From runequest Wed May 5 12:25:39 1993 From news@glorantha Tue Apr 27 17:17:19 1993 Return-Path: Received: from Holland.Sun.COM (sunnl) by homeland.Holland.Sun.COM (4.1/SMI-4.1) id AA09744; Tue, 27 Apr 93 17:17:18 +0200 Received: from glorantha.Holland.Sun.COM by Holland.Sun.COM (4.1/SMI-4.1e) id AA15334; Tue, 27 Apr 93 17:16:14 +0200 Received: by glorantha.Holland.Sun.COM (4.1/SMI-4.1) id AA02125; Tue, 27 Apr 93 17:15:16 +0200 Date: Tue, 27 Apr 93 17:15:16 +0200 Message-Id: <9304271515.AA02125@glorantha.Holland.Sun.COM> From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Reply-To: RuneQuest@Glorantha.Holland.Sun.COM (RuneQuest Daily) Subject: RuneQuest Daily, Tue, 27 Apr 1993, part 1 Precedence: junk Status: OR This is the automated Daily RuneQuest Digest. Send submissions only to "RuneQuest@Glorantha.Holland.Sun.COM", they will automatically be included in a next issue. Try to change the ~Subject: line from the default Re: RuneQuest Daily... on replying. Selected articles may also appear in a regular Digest. If you want to submit articles to the Digest only, contact the editor at RuneQuest-Digest-Editor@Glorantha.Holland.Sun.COM. -Henk Langeveld -- Send Submissions to: Enquiries to: The RuneQuest Daily is a spin-off of the RuneQuest Digest and deals with the subjects of Avalon Hill's RPG and Greg Stafford's world of Glorantha. Maintainer: Henk.Langeveld@Sun.COM --------------------- ~From: brandon@ncbi.nlm.nih.gov (Brandon Brylawski) ~Subject: Re: RuneQuest Daily, Mon, 26 Apr 1993, part 1 Message-ID: <9304261559.AA00797@caldonia.nlm.nih.gov> ~Date: 26 Apr 93 15:59:31 GMT Re Stephen Hunt's cult write-ups: I liked the cult of Cernein quite a bit, and it seems to have a good niche and be appropriately power balanced. I do have one important contention, and that is the name of the Hunting ritual. The Wild Hunt is already an entity in Glorantha, and one that strikes dread into the hearts of most who have seen it. I have heard that it materializes at times on the plains of Prax for mystical reasons, sometimes having to do with revenge. Gagarth, the Wild Hunter, leads the hunt, taking the form of a man with stag antlers and urging on a pack of enormous dogs. As Gagarth is a son of Umath, the primal Air, the Hunt can fly over any obstacle in their path as they track down and kill their prey, who is sometimes an animal, sometimes a sentient. When the prey is trapped, Gagarth looses an arrow from his bow that upon striking the prey smites it with a blast of lightning. No-one (that I know of) has been picked as prey for the Hunt and escaped death, although it is said that if one is at the right place and right time, one might be invited to join the Hunt. Gagarth's thunderbolt arrows I have seen, and bought one from a buffalo rider friend who found three on the Prax in the Hunt's wake. The Hunt ritual itself seems valuable; perhaps it should just be called the Hunt? --------------------------- ALUMNI107@camins.Camosun.BC.CA writes, in his list of games: >Red Bear & White Moon : $5 aieeee!!!!! The tricksters win this round! ------------------------------------- With regard to the Kingdom of War being Humakti, albeit a perverse branch (from the point of view of Dragon Pass): I was told this by Phil Davis, a longtime friend of Greg Stafford, and the picture he wove of a degenerate Humakt cult made perfect sense. Indeed, Humakt there (if that is really what's going on) has become very like Zorak Zoran in many ways, although I didn't hear anything about a Darkness association. The label is not meaningful, I think - whatever the dominant cult in the Kingdom of War, it's not Humakt nor Zorak Zoran as we know them here east of the syndic's ban. What might decide it is certain small cultural itesm, e.g. are there undead there in any quantity? Humakti despise them and I think would still do so without the Truth Rune, whereas ZZ cultists use them without compunction. -------------------- Andrew Bean : with regard to Humakt removing a chaos taint, in this area Orlanth Rex was ruler of his pantheon, which included Huamkt; the PC in question first walked to Orlanth, who sent him to Humakt as the one who might be able to rid him of the chaos. Certainly in areas where Humakt is independent of Orlanth he would have no special reason to dislike chaos, but where he is under the storm god's command he must consider chaos an enemy. I also wholeheartedly endorse a return to lay membership. It fulfills a wise variety of socially useful roles and helps to include adventurers in one another's understandings. Brandon Brylawski