From: Colin Watson (watson@computing-science.aberdeen.ac.uk)
Date: Tue 09 Nov 1993 - 17:55:06 EET
>Any magical creation can be of temporal nature only.
A reasonable premise. Is there a Good Reason for this?
>Light and darkness
>are easy, because they disappear when the source is switched off. How
>about the other substances, especially those which can be consumed?
>Will the substance consumed disappear? Tricky with water in the desert
>or air in a grotto bubble. Will the character which has drunk
>temporally created water become dried out after the duration expired?
In the case of water which was "created": if it was left as a puddle or stored in a bottle I think it would vanish when the spell ended. However, once the water is drunk it begins to interact with the creature who drinks it; its fibres become intertwined with fibres of other substances which effectively lock it in place; ie the strand is split and twisted into a myriad of lesser strands which do not snap back into the original fibre when the spell ends, so the water does not vanish.
>Else we already have the Phantom (...) spells which create temporal
>reality.
[re scenarios]
>Well, since the pool of possible authors of a scenario and the
>readership of this list do overlap considerably, how would you design
>such a scenario that is more than just visiting the next door dungeon?
Look at successful game systems...
For investigative scenarios look at CoC: The setting can be fairly generic
eg. in a city, in a Big Old House, on a ship etc.
Ok, we need to know the country; sometimes it specifies a particular city (but
not always); sometimes a particular date is given (again, not always); apart
from that, the background given is minimal except where it directly affects
the plot. Once the GM has a firm idea of where the action is going to take
place he can consult source material for the time/place *if* he feels extra
detail is necessary (which I usually don't).
The important things which are needed in an investigative scenario: NPCs
(names, descriptions, motivations), plot, clues (maybe in handout format),
location details (building floorplans etc), EOSM (optional).
For combat scenarios look at AD&D: Background detail is often very localised
so that a whole module can be transplanted into any campaign. Look at
scenarios in "Dungeon" magazine; they are seldom fixed to a specific campaign
world. A "Book of Lairs" for RQ would go down a treat IMHO. The nearest RQ
equivalent I can think of is "Troll Realms" and even that is a bit specific.
Combat scenarios need: various lead-in options, plot, encounters (NPC stats),
location details, EOSM, reward (optional).
(BTW: EOSM="End Of Scenario Monster")
The important thing IMO is that the scenario should be a discrete unit: it should not rely on background knowledge; it should include enough background to run the game (and no more). Above all, a scenario is not a good place to introduce major new fragments of Gloranthan Lore and should not be used as an excuse for such (all very much My Humble Opinion). I judge scenarios by the plot and not by the background (the two *are* separable: consider "Seven Samurai" and "The Magnificent Seven"; same plot, different background). Maybe I'm asking for the impossible...?
I realise that RQ doesn't quite have the megabucks of T$R corp behind it, so my ideas are probably wishful thinking. But you did ask.
[Why are combined scenario/sourcebooks the current vogue?]
>The reason is simple: Scenarios that dont have a certain informative
>value for Glorantha lovers might not be bought by them. On the other
>hand pure sourcebooks won't sell to non-Glorantha RuneQuesters.
Cynical but, I suspect, largely correct.
>CW>All we can do is voice our opinions ...
>Wrong. All we can do is write a bunch of scenarios etc. that fit the
>bill, and submit them, or make up our own publishing line, such as John
>Castellucci has with his RuneQuest-Adventures.
Time is a factor... (ie. I wish I had more, to write a perfect RQ scenario :-)
Will AH take notice of material sent to them "on spec"? If so, I'll have to try to convince my GM to type up some stuff - all he does all day is write RQ stuff (and very good it is, too).
___
CW.
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