From: Joel M. Rives (joel@dragon.gatech.edu)
Date: Sat 18 Aug 1990 - 09:56:33 EEST
On the Limiting of Power
Dynamics is the lifeblood of adventure. A static world is not only boring, it is probably dead. One area of dynamics, in particular, tends to involve the life of the stalwart adventurer most often in the world, the struggle for power. Whether the character is a willing participant in this neverending play or not does not matter. It will touch their life in a variety of ways -- often shaping their decisions with the lure of opportunity.
In the lands of fantasy, where RuneQuest adventures are most likely to occur, the types of power which the inhabitants of this world will covet the most might easily fall within three broad categories: physical might, magic and knowledge. It doesn't take much of an imagination to realize that, with limited resources, being able to restrict others from access to these powers is just as important as aquiring more personal power. This ideology provides a great mechanism whereby the GM can limit the development of characters in areas they see fit to do so. Sure, any character can USE magic but can they find someone who will help them gain the ability? Why should the priests capture spell spirits and the sell the power like a public utility when they can hoard the magic and thereby ensure their usefulness? What king is going to encourage the common citizenry to purchase arms that they can then turn around and use to revolt with? No one wants armed and armored rowdies wandering the streets both day and night. Having or being a personal bodyguard (and thus a license to bear arms in service) might well be a service which the local captain of the guard would keep under tight reins -- in the name of the king, of course :-)
Knowledge of all kinds -- especially that which which can be easily turned into profit -- is probably the most prized and least understood resource of power available to all peoples in these lands of fantasy. The artisan and crafter does well to covet the knowledge of their respective trade. Guilds may impose stiff penalties upon those members who divulge trade secrets without going through the proper channels. To accept an apprentice is a serious matter. The master will want to be certain that the one they teach will remain in the craft and not merely learn the techniques and then run off to do something else. Religions, too, recognize the value of knowledge. There are certain ideas and concepts which can not be properly understood, without the careful training provided through the priesthood. Thus, this knowledge must be guarded against the untrained mind. Military leaders understand full well the immense value of pertinent and up-to-date information about enemy nations. Knowledge is a coin, which the clever adventurer will choose to hoard away, for given freely, its value is greatly reduced. Who knows but that someday a well kept secret may prove the vital bartering point that will save the adventurer's life?
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