] I get knocked down - but I get up again... In-Reply-To: <56e64e7a0610091125i59103e94v8dc670df611d23ff@mail.gmail.com> References: <20737577.2999371160328120587.JavaMail.root@vms074.mailsrvcs.net> <56e64e7a0610091125i59103e94v8dc670df611d23ff@mail.gmail.com> Message-ID: <1c92296e0610091415l2163d5ceybaedbe9bfbc92866@mail.gmail.com> I'm with Styopa on this. I use my previously stated method solely because it has provided what I consider to be the right balance between reality and emulation of reality. I used to play Tractics way back in the early '80s and I got more than my fill of simulating reality. In fact, I'm seriously looking at some of the rules in Mongoose's recently published rules to help streamline the chargen calculations in RQIII. So I'm on the fast track to becoming a heretic, I guess. ;-) -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061009/4090c26f/attachment.html From slposey at slposey.cnc.net Mon Oct 9 14:35:59 2006 From: slposey at slposey.cnc.net (Stephen Posey) Date: Mon Oct 9 14:36:16 2006 Subject: [Rq-rules] Heresy: D&D concepts in =?UTF-8?Q?RQ=3F?= In-Reply-To: <200609291549.LAA27717@centaur.cnc.net> <452968E6.1060300@concentric.net> <002401c6eb43$eac43060$0902a8c0@anders04q4sqc7> Message-ID: <200610092135.RAA21518@alexander.cnc.net> An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061009/9d37fced/attachment-0001.html From postmaster at runequest.za.org Mon Oct 9 23:39:35 2006 From: postmaster at runequest.za.org (postmaster@runequest.za.org) Date: Mon Oct 9 23:37:27 2006 Subject: [Rq-rules] I get knocked down - but I get up again... In-Reply-To: <1c92296e0610090919j2bb6868fmc05b9ab663b3ee8f@mail.gmail.com> References: <20737577.2999371160328120587.JavaMail.root@vms074.mailsrvcs.net> <1c92296e0610090919j2bb6868fmc05b9ab663b3ee8f@mail.gmail.com> Message-ID: <39755.196.8.104.37.1160462375.squirrel@wwm.runequest.za.org> Dave Smart wrote: > That's pretty much how I handle it, though I allow someone with the > Tumbling > skill to get up faster depending on the level of success of the skill > roll. > > Normal success = 2SR + DEX SR > Special = 1SR + DEX SR > Crit = DEX SR > Tumbling 'ey? I take it thats a house rule? My group swiped acrobatics from harnmaster, but suppose its much the same thing. Only thing is now the character who wanted to do acrobatics is coming up with all these wonderful moves in combat, dunno, I am going to have to start ruling whats in and whats out. Either that or just have them fight in an open slippery area (frozen river perchance) where such moves are negated. Tony From soltakss at yahoo.com Tue Oct 10 03:13:02 2006 From: soltakss at yahoo.com (Simon Phipp) Date: Tue Oct 10 03:13:09 2006 Subject: [Rq-rules] CHA vs APP (Again) In-Reply-To: <20061009213620.6548AD071B5@mini.thinbits.net> Message-ID: <20061010101302.52787.qmail@web51007.mail.yahoo.com> I watched the first episode of BBC's new Robin Hood series on Saturday and it illustrated to me the difference between CHA and APP. The new Robin Hood himself is a good-looking chap, probably APP 16 or 17, but has the charisma of a wet dishcloth, probably CHA 6-8. The way he is at the moment, I can't see a dog following him, let alone a band of merry men. So, it is the perfect example of High APP and Low CHA. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061010/ec29e387/attachment.html From jurrubin at gmail.com Tue Oct 10 04:53:59 2006 From: jurrubin at gmail.com (David Smart) Date: Tue Oct 10 04:54:06 2006 Subject: [Rq-rules] CHA vs APP (Again) In-Reply-To: <20061010101302.52787.qmail@web51007.mail.yahoo.com> References: <20061009213620.6548AD071B5@mini.thinbits.net> <20061010101302.52787.qmail@web51007.mail.yahoo.com> Message-ID: <1c92296e0610100453m4b036ba9p511f22f1d5139fe7@mail.gmail.com> Oh. Pity, that. I had high hopes for the series and was looking forward to its making its way across the Pond. Here's hoping it improves with time. From jurrubin at gmail.com Tue Oct 10 04:57:18 2006 From: jurrubin at gmail.com (David Smart) Date: Tue Oct 10 04:57:22 2006 Subject: [Rq-rules] I get knocked down - but I get up again... In-Reply-To: <39755.196.8.104.37.1160462375.squirrel@wwm.runequest.za.org> References: <20737577.2999371160328120587.JavaMail.root@vms074.mailsrvcs.net> <1c92296e0610090919j2bb6868fmc05b9ab663b3ee8f@mail.gmail.com> <39755.196.8.104.37.1160462375.squirrel@wwm.runequest.za.org> Message-ID: <1c92296e0610100457q2d15bb53r364ecf1870c940dc@mail.gmail.com> Exactly. I did look at Harn but decided to implement a more limited version, hence Tumbling. It's based more on Judo-type rolls rather than the gymnastics of Hollywood. From slposey at slposey.cnc.net Tue Oct 10 08:38:56 2006 From: slposey at slposey.cnc.net (Stephen Posey) Date: Tue Oct 10 08:39:15 2006 Subject: [Rq-rules] CHA vs APP (Again) In-Reply-To: <20061010101302.52787.qmail@web51007.mail.yahoo.com> Message-ID: <200610101538.LAA00423@arkroyal.cnc.net> An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061010/93c71ef0/attachment.html From IQuinn at surewest.net Tue Oct 10 08:54:40 2006 From: IQuinn at surewest.net (Robert Hoffman) Date: Tue Oct 10 08:55:05 2006 Subject: [Rq-rules] CHA vs APP (Again) In-Reply-To: <200610101538.LAA00423@arkroyal.cnc.net> Message-ID: <002b01c6ec84$68ad1690$6401a8c0@QUINNLAND> I think this aspect of CHA is all about self confidence (even the type inflated by delusional ego); someone who is passionate and driven about a personal belief system is appealing to people who want something to believe in. In history or in a campaign there are certainly times when the population has a greater need for something to believe in, but it takes that passionate orator to inspire them. .at least that's what I believe until someone tells me otherwise. =) -----Original Message----- From: rq-rules-bounces@crashbox.com [mailto:rq-rules-bounces@crashbox.com] On Behalf Of Stephen Posey Sent: Tuesday, October 10, 2006 8:39 AM To: Discussion of RuneQuest rules. Subject: Re: [Rq-rules] CHA vs APP (Again) Discussion of RuneQuest rules. wrote: I watched the first episode of BBC's new Robin Hood series on Saturday and it illustrated to me the difference between CHA and APP. The new Robin Hood himself is a good-looking chap, probably APP 16 or 17, but has the charisma of a wet dishcloth, probably CHA 6-8. The way he is at the moment, I can't see a dog following him, let alone a band of merry men. So, it is the perfect example of High APP and Low CHA. Good! Your description actually reminds me of the Kevin Costner Robin Hood. Sure ol' Kev' is a good looking dude (I guess, I don't happen to swing that way myself, but the chicks seem to dig him). Nonetheless, I was hard pressed to accept the laconic and mild mannered Mr. Costner as the charismatic inspirer of men he was supposed to be portraying. I guess a stereotypical converse case (high CHA, low APP) is probably Hitler: a physically unappealing shrimp of a man who somehow inspired a whole country into doing some enormous (though mostly reprehensible) things. How much of CHA is opportunity? Saying the right things to the right people at the right time? Stephen Posey slposey@concentric.net -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061010/66018c7f/attachment-0001.html From rog_benham at hotmail.com Tue Oct 10 10:02:23 2006 From: rog_benham at hotmail.com (Roger Benham) Date: Tue Oct 10 10:02:34 2006 Subject: [Rq-rules] I get knocked down - but I get up again... In-Reply-To: <1c92296e0610100457q2d15bb53r364ecf1870c940dc@mail.gmail.com> Message-ID: An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061010/5c8a7b06/attachment.html From jurrubin at gmail.com Tue Oct 10 11:05:28 2006 From: jurrubin at gmail.com (David Smart) Date: Tue Oct 10 11:05:36 2006 Subject: [Rq-rules] I get knocked down - but I get up again... In-Reply-To: References: <1c92296e0610100457q2d15bb53r364ecf1870c940dc@mail.gmail.com> Message-ID: <1c92296e0610101105r3af128a6xa1dfca0946606819@mail.gmail.com> Absolutely. In fact, I use different styles of Martial Arts and one of them expands upon the Tumbling capabilities, replacing it completely for any character who has studied that style. In my mind, Tumbling is better versus large aggressors while Jumping works better versus small aggressors. Trying to Jump past a 10m tall giant or Tumble past a large gorp are just different synonyms for "suicide". On 10/10/06, Roger Benham wrote: > > I suppose Jump or Martial Arts could be figured in as well instead of > Tumbling? > > ------------------------------ > From: *"David Smart" * > Reply-To: *"Discussion of RuneQuest rules." * > To: *"Discussion of RuneQuest rules." * > Subject: *Re: [Rq-rules] I get knocked down - but I get up again...