Re: RQ Magic

From: jacobus@sonata.cc.purdue.edu
Date: Sat 04 Sep 1993 - 07:16:10 EEST


Time to throw in my incomprehensible perspective on this:

Nearly all role-playing games have been designed completely backwards of how
they should be made. What I mean is that the designers tend to jump straight
into game mechanics before they have a firm idea of what the hell they're
modelling with these mechanics in the first place. I would say that all of the
problems with Sorcery in RuneQuest stem from this. It definitely feels like a
mechanics-first approach, I am damned sure that the mechanics-first approach is
dominating (wrongly) in attempts to revise it.

The best way to handle ALL magic-related stuff in RQ is to examine and firm up
the source material. This means that designers need to understand what sorcery
is and is not WITHIN THE CONTEXT OF THE WORLD, in this case, Glorantha. They
can then devise rules to MODEL these concepts, not the other way around.

I would like to see this.


0,,


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