From: Wayne Shaw (shadow@qedbbs.com)
Date: Fri 09 Jul 1993 - 14:35:31 EEST
Well, understand that I'm coming from a different position than probably
everyone else in this discussion; I'm not that much of a Glorantha fan
(yes, I know, now that its out I'll have the Culture Police at my door
any minute). I use RQ primarily for original campaigns, and that's what
I'm looking for in the revision; not things that will make it more
Glorantha-like (though if they can do that too, all the better--I
recognize that most RQ fans ARE primarily Glorantha fans, and that RQIV
is going to sell on that basis) but what will make it generally a better
system. Currently, I don't see that much reason to fool with either the
divine or spirit magics other than the situation Curtis expressed--its
pretty obvious that more varieties of magical tradition are possible than
the three in RQIII, and it may be desireable to find a way to express
that in the rules with out the sort of baroqueness present in the Dragon
Emperor or Red Moon Goddess cults.
Sorcery is a different matter: I thought RQ3 sorcery was way overpowered
in the way it handled long duration effects, but I don't really like the
current version much, either: it makes the ritual version a joke if you
aren't using POW, and too good a trick if you are.
------------------------------
shadow@qedbbs.com (Wayne Shaw) or qed!shadow
The QED BBS -- (310)420-9327
0,,
This archive was generated by hypermail 2.1.7 : Sat 05 Jul 2003 - 20:28:19 EEST