* > Date: *Tue, 10 Oct 2006 06:57:18 -0500* > >Exactly. I did look at Harn but decided to implement a more limited > >version, hence Tumbling. It's based more on Judo-type rolls rather > >than the gymnastics of Hollywood. > >_______________________________________________ > >RQ-Rules mailing list > >RQ-Rules@crashbox.com > >http://crashbox.com/mailman/listinfo/rq-rules > > > ------------------------------ > Hotmail is evolving - be one of the first to try out the Windows Live? > Mail Beta > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061010/86ecdddc/attachment.html From postmaster at runequest.za.org Tue Oct 10 23:35:46 2006 From: postmaster at runequest.za.org (postmaster@runequest.za.org) Date: Tue Oct 10 23:34:05 2006 Subject: [Rq-rules] I get knocked down - but I get up again... In-Reply-To: <1c92296e0610101105r3af128a6xa1dfca0946606819@mail.gmail.com> References: <1c92296e0610100457q2d15bb53r364ecf1870c940dc@mail.gmail.com> <1c92296e0610101105r3af128a6xa1dfca0946606819@mail.gmail.com> Message-ID: <62733.196.8.104.37.1160548546.squirrel@wwm.runequest.za.org> Thats my next step with the acrobat in the party. Let her meet an NPC who handles himself in a bar fiught like Jackie Chan - with all the imrpvised weapons and moves. Learn that "style" off him and open up the martial arts skill, thus leaving acrobatics skill for acrobatics and martial arts for combat. My main issue with Jump in combat sitiations is that, well most characters tend to have real shite dodge skills, so sooner or later someone comes up with :"I will jump out the way" and thais leads into a wee argument of the differences between dodge and jump which stuffs up play as someone alweays has to whip out the rules and read the two skill descriptions for all to hear. Well thats my gorup dynamic anyway.... > Absolutely. In fact, I use different styles of Martial Arts and one of > them > expands upon the Tumbling capabilities, replacing it completely for any > character who has studied that style. > > In my mind, Tumbling is better versus large aggressors while Jumping works > better versus small aggressors. Trying to Jump past a 10m tall giant or > Tumble past a large gorp are just different synonyms for "suicide". > > On 10/10/06, Roger Benham wrote: >> >> I suppose Jump or Martial Arts could be figured in as well instead of >> Tumbling? >> >> ------------------------------ >> From: *"David Smart" * >> Reply-To: *"Discussion of RuneQuest rules." * >> To: *"Discussion of RuneQuest rules." * >> Subject: *Re: [Rq-rules] I get knocked down - but I get up again...* >> Date: *Tue, 10 Oct 2006 06:57:18 -0500* >> >Exactly. I did look at Harn but decided to implement a more limited >> >version, hence Tumbling. It's based more on Judo-type rolls rather >> >than the gymnastics of Hollywood. >> >_______________________________________________ >> >RQ-Rules mailing list >> >RQ-Rules@crashbox.com >> >http://crashbox.com/mailman/listinfo/rq-rules >> >> >> ------------------------------ >> Hotmail is evolving - be one of the first to try out the Windows Live? >> Mail Beta >> _______________________________________________ >> RQ-Rules mailing list >> RQ-Rules@crashbox.com >> http://crashbox.com/mailman/listinfo/rq-rules >> >> >> > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From postmaster at runequest.za.org Thu Oct 12 04:30:29 2006 From: postmaster at runequest.za.org (postmaster@runequest.za.org) Date: Thu Oct 12 04:28:23 2006 Subject: [Rq-rules] New Spell on www.runequest.za.org Message-ID: <38750.196.8.104.31.1160652629.squirrel@wwm.runequest.za.org> Hi all I published a new spell on my site. Use it/don't use it, comments welcome. Tony Battle Blade (Battle Club) 2 Points Touch, instant, stackable, reusable War God This spell must be cast on a melee weapon and will only last so long as the caster is holding the weapon. Battle blade will make the weapon look and behave as if it were made of an immediately superior material and quality. Thus a bronze gladius of good quality would behave as if I were an iron sword of excellent quality. The weapons AP are adjusted to match the new quality for so long as the spell runs. AP lost only transfer to the weapons normal AP when the spells wears off if its original AP value was breached. Thus a bronze gladius with 10 normal AP which took on AP of 12 for the duration of the spell would: o Revert to 10 if 0, 1 or two AP were lost. o Revert to 9 if 3 AP were lost, 8 if 4 AP lost etc. Additional quality is simulated through an additional +5% to attack and parry rolls per 2 magic points spent. Superior material is simulated through an additional +1 point of damage per 2 magic points spent. From julian.lord at gmail.com Mon Oct 16 05:32:20 2006 From: julian.lord at gmail.com (Julian Lord) Date: Mon Oct 16 05:32:29 2006 Subject: [Rq-rules] Finally got my copy of MRQ Message-ID: <1e842f7f0610160532p436742a1v8e81a18555ef0dbd@mail.gmail.com> I have been avoiding the MLs since the new edition of RQ was released, and I've had to wait a long time for my copy ; but I've read it now, and well. Interesting new addition to the bibliography... First of all, I was pleasantly surprised with the overall production values, disregarding the actual content that is, and turning a blind eye to the more horribly Dobyski-like illos in the Creatures section ... The paper they used is very pleasant to the touch, it's hardback, and most of all the copy editing per se (although not necessarily the rules editing) is surprisingly good : concise, simple, and elegant, the writing can appeal to teenagers and young non-College-student adults alike, yet with an elegance of expression that leaves the intelligence of the hoariest postgraduate grognard uninsulted (unless he/she studied mathematics or some other exact science of course, in which case these rules will leave him/her screaming blue neuronic murder ... ). Other things I like, and will use in my game if I do start a new one ; I like the gist of the new combat rules. The rules editing in this area is messy, occasionally appearing to be self-contradictory, and with the odd useless paragraph, and the Precise Attack rules are clearly broken --- but the basic system is a clear improvement IMO over the tedious attack/parry attack/parry of RQ3. There are some D&Disms (as was expected, really) as well as some PC game -like stuff that I'm still unsure about, but overall this area alone can justify the publication of the new edition ; all in all, I am also in balance happy with the efforts that have been made into streamlining and simplifying the game system (versus RQ3), even though it is clear from looking at the core rulebook and the online version of the RQC that the starting ToC clearly mirrored the contents of RQ2 and RQ3 a little too slavishly ; I am also glad to see no more Resistance table, even though the rules to replace it do have some dodginess about them ; and to see that Hero Points have been introduced leaving happy leg room for GMs also owning HW/HQ ; and especially I think that whoever came up with the idea of no more general Hit Points deserves some kind of award ! Character creation looks OK, but if I do start a new campaign I plan on using the keywords and the List method of HW/HQ instead, with some stuff thrown in from MRQ. IMO though, all stats for humans should have been 3D6+6 and drop the lowest die, to allow a wider range of subhuman stats for all characteristics, not just SIZ and INT. I also believe that negative damage modifiers for low STR+SIZ are a bad idea. I am also a proponent of the idea that all creatures should have natural armour, equal to the HP of their weakest limb. More House Rule stuff, then I'll get back to the rules as published ; the skill levels paradigm has not been fully analysed IMO. The natural tendency of official RQ (and other FRP RQ-like) publications has been toward greater integration of very high skills into the game system, and this new edition is no exception. However, starting skill levels continue to be defined as very low percentages, which is inconsistent with the observable numbers inflation ; and what's more, and is new to this edition, the games designer has provided rules systems whereby a failure can in fact be a success, which sort of flies in the face of the core principles of Basic roleplaying !! The last published edition of BRP, the French edition by Casus Belli some years back, enshrined OTOH a more mature (IMO) principle that some basic or professional skills, such as the ability to speak your mother tongue or your basic job skill should start in the region of 90%, and that the more important secondary skills should be in the 50-85% zone. In my house rules I will probably use the HW/HQ keyword character generation method, and double the Bonus column results for any skills gained from a keyword, so that a character with Riding from a keyword would have 2x(DEX+POW) (+ possible bonuses from other keywords, character generation points, race, etc) whilst one without Riding in a keyword would start with DEX+POW instead. Et cetera. Skill test rules are OK mainly, except of course for the "whoever rolls lowest wins" nonsense when both characters fail their test, and it is just another artefact of too low basic skill levels having been retained for this edition. Had higher initial skill levels been used instead, this messy spot rule would have been totally unnecessary, and instead the normal fumble/failure/success/critical success structure would have been perfect. Skill halving for very high skills rules : Brute Force and Swimming should be separate skills ; I'm not sure that Persistence and Resilience should be skills at all, and that some other more elegant system should have been designed instead of these D&D Saving Roll throws in disguise... The Rune Magic rules are a walking disaster though, and what I've seen of the magic rules in the RQC doesn't look hopeful either... I have to switch somewhat to a Glorantha-centric POV here, sorry about that for those of you who have given up on Glorantha, but it is however stated that these rules have been written with Glorantha in mind. Rune Magic then would be roughly equivalent to the Common Magic of HeroQuest. So far so good, but unfortunately the description on p. 62 belies this, showing instead that the power of these spells comes via Runes (basically, these are magic items) coming from the gods. Looking at the