From: G. Fried (address.removed@nowhere.tld)
Date: Thu 09 Sep 1993 - 11:42:46 EEST
G. Fried here.
Wow. What a pant-load of Dailies there was today!
Thanks everyone (Charles, David, Rob, Lewis, et al) for your helpful
responses on the Prax tribes. Yes, I suppose I should have extrapolated a
bit from their designation as NOMADS (!!) -- but just how nomadic and within
what range was my question, for which I have some admirable answers.
After all, Native American plains-dwellers had large tribal regions
which were dominated by one tribe alone. My sense after reading your
responses is that, at least after the Lunar victory, certain favored
tribes do tend to PREDOMINATE in the better areas, and that others,
like the Bisons, must pound the pavement out in the Wates more'n
they'd like to, but that tribal clans do tend to range all over the
region, interspersing with other tribes. Lewis, I particularly liked
your thoughts on the Rhino riders. What are their non-Praxian habits?
---
On Arkat:
OK. I relent. There should be no way for Arkati to 'detect' a
difference between themselves and other Illuminates. Otherwise it
spoils all the fun! Where would Nysalor/Gbaji/Arkat get his jollies
without the constant lurking possibility of soul-wrenching treason?!
---
Tim Westlake:
Sorry to insult you Brits with that "uncharted European market" crack.
All I meant was that (outside from the UK, really), there is indeed a
largely unassaulted market, which AH seems to have no strategy for
conquering. BUt I think you agree on this point!
---
David Scott:
This may be a cultural thing (other Yanks, back me up), but I do
believe that "Hungry Jack" is a brand name for a brand of American
pancake mix! A typical Staffordian, multivalent, pop-cult in-joke,
no? And so maybe it had to change to Hungry Eater because of
copyright issues! (REALLY?! Ken -- enquiring minds want to know!)
---
Simon:
I think that the spirit plane is one of the great gaps in the RQ
game-world. I dislike the RQ3 spirits, because they seem designed to
fit a game-SYSTEM, not a mythological system. Shamans would be much
more interesting if the spirit plane received some real thought.
Since I have a player who infrequently plays a shaman-ess (?) named
Piggy-O, I have given this some thought, but not enough. When
traveling discorporate, she can see the spirit-shadows of the real
world, including rock, water, etc. But how FAR can she travel, and
for how long?
I do not allow spirits regenerable POW -- they must get it by worship or shamanic bargaining or by theft from the living. Shamans can keep only so many bound spirits as they can successfully bargain with for a POW-deal (I replenish you, you help me with spells). Fancy that -- role-playing! Who'd 'a' thunk it? No one, under the current rules, cause all you do is enslave spirits and use them to powergame under the current game-mechanics.
(Allied spirits might be an exeption to the replenishment rule -- the deity might do the replenishing here. But none of my players have attained rune status, so I haven't tested this.)
Oh, and did I mention? I HATE (well, snore at) the present spirit
combat system! Shouldn't spirit combat involve as many interesting
options as real combat?! This smacks of the
we-never-really-thought-it-through
syndrome. As it stands, all we have is the POW RES table. Yawn. I
have made some changes, like, a discorporate shaman can cast a spell
at victim he has engaged in spirit combat at a considerable advantage
in a round that he has won the spirit combat role (mind-affecting
spells only... maybe...). Also, in spirit combat, I use the RQ2 rules
for POW damage: 1-10 = 3 POW taken, 11- 40 = 2, and 41- 00 = 1, BUT,
the attacker SUBR
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