Humakt; I simply abbreviated events. --------------------- ~From: ade@insignia.co.uk (Adrian Brownlow) ~Subject: Slavery in Glorantha Message-ID: <18379.9304261519@piglet.insignia.co.uk> ~Date: 26 Apr 93 08:30:37 GMT Mail*Link(r) SMTP Slavery in Glorantha How widespread is slavery in Glorantha? Heres my thoughts on the matter - I haven't read any official source material so correct me if I stray from the 'one true path' too much. 1) The Praxian Nomads These guys will take people as slaves during the raids, but the way I see it these slaves would eventually become adopted into the capturing tribe. Wouldn't a kahn who captured persons from another tribe be more or less honour bound to protect his new property? Also I can't see that the Praxians would trade slaves either amongst themselves or to outsiders (they're so xenophobic after all - who'd sell a person to the Lunar Chaos armies etc?). However particualarly powerfull Kahns may buy in talent eg scribe slaves etc. Or do people think that Kahns would rather pay wages to get the services they require? Slaves in the Praxian culture would soon integrate with the tribe and hence would have a reasonable chance of social advancement. A Kahn may for example adopt a young male slave. 2) The Lunars I would imagine the Lunars keep slaves in much the same ways as the romans did. Some are cruelly treated others are highly asteemed and almost personal friends. This fits with my view as the lunars as very much the equivalent of the roman empire. Much like the romans, freedom and citisen ship would be rewards for worthy slaves and hence a route to higher social standing. 3) Pentians These guys would almost definatly keep slaves - why should the weak be allowed thier freedom. The pentian nomads have to be really tough to survive and I think they probably view captives as a usefull asset to be used in whatever method they choose. Because of the insular nature of the nomads I can't see how a slave could advance his social status within the culture without a fairly extraordinary occurance - eg save high priest from certain death etc. 4) Orlanthi I don't think slavery would be tolerated within Orlanthi society - there is far too much emphasis on the freedom of the individual. However if as suggested in the Daily yesterday the Orlanthi are organised in a similar way to the Saxons then there would effectively be a slave class of bondsmen. I a society like this the bondsmen do have a chance of climbing the social ladder, there are also strict rules about how bondsmen are treated eg you can't just kill one for a laugh. Comments? (ie constructive) Ade --------------------- ~From: 100270.337@CompuServe.COM (Nick Brooke) ~Subject: The Kingdom of War, and the Five Arkats Message-ID: <930426195349_100270.337_BHB69-1@CompuServe.COM> ~Date: 26 Apr 93 19:53:49 GMT Just a few quick answers. ______________ for Andrew Bean: We think Humakt is worshipped in the Kingdom of War for three reasons: 1) MECHANICAL/LITERAL The RQ mechanics say so (Players' Book Genertela p.29: CULTS - all war gods. If Humakt isn't a war god, who is?). 2) COMMON SENSE Tim Minas pointed out (in a fine letter to Tales 6) how blindingly obvious it is that the God of War is worshipped in the Kingdom of War. 3) CONTENTIOUS STUFF AND RAMBLINGS The location of the Kingdom of War in the West makes it almost inevitable that Humakt will be worshipped there. Humakt is, you see, Western in origin. West = Sunset = Death. Objection 1: the Pentans worship him as the North War Wind. Ah, but their god is nearer to Valind than Humakt (all those cold/storm associations). To the Pentans, West = Land of Plenty. North = Winter Wastes = Death. Makes more sense this way for them. Objection 2: the Sartar High Council invokes him as "North Wind, cold and dark and deadly" (WF 7 p.13). But the Sartarite settlers came from Heortland and Esrolia, where for centuries there was a northern border of crosses which it was death to cross. Local circumstances overcoming global themes: the north becomes the realm of death, and remains so even when they go there to live. The only two places where Humakt features in wide-screen Gloranthan history (as opposed to rules mechanics or parochial Sartarite events from KoS) are as the father of Arkat (from the West), and Wargod of the Carmanian Empire (from the West). The Orlanthi mythology which relates to Humakt is devoted to explaining why this god, who is a foreigner (KoS p.67) and has no storm related powers whatsoever, is considered a brother to Orlanth. The original Orlanthi "god" Humakt is