From: Pasanen Panu (email@example.com)
Date: Fri 10 Oct 1997 - 09:40:56 EEST
> IMO RQ's spirit magic system is excessively tidy to be useful in Glorantha.
> It is excessively standardized. Compare it with sorcery: sorcery is the
True enough! I feel, that people would not trust spirit magic as much(
as PC's do: recasting failed spells to get the effect at any cost,
because they _know_ exactly how sorely they need bladesharp. Using
spirit magic should not be a casual thing. It is more like a
blessing, that is not asked routinely but in dire need. Not for
a threatening neighbours, but for Crusade and fight against hated foe.
> - - The 'Mighty sword of Khan Z' lasts for 2d6 minutes. 'Arkat?s powerful
> blow at Whitewall door' is instant: you do it for a blow.
Never tell 'em, what the spells do. That prevents any and all munckinism
for sure, I even know a player who did a pre-battle spirit magic
casting plan for minimized SR's, maximum hit %tiles, and maximum damage!
Just say the spells name, if they manage to find one, and let 'em
figure it out, if they ever can.
> members. You know you know it when in a fight you feel the inspiration of
> the 'Mighty sword of Khan Z' and actually use-it. The same is true of the
Hey, hey. They have a shaman, too. There should be a mambo-jambo part,
where the shaman actually makes the spell available to the warrior
> and richness of a world like Glorantha. A Glorantha specific game system
> should not be limited by the kind of constrains you find in a generic game
Right. This message should be delivered to any and all coming designers
of Glorantha: the Game. I must say, that your spirit magic ideas are
great, but why would a warrior tire himself (spend VIT or VP's) for
magic during a fierce battle? This makes any battle magic ridiculous:
the mighty runelord glowing with blessings is panting on his knees,
while his initiates beat the enemy up!
The God of Hellfire. You can call me Passo.
This archive was generated by hypermail 2.1.7 : Fri 13 Jun 2003 - 21:21:13 EEST