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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
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:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
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: 1000's of text files : music, Fiction, :InterNet : (810) after :
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: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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Chaosium Digest Volume 1, Number 8
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Date: Sunday, March 7, 1993
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Number: 1 of 2
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Contents:
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Elric! and the Books (Liam Routt) ELRIC!
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Pendragon Rule Modifications (Eric Rowe) PENDRAGON
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Greg Stafford Interview (John Hughes) MISC
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--------------------
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From: lro@melb.bull.oz.au (Liam Routt)
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Subject: Elric! and the Books
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In-reply-to: V1.7 Comments on the Elric! Preview
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System: Elric!
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First of all, I should admit that I have only read one Elric related
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book, "Stormbringer," and that I cannot remember it clearly enough to
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make any statements about the genre. On the other hand, I talk
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regularly with the editor for Stormbringer/Elric! and some of the
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prime writers (in particular Richard Watts, who did a lot of work on
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Sorcerers of Pan Tang and other recent books).
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Despite Ken St. Andre's sterling work on Stormbringer, I get the
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impression that the game really missed a lot of the world of Elric.
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Those involved with writing material for the game have commented that
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a lot of the material presented in the rules simply does not gel with
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any kind of close reading of the books. I know that they have
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approached the writing of the new rules with the aim of starting from
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the books to a much greater extent. They have looked at the current
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rules and their relation to the literature, and have attempted to
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improve on it.
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I guess it is important to indicate here that as far as I am aware,
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the aim for the new Elric! rules was not to create a RQ-like game with
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the same setting, but to create a better reflection of the Elric
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world...
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Here are some details on magic from a draft of the Elric! rules:
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The first thing that I noticed is that there is a minimum POW 16
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requirement for people to be able to use magic. From the way it is
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written, that seems to indicate that with less than POW 16 one cannot
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cast any magic at all... Given the chracter generation (which is
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based on 2D6+6 rolls), that would mean that a large number of
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characters would not be able to use any magic at all.
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In the background section, each suggested occupation has been
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described with a set of three possibly appropriate spells (the third
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one of which seems to almost always be "another spell chosen as a
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personal speciality"). They point out, however, that magic is seen as
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a tie to the reign of the Melniboneans, and as such is a chaotic taint
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that repulses much of society. You gain a Chaos point for each spell
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you take in your background, and you should justify it. It seems
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pretty clear that spells are not required, or even intended for use by
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most characters.
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Back to the Magic section. There are four types of magic described,
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and hints that there could easily be other types of magic (for example
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"to the East") that have not been detailed. The four types are:
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spells, summonings, invocations and enchantments.
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Spells are related to those times when minor magics are required that
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do not call upon the powers of a greater being. There is a definite
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similarity between them and the Battle Magic of RuneQuest. However
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they do have a better set of atmospheric descriptions and uses, it
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seems (Buzzard Eyes, Flames of Kakatal, Liken Shape, Rat Vision, are
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some examples of names that are more interesting than Disruption,
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Healing and Shield).
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Summonings are powerful things, it would seem. The rules state that
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such activities should be significant and potentially dangerous - the
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rules are provided precisely so that people can play out the whole
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process and by so doing enhance the flavour of the game. Preparing,
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defining the demon, negotiating, binding, dismissing, rebinding, the
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needs of demons, some breeds, abilities, elementals, beast lords, and
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discussions of True Names and the like are all included. I do not
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know to what extent these things differ from the Stormbringer rules,
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but on a preliminary reading they seem to do a good job of describing
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the whole process in a way that would be both playable and
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atmospheric. This is not a minor part of the rules.
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Invocations do not get as much space as the prior two types of magic
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(at least not in this draft). The rules are described very much
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through their relation to the stories; the times when Elric used
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invocations rather than summoning are described, and the limits of
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such invocations are indicated in an imprecise, andecdotal way. While
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this does provide a handy framework, I expect that the final rules
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will contain more system related details (like the POW cost and
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chances of success). Still, in a relatively small space they have
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succeeded, for me, in making invocations seem different and
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interesting. They are like spells in that they are minor, and do not
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call upon a creature to manifest itself, however their abilities are
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more tied to the being invoked, and there is a direct link or tie that
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is established to the being. That can be dangerous...