no more than the Fifth Magic Weapon, the iron sword that Orlanth wields (KoS passim). But by the late Third Age, they became cosmopolitan enough to include the Western "soldier god" aspect as part of this Sword cult. This may be why Stephen P. Martin thinks there were eight Lightbringers: Orlanth took his Sword on the Quest, and the name of the sword is Humakt. So when we start thinking of Humakt as a god, there are suddenly eight people on the trip... A question for you to ponder: is "Humakt" the Sartarite/Theyalan word for "Sword"? I've been toying with a false etymology something along the lines of Old English here-mecht (Army-Maker). Allows some good variant names for elsewhere in the Barbarian Belt. Could also be from Greek he makhe, or Conflict, if you want a Pelorian/Classical version. Hmm, that's probably annoyed a lot of people... _____________ for Tom Zunder: If you ask me, the Five Arkats who make up his Second Coming in Ralios are his Brithini, Hrestoli, Humakti, Zorak Zorani and Gbaji personae. Each initiation marks a new beginning, so there are five of him in all. Note also the peculiar suggestion in Troll Gods ("The Birth of Arkat Kingtroll," one of the weird Jonstown Compendium extracts, pp.xiv ff.) that there were multiple Arkats; that he could split himself into four or five parts; that his companions were extensions of Arkat, often mistaken for their leader; etc. A suggestion. We know Arkat meets himself while HeroQuesting, at least once. Is it not possible that each successive initiation sees Arkat becoming whatever obstacle defeated him last time? Though a Brithini, he cannot manage to overcome his mortality (so few of them can...). So he becomes a mortal, but cannot then avoid death. Next, of course, he becomes Death, but is unable to escape from the darkness that enfolds and permeates everything. So he embraces his inner darkness, but finds himself facing the all-devouring Void of Chaos at the root of all things. And we all know what happens next... Sure, it's a simplistic model. But if it's not actually True, it's at least superficially plausible, internally consistent, and has a nifty psychological feel to it. I'll believe it, until something better comes along. At which point I'll believe both versions. ___________________________ Look forward to hearing from you, Nick Brooke --------------------- ~From: wroberts@magnus.acs.ohio-state.edu (William C Robertson) ~Subject: Binding (not the spell!) Message-ID: ~Date: 26 Apr 93 12:38:23 GMT People are screaming for lay flat binding. To heck with that; I want a hardcover book! My RQ 3 books are more or less intact because I keep them in plastic bags, but my hardcover RQ 2 rules are still going after being hauled in my backpack for years. I'm willing to pay for it. I want the option. $0.02 -Bill --------------------- ~From: ccwf@ugcs.caltech.edu (Charles C. Fu) ~Subject: critiques and Ken Rolston's reply Message-ID: <9304262352.AA23853@beyond.ugcs.caltech.edu> ~Date: 26 Apr 93 09:52:00 GMT Ken: > 1. Alternate schemes of supplement organization. > I am very satisfied with our current practice of publishing a few cults in > each supplement, according to the needs of the supplement... I can certainly see Ken's side in this issue. Having material grouped in this way helps people new to RQ, allowing them to play more easily in a given scenario. However, the modern day God Learners among us (myself included) would prefer a different organization. As a compromise, perhaps cults, background, and scenarios could be published in separate booklets in each set? Then, the newbies would have the information needed to run his scenario, but the God Learners could group all the cult booklets together, backgrounds together, and only take relevant scenarios to gaming sessions. I would rather have the ability to easily break apart and reorganize material than to have lay flat binding. With booklets, the binding is not so critical (just get all your cult booklets, punch holes in them if they don't come prepunched, buy a durable folder at a stationery store, and voila!). Save the lay flat binding for core material like the rules (what about a hardcover version?) On the boxed set vs books debate, clearly I favor books for rules and boxes for scenarios. :-) I also like boxed sets because they usually contain AH's price lists for current RQ material, including components of boxed sets. This is important if a part becomes damaged or goes missing (someone seems to have wandered off with part of my Genertela set) so that the entire set does not need