[Rq-rules] Aptitude

Paul Cardwell carpgachair at yahoo.com
Fri Sep 8 11:51:00 PDT 2006


Mythworld, which at least historically can be
considered one of the multitudenous RuneQuest
variants, deals with this problem quite easily.

It is true that characters can gain any skill their
time, money, intellegence (and in rare cases, other
primary characteristics such as strength and
dexterity) permit.  However, even for the most
successful (substitute wealthy) adventurer, the time
factor still is a check on expertise in every skill.

The fact that there are over 100 general skills that
theoretically any character can learn, and many of
those (such as speak, read, and write language; play
game; play sport; know culture; etc.) are subdivided
into any number of specific subjects; plus that there
are trade skills taught only to those in that guild
and there is a limit to the number of guilds one can
join; plus some spells are limited to various
religions and the character can only be in a couple
and reach high level in only one; all come together to
make it impossible for even elves to reach such
expertise levels in everything.

The rules can provide for exceptional versatility and
still stay within the realm of the reasonable.

Oh yes, one more detail.  After a certain level of
this versatility is reached, the character becomes
rather boring to play because of the lack of challenge
and is usually retired.

Paul Cardwell

__________________________________________________
Do You Yahoo!?
Tired of spam?  Yahoo! Mail has the best spam protection around 
http://mail.yahoo.com 


More information about the RQ-Rules mailing list