Re: Three-world model

From: L C <lightcastle_at_GDUpCeenRukMrk6Wnvx5dE-ymsbcBoCRJCrVjSE186vtjNoh26sm7pi8-xZxsRcv>
Date: Thu, 17 Dec 2009 00:16:54 -0500


Todd Gardiner wrote:
>
>
> In Theism and Animism, most worshipers actually go to the other world as
> part of their rituals. Wizards (and some others) also travel to the
> Logical
> plane
>

*nod*
>
>
> The actual experience of being on these planes are different. You feel
> different, you see different things, you interact with the world
> differently; in fact, you actually ARE different in each of these three
> worlds. The process of going into this world may enable you to
> learn/become/acquire magic that you use in the Material world.
>

OK, the Otherworlds feel fundamentally different. And specialist magic (as opposed to common magic) is only available if you actually make a link/learn it in the otherworld is something I've accepted from earlier.
>
> And, yes, many entities straddle the worlds. Greater entities, like
> Orlanth,
> can apparently be "reached" for magic in more than one way. Storm Bull
> is an
> example of a lesser god that is also a major spirit; at least he is
> worshiped by theists and animists, so God Learners would probably say this
> is so.
>
> The worship method has some correlation to the three worlds, but it's not
> perfect. The gods in Sartar: Kingdom of Heroes vary, with some preferring
> ecstatic worship or even veneration.
>

Right. As I mentioned before, those differences seemed to be more in the ritual side of things and honored as much in the breach as in the practice.

> Yet, as gods, you will get to know them
> through travel to the Gods Plane at initiation, Sacred Time and regular
> worship on holy days. And by getting to know them, you are able to become
> them with your Rune affinities, and thus do magic in the Material world.
>
> The process for bringing magic out of the other two worlds is
> different; and
> the process for using that magic in the Material world is also different.
>
> Ultimately, the HQ2 rules treat these all the same. You roll your trait
> against a resistance. It's the plausibility tests that are defined by the
> structure of magic in Glorantha. Explaining how you got the powers
> helps to
> understand the limits. Understanding the limits creates innovative use of
> abilities at the edges of these limits. That makes for interesting
> storytelling, ideally.
>

Yes, you and I are on the same wavelength. So there are broad-brush elements that define/characterise each world's magic. Theism - you at some point get to the God Plane, and connect to a rune affinity, which you can use to eventually manifest as your god. Animism involves being able to forge relationships with spirits you find there and get them to help/travel with you/loan you magic. Essential plane stuff requires rote formula to access a node on one of the man essential planes?

But because HQ2 treats everything as a trait against a resistance and defines things by credibility, is having the bright shiny lines of "magic system for X,Y,Z" necessary or desirable?

LC            

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