From: johnjmedway (jjm@zycor.lgc.com)
Date: Thu 27 Jan 1994 - 11:38:28 EET
>> From: JOVANOVIC@cuccfa.ccc.columbia.edu
But wait, your address is supposed to be ... or is it ...
Anyway, Oliver, in case my previous message ended up in the bit bucket:
Could you send me a copy of p.73 ( analog or digital )
Analog address =
john medway
2316 b montclaire
austin, tx 78704
usa, earth
>> what could go into this appendix, more detailed skill resolution
>> results (the Botch), etc. How would that sound to people?
I'd prefer such things at the end of the chapter to which they are
related.
>> With respect to sorcery duration, the basic problem is that
>> in Glorantha (at least according to Greg Stafford) sorcerers,
What does he know. 8)
Anyway, I approve of the powering-down of duration.
>> Divine Extension can extend spells for great durations, but it requires
>> ...
>> magic. Out of curiosity, have any of you actually had a problem with
>> greatly extended divine magic in a game?
Never.
>> With respect to trained characters starting as initiates, we
>> purposefully wanted to make trained characters go to extra
>> effort if they wanted to start as an initiate (Orlanthi
>> nonwithstanding). What about the simple solution of making
There are a *lot* of Yelm the Youth initiaites out there too, but I like
the idea of being able to have characters look forward to being initiates.
>> With respect to the use of the term "adventurer" - the term was used
>> because a number of playtesters commented that they preferred using
>> the term to "character". I'd be very happy to hear from people as to
>> their preference. I suspect that both terms have their fans and
>> detractors.
My broadside against the term "adventurer" shall stand as my vote.
Sure, the term "character" is a bit less, well, adventurous-sounding,
but so what? If a better term comes along, fine. If not, use "character".
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