Re: Re: "Sufficient" detail

From: Frank Rafaelsen <rafael_at_...>
Date: Thu, 17 Aug 2000 12:02:26 +0200 (CEST)


On Thu, 17 Aug 2000, Steve Dempsey wrote:

> This is actually quite interesting. I agree with the problem:
> capturing the full flavour of myth. But my answer is the direct
> oposit. I don't think you can describe magic in ten words, a hundered
> word or a thousand words. That is why I like ambigious names.
>
> You know, this is like poetry. A short verse can in some ways capture
> something a lot more accuratly than ten encyclopedias. Poetry works
> just as much by form as by content. We are talking about magic
> remember. And for me there is nothing that destroys a sense of wonder
> and magic quicker than definitions. It is to scientific-ish.
>
> Out of interest I asked two of my players how they felt about the
> system (both a have played other role-playing games before. One of
> them a lot of games. Neither know that much about glorantha). Both of
> them liked it, one of them even said it just might be the coolest
> part of HW. But, and he stressed this, the system depended on a GM
> that dared to let the players define the magic (said while looking
> sternly at me btw :)
> >>>>>>>>>>>>
> I think you are partly missing the point Frank. Affinities are open
> to improvisation but Feats are linked to a particular myth and as
> such cannot be improvised. Although as Robin Laws pointed out, they
> can be used creatively, which is not the same thing.

Not improvisation, interpretation. Feats must be interpreted, and I let my players do this, within limits of course. If I've ever get a player playing an orlanth adventorous cultist I'll ask him what he thinks Sunset Leap does. If he is completely unable to come up with an effect I'll suggest that it might be a teleport power (but only suggest). As a gm I of course have the privilege and responsibility to overrule too outlandish interpretations. What goes as good interpretations is a matter of negotiation between me and my players (as it is with all rpg rule sets, really).

> Until you have the myth, it is hard to say what the Feat does.

Or you can decide what the feat does and have the fundament of a myth. Now I expect that there will be a lot of muthic revelations in the upcomming books since spell lists and rules don't take up space, but expecting a myth for every feat is highly unrealistic (and to take my player seriously; not even wanted). I for one, don't know any other game setting where one can expect any mythical origin of spells. I'm grateful for some.

> Have an nice dog!
> Steve

Really? Thank you :)

Ha en god dag!
Frank Rafaelsen

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