- In HeroQuest-rules_at_yahoogroups.com, "Mike Holmes"
<homeydont_at_h...> wrote:
> >From: "Mark Galeotti" <mark_at_g...>
>
> >5. No common magic as such, but far more scope for using the
Natural
> >Magic rules for odd knacks. This is one of the definite
differences
> >between Glorantha and Russia: I don't want ordinary peasants
having
> >active magic, although they can still pray for protection and even
> >miracles and use their piety as 'magic resistance.' Likewise, odd
> >little knacks such as herbal cures or the like can either be
normal
> >abilities or Natural Magic.
>
> Just to clarify. You're taking away common magic, but you don't
want active
> magic? That seems contradictory, as common magic is the source of
passive
> magic. Don't knacks and such get used actively? So isn't wanting
more of
> them a contradiction, too? I'm not getting the vision of what
you're trying
> to do here.
Common magic is just that: common. I don't want to rule out
individual peasants having some bizarre power because great-uncle
Sasha was a bear or once saved a saint from drowning, in which case
they would have a unique Natural Magic power. However, I don't want
every peasant to have some low-level magic power, which is what CM
is, especially as you can concentrate on CM to turn it into active
magic, or else if you concentrate as a theist (for eg) you can then
use feats actively.
All the best
Mark