From: Martin Crim (CRIMMARTI@urvax.urich.edu)
Date: Tue 01 Jan 1991 - 09:56:33 EET
Answers to all your questions:
1. The best and most complete information on the Lightbringers' Quest is
in Cults of Prax, now out of print. That source presents one page. Cults of
Terror has six paragraphs, mostly overlapping the info in CoP. Actually, now
that I look at it, WF 13 has more info than either of these sources.
2. The Syndics' Ban is discussed in Heroes Vol. 1, number 6. It was,
according to the ghost of Prince Snodal, necessary to preserve Fronela from a
tremendous curse sent by Zzabur. Apparently it worked, and the backlash of
Zzabur's spell caused the Isle of Brithos to disappear. Stafford seems to want
to leave any further explanation for later--or never.
3. The Pharaoh is discussed in detail in the Holy Country article in the
RQ Companion. The City of Wonders is described in greater detail (but still
very incomplete) in Genertela, book 2.
2.5. There is also a half-page on the Ban in Genertela, book 1.
4. The AH version of Snakepipe Hollow is practically identical to the
Chaosium version.
5. RQ III sorcery is not AH in the least. Chaosium developed it, and
AH merely marketed it. Stafford says that RQ III in general, and by implica-
tion, the sorcery system, comes closer to his vision of Glorantha than any
previous version.
6. The best encounters for beginning players? Peaceful ones. Political
intrigue, clever problem-solving, and robust role-playing are the meat of RQ.
If you fight orcs and wild dogs, you might as well play that other game, what's
it called . . .
7. Likewise, interesting magic items are ones with some sort of history
and perhaps personality. One of these at a time, however. One idea we've toyedwith is having a player run an intelligent magic item. If it is a sorcery-usingthing, it can have Form/Set and Animate [whatever it's made of], and thereby
get around on its own if it has to. It can have goals and beliefs of its own,
demand a share of the treasure, and so on.
8. Dragonewt plinths are markers on the Dragonewt roads. See Dragon Pass.
They can be used to provide MP, but this attracts Dragonewt ire. See, as &ru
noted, Snakepipe Hollow.
9. The rules don't say what a magic spirit's chance of casting spells is.
I've been saying (and I think others agree) that a spirit spell spirit's chance
is usually 95%. However, I have a Cast Spirit Magic skill. In other worlds,
POW x 5 would be sensible and rules-directed. For sorcery spirits, you're on
your own. Mike Dawson assigns arbitrary and fairly high levels for casting
spells, since one can get experience checks for that. However, Intensity would
be limited to whatever the spirit knew in life (if it had an embodied life) and
whatever someone was willing to teach it. Same for Duration, etc.
The Guru has spoken.
Martin Crim
crimmarti@urvax.urich.edu
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