From: Joerg Baumgartner (rq4@sartar.toppoint.de)
Date: Thu 27 Jan 1994 - 12:57:48 EET
David Dunham wrote:
> Roderick wrote
>>Here's an idea. how
>>about something along the lines of Ceremony <Pantheon>. I'm sure that
>>Ernalda Worship varies tremendously between the various cultures: Here
>>she is represented as dutiful wife of the Sun, There she is the Wife of
>>Darkness, elsewhere she is married to Storm. So while Ceremony <Ernalda>
>>might change between husband-protector cultures, it would come to
>>resemble the cultural 'Mean Cult Worship'. So Orlanthi Lightbringer
>>cults all have similar worship ceremonies; Solar worship all has things
>>in common (though there are vast differences between Yelmic Dara Happa
>>and Kargzantic Pent (see Glorious Rebirth)), Trollish Darkness worship
>>is roughly similar acropss the continent, etc. I think this is one area
>>that can tie the various cults of an area together. If you want further
>>differences, make the cults within a pantheon all related skills (like
>>languages).
Excellent suggestion! This finally gives the pantheon some game effect, too.
> Sheesh, I hate more skills. I always used to use Ceremony as a
In general, I can but agree to David. In this special case, I don't see
> general-purpose magical knowledge skill: do you know what those runes are,
> is he casting defensive or offensive magic, etc. I'll buy having Magic
> Lore, but now you want to make players specialize even further? This is
> skill dilution. Yes, it might improve "realism," but at an expense in
> playability (more complexity) and fun.
the problem.
> I have _never_ seen a Rune Lord in a game I've run, or played in (except at
> conventions). I consider them damned rare, but I'd _like_ to see one some
> day. Coming up with new piddly skills people have to get instead of putting
> their training into becoming a Rune Lord is a bad thing.
A Rune Lord needs expertise in exactly one Ceremony <Pantheon>, his own.
This only prevents GL/Illuminate cult crossover to be easy.
> And having more piddly skills to get checks in (admittedly not a problem
> with Ceremony, but I'm now ranting about skill dilution) means you end up
> with a lot more unrolled for checks if you're using the "GM hands out
> experience rolls" system.
> Let's have as few skills as possible. Let's have individual GMs and their
> consenting players make RuneQuest complex, not the basic rules.
In general, I can do nothing but agree.
-- Joerg Baumgartner rq4@sartar.toppoint.de 0,,
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