to be rebought. I also find my AH elite club membership (10% off AH products by mail order) much less useful than it could be because of the lack of availability of current comprehensive catalogues. Perhaps someone with a current price list for RQ products could post it. Perhaps AH could distribute catalogues to game stores. > Why reprint old adventures? Don't you have them already? And if you don't, > please realize that you are in desperate minority among RQ fans, and > therefore not exactly a promising marketing target. I accept this, too. Certainly most of the Glorantha die-hards I know have wads of old RQII material. But if it is really not a significant market, perhaps the rights to reprint RQII material (as is, perhaps) could be sold (or perhaps official permission given for distribution of photocopies). Complexity in RQ2/RQ3/RQ4/diet (but not caffeine free) RQ --------------------------------------------------------- I favor including optional rules if they are well-tested and marked as such. Rules like the RQ2 slash, crush, and rock-throwing optional rules, in my opinion, added little to the game and were unbalancing as well. Rules like the engagement rules in the RQ4 draft (which seem _very_ close to the rules in Steve Jackson's old game, _The Fantasy Trip_ - an excellent albeit limited game, by the way) have many potential good effects (makes pole weapons more different and useful tactically, forming up in ranks becomes more useful, flanking is critical, having characters acting as reserves becomes more useful, and so forth). I also know from having played TFT that these rules are generally quickly absorbed and feel natural. However, I recognize and respect that not everyone wants to deal with this level of complexity. Be careful, however, to group optional rules intelligently or to provide short explanations of potential effects of their use. For example, using the slashing and crushing rules without giving spear users more abilities puts the Yelmalios at a significant disadvantage. I think AH understands this (which is why the impale/slash/crush rules have changed and changed again), but that not all GMs do. A final note: _The Fantasy Trip_ also had a supplement which had nothing but an index, errata, Q&A, and a compilation of useful tables for the rest of the game material. It was a very valuable game aid. (hint) Cheers to Ken for the fine job he is doing! -ccwf --------------------- ~From: davidc@cs.uwa.edu.au (David Cake) ~Subject: Re: Kingdom of War Message-ID: <9304270826.AA22735@cs.uwa.edu.au> ~Date: 27 Apr 93 08:27:38 GMT I am fairly sure (isn't it irritating not having your RQ books always at hand when your reading your email at work?) that what it actually says about those great guys the Kingdom of War (in the World of Glorantha Players Book, and probably other places) is that they worship all the gods of war. I envisage them as being a collection of fighting orders, the leaders of the orders being the most feared, cooperation between fighting orders depending on expediency and individual charisma and reputation. Lord Death on a Horse may not be actually 'ruler' of the Kingdom of War, but may have a number of War leaders who are willing to follow him. As it says 'all the gods of war' I take this to clearly include Humakt. It also includes Zorak Zoran. Probably these two cults, along with sorcery using orders, dominate the KOW. However other war gods will be represented (Pole Star? Yanafals Tarnils or Yara Aranis? Wachaza river pirates?) and perhaps some small spirit cults or hero cults. I definately think that Humakt is well represented. I also think that it is a good place for Humakt heresies to arise and thrive. In my campaign it included Humakti in who follow the Lead Cross heroquest path (which allows you to create powerful undead killing items, useful against ZZ, but advocates the killing of resurrect using Healers). I think that in Paul Reilly's campaign it included the Humkti, who allowed Mallia worship. Perhaps even wilder Humakt heresies are possible (maybe an extension of the weak connection between Humakti and ravens and wolves? Perhaps cults that have tried to regain Humakts air powers?). The fact that the Kingdom of War contains Humakti, and that they may well take their honour as seriously as others, helps stop them being one dimensional slavering evil style enemies. I personally really like the idea of seeing how Humakti react to others who are honourable, but horrible heretics (probably by duels to the death). Dave Cake --------------------- ~From: