[Runequest] Gorp Question
Tomas Björklund
tomas.g.bjorklund at gmail.com
Fri May 23 10:07:40 UTC 2008
What Bjorn said, That is exactly how I use gorps in my campaign.
Regarding gorps moving fast, sensing things and so forth, I agree with what
the others have said on that. Lev, you are of course free to use the gorps
any way you see fit, it is after all your campaign. And certainly chaos can
do strange things to a creature, but whatever gorps are, I have never seen
them as something, hunting adventurers, spotting them at a distance and then
zipping cheetah-like across the ground to catch its prey. :)
Think snails ...
On Fri, May 23, 2008 at 11:46 AM, Bjorn Stolen <stolenbjorn at hotmail.com>
wrote:
> The point with the Gorp is not that it kicks ass, but that it grows
> steadily, killing off all living that cannot get away from. This might not
> be an emediate problem for free-ranging adventourers, but for farmers and
> fishers, it's a big problem. The gorp-related adventures in the River of
> Cradles-campagin are very good imo, and I'd look for inspiration for your
> Gorps there :)
>
>
>
> ------------------------------
> > From: lev at rpgreview.net
> > To: runequest at rpgreview.net
> > Date: Fri, 23 May 2008 08:20:07 +1000
> > Subject: Re: [Runequest] Gorp Question
> >
> >
> > Hmmm... If I take up those proposals a gorp's threat value would
> decline
> > to almost zero. A 1m/SR movement rate and a sensory range of 1 yard
> > would mean that the only way it'd get to catch a living thing would be
> > by accident.
> >
> > Regards,
> >
> >
> > Lev
> >
> > On Thu, 2008-05-22 at 10:23 +0200, Tomas Björklund wrote:
> > > This is just one man's opinion but ...
> > >
> > > a) Use the movement rate in the rule set you use for your campaign. In
> > > water I would let them either move attached to a surface in which case
> > > the movement rate is the same as on land, or float like a manowar or
> > > jellyfish.
> > >
> > > b) I would say their sensory range should be a yard or so away at the
> > > most. if you want to get scientific about it (not always a good thing
> > > when it comes to fantasy games) you can compare to earth creatures.
> > > This is a creature with very low speed, and no IQ, very much like a
> > > jellyfish, amoeba of fungus it eats whatever it encounters. Thus it
> > > has no need for any senses at all really really, or if it has senses
> > > wouldn't have a sensory range beyond what it can reach immediately,
> > > i.e whatever it can reach withing a few seconds. This presumes there
> > > is some kind of selection involved in it's creation. If it is a
> > > created being it can conceivably have any abilities, like sense power
> > > items a kilometer away, but even then if it there is a sensible
> > > creator at work he/she/it wouldn't give it senses it has no use for,
> > > i.e. again only let it sense things it stands a reasonable chance to
> > > get to considering it's total lack of intelligence.
> > >
> > > Hope this helps.
> > >
> > > - Tom.
> > >
> > > On Wed, May 21, 2008 at 11:49 PM, Lev Lafayette <lev at rpgreview.net>
> > > wrote:
> > > Hi everyone,
> > >
> > >
> > > I'm sure this has probably been asked before.. but
> > >
> > > a) What's the movement rate of a Gorp? It's listed as 1-5 in
> > > RuneQuest
> > > 1st and 2nd editions, 1 in RuneQuest 3 and 2m in Mongoose RQ.
> > > However I
> > > presume that's on land. How fast do they move in water, their
> > > natural
> > > environment?
> > >
> > > b) What the sensory range of a Gorp? I know they try to find
> > > organic
> > > matter in preference to inorganic as that helps them grow. I
> > > also
> > > presume that they'll go for the highest concentration and they
> > > also seem
> > > to have a taste for POW as well.
> > >
> > > I'm currently running River of Cradles and these questions are
> > > important.
> > >
> > > Besides, I like Gorp. They'll like a gelatinous cube that
> > > makes
> > > sense. :-)
> > >
> > > All the best,
> > >
> > >
> > > Lev
> > >
> > >
> > >
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