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Enchantments are given even less space in this draft. Basically,
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things can have powerful magics placed into them, freeing the user
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from the knowledge of the magic. They indicate that enchanted items
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should be one-of-a-kind things with special abilities. This differs
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from the mass-production rules for enchanting that many games have
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("Let's put another 2 points of armour and a fireblade in this..."),
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but does move the burden onto the GameMaster or scenario writer.
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There is also a section of rumored items that are not described in the
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draft, but probably will be in the final manuscript (although the
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items might be simply described in general, rather than with system
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details).
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Well, that's all that I can glean, with a cursory glance, from the
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magic rules as described in this draft. I stress again that this
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information is all from a draft, and has been (mis)interpreted by me.
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I do not purport to know what I am talking about, or the intentions of
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the designers here. But, if you have any other questions I can
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certainly try to find the answers (or ask someone who would know)...
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Just a final note. Even in draft form I am impressed by the game that
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they are trying to create. From what I read of the Stormbringer rules,
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the Elric rules are set to be a lot more closely tied to the stories
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and to a certain sort of "mature" roleplaying. There is less of a
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feel of cheap mechanics in the draft than I might have expected. Maybe
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that is a function of the fairly terse presentation, or maybe it is an
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indication of the overall feel of the game. They do not cop-out by
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simply providing a heap of background and no system, but I think that
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they avoid making they system a cheap excuse for not following the
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tone of the books... But maybe I'm just talking through the purple
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side of my brain!
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Liam Routt
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Darcsyde Productions
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--------------------
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From: Eric Rowe <rowe@soda.berkeley.edu>
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Subject: Pendragon Rule Modifications
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System: Pendragon
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Here are the Pendragon rule changes for 3rd edition we are currently
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using in our game as well as the reasons we made them. I don't know
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which of these will be changed when 4th ed comes out. Hopefully, I
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will also have a brief review of the upcoming magic system in a week
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or two.
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When taking damage (real or rebated) equal or greater than your size
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while on a mount the roll required is Horsemanship or Dex, whichever
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is least. Basically it just seemed silly that your horsemanship had
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no affect on your ability to stay on a horse.
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The effect of passions has been reduced to a success giving +5 and a
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critical giving +10 to the applied trait or skill. We did this
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because after the players lived for a while they would end up with
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fairly high weapon skills and loyalty lords. As we often ran battles
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for that lord, the players would constantly succeed in their passion
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rolls then walk through each battle criticalling opponents every other
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blow. It seemed a bit extreme. We try to have passion success and
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criticals role-played out more than used just for the bonus.
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All out defense and berserker attacks. In both cases we have reduced
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the bonuses to +5 for the same reason we reduced passions. Too many
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crits.
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Fumbles no longer occur on a 20. They occur when a 1 is rolled
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followed by another roll greater than 1/2 the skill in use. This
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removed the problem we had with 20 being the 'magic number' wherein
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suddenly not only could you never fail to get up your shield, but
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also you could never fumble. The second roll basically means the
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higher the skill, the less the chance of a fumble. This is oppossed
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to the old system where the skill level had no effect until 20 when
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all chance of a fumble suddenly disappeared. The logic falls apart
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a bit at low skill levels like 1, but that has never bothered us the
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way the 20 problem did.
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When both parties in a combat critical the higher one is applied, but
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only at the normal success level. Here, we disliked the fact you
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could critically succeed, but if your opponent did even one better you
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were dead meat. A critical should help your defense as well and this
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change does that.
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Optional lance rules: These are some rules we only use for special
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jousts like tournament, not in regular battles and combats.
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* If you just wish to remain on your horse you may elect not to attack
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and concentrate on remaining mounted. The effect of this is to make
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the damage needed to force a DEX roll go from equal to size to equal
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to size times 1.5. Automatic falling then occurs at size times 3.
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* Chest aiming. Instead of just trying to hit the shield and bump off
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your opponent you are trying to seriously maim them. Reduce your
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skill by 5, but if you win the dice resolution, they do not get their
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shield even if they succeeded on their skill.
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* Head aiming. For the really mean but skilled you can reduce your
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skill by 10 and aim for the head. If the dice resolution is in your
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favor not only does your opponent not get his shield, but must make a
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roll to remain horsed if damage is less than his size. Damage equal
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or greater than size means automatic falling.