RQC though, one can see that confusion exists regarding the differences and similarities of gods and spirits. I'm not saying it was necessary to reproduce all the complexities and intricacies of the HQ magic system, in fact better not to do so ; but at least some lip service to that system would have been appreciated... No shamanism rules on the horizon, and ha! no Mysticism rules as usual, but not even a passing mention of HeroQuesting in the core book, which I find to be flabbergasting!! Anyways, arbitrarily attaching the various spells to the various Runes is dubious at best ; it goes against the natural evolution that has been observed in the various incarnations of the game away from the paraphernalia of the 1st and 2nd Edition foci ; most astonishingly though, it seems almost to have been inspired by the roughly similar approach to Runes of RuneQuest:Slayers !!! In that game too, PCs had to go out the front door and Quest for Runes, which were magical items from Beyond that granted magical powers and were the basic source of magic. The mind boggles, I guess RQ Slayers now has to be reclassified in the History of the game as a pro bono unpublished core edition of RuneQuest... >From the online edition of the RQC, Sorcery once again appears to be completely unbalanced (perhaps less so than in RQ3), and Divine Magic to have been seriously wimped down. Anyways, again the rules have been written in apparent ignorance of basic Gloranthan cosmology, so that magicians of all magic systems appear to be able to enter the "Spirit Plane" --- shouldn't this be a shamanic specialist power ??? The Runic Powers lack imagination ; I'll non-randomly pick Water as the one to comment upon -- there is no reason why the follower of the Rain God should have any bonus when swimming, the power is probably inappropriate for members of aquatic races, people living in deserts might instead need/want some other benefit, as might the elves, Water Runes found in and connected with mountain ranges or tropical rainforests might work completely differently, and especially Water Runes associated with various different Water gods might also act according to each god's nature, not just in some such generic and boring manner. It is annoying that not a single Gloranthan cult was presented in the core rulebook. Movement rules are a pet peeve of mine ; daily movement rates are just about OK (although the time to move those distances can vary from 6-12 hours, they are fairly accurate) ; OTOH the hourly movement rates are about 2/3rds to a half of what ordinary 21st century people can actually acheive, and the Minute rate is simply nonsensical. Combat Action movement though is derived from the original SCA rules, and is most certainly accurate. Legendary Abilities are not as bad as I thought they would be ; not that I would ever use them in a game of mine. HeroQuesting abilities for me, thank you very much ... My final disappointment is that there was no new nonsensical creature created for this book as a joke by Greg. Illustrations pages 114 and 122 --- bwwwah hah hah hah hah !!!! --- Having said all that, I still find it (as I may combine it with stuff from HW/HQ, more subtle magic for starters) to be a better starting point for my personal house rules than either RQ2 or RQ3 ; for although MRQ fails to recapture the full design elegance of RQ1 & 2 and also fails to match the mathematical precision of the RQ3 rules, its design failures actually make it a more customizable version to work from, as they (unintentionally?) provide a more modular basic system to work with than those of the previous, more integrated, versions of RuneQuest. Julian Lord -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061016/226335d0/attachment-0001.html From julian.lord at gmail.com Mon Oct 16 08:14:27 2006 From: julian.lord at gmail.com (Julian Lord) Date: Mon Oct 16 08:14:36 2006 Subject: [Rq-rules] Re: Mongoose SRD Message-ID: <1e842f7f0610160814n18e97500v48cffcec256d920e@mail.gmail.com> Lev Lafayette : > > Strike Rank is based on the average of DEX and ... > > > INT?!? Umm... WTF? Where did *that* come from? > > > > Here's what MRQ had in version 5 (and iirc in earlier > version) of their playtest rules. Much better imo.. > > Strike Rank/Close (SR/c): Take the character's DEX, > add his SIZ and divide the total by two. The result > is the character's Strike Rank ? Close modifier. > > Strike Rank/Ranged (SR/r): Strike Rank ? Ranged is > equal to the character's DEX. > > Strike Rank/Magic (SR/m): Take the character's INT, > add his POW and divide the total by two. The result > is the character's Strike Rank ? Magic modifier. In all cases the division by 2 is unnecessary mathematical paraphernalia, adding nothing to the overall gaming experience, and in fact detracting from it, and should have been scrapped IMO. Julian Lord -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061016/206d4dca/attachment.html From mason.bruce at gmail.com Mon Oct 16 08:29:36 2006 From: mason.bruce at gmail.com (Bruce Mason) Date: Mon Oct 16 08:29:42 2006 Subject: [Rq-rules] Re: Mongoose SRD In-Reply-To: <1e842f7f0610160814n18e97500v48cffcec256d920e@mail.gmail.com> References: <1e842f7f0610160814n18e97500v48cffcec256d920e@mail.gmail.com> Message-ID: <5f3990080610160829x24245626sd29f4d0733eaa635@mail.gmail.com> On 16/10/06, Julian Lord wrote: > > In all cases the division by 2 is unnecessary > mathematical paraphernalia, adding nothing > to the overall gaming experience, and in fact detracting from > it, and should have been scrapped IMO. Not neccessarily. It depends on the degree of randomness wanted for SRs. With dividing by 2 the potential range of SR modifiers (INT+DEX)/2 for human characters is 6 to 18 +d10. Without division it is 11-36 +d10. The former has a lower spread and, therefore, increases the influence of the random element - the d10. I must confess that I don't like the random element of the initiative determination because it is just one die roll too many for me. I wasn't involved in playtesting but looking at the proposed rules, I'm not surprised they dropped them because they fall apart the minute you think about them. If a character has 3 different strike rank modifiers then what happens if he uses a magic action for his first action and then a combat one for the next one. What about delays or changes of mind? At the very least you have to remember what the d10 roll was so that you can recalculate each time. That and consider having to write three numbers where one can do. There is a niche of roleplayer who looks that level of detail in the rules but it is only a small minority. From julian.lord at gmail.com Mon Oct 16 08:37:59 2006 From: julian.lord at gmail.com (Julian Lord) Date: Mon Oct 16 08:38:05 2006 Subject: [Rq-rules] Re: RQ-Rules Digest, Vol 12, Issue 3 In-Reply-To: <20060901150504.8F94AB69D8C@mini.thinbits.net> References: <20060901150504.8F94AB69D8C@mini.thinbits.net> Message-ID: <1e842f7f0610160837l1d584a25hf2d0f4e479d5ca94@mail.gmail.com> Lev : On 9/1/06, rq-rules-request@crashbox.com wrote: > > > Perhaps RQ IV will fall into the sidelines after a few > months and we'll go back to discussing RQ II and III > rules systems. For the time being, given that it has > just been released, it is inevitable that there will > be discussion on RQ IV. Still playing catch-up, so don't know if this has been mentioned, but MRQ is actually RQ6 RQ4 was the aborted and unpublished RQ:AiG RQ5 was the aborted and unpublished RuneQuest:Slayers Ideas from both versions have, as far as I can see, made it into RQ6 Julian Lord -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061016/d7263867/attachment.html From julian.lord at gmail.com Mon Oct 16 09:04:00 2006 From: julian.lord at gmail.com (Julian Lord) Date: Mon Oct 16 09:04:06 2006 Subject: [Rq-rules] Re: Aptitude Message-ID: <1e842f7f0610160904l59934e7he4b15b3fa1c52677@mail.gmail.com> Leon : This is something I been thinking for a while. Same here. :-) One of > the problems in RQ, since it does not have classes, is > that after a while all characters begin to be very > good in all skills. Magic Users quickly gain combat > skills and fighter types quickly gain magic skills. > > There have been several attempts to fix that. One was > to cap certain skills to DEXx5 or DEXx3 for Priests, > Shamans and Sorcerers, but this gives an unfair > advantage to characters with good stats. Another > attempt has been to limit the number of checks a > character can take after an adventure, but that does > not take training into account and penalizes > characters who are engaged in a long adventure. What I found worked best was to simply award multiple experience checks for extensively and/or dramatically used skills, so that for example a warrior who used his sword for whichever emphatic results (either quantitavely or qualitatavely) during an adventure might gain 4 or 5 experience checks for his sword skills. This I found to be enormously helpful to ensure differentiation between PCs according to their actual impact of their skills from game session to game session... Julian Lord -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061016/e96042bd/attachment.html From anders at california.com Mon Oct 16 09:14:17 2006 From: anders at california.com (Anders Swenson) Date: Mon Oct 16 09:14:47 2006 Subject: [Rq-rules] Re: RQ-Rules Digest, Vol 12, Issue 3 In-Reply-To: <1e842f7f0610160837l1d584a25hf2d0f4e479d5ca94@mail.gmail.com> Message-ID: On Mon, 16 Oct 2006 17:37:59 +0200 "Julian Lord" wrote: > Still playing