[Rq-rules] Re: Forgotten Magics
Bjorn Stolen
stolenbjorn at hotmail.com
Mon May 8 05:34:35 PDT 2006
> The trouble with this idea is that unless you have a potter in your
>campaign, you wouldn't want >to write up a potter cult. So, unless you've a
>lot of time on your hands, there isn't much point >writing up speciality
>spells for all the different crafts.
This is an example of stuff that irritates some Norwegian RPG'ers: We don't
say "unless you have a warrior in your campagin, you wouldn't want to write
up a warrior cult."
The point the "anti combat focus people" tries to make, is that a RPG (that
doesn't confess to be a pure combat-driven RPG) should not have any more
focus/specialisation towards combat than towards other fields in life.
In RQ3, there are special rules for combat (choosing between sweeping
attacks or overhead-blow-attacks, etc) that indicates that combat is "more
importaint" than other fields.
I don't concur with this wiew, as I find other factors, like setting, the
anticipation of the players and the focus chosen by the GM to have more
influence of the focus of the game than the (focus on combat in the) rules,
but their wiew have made me reflect on the nessecity of having special-rule
upon special-rule when it comes to solving combat-situations.
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