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Lastly, we always allow voluntary reduction in skill or number of dice
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used before the roll is made in any skill.
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Does anyone have any other modifications or comments on these?
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eric
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--------------------
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From: jph613@cscgpo.anu.edu.au (John P Hughes)
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Subject: Greg Stafford Interview
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System: Misc
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Greg Stafford visited Australia in October 1992, at the invitation of
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Australian roleplayers. He attended the Necronomicon roleplaying
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convention in Sydney, and spent time with roleplayers in Sydney,
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Canberra and Melbourne. A fun time was had by all.
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I did this interview with Greg in Canberra to further a phone
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interview for the Australian Realms roleplaying magazine. A version
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of the interview appeared in Australian Realms for December 1992. It
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should be of interest to Net readers as it highlights some of Greg's
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future directions.
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John Hughes
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john.hughes@anu.edu.au
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Q: How have you enjoyed your trip to Australia so far?
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Wonderful. I love to travel, especially to new and exotic places, and
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to meet the people who play my games. Australia is quite exotic in
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its flora and fauna, and there has been no shortage of fans. And I
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certainly never thought that I could get so close to a kangaroo as I
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did yesterday.
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Q: Australians have developed new types of gaming, including freeforms
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and multiforms [a variation on live action roleplaying]. Have you
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played any, and what do you think?
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I would agree that you've got something new here, and I think it is
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wonderful. I played in a couple of multiform (systemless) games at
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Necronomicon, and in an eighty-five person freeform in England a few
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months ago [Home of the Bold, a RQ freeform depicting the fall of
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Boldhome]. I think it is great. The games-without-rules type of
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interaction is a great format for storytelling, which is the type of
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roleplaying game I am exploring. It allows for a very wide range of
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interaction which is not addressed in any of the rules-driven games.
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Q: What is next for Chaosium?
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We will continue to do what we have been doing, and will release a
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number of modules and scenarios for Call of Cthulhu, Pendragon, and
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for the Stormbringer universe. We plan to release a new edition of
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the Stormbringer rules, too. We feel the old edition is very poorly
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written and many of the concepts a bit outdated now. Parts of the
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character generation are, ummm, difficult. It is full of RuneQuest
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artefacts which are really not necessary. So in December or January
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we will release Elric, the Roleplaying Game, which will fix all of
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those problems.
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We are also going to publish some books. The first will be King of
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Sartar, five Gloranthan documents that I have been using as my source
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material for RuneQuest and my new game. It contains almost everything
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that I have compiled about the kingdom of Sartar and other Dragon Pass
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lands and peoples. If it sells well, we will follow it with material
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on the Lunar Empire, and then others.
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We are also going to release a card game called CREDO. It is not
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roleplaying, and I am not sure if it will even appeal to the usual
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roleplaying market. Its subject is the early Christian church's
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compilation of dogma to create the modern Christian faith. It is
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historically accurate, which is to say, spiritually cynical, and so
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provides great entertainment for the players.
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Q: You mentioned your new game. Can you tell us more about it?
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Sure. It starts with King of Sartar, which is the "historical
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imperative" of Dragon Pass. This means that it relates the campaign
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events and history, providing that the players do not do anything
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major to change events. To compare it with Pendragon, The Boy King is
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the historical imperative for King Arthur's reign.
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Next, we hope to publish a new game system called The Epic System. At
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the moment the candidate for this looks to be the submission by a man
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named Greg Maples, who has been working on it for about eight years.
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It is a Macro-system, unlike anything which has come before. It
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allows the players to quantify and therefore recognise their
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relationships with their society, gods, and cosmos. It is not
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concerned with the minute details of an individual, like RuneQuest is.
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Test-players have commented that it could be used with Call of Cthulhu
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or even AD&D. It will certainly be compatible with RuneQuest, with
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some adjustments.
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Then I would like to publish Glorantha: the Game. This will use the
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appropriate parts of The Epic System to allow players to engage in
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mythical interactions with the world of Glorantha in a way which I
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have been envisioning for years, but which has been unobtainable due
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to lack of a proper game system for it. I wish it to be primarily a
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storytelling game, with a strong game system hidden behind it to
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support play, and be brought forward when necessary to resolve some
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conflict. With those components, players should be able to engage in
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the full glory and massive destruction of the Hero Wars, and create
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their own version of Gloranthan history to suit themselves and their
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players. And, of course, we will support it with scenarios and
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background.