catch-up, so don't know if this has been mentioned, but > MRQ is actually RQ6 > > RQ4 was the aborted and unpublished RQ:AiG RQ5 was the aborted and > unpublished RuneQuest:Slayers Ideas from both versions have, as far as I > can see, made it into RQ6 > Julian Lord Now, How can I get copies of 4 and 5 for my collection? I have a sort of interest in the history of the game and it's variations. --Anders From Nick.Middleton at invensys.com Mon Oct 16 09:15:13 2006 From: Nick.Middleton at invensys.com (Nick.Middleton@invensys.com) Date: Mon Oct 16 09:15:55 2006 Subject: [Rq-rules] Re: Mongoose SRD In-Reply-To: <1e842f7f0610160814n18e97500v48cffcec256d920e@mail.gmail.com> Message-ID: >>> Strike Rank is based on the average of DEX and ... >>> INT?!? Umm... WTF? Where did *that* come from? >> > >Here's what MRQ had in version 5 (and iirc in earlier >version) of their playtest rules. Much better imo.. > >Strike Rank/Close (SR/c):??Take the character's DEX, >add his SIZ and divide the total by two.??The result >is the character's Strike Rank ? Close modifier. > >Strike Rank/Ranged (SR/r):??Strike Rank ? Ranged is >equal to the character's DEX. > >Strike Rank/Magic (SR/m):??Take the character's INT, >add his POW and divide the total by two.??The result >is the character's Strike Rank ? Magic modifier. > >In?all?cases?the?division?by?2?is?unnecessary?mathematical?paraphernalia,?adding?nothing?to?the?overall gaming?experience,?and >in?fact?detracting?from?it,?and?should?have?been?scrapped?IMO. I disagree - it seemed important to me, as it put all three types of action on to the same scale. Removing the division would have automatically made ranged weapons MUCH faster than either close melee attacks or magic. And leaving aside the magic issue, it would jar with many to have a swordsman ALWAYS slower than a Bowman (because trust me, it takes time to draw and loose, even if you have the arrow knocked)... One could of course have doubled the DEX for Ranged and dropped the halving in the other two categories, or added another characteristic to Ranged (INT perhaps) and so also avoided the halving... But the basic principle (that all three types of action should be on the same scale) seemed basically sound... albeit why EVERYTHING couldn't just be timed via DEX (with differing penalties for specific actions / 'technologies') eluded me: but then, that rather sums up the entire open playtest for MRQ really... Cheers, Nick Middleton From julian.lord at gmail.com Mon Oct 16 09:33:54 2006 From: julian.lord at gmail.com (Julian Lord) Date: Mon Oct 16 09:34:02 2006 Subject: [Rq-rules] Re: RQ-Rules Digest, Vol 12, Issue 37 In-Reply-To: <20060914101059.18EE8BE6D00@mini.thinbits.net> References: <20060914101059.18EE8BE6D00@mini.thinbits.net> Message-ID: <1e842f7f0610160933m33cdf39am3adb926747840de3@mail.gmail.com> Anders : you all remember that RayQuest > is the highly variant RQ developed by RQ creator Ray Turney for our local > campaign There used to be a public version of RayQuest, few years back, and although I would never play it as a GM, I'd just LOVE to be a player in a RayQuest campaign LOL Julian Lord -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061016/fb7027d9/attachment-0001.html From styopa1 at gmail.com Mon Oct 16 09:40:04 2006 From: styopa1 at gmail.com (Styopa) Date: Mon Oct 16 09:40:16 2006 Subject: [Rq-rules] Re: Mongoose SRD In-Reply-To: <5f3990080610160829x24245626sd29f4d0733eaa635@mail.gmail.com> References: <1e842f7f0610160814n18e97500v48cffcec256d920e@mail.gmail.com> <5f3990080610160829x24245626sd29f4d0733eaa635@mail.gmail.com> Message-ID: <56e64e7a0610160940u7e8c92fw637d5d8aaa1dc8fb@mail.gmail.com> Actually, I use something similar in my game and it works really well. I have 3 SR ratings: Reach, Quickness, Reaction Reach: SIZ/10 (round 5's down). Quickness: DEX/6 (round 3's down). Reaction: 8 minus (average of Int & Dex, divided by 6) And 2 values for each weapon, reflecting length & speed Init is d20 + Reach + weapon length. Highest goes first (yes, this tends to mean that people with weapons tend to react quicker; personally, I like this) People with quick weapons generally want to close, which then means both combatants substitute quickness for reach, and weapon speed for length. (Essentially, attackers can declare a 'closing' action, giving the defender an automatic 1 category improvement on their attack roll (misses become hits, etc.); defenders can declare 'fending' which REDUCES the category of their hit by 1, and keeps the fighting at 'reach' as long as they can step back one hex. More to it, but that's the simple version.) Want to change an action from what you declared? Declare your new action, and subtract (reaction + 1d6) from your current init. That's your new init. If it's <0, you don't act this round. I use rolling rounds, so you can change your action for free for the next round, or continue and act immediately on 20+(your negative init number). I've even toyed with using different initiative dice (d20's out in the open, and going lower as the space is more constricted, d12 in a tavern, for example, d8 in a tight little cave where there's very little moving about). The players seemed to like it. Init became more important than luck, so (in the couple of times we've done it) seen more 'closing' in tight little fights. And yes, this also means that spells tend to go off near the ends of rounds, which both fits mine and my players' expectations. I have a whiteboard behind me when I DM, so it's an easy matter to keep track of: statement of intent order (reverse by INT) inits for everyone (I don't usually put up the enemy's however) YMMV of course. On 10/16/06, Bruce Mason wrote: > > I wasn't involved in playtesting but looking at the proposed rules, > I'm not surprised they dropped them because they fall apart the minute > you think about them. If a character has 3 different strike rank > modifiers then what happens if he uses a magic action for his first > action and then a combat one for the next one. What about delays or > changes of mind? At the very least you have to remember what the d10 > roll was so that you can recalculate each time. That and consider > having to write three numbers where one can do. There is a niche of > roleplayer who looks that level of detail in the rules but it is only > a small minority. > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061016/0411d753/attachment.html From anders at california.com Mon Oct 16 10:05:03 2006 From: anders at california.com (Anders Swenson) Date: Mon Oct 16 10:05:32 2006 Subject: [Rq-rules] Re: Mongoose SRD In-Reply-To: <56e64e7a0610160940u7e8c92fw637d5d8aaa1dc8fb@mail.gmail.com> Message-ID: On Mon, 16 Oct 2006 11:40:04 -0500 In RayQuest, we have 4 phases per round: Missile Movement Melee Magic. Actions are pretty much simultanious within those catetories, unless one has a duelist's weapon which always strikes first. And fights still take forever. --Anders From lorgryt at comcast.net Mon Oct 16 10:42:53 2006 From: lorgryt at comcast.net (Bo Whitten) Date: Mon Oct 16 10:43:28 2006 Subject: [Rq-rules] Re: RQ-Rules Digest, Vol 12, Issue 37 In-Reply-To: <1e842f7f0610160933m33cdf39am3adb926747840de3@mail.gmail.co m> References: <20060914101059.18EE8BE6D00@mini.thinbits.net> <1e842f7f0610160933m33cdf39am3adb926747840de3@mail.gmail.com> Message-ID: <7.0.1.0.0.20061016104152.01d2d820@comcast.net> At 09:33 AM 10/16/2006, you wrote: >Anders : > >you all remember that RayQuest >is the highly variant RQ developed by RQ creator Ray Turney for our local >campaign > > >There used to be a public version of RayQuest, few years back, and although I would never play it as a GM, I'd just LOVE to be a player in a RayQuest campaign LOL > >Julian Lord I would LOVE to see RayQuest. If anyone has an address to the public version I would love to go take a look! Lorgryt http://www.lorgryt.com/gaming/ A forum... like others... ==== If you are so Goth, where were you when we sacked Rome? From lev_lafayette at yahoo.com.au Mon Oct 16 20:35:35 2006 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Mon Oct 16 20:35:52 2006 Subject: [Rq-rules] Re: Mongoose SRD In-Reply-To: <1e842f7f0610160814n18e97500v48cffcec256d920e@mail.gmail.com> Message-ID: <20061017033535.27096.qmail@web33510.mail.mud.yahoo.com> --- Julian Lord wrote: > Lev Lafayette : > > > > Strike Rank is based on the average of DEX and > ... > > > > INT?!? Umm... WTF? Where did *that* come from? > > > > > > > Here's what MRQ had in version 5 (and iirc in > earlier > > version) of their playtest rules. Much better > imo.. > > > > Strike Rank/Close (SR/c): Take the character's > DEX, > > add his SIZ and divide the total by two. The > result > > is the character's Strike Rank ? Close modifier. > > > > Strike Rank/Ranged (SR/r): Strike Rank ? Ranged > is > > equal to the character's DEX. > > > > Strike Rank/Magic (SR/m): Take the character's > INT, > > add his POW and divide the total by two. The > result > > is the character's Strike Rank ? Magic modifier. > > > In all cases the division by 2 is unnecessary > mathematical > paraphernalia, adding nothing to the overall > gaming experience, and > in fact detracting from it, and should have been > scrapped IMO. > Finding the average of INT and POW is "mathematical paraphernalia"? The reason why it makes perfect sense (and it's not that hard really), is so that other SR modifiers are on the same scale. Do you feel the same way about damage bonus as well? __________________________________________________ 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 