Re: So now that you have your copies of Sartar

From: L C <lightcastle_at_1tGvI9fYznP0Qz4PJsCAoj_15GbeYHLhcO4BcruZJht_2sRYydU-UvNbLfAdJoO3>
Date: Fri, 11 Dec 2009 19:29:05 -0500


julianlord wrote:
>
>
> Peter :
>
> The N Worlds business is confusing, although it has become quite
> robust from a deeper cosmological perspective.
>
>
> The game rules that were derived from it in Hero Wars and the earlier
> HeroQuest books were OTOH fairly top heavy and of dubious gameability.
>

I don't object to it as cosmologically important. I object to it for exactly the reasons you say. The rules seemed top-heavy, of dubious gameability, and generally constrictive.
>
> The only typically meaningful distinctions are between Our Home ; Our
> Neighbours' Lands ; Enemy Territory. Unless you are playing in some
> VERY strange kind of game with a great deal of activity in numerous
> otherworlds and the actual possibility by the way of the characters
> transcending them up/in to the higher/older planes (LOL), then you
> really don't need any more detailed rule than this.
>

Exactly. If, indeed, things are moving in a "This is our people/lands' magic" mode, rather than overarching rules for "theist/wizardry/animism" that trump local distinctions, I'll be very happy. I've always thought (and retooled some of HQ1 when I played in Glorantha) that things should be done at a pantheon-based/culture-based level, rather than cult and otherworld-source level.

LC            

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