From: Pasanen Panu (firstname.lastname@example.org)
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.
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