Mon Oct 16 20:38:23 2006 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Mon Oct 16 20:38:27 2006 Subject: [Rq-rules] Re: RQ-Rules Digest, Vol 12, Issue 3 In-Reply-To: <1e842f7f0610160837l1d584a25hf2d0f4e479d5ca94@mail.gmail.com> Message-ID: <20061017033823.44323.qmail@web33514.mail.mud.yahoo.com> --- Julian Lord wrote: > Lev : > > On 9/1/06, rq-rules-request@crashbox.com > > wrote: > > > > > > Perhaps RQ IV will fall into the sidelines after a > few > > months and we'll go back to discussing RQ II and > III > > rules systems. For the time being, given that it > has > > just been released, it is inevitable that there > will > > be discussion on RQ IV. > > > Still playing catch-up, so don't know if this has > been mentioned, but > MRQ is actually RQ6 > > RQ4 was the aborted and unpublished RQ:AiG > > RQ5 was the aborted and unpublished > RuneQuest:Slayers > > Ideas from both versions have, as far as I can see, > made it into RQ6 > RQ: AiG is unpublished and therefore doesn't get a number. Slayers had nothing to do with the game RQ and whilst it is an interesting game it is own right, has never been considered an intrinsic part of RQ discussion groups afiak. (and yes, I have read both RQ: AiG and RQ Slayers) Ergo, I'm sticking with describing Mongoose's publication as RQ IV. __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From aescleal at btinternet.com Tue Oct 17 02:19:39 2006 From: aescleal at btinternet.com (Ashley Munday) Date: Tue Oct 17 02:20:26 2006 Subject: [Rq-rules] Re: Mongoose SRD In-Reply-To: <5f3990080610160829x24245626sd29f4d0733eaa635@mail.gmail.com> Message-ID: <20061017091939.6025.qmail@web86110.mail.ird.yahoo.com> Don't divide by 2 and add a d20 if the weight of random versus deterministic worries you. Cheers, Ash --- Bruce Mason wrote: > On 16/10/06, Julian Lord > wrote: > > > > In all cases the division by 2 is unnecessary > > mathematical paraphernalia, adding nothing > > to the overall gaming experience, and in fact > detracting from > > it, and should have been scrapped IMO. > > Not neccessarily. It depends on the degree of > randomness wanted for > SRs. With dividing by 2 the potential range of SR > modifiers > (INT+DEX)/2 for human characters is 6 to 18 +d10. > Without division it > is 11-36 +d10. The former has a lower spread and, > therefore, increases > the influence of the random element - the d10. I > must confess that I > don't like the random element of the initiative > determination because > it is just one die roll too many for me. > > I wasn't involved in playtesting but looking at the > proposed rules, > I'm not surprised they dropped them because they > fall apart the minute > you think about them. If a character has 3 different > strike rank > modifiers then what happens if he uses a magic > action for his first > action and then a combat one for the next one. What > about delays or > changes of mind? At the very least you have to > remember what the d10 > roll was so that you can recalculate each time. That > and consider > having to write three numbers where one can do. > There is a niche of > roleplayer who looks that level of detail in the > rules but it is only > a small minority. > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From pmaranci at gmail.com Tue Oct 17 05:18:07 2006 From: pmaranci at gmail.com (Peter Maranci) Date: Tue Oct 17 05:18:17 2006 Subject: [Rq-rules] Re: RQ-Rules Digest, Vol 12, Issue 3 In-Reply-To: <20061017033823.44323.qmail@web33514.mail.mud.yahoo.com> References: <1e842f7f0610160837l1d584a25hf2d0f4e479d5ca94@mail.gmail.com> <20061017033823.44323.qmail@web33514.mail.mud.yahoo.com> Message-ID: I hate to disagree with you, Lev. But RQ:AiG had such a wide playtest distribution as RQIV that calling another system "RQIV" only leads to confusion, I think. And Mongoose RQ is arguably different enough from previous editions of RQ to be placed outside the regular numbering sequence - plus, of course, there's the question of its legal connection to the RQ rule family ("the same rules in different words"). So I'm just calling it Mongoose RQ, or MRQ. That avoids all possible confusion. I completely agree with you about RuneQuest: Slayers, though. ->Peter On 10/16/06, Lev Lafayette wrote: > > > --- Julian Lord wrote: > > > Lev : > > > > On 9/1/06, rq-rules-request@crashbox.com > > > > wrote: > > > > > > > > > Perhaps RQ IV will fall into the sidelines after a > > few > > > months and we'll go back to discussing RQ II and > > III > > > rules systems. For the time being, given that it > > has > > > just been released, it is inevitable that there > > will > > > be discussion on RQ IV. > > > > > > Still playing catch-up, so don't know if this has > > been mentioned, but > > MRQ is actually RQ6 > > > > RQ4 was the aborted and unpublished RQ:AiG > > > > RQ5 was the aborted and unpublished > > RuneQuest:Slayers > > > > Ideas from both versions have, as far as I can see, > > made it into RQ6 > > > > RQ: AiG is unpublished and therefore doesn't get a > number. > > Slayers had nothing to do with the game RQ and whilst > it is an interesting game it is own right, has never > been considered an intrinsic part of RQ discussion > groups afiak. > > (and yes, I have read both RQ: AiG and RQ Slayers) > > Ergo, I'm sticking with describing Mongoose's > publication as RQ IV. > > __________________________________________________ > Do You Yahoo!? > Tired of spam? Yahoo! Mail has the best spam protection around > http://mail.yahoo.com > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -- Peter Maranci - pmaranci@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://www.thinbits.net/pipermail/rq-rules/attachments/20061017/82452fdb/attachment-0001.html From soltakss at yahoo.com Tue Oct 17 05:30:22 2006 From: soltakss at yahoo.com (Simon Phipp) Date: Tue Oct 17 05:30:34 2006 Subject: [Rq-rules] Re: RuneQuest Version In-Reply-To: <20061017121816.4D90ED66C7B@mini.thinbits.net> Message-ID: <20061017123022.89154.qmail@web51009.mail.yahoo.com> Peter Maranci: > So I'm just calling it Mongoose RQ, or MRQ. That avoids all possible > confusion. RQ2, RQ3, RQ4, RQM for consistency and easiness. So, I call it RQM and don't care if I'm the only one ... See Ya Simon -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061017/db7d6f8b/attachment.html From darthvogel at hotmail.com Tue Oct 17 10:12:51 2006 From: darthvogel at hotmail.com (Fred Vogel) Date: Tue Oct 17 10:12:59 2006 Subject: [Rq-rules] Re: RuneQuest Version In-Reply-To: <20061017123022.89154.qmail@web51009.mail.yahoo.com> Message-ID: Can someone fill me in on what RQ4 is? Thanks >From: Simon Phipp >Reply-To: "Discussion of RuneQuest rules." >To: rq-rules@crashbox.com >Subject: [Rq-rules] Re: RuneQuest Version >Date: Tue, 17 Oct 2006 13:30:22 +0100 (BST) > >Peter Maranci: > > > > So I'm just calling it Mongoose RQ, or MRQ. That avoids all possible > > confusion. > > RQ2, RQ3, RQ4, RQM for consistency and easiness. So, I call it RQM and >don't care if I'm the only one ... > > See Ya > >Simon > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules@crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ All-in-one security and maintenance for your PC. Get a free 90-day trial! http://clk.atdmt.com/MSN/go/msnnkwlo0050000002msn/direct/01/?href=http://www.windowsonecare.com/?sc_cid=msn_hotmail From pmaranci at gmail.com Tue Oct 17 10:35:44 2006 From: pmaranci at gmail.com (Peter Maranci) Date: Tue Oct 17 10:35:52 2006 Subject: [Rq-rules] Re: RuneQuest Version In-Reply-To: References: <20061017123022.89154.qmail@web51009.mail.yahoo.com> Message-ID: RQ4 is/was a number of things. Back in the latter days of RQ3, it was the hypothetical next stage of RQ, and a common topic of discussion. "RuneQuest: Adventures in Glorantha" was also often called RQ4. RQ:AiG was never published (Greg killed it), but it was widely playtested and discussed. My article on the history of RQ may be of some use to you: http://www.runequest.org/rqpast.htm ->Peter On 10/17/06, Fred Vogel wrote: > > Can someone fill me in on what RQ4 is? > > Thanks > > > >From: Simon Phipp > >Reply-To: "Discussion of RuneQuest rules." > >To: rq-rules@crashbox.com > >Subject: [Rq-rules] Re: RuneQuest Version > >Date: Tue, 17 Oct 2006 13:30:22 +0100 (BST) > > > >Peter Maranci: > > > > > > > So I'm just calling it Mongoose RQ, or MRQ. That avoids all possible > > > confusion. > > > > RQ2, RQ3, RQ4, RQM for consistency and easiness. So, I call it RQM and > >don't care if I'm the only one ... > > > > See Ya > > > >Simon > > > > > >_______________________________________________ > >RQ-Rules mailing list > >RQ-Rules@crashbox.com > >http://crashbox.com/mailman/listinfo/rq-rules > > _________________________________________________________________ > All-in-one security and maintenance for your PC. Get a free 90-day trial! > > http://clk.atdmt.com/MSN/go/msnnkwlo0050000002msn/direct/01/?href=http://www.windowsonecare.com/?sc_cid=msn_hotmail > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -- Peter Maranci - pmaranci@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://www.thinbits.net/pipermail/rq-rules/attachments/20061017/b59fd769/attachment.html From devinc at aol.com Tue Oct 17 11:04:52 2006 From: devinc at aol.com (devinc@aol.com) Date: Tue Oct 17 11:05:04 2006 Subject: [Rq-rules] Re: RuneQuest Version In-Reply-To: References: <20061017123022.89154.qmail@web51009.mail.yahoo.com> Message-ID: <8C8C02DE09D8E6A-850-54E7@FWM-D18.sysops.aol.com> I frankly don't know why people aren't playing and developing RQ:AiG