Re: RuneQuest Daily, Tue, 12 Oct 1993, part 2

From: Colin Watson (watson@computing-science.aberdeen.ac.uk)
Date: Tue 12 Oct 1993 - 16:08:58 EET




Simon Hibbs (Spirit Plane stuff):

>Although the discussions on the nature of the spirit plane, it's relationship
>to the mundane and hero planes, etc have been quite interesting, there have
>also been some very large chunks of irrelevant musings on stuff which is
>realy just pointless to contemplate.

I sympathise. Re-reading my questions about spirit instincts brought this home. The thread is getting rather esoteric, but the original thoughts were noble enough, way back when:
- Some folks (G. Fried & others) wanted a more "Stick & Shamanism" approach   to RQ.

- No-one complained.
- We tried to think up ways to add spice to spirit combat.
- We decided that, in order to do this, we needed a better idea of what the
  spirit plane is all about.
- Various ideas about spirit plane geography & ecology followed...

I don't think any of the discussion has been pointless. I, for one, now have clearer views about the spirit-plane/god-plane than I had a month ago.

>What the spirit combat and POW gain rules were NOT designed to do, is provide
>and accurate and extensible, robust simulation of the daily goings on
>in the spirit plane.

Agreed. Perhaps it would have been better if they *had* been designed that way.

>When my players start regularly interfering in the affairs of 1000 POW spirits,
>then I will start worrying about it.

By then, I fear, it will be way too late. :-)

>RQ does not have
>game mechanics for the effects of eating crunchy nut cornflakes with added
>vitamins and minerals every breakfast on my character's fatigue, so why should
>it have long term detailed rules on the metabolisms of spirits.

True about the cornflakes, but the RQ rules do have a lot to say about the physical and little to say about the spiritual: a whole chapter on physical combat; only a couple of paragraphs about spirit combat. Look at the stats of your PC (a whole character sheet full) compared to the stats of a spirit (POW; INT probably; spell list maybe; no skills). The problem is, we all have a fair idea of how the physical world works, so we shouldn't need much background. Few people have a clue about how the spirit world works, so some rules (or at least background) would be useful. The fact is that the "sword & sorcery" rules of RQ are fairly adequate, whereas the "sticks & shamanism" rules are sadly lacking.

Fair enough, most people want to play "sword & sorcery". But some people want to play a bit of "sticks & shamanism" too.

>RQ is only a very rough simulation of the real Gloranthan world.

Too true. Glorantha has to stand up as a classic work of fiction. RQ has to stand up as a game system. The two ideas are often at odds with each other.

>I use the rules to adjudicate situations where
>the PCs are directly affected. If I have a duel going on between two foreign
>sorcerers, in which the PCs are not directly participating, anything goes.

This is admirable if your players put up with it. I tend to find: 1/ My players get pissed-off if the NPCs cheat by doing things that PCs

   can't do. (Even when it doesn't affect them in the slightest). 2/ The players get bored as spectators. Events not related to the PCs are

   best skipped over as quickly as possible. If the players wanted to    spectate I assume they'd read a book or watch a movie, not play an RPG.

[...sensible advice about gamespeak deleted. I agree wholeheartedly...]

>I am fully in favour of good ideas about what the spirit plane is like,
>and some good material has come from this discussion thread. But try
>thinking about what you want the spirit plane to be like, then propose
>rules for it. Extrapolating solely from the current rules is futile.

I must admit that I tend to work from the existing rules when I think up new ideas. My reasoning is that ideas based on the existing rules have a 50-50 chance of fitting in with other peoples' campaigns, whereas ideas derived solely from my twisted imagination are unlikely to fit. (They might make mildly interesting fiction, but they'd be pretty useless for the RQ RPG). Perhaps my consideration is futile.

Personally, I'd only use other peoples ideas if they didn't conflict radically with the existing game mechanics. I feel the integrity of our long-running campaign would be undermined if the rules changed on a weekly basis. -
BTW, I tried thinking up a New Topic for discussion which didn't involve Spirits, Gods or Magic but I failed dismally. I'd like to see more discussion about Gloranthan (especially Lunar) society, but I feel unqualified to comment.



Nils Hammer & Paul Reilly:
Exellent ideas about the spirit plane as a hypertext of different paths, and Glorantha modelled as a bundle of fibres. These two ideas seem closely linked. I'd like to hear more.
(I was beginning to tire of the spirit plane thread until I read these two:-) ___
CW.

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