From: owner-rq-rules-digest To: rq-rules-digest@hops.wharton.upenn.edu Subject: RQ Rules Digest: V2 #65 Reply-To: rq-rules Errors-To: owner-rq-rules-digest Precedence: bulk Content-Return: Prohibited Return-Path: owner-rq-rules-digest RQ Rules Digest: Tuesday, 12 September 1995 Volume 02 : Number 065 TABLE OF CONTENTS David Dunham Fatigued Geats Alain_RAMEAU_at_03__paris__t hero points Nigel Smith Wanted - Monster/NPC Trick Thomas Michael Cantine Wanted - Monster/NPC Trick Sandy Petersen worst male GMs Frederic J Moulin worst male GMs owner-rq-rules@hops.wharton. Regimental Magic Majordomo Women Playing RPGs (fwd) RULES OF THE ROAD 1. Do not include large sections of a message in your reply. Especially not to add "Yeah, I agree" or "No, I disagree." Or be excoriated. If someone writes something good and you want to say "good show" please do. But don't include the whole message you praise. 2. Use an appropriate Subject line. 3. Learn the art of paraphrasing: Don't just quote and comment on a point-by-point basis. When paraphrasing you demonstrate exactly how well you understand the point someone was trying to make. 4. There is no number 4. ---------------------------------------------------------------------- From: dunham@hamachi.pensee.com (David Dunham) Date: Mon, 11 Sep 1995 22:13:14 -0700 Subject: Re: Fatigued Geats Jonas Pope wrote >the campaign was set in >an "Alternate Earth" where the Geat people of "Beowulf" migrated after the >hero's death to the Shetland islands. I hope your players all got to be Weather-Geats. They were always my favorites. >all weapon damage which penetrates >armor affects both fatigue *and* hit points. Further, damage affects >fatigue first. Thus, if 1 point of damage penetrated armor, the player >marked off 1 fatigue. If 2 points of damage penetrated, the player marked >off 1 fatigue and 1 hit point. This reduced characters' mortality and >incapacitation to acceptable levels, without requiring lots of work on my >part. You mean it's evenly split between FP and HP. This certainly means for a lot of bookkeeping for the GM, since folks at negative FP shouldn't be attacking very well. Or is the result in practice that you get a little wounded and stop fighting? David Dunham Pensee Corporation dunham@nw.pensee.com Voice/Fax 206 783 7404 http://www.pensee.com/dunham/ "I say we should listen to the customers and give them what they want." "What they want is better products for free." --Scott Adams ------------------------------ From: Alain_RAMEAU_at_03__paris__tep@internet.total.fr Date: Tue, 12 Sep 95 09:17:04 MET Subject: hero points I have read (two weeks ago, before I go on vacations) Cedric Chausson's system of destiny points and Phil Johnson 's xp system, both used in particular to modify the resuslt of the dice rolls during play. I use a similar system, called hero points, but those points are only available for heroquesters characters (which in fact is purely a theoritical system as my players, notwithstanding many years of RQIII playing, have not yet reached that stage). As a result of an hero quest, I reward players with gifts and hero points. They can be used for modifying the dice rolls results (as hero points in James Bond RPG), but also in many other ways. But I do not use a similar system for mundane characters (meaning non hero characters), as I think this system is too advantageous for them (except if NPC also have access to such advantages (or powers ?), but in that case I prefer to play to Super Heroes RPGs). For me, anyway, player characters, from a practical point of view, and whatever the statistics are, have a better chance to survive than NPC. The reason is simple. Each player have only one character to manage and therefore he can use all the potentialities of the character to the best efficiency (ie to survive). A gama master, unfortunately (unless exceptionaly good, or may be computer assisted), can not reasonably manage all its NPC with the same efficiency: he may forget to use some usefull spell, he may not think to a special action for the NPC, ... and so forth. (sorry if I do not follow perfectly the rules of the road, but I am a new rq-rules subscriber and this is my first message). Alain. ------------------------------ From: ns10005@hermes.cam.ac.uk (Nigel Smith) Date: Tue, 12 Sep 1995 15:58:30 +0000 Subject: Wanted - Monster/NPC Trick Hello all, I find myself in need of your combined wisdom once more, and look forward to your answers. For a scenario I have in mind, I need a 'monster' or an NPC trick or spell which can influence the behaviour of elves, much the same as a lamia can influence humans. Can a lamia charm an elf (or any other non-human species, come to that)? My first thought was to use a hellion with Dominate Elf sorcery, but I feel that the elves would be too obviously acting under an outside influence. This would be too easy for the PCs to spot, so something a little more subtle is required. Does anyone have any other ideas? My present fall-back is addiction to some substance, but I have used this within the last year and so would prefer something else. Cheers, Nigel ------------------------------ From: Thomas Michael Cantine Date: Tue, 12 Sep 1995 11:42:53 -0400 (EDT) Subject: Re: Wanted - Monster/NPC Trick Well, I suppose it depends on exactly what degree of control you want. Would it be enough simply to control a couple of key individuals whose social or political influence could get to the others? How well known or established are the elves that need to be controlled (i.e. do the PC's know them?). One thing that comes to mind is to use the Shapechange spell on the main villain or a trusted henchman, thus gaining a completely "controllable" elf who would be able to react loyally to unforeseen circumstances. If the bad guy has had time to prepare, he