FW: Re: Designing & Rescuing Magic Systems

From: Tim Westlake (stormbull@cix.compulink.co.uk)
Date: Sat 15 Jan 1994 - 20:50:00 EET


hum, I think this one got lost somewhere, I never saw it on the mail so
I am resending it.

I wonder if this will put the cat amongst the pidgeons as much as the
last one did......

>In-Reply-To: <499A0182140@marketing.wharton.upenn.edu>
>Paul Reilly writes
>
>> I _liked_ the idea that Glorantha had deep underlying laws, some of
>> which had been discovered by the inhabitants.
>
>Absolutely, I couldnt agree more. The strongest part of Runequest for
me
>has allways been the environment of Glorantha and the way that the game
>system complimented the world.
>
>> There is now too much of "Glorantha is just like Earth, but with
>> magic."
>
>Yep! Glorantha exists because of its mythic creation. It is not Earth,
>it is nothing like Earth and Earth concepts should not be applied to
it.
>There is no way that we can extrapolate the effects of magic on
>societies, not when they have had over a thousand of years to work on
it
>and a natural understanding of its mechanics and limitations. Glorantha
>is a fantasy environment and should be viewed as such.
>
>As a side issue
>
>The other night I sat down and read the RQ2 rule book. All of the rules
>took me about 2 hours. This was a great strength to the game and led to
>its popularity amongst new gamers in the early eighties. You could buy
>all of the game mechanics in one book and they were easy to understand.
>RQ3 altered this and understanding the game became a lot more of a
>serious exercise, so much so that with the group that I play in we
>actually run RQ2 with a couple of minor modifications.
>
>TTFN
>
>Tim
>
>
>


0,,


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