SPB1@vms.bton.ac.uk (Ghost Dancer) ~Subject: The Paps Message-ID: <9304270836.AA13729@Sun.COM> ~Date: 27 Apr 93 08:36:00 GMT Hi all, Whilst developing some notes for a future play session last night I kept finding that the adventure line seemed to lead to the Paps. It was then that I realised with horror that appart from the usual statement that the Paps is a large temple to the Earth mother with over a thousand priestesses I know absolutely nothing about it. Can anyone help??? What I could realy use is any worthwile references, especialy to maps, organisation, pictures, exact location of temple (the map in RoC is very vague). Also if anyone has anything they have written up themselves that might be of some use I would appreciate it. Thanks in advance for any help. ._ /! \ Alternative /-!-/ Realities Jarec / ! \ Games Club e-mail: SPB1@VMS.BTON.AC.UK "Due to an imminent change of job I'll be off the net as of Friday so if there is anything you want to say to me say it now or forever wait till I buy a modem" --------------------- ~From: DO9EA00@sysa.computing-services.manchester-metropolitan-university.ac.uk ~Subject: Theology Message-ID: <9304270915.AA16050@Sun.COM> ~Date: 27 Apr 93 08:09:41 GMT Theology (or how to be provocative) ++++++++ In most religions[As far as I can tell the ideal worshiper attempts to be as like their god as possible; However, religions tell us that we are (as mere mortals) unlikely to achive this high Ideal [else their would be no reverence towards the god] so they provide assistance in both moral, spiritual and physical by both the mechanics of the religion and its theological background. In Gloranthan religions the situation is improved as many have gifts and geauses which assist in becoming the modle cultist. I belive that characters should be able to gain favor with their god by taking additional gaeuses if they feel the need to do so, in return they mearly gain a rise in their internal and external standing ("I understand that he's a devoted worshiper of yelmallio and has taken a vow of celabacy"). Although such actions should not necessarily cause the PC to expect favor from the god, no gifts or enhanced chances of DI. I treat this in the same way as a character who tithes more than 10% of his income. Furthermore as the characters become more powerful in the cult they become closely tied to the runes of the cult and through the powers of these runes their personality shifts towards that of the god! "Never talk about, religion or politics....." ---------------------------------------------------------------------------- David Ingram - "Its an ill wind that spoils the broth" From runequest Wed May 5 12:25:42 1993 From news@glorantha Tue Apr 27 17:17:12 1993 Return-Path: Received: from Holland.Sun.COM (sunnl) by homeland.Holland.Sun.COM (4.1/SMI-4.1) id AA09740; Tue, 27 Apr 93 17:17:11 +0200 Received: from glorantha.Holland.Sun.COM by Holland.Sun.COM (4.1/SMI-4.1e) id AA15333; Tue, 27 Apr 93 17:16:15 +0200 Received: by glorantha.Holland.Sun.COM (4.1/SMI-4.1) id AA02219; Tue, 27 Apr 93 17:15:31 +0200 Date: Tue, 27 Apr 93 17:15:31 +0200 Message-Id: <9304271515.AA02219@glorantha.Holland.Sun.COM> From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Reply-To: RuneQuest@Glorantha.Holland.Sun.COM (RuneQuest Daily) Subject: RuneQuest Daily, Tue, 27 Apr 1993, part 2 Precedence: junk Status: OR This is the automated Daily RuneQuest Digest. Send submissions only to "RuneQuest@Glorantha.Holland.Sun.COM", they will automatically be included in a next issue. Try to change the ~Subject: line from the default Re: RuneQuest Daily... on replying. Selected articles may also appear in a regular Digest. If you want to submit articles to the Digest only, contact the editor at RuneQuest-Digest-Editor@Glorantha.Holland.Sun.COM. -Henk Langeveld -- Send Submissions to: Enquiries to: The RuneQuest Daily is a spin-off of the RuneQuest Digest and deals with the subjects of Avalon Hill's RPG and Greg Stafford's world of Glorantha. Maintainer: Henk.Langeveld@Sun.COM --------------------- ~From: L.P.Williams@newcastle.ac.uk (L.P. Williams) ~Subject: Re: The RuneQuest Daily, Mon, 19 Apr 1993 Message-ID: ~Date: 27 Apr 93 12:00:29 GMT Why does everyone berate RQ2 for its simplicity. That's its charm. As for everyones just the same they're not. It's the flavour of RQ2 that made it so popular. Each cult is different in its identity. Similar? so are Christianity, Juadism , Islam, etc... . All the cults live in the same world and they're worshippers have essencially the same requirements. On RQ2's saleability- Ever