might have been able to insinuate his elf-form into the elves' political structure and gained some influence over them. Of course, the leader doesn't need to take the form of another elf necessarily. Perhaps your sorcerer has found a way to duplicate or control enough divine magic to put together a cult that has attracted a couple of gullible or perverse elves. Heck, real world mind-control techniques are scary enough without having to invoke magic! Most phony cults would probably be recognized pretty quickly in Glorantha, but I imagine a really clever and careful sorcerer could pull it off at least long enough to be caught by the PC's. Or maybe the sorcerer's even gained the assistance of the Trickster god for a while, believing that the Trickster appreciates the ruse, and not realizing that the ultimate joke is on him... Failing that, you might take some trees hostage and see if that works... - ------------------------------------------------------------------------------ Thomas M. Cantine "My theory, which is mine, is mine. g9326443@mcmaster.ca And I own it, too." ============================================================================== On Tue, 12 Sep 1995, Nigel Smith wrote: > Hello all, > I find myself in need of your combined wisdom once more, and look > forward to your answers. > > For a scenario I have in mind, I need a 'monster' or an NPC trick or spell > which can influence the behaviour of elves, much the same as a lamia can > influence humans. Can a lamia charm an elf (or any other non-human species, > come to that)? > > My first thought was to use a hellion with Dominate Elf sorcery, but I feel > that the elves would be too obviously acting under an outside influence. > This would be too easy for the PCs to spot, so something a little more > subtle is required. > > Does anyone have any other ideas? My present fall-back is addiction to some > substance, but I have used this within the last year and so would prefer > something else. > > Cheers, > > Nigel > > > ------------------------------ From: Sandy Petersen Date: Tue, 12 Sep 95 11:43:00 -0500 Subject: Re: worst male GMs >Could you define, maybe with a few exemples, what the "Worst male >GMs" really mean. I am sur it will be entertaining (and it will >gives an opportunity to all the players on that list to voice their >feelings Okay. Ignoring Monty Hall campaigns, here's two of my favorites. 1) The GM friend of mine who invariably, at least once an evening, manages to get the characters of any female players present in the following situation: clothes torn off, tied up, menaced by a lascivious villain. *sigh* Every time I go back to Utah for a visit, I am endangered by the prospect of gaming with this guy. Other techniques of his that you'll no doubt want to adopt: The party is always accompanied by a powerful and mysterious NPC who is tougher in combat than all the PCs put together, thus enabling him (the GM) to totally direct all the action. As one of his players put it, "If the princess is going to be saved, she'll be saved no matter what we do. If the princess is going to die, she'll die no matter what we do. We're just along for the ride." His adventures are filled with incredibly deadly and unlikely traps. One wrong step kills your player, and there's no resurrection in his world. There is generally no warning before the trap springs. Two of his trap samples: TRAP ONE: "The pool of water you were forced to swim is actually incredibly powerful ACID. Bwa ha ha." "Didn't we smell it or see it bubbling before we jumped in?" "No, of course not. It's odorless and doesn't bubble." TRAP TWO: "You see a simple gold ring amongst the treasure." "Does it detect as magic or as cursed in any way? Does it have an evil aura?" "No." "I put on the ring." "Bwa ha ha. It's inhabited by the most powerful demon in the multiverse, who immediately takes over your soul and now prepares to destroy the rest of the party. He was so powerful that he was able to totally mask his presence." He often gets angry at one or another of the players (all of whom are significantly younger than he, by as much as two decades or more), and yells at them during play. This makes the rest of us incredibly uncomfortable. Even when he doesn't get angry, snide and unpleasant remarks are frequently present, aimed at whoever has offended his ego. Note: he has _never_ gotten angry at me, and likes me a lot. And I like him, too, but not as a GM. He will give the players huge awards for finally accomplishing something, then get mad at the players if they try to do something sensible with the money. One player started a shipping line for instance (I said they were _huge_ awards), and he made sure all the guys' ships sank at sea, and then the government came in and taxed or confiscated the rest of his goods. That'll teach _him_. (Me, I'd _love_ to have my players start a shipping line. The potential for scenarios is stupendous.) 2) A different GM than the one above is now to be described. This GM (this was at DunDraCon) was driven to the point of tears when the PCs were able to fight off his Praxian beastriders attacking their caravan. He started openly cheating in the beast riders' favor. (Just one example, from among a sordid many: a player stated, "I'm aiming for that guy right there." and rolled an 01 on d100. The GM replied, "You hit his impala." We all wondered how we could hit the rider, if an 01, the best roll possible, didn't even strike the guy at all.) This latter GM (whom Steve Perrin knows, but I can't think of his name -- he's the rather weird guy who used to hang around the Chaosium booth and frighten Cam Stafford, remember? He was an older man, thin, and gave the impression of being deformed, though you couldn't put your finger on just what was wrong. He had psiorasis and