[Rq-rules] Re: Playing Using MRQ Rules
Bjorn Stolen
stolenbjorn at hotmail.com
Thu May 18 04:39:16 PDT 2006
> By the way, in case anyone thinks I'm so pompous and self-important that
>I rewrote the magic system from the RQM playtest, here's an explanation.
>Ok, so I am pompous and self-important, but that's by-the-by.
I totally agree with you that wether you are pompous or not is irellevant.
I don't like, and have never liked, runic approaches to magic that rely on
"all people with the storm rune can cast all stormy magic". One of the great
strengths about RQ2/3 and Glorantha in particular (with HQ) is that the
deities have specific spells that are based on their own powers and history.
So, Orlanth gets some storm powers because he is the prime Storm God not
because he has the Storm Rune, and Orlanth's Storm Powers are different to
Storm Bull's and Valind's. Steve's magic system for RQM didn't reflect that,
in my opinion. I had the same problems with using Runes on HeroQuests, as
was the vogue 20 years ago. Any system that gives an Orlanth cultist the
same magic as a Ygg cultist simply because they both have the Storm Rune
doesn't work, in my opinion.
I diagree with your wiew, but I'll defend your right to write any
roleplay-rule you like!
(I like the consept that the runes were there even before the gods, like the
remainings of a system from an agelost in time; allmost inconprehensible to
even the gods. Perhaps the God Learners were the ones closest to
understanding it.
So (In my game) -when Orlanth is a god of wind, it's because he's aquired
the wind-rune.
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