unofficially. I just reread my playtest copy and the system seems really good. -----Original Message----- From: pmaranci@gmail.com To: rq-rules@crashbox.com Sent: Tue, 17 Oct 2006 10:35 AM Subject: Re: [Rq-rules] Re: RuneQuest Version RQ4 is/was a number of things. Back in the latter days of RQ3, it was the hypothetical next stage of RQ, and a common topic of discussion. "RuneQuest: Adventures in Glorantha" was also often called RQ4. RQ:AiG was never published (Greg killed it), but it was widely playtested and discussed. My article on the history of RQ may be of some use to you: http://www.runequest.org/rqpast.htm ->Peter On 10/17/06, Fred Vogel wrote: Can someone fill me in on what RQ4 is? Thanks >From: Simon Phipp < soltakss@yahoo.com> >Reply-To: "Discussion of RuneQuest rules." >To: rq-rules@crashbox.com >Subject: [Rq-rules] Re: RuneQuest Version >Date: Tue, 17 Oct 2006 13:30:22 +0100 (BST) > >Peter Maranci: > > > > So I'm just calling it Mongoose RQ, or MRQ. That avoids all possible > > confusion. > > RQ2, RQ3, RQ4, RQM for consistency and easiness. So, I call it RQM and >don't care if I'm the only one ... > > See Ya > >Simon > >_______________________________________________ >RQ-Rules mailing list >RQ-Rules@crashbox.com >http://crashbox.com/mailman/listinfo/rq-rules _________________________________________________________________ All-in-one security and maintenance for your PC. Get a free 90-day trial! http://clk.atdmt.com/MSN/go/msnnkwlo0050000002msn/direct/01/?href=http://www.windowsonecare.com/?sc_cid=msn_hotmail _______________________________________________ RQ-Rules mailing list RQ-Rules@crashbox.com http://crashbox.com/mailman/listinfo/rq-rules -- Peter Maranci - pmaranci@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@crashbox.com http://crashbox.com/mailman/listinfo/rq-rules ________________________________________________________________________ Check out the new AOL. Most comprehensive set of free safety and security tools, free access to millions of high-quality videos from across the web, free AOL Mail and more. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061017/6ac6bd57/attachment.html From jurrubin at gmail.com Tue Oct 17 11:18:16 2006 From: jurrubin at gmail.com (David Smart) Date: Tue Oct 17 11:18:29 2006 Subject: [Rq-rules] Re: RuneQuest Version In-Reply-To: <8C8C02DE09D8E6A-850-54E7@FWM-D18.sysops.aol.com> References: <20061017123022.89154.qmail@web51009.mail.yahoo.com> <8C8C02DE09D8E6A-850-54E7@FWM-D18.sysops.aol.com> Message-ID: <1c92296e0610171118r5da13ee4xaf1532008a66b6a4@mail.gmail.com> Probably because most people don't have a copy of the playtest. *unhappy sigh* On 10/17/06, devinc@aol.com wrote: > > I frankly don't know why people aren't playing and developing RQ:AiG > unofficially. I just reread my playtest copy and the system seems really > good. > > > -----Original Message----- > From: pmaranci@gmail.com > To: rq-rules@crashbox.com > Sent: Tue, 17 Oct 2006 10:35 AM > Subject: Re: [Rq-rules] Re: RuneQuest Version > > RQ4 is/was a number of things. Back in the latter days of RQ3, it was the > hypothetical next stage of RQ, and a common topic of discussion. "RuneQuest: > Adventures in Glorantha" was also often called RQ4. RQ:AiG was never > published (Greg killed it), but it was widely playtested and discussed. > > My article on the history of RQ may be of some use to you: > > http://www.runequest.org/rqpast.htm > > ->Peter > > On 10/17/06, Fred Vogel wrote: > > > > Can someone fill me in on what RQ4 is? > > > > Thanks > > > > > > >From: Simon Phipp < soltakss@yahoo.com> > > >Reply-To: "Discussion of RuneQuest rules." > > >To: rq-rules@crashbox.com > > >Subject: [Rq-rules] Re: RuneQuest Version > > >Date: Tue, 17 Oct 2006 13:30:22 +0100 (BST) > > > > > >Peter Maranci: > > > > > > > > > > So I'm just calling it Mongoose RQ, or MRQ. That avoids all possible > > > > > > confusion. > > > > > > RQ2, RQ3, RQ4, RQM for consistency and easiness. So, I call it RQM > > and > > >don't care if I'm the only one ... > > > > > > See Ya > > > > > >Simon > > > > > > > > > >_______________________________________________ > > >RQ-Rules mailing list > > >RQ-Rules@crashbox.com > > >http://crashbox.com/mailman/listinfo/rq-rules > > > > _________________________________________________________________ > > All-in-one security and maintenance for your PC. Get a free 90-day > > trial! > > > > http://clk.atdmt.com/MSN/go/msnnkwlo0050000002msn/direct/01/?href=http://www.windowsonecare.com/?sc_cid=msn_hotmail > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules@crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > -- > Peter Maranci - pmaranci@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@crashbox.com http://crashbox.com/mailman/listinfo/rq-rules > > ------------------------------ > *Check out the new AOL*. > Most comprehensive set of free safety and security tools, free access to > millions of high-quality videos from across the web, free AOL Mail and more. > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061017/f1f8a44e/attachment-0001.html From jurrubin at gmail.com Tue Oct 17 11:23:48 2006 From: jurrubin at gmail.com (David Smart) Date: Tue Oct 17 11:34:33 2006 Subject: [Rq-rules] Finally got my copy of MRQ In-Reply-To: <1e842f7f0610160532p436742a1v8e81a18555ef0dbd@mail.gmail.com> References: <1e842f7f0610160532p436742a1v8e81a18555ef0dbd@mail.gmail.com> Message-ID: <1c92296e0610171123q24e9a49fw3675553ba5bcb925@mail.gmail.com> I made the same discovery when I picked up MRQ a few weeks back and am using it for the same purpose (streamline my own house rules). I doubt I'll pick up the rest of the publications though. On 10/16/06, Julian Lord wrote: > > > Having said all that, I still find it (as I may combine it with stuff from > HW/HQ, more subtle magic for starters) to be a better starting point for my > personal house > rules than either RQ2 or RQ3 ; for although MRQ fails to recapture the full > design elegance of RQ1 & > 2 and also fails to match the mathematical precision of the RQ3 rules, its design failures actually make it a more customizable version to work from, > > as they (unintentionally?) provide a more modular basic system to work > with than those of the previous, more integrated, versions of RuneQuest. > > Julian Lord > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061017/1ff5a314/attachment.html From grogthing at yahoo.com Tue Oct 17 11:45:50 2006 From: grogthing at yahoo.com (grogthing) Date: Tue Oct 17 11:46:02 2006 Subject: [Rq-rules] Finally got my copy of MRQ In-Reply-To: <1c92296e0610171123q24e9a49fw3675553ba5bcb925@mail.gmail.com> Message-ID: <20061017184550.49490.qmail@web32812.mail.mud.yahoo.com> So far I have the Main MRQ, the MRQ COMPANION, MRQ MONSTERS, and MRQ LEGENDS. I really like the monsters book. Greg --- David Smart wrote: > I made the same discovery when I picked up MRQ a few > weeks back and am using > it for the same purpose (streamline my own house > rules). I doubt I'll pick > up the rest of the publications though. > > On 10/16/06, Julian Lord > wrote: > > > > > > Having said all that, I still find it (as I may > combine it with stuff from > > HW/HQ, more subtle magic for starters) to be a > better starting point for my > > personal house > > rules than either RQ2 or RQ3 ; for although MRQ > fails to recapture the full > > design elegance of RQ1 & > > 2 and also fails to match the mathematical > precision of the RQ3 rules, its design failures > actually make it a more customizable version to work > from, > > > > as they (unintentionally?) provide a more modular > basic system to work > > with than those of the previous, more integrated, > versions of RuneQuest. > > > > Julian Lord > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules@crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@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 rjmeints at aol.com Tue Oct 17 12:20:14 2006 From: rjmeints at aol.com (rjmeints@aol.com) Date: Tue Oct 17 12:20:33 2006 Subject: [Rq-rules] Re: Runequest History and reprint availability In-Reply-To: <20061017181833.77974D6B1CF@mini.thinbits.net> References: <20061017181833.77974D6B1CF@mini.thinbits.net> Message-ID: <8C8C038683C2344-8A8-58DC@FWM-M26.sysops.aol.com> Thanks for the link to your history of Runequest. In your article you mention the avialability of RQ material. You can get high quality reprints (new layout, extra art, etc.) of: Pavis & Big Rubble Griffin Mountain Cult Compendium (combo of Cults of Prax and Cults of Terror, plus other cults) Borderlands & Beyond (Borderlands, Plunder and Runemasters) from my www.glorantha.info website. Peter: Send me your address via private email and I'll send you a copy of the Meints Index to Glorantha. Regards, Rick Meints Moon Design Publications >From: "Peter Maranci" >Subject: Re: [Rq-rules] Re: RuneQuest Version >RQ4 is/was a number of things. Back in the latter days of RQ3, it was the >hypothetical next stage of RQ, and a common topic of discussion. "RuneQuest: >Adventures in Glorantha" was also often called RQ4. RQ:AiG was never >published (Greg killed it), but it was widely playtested and discussed. >My article on the history of RQ may be of some use to you: >http://www.runequest.org/rqpast.htm ________________________________________________________________________ Check out the new AOL. Most comprehensive set of free safety and security tools, free access to millions of high-quality videos from across the web, free AOL Mail and more. