From: Loren Miller (LOREN@marketing.wharton.upenn.edu)
Date: Tue 06 Jul 1993 - 19:49:19 EEST
IMHO, the feature of RQ in glorantha that really sets it apart from
other roleplaying games is the cult system. Initiates of various
cults have well defined personalities. Storm Bulls are different from
Eurmali are different from Ulerians. Only recently did I realize that
the primary difference between RQ2 and RQ3 that made RQ3 less
satisfying was the de-emphasis on cults and cult personalities. I'd
like to see an increased emphasis on cult personalities and the
belief systems of various religions for RQ4. I think this should be
core rules, as it is far more important to me than, for instance, the
skills taught by various cults. If I know that Etyries merchants are
greedy and mercenary then I'll know all I need to about the skills
they teach. If I know that Orlanthi are restless and possess a
complex code of honor then I know how to play them. The problem is
that RQ3 lacked this kind of information in the core rules, and it
wasn't even very clear in GOG.
I'd like to see something in RQ that emphasizes this part of the
game. It should be in the core rules. It doesn't matter to me whether
it is mechanical or not. If it were mechanical, perhaps it would be
something like the cult points that somebody else mentioned in the
daily recently. If it were not mechanical, it might only need summary
stories of whichever person was the primary role model in any cult or
religion. That role model would define the actions of "good" people,
and from that I know how to play characters from various societies in
a gloranthan or non-gloranthan RQ game.
-- +++++++++++++++++++++++23 Loren Miller LOREN@wmkt.wharton.upenn.edu Into the flood again, same old trip it was back when 0,,
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