From: Alex Ferguson (abf@interzone.ucc.ie)
Date: Mon 23 Jun 1997 - 23:30:20 EEST
Richard Melvin gives an a la carte HQ menu:
> 1-4 points: standard rune spell
*gasp!* Rune magic on the HeroPlane? HQ heterodoxy! ;-) Actually,
I think I agree with this -- though the criteria for being able to
cast a rune spell on the HP ought to be different. Being able to
do so on the mundane plane means being in contact with one's god
enough to get her to manifest powers on your behalf; doing the same
on the HeroPlane requires that one embody the same power in oneself.
How much of a distinction this is in game terms I'm not so sure of.
> With support measured in POW, paid in
> advance, and lost if the quest fails, you need serious backing from a
> bunch of committed people to get anywhere.
What happens to this POW if the quest _doesn't_ fail? Does any not used
up stay with the quester, or get returned, or just dissipate?
> the trick is to combine [new HQ ideas] with sufficient support within
> your culture to succeed in the quest. Being Arkat helps.
Perhaps the moral of the Arkat story is to get the support, _before_
your culture realises what you'll be doing with it...
> And free will? That's simple - work out the fraction of your POW
> (inculding fetch, active spells like the above, etc.) that is really
> _yours_, as opposed to coming from supporters, gifted to you by other
> gods, or whatever.
So presumably, this changes from quest to quest, and has no real
effect while in the mundane plane (if you're still able to get back
there). If you're allowed to spend the "supporting" POW first, it'd
seem that your free will is likely to go _up_ on a quest... Even if
not, it seems unlikely to go down.
Pondering,
Alex.
------------------------------
This archive was generated by hypermail 2.1.7 : Fri 13 Jun 2003 - 17:01:50 EEST