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061017/4eec6822/attachment.html From soltakss at yahoo.com Tue Oct 17 13:17:57 2006 From: soltakss at yahoo.com (Simon Phipp) Date: Tue Oct 17 13:18:06 2006 Subject: [Rq-rules] Re: RuneQuest Version In-Reply-To: <20061017181833.77974D6B1CF@mini.thinbits.net> Message-ID: <20061017201757.27181.qmail@web51003.mail.yahoo.com> Devin: > I frankly don't know why people aren't playing and developing RQ:AiG unofficially. I > just reread my playtest copy and the system seems really good. Possibly because, at least in the version I have, combat was hideously micromanaged to the extent that it was almost a wargame. Hex movement, manoevres, far too many combat options and so on. Spirit combat was OK, but they missed the point. I can't remember much more about it, as my copy is in a folder at least 2 feet away, which is too far to dig out. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061017/97b1d7d2/attachment.html From lorgryt at comcast.net Tue Oct 17 13:47:55 2006 From: lorgryt at comcast.net (Bo Whitten) Date: Tue Oct 17 13:48:33 2006 Subject: [Rq-rules] Re: RuneQuest Version In-Reply-To: <20061017201757.27181.qmail@web51003.mail.yahoo.com> References: <20061017181833.77974D6B1CF@mini.thinbits.net> <20061017201757.27181.qmail@web51003.mail.yahoo.com> Message-ID: <7.0.1.0.0.20061017134646.01c6e410@comcast.net> At 01:17 PM 10/17/2006, you wrote: >Devin: > >> I frankly don't know why people aren't playing and developing RQ:AiG unofficially. I >> just reread my playtest copy and the system seems really good. > >Possibly because, at least in the version I have, combat was hideously micromanaged to the extent that it was almost a wargame. Hex movement, manoevres, far too many combat options and so on. Spirit combat was OK, but they missed the point. I can't remember much more about it, as my copy is in a folder at least 2 feet away, which is too far to dig out. I would say that sums it up: because it is 6 feet under. Unpublished means unavailable in the quantities necessary to play the game. Lorgryt http://www.lorgryt.com/gaming/ A forum... like others... ==== If you are so Goth, where were you when we sacked Rome? From julian.lord at gmail.com Wed Oct 18 00:16:50 2006 From: julian.lord at gmail.com (Julian Lord) Date: Wed Oct 18 00:17:03 2006 Subject: [Rq-rules] Re: RQ-Rules Digest, Vol 13, Issue 9 In-Reply-To: <20061017181833.77974D6B1CF@mini.thinbits.net> References: <20061017181833.77974D6B1CF@mini.thinbits.net> Message-ID: <1e842f7f0610180016rc5e55a5p9b303ae44426f6c9@mail.gmail.com> Two or three versions of the playtest rules can be discovered online if you look for them, but the fuller version(s), including the proposed publication draft, were only made available to a very small number of people. And whether or not NDA with a defunct games company applies or not, it is unlikely they will ever surface on the net... Julian Lord Probably because most people don't have a copy of the playtest. *unhappy > sigh* > > On 10/17/06, devinc@aol.com wrote: > > > > I frankly don't know why people aren't playing and developing RQ:AiG > > unofficially. I just reread my playtest copy and the system seems really > > good. > > > > > > -----Original Message----- > > From: pmaranci@gmail.com > > To: rq-rules@crashbox.com > > Sent: Tue, 17 Oct 2006 10:35 AM > > Subject: Re: [Rq-rules] Re: RuneQuest Version > > > > RQ4 is/was a number of things. Back in the latter days of RQ3, it was > the > > hypothetical next stage of RQ, and a common topic of discussion. > "RuneQuest: > > Adventures in Glorantha" was also often called RQ4. RQ:AiG was never > > published (Greg killed it), but it was widely playtested and discussed. > > > > My article on the history of RQ may be of some use to you: > > > > http://www.runequest.org/rqpast.htm > > > > ->Peter > > > > On 10/17/06, Fred Vogel wrote: > > > > > > Can someone fill me in on what RQ4 is? > > > > > > Thanks > > > > > > > > > >From: Simon Phipp < soltakss@yahoo.com> > > > >Reply-To: "Discussion of RuneQuest rules." > > > >To: rq-rules@crashbox.com > > > >Subject: [Rq-rules] Re: RuneQuest Version > > > >Date: Tue, 17 Oct 2006 13:30:22 +0100 (BST) > > > > > > > >Peter Maranci: > > > > > > > > > > > > > So I'm just calling it Mongoose RQ, or MRQ. That avoids all > possible > > > > > > > > confusion. > > > > > > > > RQ2, RQ3, RQ4, RQM for consistency and easiness. So, I call it RQM > > > and > > > >don't care if I'm the only one ... > > > > > > > > See Ya > > > > > > > >Simon > > > > > > > > > > > > > >_______________________________________________ > > > >RQ-Rules mailing list > > > >RQ-Rules@crashbox.com > > > >http://crashbox.com/mailman/listinfo/rq-rules > > > > > > _________________________________________________________________ > > > All-in-one security and maintenance for your PC. Get a free 90-day > > > trial! > > > > > > > http://clk.atdmt.com/MSN/go/msnnkwlo0050000002msn/direct/01/?href=http://www.windowsonecare.com/?sc_cid=msn_hotmail > > > > > > _______________________________________________ > > > RQ-Rules mailing list > > > RQ-Rules@crashbox.com > > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > > > > > > -- > > Peter Maranci - pmaranci@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@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > > ------------------------------ > > *Check out the new AOL*< > http://pr.atwola.com/promoclk/1615326657x4311227241x4298082137/aol?redir=http%3A%2F%2Fwww%2Eaol%2Ecom%2Fnewaol > >. > > Most comprehensive set of free safety and security tools, free access to > > millions of high-quality videos from across the web, free AOL Mail and > more. > > > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules@crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > > > > > > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > http://www.thinbits.net/pipermail/rq-rules/attachments/20061017/f1f8a44e/attachment.html > > ------------------------------ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules@crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > End of RQ-Rules Digest, Vol 13, Issue 9 > *************************************** > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061018/23f02815/attachment-0001.html From gianni at basicrps.com Wed Oct 18 05:00:28 2006 From: gianni at basicrps.com (Gianni) Date: Wed Oct 18 05:00:51 2006 Subject: [Rq-rules] Finally got my copy of MRQ Message-ID: <20061018120047.27116D756CA@mini.thinbits.net> Greg, > So far I have the Main MRQ, the MRQ COMPANION, MRQ > MONSTERS, and MRQ LEGENDS. What is your impression of MRQ Legends? Based on the excerpts available on Mongoose's web-site, I have a feeling it is a very D&Desque supplement. Cheers, Gianni From gianni at basicrps.com Wed Oct 18 05:02:33 2006 From: gianni at basicrps.com (Gianni) Date: Wed Oct 18 05:02:39 2006 Subject: [Rq-rules] Re: RQ-Rules Digest, Vol 13, Issue 9 Message-ID: <20061018120235.D8B59D75774@mini.thinbits.net> Hi, > Two or three versions of the playtest rules can be discovered online if you > look for them, but the fuller version(s), including the proposed publication > draft, were only made available to a very small number of people. > > And whether or not NDA with a defunct games company applies or not, it is > unlikely they will ever surface on the net... I have a very nicely laid out copy in pdf format I retrieved on a Finnish web-site some years ago. Cheers, Gianni From gianni at basicrps.com Wed Oct 18 05:04:08 2006 From: gianni at basicrps.com (Gianni) Date: Wed Oct 18 05:04:13 2006 Subject: [Rq-rules] Mongoose RQ players in the Paris area? Message-ID: <20061018120409.DBF42D757F9@mini.thinbits.net> Hi, I was wondering if there were any MRQ players in the ?le-de-France area. I'd love to play (as a player; unfortunately I don't have enough time to prepare games myself). Cheers, Gianni (Cergy) From pascal.dury at fr.unisys.com Wed Oct 18 05:57:10 2006 From: pascal.dury at fr.unisys.com (Dury, Pascal) Date: Wed Oct 18 05:57:27 2006 Subject: [Rq-rules] Mongoose RQ players in the Paris area? In-Reply-To: <20061018120409.DBF42D757F9@mini.thinbits.net> Message-ID: <8A272B526CFFC04F9F920A28986EECD6895165@GBMK-EXCH4.eu.uis.unisys.com> I don't have the game myself so that would not be to GM, but I would be happy to join if a group forms. Personnaly I'm in the south part of l'?le de france (which is quite big actually, isn't it ?) Pascal "Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind." - Dr. Seuss-----Message d'origine----- De?: rq-rules-bounces@crashbox.com [mailto:rq-rules-bounces@crashbox.com] De la part de Gianni Envoy??: mercredi 18 octobre 2006 14:04 ??: rq-rules@crashbox.com Objet?: [Rq-rules] Mongoose RQ players in the Paris area? Hi, I was wondering if there were any MRQ players in the ?le-de-France area. I'd love to play (as a player; unfortunately I don't have enough time to prepare games myself). Cheers, Gianni (Cergy)_______________________________________________ RQ-Rules mailing list RQ-Rules@crashbox.com http://crashbox.com/mailman/listinfo/rq-rules From jurrubin at gmail.com Wed Oct 18 06:18:52 2006 From: jurrubin at gmail.com (David Smart) Date: Wed Oct 18 06:19:26 2006 Subject: [Rq-rules] Re: Aptitude In-Reply-To: <1e842f7f0610160904l59934e7he4b15b3fa1c52677@mail.gmail.com> References: <1e842f7f0610160904l59934e7he4b15b3fa1c52677@mail.gmail.com> Message-ID: <1c92296e0610180618r6d24e521kf49c24c50b50ea3c@mail.gmail.com> Exactly, Julian. I've altered the experience check rules to provide a single check for a basic success, two checks for a special success, and three checks for a critical success. My