RR, rresponding to Simon:
> > OK but how about if I substitute wizardry, theism and animism in that
> > sentence with unarmed combat, persuasion and seamanship?
> >
> > I agree that the differences between the magical worlds are
> > interesting and worth exploring in the game, but I don't see why that
> > necessitates extra rules for how abilities are gained, annotated,
> > improved and applied compared to any other abilities.
>
> Partly because we, as 21st century humans, don't have a good idea (or even a
> general idea) of how magic "works" in Glorantha, as opposed to unarmed
> combat, persuasion or seamanship.
An interesting subpoint implied by Simon's point is: Shouldn't you be able to improvise even these specialized abilities? Let's say you don't have Worship Bison Founder, but you do have Giant Dance and Know Praxian Ways at high levels. Couldn't you try to improvise your way into Worship Bison Founder. I think the answer is yes, but there should be a really big penalty, because doing the dance is only part of what you need. I think, essentially, you'd be using "base chance" of Worship Bison Founder and agumenting with Giant Dance and Know Praxian Ways, because the "what" you are doing is worshipping the Bison Founder, using those other skills.
That became very rulesy, but the point was simply to show by example that the rules tell us how these unfamiliar physics of Glorantha work.
Chris Received on Mon 23 Jul 2007 - 06:00:25 EEST
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