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Q: What about RuneQuest?
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I am pleased to say that RuneQuest is back on track. Avalon Hill and I
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have worked out a new relationship which satisfies both of us, and
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they have hired Ken Rolston to edit the line. Ken is an old RuneQuest
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and Glorantha fan, and even contributed to RQ3. He has been a
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successful scenario writer; he has published scenarios for Paranoia,
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Ghostbusters, and AD&D, plus maybe some others. He is a professional,
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with drive. He has already gotten Melbourne designer Michael
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O'Brien's Sun County out, and has prepared River of Cradles for
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release soon. Avalon Hill plans to release four supplements per year,
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and I am confident that they will follow that schedule.
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Q: What is your part in this?
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We are responsible for approving or disapproving the submitted
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material. We will also release a fair amount of RQ material which has
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been written, but not published, such as the many cult write ups which
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we have had sitting around for years.
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Q: If someone has RQ material to submit, should they send it to you?
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No, send it to Ken.
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Q: What if they have questions concerning Glorantha? Should they ask you?
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No. I am afraid that I can not spend my time answering individual
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questions. I did it in the past and I never got any work done. If
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someone has Gloranthan material and ideas, write it up and send it to
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Ken. If he likes it, he will pass it on to me. I regret the
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distancing that this makes between me and RQ writers, but I cannot
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find a reasonable alternative which allows me to get my work done.
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Q: I read in (another source) that you practice "neo-shamanism." Can
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you explain this?
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Sure. It has nothing to do with gaming. Neo-shamanism is a religious
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practice which is commonly found around the world in primitive
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cultures, generally to provide interaction with an animist universe.
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Animism is the belief that everything is alive, and that much of
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creation can be communicated with. It is very much a "green
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religion," an ancient Gaia-theory without science trying to
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rationalise it.
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I have spent much of my life trying to figure out what was going on
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around me, and discovered some time ago that not everyone saw things
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the same way that I do. I have been searching for meaning for this,
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and discovered that shamanic practices fulfil my needs. As a result,
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I have dedicated a part of my life to this practice, and to teaching
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it to others who ask. So I lead sweat-lodge ceremonies, which are an
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ancient form of prayer-meeting, which is sort of like a sacred sauna,
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and pilgrimages to sacred sites, and so on. I also am on the board of
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Shamans Drum magazine, which is a professional journal which looks at
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shamanic practices which still go on around the world.
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Q: Does this affect your outlook on gaming?
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Yes. It has provided me with the key to mythological understanding
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which gives my Gloranthan material the flavour which it has. However,
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the shamanic system in RQ is not really reflective of my practice,
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though. That is a game system.
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Q: If you could design a game on any subject, and were guaranteed a
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market, what game would you like to do?
|
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A very theoretical question. I guess it would be the Universal
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Transformation Game, which would immediately provide the players with
|
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the insights to bring some peace, contentment, and joy to the players
|
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and inspire them to game master it with others. It would educate
|
||
people to their responsibilities in the world. It would appeal to
|
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conservatives and Republicans and promote values that would end the
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shameful and horrifying outlook of the American right-wing which
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believes that greed, war, racism, and imperialism are acceptable ways
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of life in the modern world.
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Q: Can you be less theoretical??
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Well, I'll tell you what, guarantee me the market and I will make the
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game. But until then, I will continue to create fun and enjoyable
|
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games that provoke such idealistic thoughts in those of us already in
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the field, and which will allow me to feed and clothe my children.
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|
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Q: Is there some subject or genre which you would like to write?
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OK, I'll stop fooling around for a second. I think I'd really like to
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do a Middle Earth storytelling game.
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Q: Is there any question which you would like to be asked but never are?
|
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|
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Yes. "How much would you like this cheque to be for?"
|
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Q: I mean in a gaming interview?
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No. You have already addressed some interesting issues which no one
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else has.
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--------------------
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|
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The Chaosium Digest is a Discussion Forum for Chaosium Games which do
|
||
not have another specific area for discussion. To submit an article,
|
||
mail to: appel@erzo.berkeley.edu |