always wore western-style clothes) anyway, this latter GM also would often run modern-era games, such as one he ran during the Russian Revolution in which the PCs were supposed to help the White Russians get Kolchak's gold out of the country. Sadly, this game was run in a highly didactic manner, and his sole point seemed to be to drive home to the players as firmly as possible that the Whites had no chance of winning the Russian Civil War. All else was suborned to this purpose. John Holmes (noted RQer) actually liked this guy's games, but he's the only person I know who ever praised him. I'm sure some amongst you have met worse GMs than these, and these aren't even the worst of my experience. But they're close. ------------------------------ From: "Frederic J Moulin" Date: Tue, 12 Sep 1995 14:05:21 -0400 (EDT) Subject: Re: worst male GMs > Other techniques of his that you'll no doubt want to adopt: > The party is always accompanied by a powerful and > mysterious NPC who is tougher in combat than all the PCs put > together, thus enabling him (the GM) to totally direct all the > action. As one of his players put it, "If the princess is going to > be saved, she'll be saved no matter what we do. If the princess is > going to die, she'll die no matter what we do. We're just along for > the ride." We have a GM that also likes this technique, but he does'nt bother anymore trying to put very powerfull characters with us, he uses Gods! The last time I played with him, we were followed by the Dog God (a creation of his imagination), an incredible powerfull, benevolent and faithfull creature that solved every problem instantly through use of his godly powers, healed every player that had a 1 HP wound and gave use acces to unlimited MP! The story, as I recall, was that an incredible powerfull and evil sorcerer was about to destroy the all universe, but he had decided that he would not do it if our groupe of complete beginners were to bring back three objects requiring three (really minor) quests! Because the Dog God was worried that he was going to be destroyed in the process, he decided to follow us and help us with his incredible powers: Now THIS is a plot I would recommand to every single one of you, RuneMasters on the list! All the players around the table looked at each other astonished when the Dog God explained to us how we were the choosen one and on our way to save the universe. Then we decided that it must have been second degree humor, and one of the guy said "No really, what is the story". But it was the story! This gamemaster is an incredibly nice guy, and his universe is full with incredibely nice people whose only goal in life is to help/resurect/save/please the PCs. It is absolutly impossible for a PC to die (I tryed to commit suicide to test the hypothesis that it was not possible to die in this campaign: The Dog God saved me and explaining that my self-destructing behavior was coming from an inherant unhappyness with my material form, put my INT, POW and APP at 20!). Of course we did not perform any of the quest and I remember only ending the evening in a bar fight, hitting people that really loved me, while one of my friend was yelling "go get him" to the god. Anyway, I only played one evening, but the rest of the crew still let him master from time to time. I have ban any of the PCs from his campaign to even consider coming close to mine! Frederic ------------------------------ From: owner-rq-rules@hops.wharton.upenn.edu Date: Tue, 12 Sep 1995 14:21:20 -0400 (EDT) Subject: Regimental Magic Hello everyone, I need some help about Regimental Magic System. What is it: A form of sorcelery/divine/spirit magic specially powerfull or a different magic? Does anybody in the list use it? how, with which rules... Is it similar to the Battle magic of Warhammer Armies? What spells are available, how does they work, what makes them "Regimental". For those who have no idea of what I am talking about, my understanding is that regimental magic is a form of magic used by disciples of the Red Moon (mostly) in sort of units of magicians that combine their powers to create/cast powerfull spells. I am anxious to read about your experience/explainations/house rules, so that I can integrate it into my own campaign. Thanks Frederic ------------------------------ From: Majordomo Date: Tue, 12 Sep 1995 16:43:01 -0400 (EDT) Subject: Women Playing RPGs (fwd) Forwarded message: From postmaster@hops.wharton.upenn.edu Mon Sep 11 18:05:03 1995 From: guy.hoyle@chrysalis.org Message-ID: <9509111705.0O01E06@chrysalis.org> Organization: Chrysalis * 64 Lines * (214) 690-9295 * Dallas X-Mailer: TBBS/TIGER v1.0 Date: Mon, 11 Sep 95 17:05:05 -0600 Subject: Women Playing RPGs To: OWNER-RQ-RULES-DIGEST@HOPS.WHARTON.UPENN.EDU The group i currently play with has 2 women as players, only 1 of which is the spouse of another player; she has been playing for at least 7 years now. At other times we have had at least 3 other women play for several years at a time. GUY HOYLE (guy.hoyle@chrysalis.org) - --- þ CMPQwk #1.42þ UNREGISTERED EVALUATION COPY ------------------------------ End of RQ Rules Digest: V2 #65 ****************************** This is the bottom of the RuneQuest Rules Digest. RuneQuest is a trademark of Avalon Hill, and Glorantha is a trademark of Chaosium. With the exception of previously copyrighted material, unless specified otherwise all text in this digest is copyright by the author or authors, with rights granted to copy for personal use, to excerpt in reviews and replies, and to archive unchanged for electronic retrieval. Send electronic mail to Majordomo@hops.wharton.upenn.edu with "help" in the body of the message for subscription information on this and other mailing lists. WWW material at http://hops.wharton.upenn.edu/~loren/rolegame.html