players may make experience rolls for each of their character's skills that has accumulated one or more experience checks since the last set of experience rolls. Usually this is about once an in-game month unless the action has been truly intense. To make an experience roll, the player rolls d100 and adds the character's skill bonus and the number of experience checks the character has accumulated. If the total is less than the character's current skill, nothing happens. The character keeps the accumulated experience checks and the player may try again next month if the character gains another experience check in that month. If the player succeeds in the roll, the character loses all of the experience checks in the skill being tested and increases the skill by 1/10 of the difference between the modified roll and the character's skill level. Round all fractions up. If an character accumulates greater than his (Current Skill - Category Bonus) number of experience checks, he immediately gains a bonus of 1d10 in the skill and loses all experience checks, whatever he's doing, even if in the middle of an adventure. This all has the effect of certain skills improving quite a bit faster than those that are less used. The improvement may seem to be too rapid to some but my group meets only twice a month, if that, so it doesn't have that great of an unbalancing effect for us. On 10/16/06, Julian Lord wrote: > > > What I found worked best was to simply award multiple experience checks > for extensively and/or dramatically used skills, so that for example a > warrior who used his sword for whichever emphatic results (either > quantitavely or qualitatavely) during an adventure might gain 4 or 5 > experience checks for his sword skills. This I found to be enormously > helpful to ensure differentiation between PCs according to their actual > impact of their skills from game session to game session... > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061018/98465c66/attachment.html From grogthing at yahoo.com Wed Oct 18 08:21:21 2006 From: grogthing at yahoo.com (grogthing) Date: Wed Oct 18 08:21:23 2006 Subject: [Rq-rules] Finally got my copy of MRQ In-Reply-To: <20061018120047.27116D756CA@mini.thinbits.net> Message-ID: <20061018152121.36568.qmail@web32815.mail.mud.yahoo.com> Just bought that one and Monsters this weekend, have not really had a chance to read through that one yet. It has more "legendary" abilities, rules for mass combat and seiges. I let you all know more after I have delved deeper into it. Greg --- Gianni wrote: > Greg, > > > So far I have the Main MRQ, the MRQ COMPANION, MRQ > > MONSTERS, and MRQ LEGENDS. > > What is your impression of MRQ Legends? Based on the > excerpts available on > Mongoose's web-site, I have a feeling it is a very > D&Desque supplement. > > Cheers, > > Gianni_______________________________________________ > RQ-Rules mailing list > RQ-Rules@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 IQuinn at surewest.net Wed Oct 18 09:43:08 2006 From: IQuinn at surewest.net (Robert Hoffman) Date: Wed Oct 18 09:43:33 2006 Subject: [Rq-rules] Re: Aptitude In-Reply-To: <1c92296e0610180618r6d24e521kf49c24c50b50ea3c@mail.gmail.com> Message-ID: <003701c6f2d4$7e789ca0$6401a8c0@QUINNLAND> "I've altered the experience check rules to provide a single check for a basic success, two checks for a special success, and three checks for a critical success" >>So you mean players actually track EVERY success rolled during the game month? Doesn't that become a bookkeeping issue for every skill on the character sheet (even just the commonly used ones)? -----Original Message----- From: rq-rules-bounces@crashbox.com [mailto:rq-rules-bounces@crashbox.com] On Behalf Of David Smart Sent: Wednesday, October 18, 2006 6:19 AM To: Discussion of RuneQuest rules. Subject: Re: [Rq-rules] Re: Aptitude Exactly, Julian. I've altered the experience check rules to provide a single check for a basic success, two checks for a special success, and three checks for a critical success. My players may make experience rolls for each of their character's skills that has accumulated one or more experience checks since the last set of experience rolls. Usually this is about once an in-game month unless the action has been truly intense. To make an experience roll, the player rolls d100 and adds the character's skill bonus and the number of experience checks the character has accumulated. If the total is less than the character's current skill, nothing happens. The character keeps the accumulated experience checks and the player may try again next month if the character gains another experience check in that month. If the player succeeds in the roll, the character loses all of the experience checks in the skill being tested and increases the skill by 1/10 of the difference between the modified roll and the character's skill level. Round all fractions up. If an character accumulates greater than his (Current Skill - Category Bonus) number of experience checks, he immediately gains a bonus of 1d10 in the skill and loses all experience checks, whatever he's doing, even if in the middle of an adventure. This all has the effect of certain skills improving quite a bit faster than those that are less used. The improvement may seem to be too rapid to some but my group meets only twice a month, if that, so it doesn't have that great of an unbalancing effect for us. On 10/16/06, Julian Lord wrote: What I found worked best was to simply award multiple experience checks for extensively and/or dramatically used skills, so that for example a warrior who used his sword for whichever emphatic results (either quantitavely or qualitatavely) during an adventure might gain 4 or 5 experience checks for his sword skills. This I found to be enormously helpful to ensure differentiation between PCs according to their actual impact of their skills from game session to game session... -------------- next part -------------- An HTML attachment was scrubbed... URL: http://www.thinbits.net/pipermail/rq-rules/attachments/20061018/7fb885a9/attachment-0001.html From darthvogel at hotmail.com Wed Oct 18 09:59:00 2006 From: darthvogel at hotmail.com (Fred Vogel) Date: Wed Oct 18 09:59:16 2006 Subject: [Rq-rules] Re: Aptitude In-Reply-To: <003701c6f2d4$7e789ca0$6401a8c0@QUINNLAND> Message-ID: >From: "Robert Hoffman" > >>So you mean players actually track EVERY success rolled during the >game month? Doesn't that become a bookkeeping issue for every skill on >the character sheet (even just the commonly used ones)? Thus far this has not been a problem. RQ (or at least how we are playing) has a fairly limited number of skills, which I think is a strength of the game. Additionally, the knowledge based skills you don't get checks for; which makes perfect sense. If i succesfully identify something using some lore skill, I'm not going to know any more of that lore as a result. The other thing is, there are no munchkins in our groups so we don't have people doing lame things to improve thier skills, such as the weapon golf bag thing. So overall, I would say that David's application of experience gains, where we track checks for each skill on each successful use, has not been a burden at all. Fred _________________________________________________________________ Find a local pizza place, music store, museum and more…then map the best route! http://local.live.com?FORM=MGA001 From carpgachair at yahoo.com Wed Oct 18 10:46:58 2006 From: carpgachair at yahoo.com (Paul Cardwell) Date: Wed Oct 18 10:47:06 2006 Subject: [Rq-rules] Re: Aptitude In-Reply-To: Message-ID: <20061018174658.61423.qmail@web31811.mail.mud.yahoo.com> Even with a large number of skills (Mythworld has over a hundred, plus weapon, trade, and subdivisions such as specific language) it is no big problem. Daily activities (camp, cook, work on a scroll-based skill learning or two, etc.) are often rolled ahead of time and applied at the proper day. Some of our players use a computer with spreadsheet program, so they essentially just check it off and let the program see to the learning. Also the lack of golf-bag munchkins helps. We play the story rather than the rule book, although we do stick to the rules as printed. We have learning rolls of one-point gain for a successful roll, two for a special, and five for a critical, but have not adopted any particular bonus for specials and criticals in the use of the skill itself. My question pertaining to that is does it tend to increase skills to rapidly? This has been our main resistance to using it. A raw beginner gaining knight-priest status in a game year or two is far too fast, and being stuck with nothing but a five year wait for the next level is boring unless there are other factors filling that time period so it doesn't seem so arbitrary. Paul Cardwell --- Fred Vogel wrote: > >From: "Robert Hoffman" > > >>So you mean players actually track EVERY success > rolled during the > >game month? Doesn't that become a bookkeeping > issue for every skill on > >the character sheet (even just the commonly used > ones)? > > Thus far this has not been a problem. RQ (or at > least how we are playing) > has a fairly limited number of skills, which I think > is a strength of the > game. Additionally, the knowledge based skills you > don't get checks for; > which makes perfect sense. If i succesfully > identify something using some > lore skill, I'm not going to know any more of that > lore as a result. > Fred __________________________________________________ Do Yo