Re: Recent comments

From: Graeme A Lindsell (graeme.lindsell@anu.edu.au)
Date: Wed 02 Feb 1994 - 22:53:47 EET


Replying to David Cake replying to Oliver Jovanovic
> [RQ:AiG is driven by the need for a ]
> > viable alternative system of Gloranthan magic that can compete with,
> > but is different from divine and spirit magic. The characteristics
> > of Gloranthan sorcery are that it is skill based, and potentially
> > soul destroying.
> I agree with the skill based bit, but where does the soul-destroying
> bit come from? I think that you hve been listening to priestly propaganda.

 One question for those who have the draft: exactly how skill based is it?
I've heard about the Maintain skill, so there is at least one more
manipulation, but is it still one spell = one skill?

 The reason I ask is that in RQ3 it was significantly harder to become
a sorcerer than the other magicians. You basically had to design a sorcerer
from day one, whilst you could become a priest or runelord (or to a
lesser extent a shaman) during play. The basic problem was the need to learn
a _lot_ of skills: if you wanted to be able to cast them without 20
minutes of Cereony then it was even harder, as you have to learn a lot of
skills and then train them to a high level. The advantage to trying to do
this was that a powerful sorcerer was the most effective magician, at least
on the mundane plane.

 Now most of the advantages of being a sorcerer (very long duration and
range spells) have gone, but it has been made more difficult to become
at all effective, since manipulation is based on skill (a change I applaud
BTW). If the number of skills that need to be learned hasn't been reduced,
or the sorcery spells made more effective than those in the RQ draft 1.0,
then I can see no reason for players to want to become sorcerers, and I
doubt sorcery would last as a technique against Divine and Spirit magic.

> Sorcery is potentially soul-destroying - but so are divine and spirit magic,
> they just won't admit it. Just ask the Malkioni -'No, sorcery is the only

 Especially DI's: they can destroy souls faster than any Tap spell or
vampire.

> Sorcery in Glorantha does not consist of sorcerers,
> > even master sorcerers, that can maintain dozens of small spells, or
> > easily cast spells at great ranges, and the mechanics intentionally
> > reflect this.

 Well if they aren't made significantly more effective, either by having
better spells or less skills (say the skill Tap to tap any stat, or Enhance
to replace the various Enhance (Characteristic) spells), then I doubt that
there would be any Sorcery in Glorantha.

> Sorry, but this is one thing about RQ4/AIG that I just hate - the
> desire to completely remove the extended range/duration as a viable option.
> (and I am sorry, but permanent POW for very dull and difficult 1-use effects
> is not a viable option)

  Total agreement here!

 Graeme Lindsell a.k.a graeme.lindsell@anu.edu.au


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