noticed how many Wanted RQ2 supplements .... adds you see knocking about. If you want a realistic game then buy Harnmaster it's as good as you get. Ir you want a game that is versatile with more flavour than a garlic sausage pizza then play RQ2. I have read RQ4 draft and although it is an improvement on RQ3 it is over complicated. The charm of RQ2 was the single goal- Further your chosen religion (and kill trolls -whoops racial hatred! Try taking the garden yer wimps!!) Not all this profession rubbish. Rolemaster springs to mind. Yuck!! Reprint RQ2 and see how it sells. It would. Also on Chaos. I've been thinking ( for once ) and it occurred to me - Why should Stormbull Rune levels be effected by Chaos. Their god wasn't when he battled with the devil and others. Perhaps they should be immune. On a lighter note- Has anyone noticed how TSR has "Boxed Set" printed on every one of its new boxed sets. Thanks for letting me Know. I'd never of figured that one out!! Eat copper staff and die Troll Scum!! Paul --------------------- ~From: henkl@glorantha (Henk Langeveld - Sun Nederland) ~Subject: Re: RuneQuest Daily, Sat, 24 Apr 1993, part 2 Message-ID: <9304271129.AA20645@glorantha.Holland.Sun.COM> ~Date: 27 Apr 93 15:29:34 GMT > > From: seh0@aberystwyth.ac.uk > Subject: Get ready for a big mail...... > Message-ID: <9304240002.AA17658@deca.aber.ac.uk> > Date: 24 Apr 93 02:02:41 GMT > > \documentstyle{article} > \title{Cults of Steve } > \author{Stephen Hunt} > \begin{document} > \maketitle > \newpage > \tableofcontents > \newpage > \section{\bf Cernein} > Written by Kevin Burke and Stephen Hunt. > \subsection {\bf Mythos and History} > > Cernein is the son of Aldrya and an unspecified war god, born during the > confusion of the Gods age. Disowned by his mother, who rejected his > existence because of the nature of his father, Cernein wandered the lands > of the world as a nomad, always alone. > This single message was rather longer than some sites will accept (notably AOL, and other commercial services). Maybe it's something for soda.berkeley? --------------------- ~From: dickmj@essex.ac.uk ~Subject: Re: RuneQuest Daily, Mon, 26 Apr 1993, part 1 Message-ID: <9304271138.AA02257@serdlm1> ~Date: 27 Apr 93 11:38:53 GMT Just sitting here, doodling away when I thought of a new way of learning spells which escapes from the D3 POW per point of spell rule. Regardless of whether a spell spirit is summoned via spell teaching, a shaman or whatever, it has a POW of 3D6 say, and an INT (fixed) of 3D6. The points of the sepll that it knows are equal to it's INT. The summoning priest/shaman/sorceror commands the spirit into spirit combat with the person who wants the spell, and away they go. For each time the person succeeds in 'hitting' the spirit (using the new RQIV spirit combat rules) he gets a point of the spell in addition to reducing the spirit's m.p's. One of two things will happen: either the p.c will slaughter the spirit, bring it down to 0 m.p's at which point the combat ends as he can't interact with it anymore (there's not enough left to spiritually 'grab hold of and pummel'); or the P.C will realise that he's in trouble. He'll probably ask the summoner to 'get this bloody thing off of me!'. Now depending on the summoner's inclination he may or may not, but if he decides to, then he must step in to the combat, and succeed in a spirit combat roll to get the spirit's attention, thus allowing the original bloke to escape. Heaven only knows what happens if the summoner gets in trouble.... The Spell Spirit will try and possess the body through instinct and if successful will probably just sit around dribbling. Now imagine what would happen if it was intelligent and got to possess a body. Imagine how pissed off it would be. Anyway, I'm going to inflict, ahem, playtest this new rule with my lot on Friday, so any comments people have would be gratefully appreciated (as always) The only TRUTH is DEATH -Arganth --------------------- ~From: dickmj@essex.ac.uk ~Subject: Re: RuneQuest Daily, Mon, 26 Apr 1993, part 1 Message-ID: <9304271145.AA02320@serdlm1> ~Date: 27 Apr 93 11:45:20 GMT I noticed a lot of talk about large scale battles recently in the digest. Well I'm currently trying to rig together a RQ Mass Combat system. It's sort of like WarHammer, but don't let that put you off!!! Anyway, if anyone is interested in helping me playtest this or if anyone out there has got a system of their own, please drop us a line. Or better still, how's about discussing it on the digest? The only TRUTH is DEATH -Arganth