Re: Three Runes

From: Douglas Seay <douglas-seay_at_j6H4pZtUOFPoMq1fxgbyqpEW58_IDXJVqADM3xSFHnRU6NfZPrZqBoiRXrRiOWo>
Date: Mon, 21 Dec 2009 17:06:34 -0500


Alexander Entelechy wrote:
>> Lc wrote: However, I do think that "people have runes they are associated with" is a >Glorantha-wide question. Is it viewed that way by everyone? Is it only viewed as a source >of magic by some if it is? Is actively rejecting your rune-nature and trenscending it >considered to be important?

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> I was having a chat with some members of my group about this
> when explaining why I didn’t like runes as they are presented. It’s almost like
> the runes are hard coded into you to give you a personality type. In fact the
> Sartar book gives negative modifiers for going against the personality type of
> your runes.

As the player gets to pick the runes, is the issue just wanting "a mismatch"? Basically someone with the Air rune who isn't an airhead, or someone with the Death rune who is light hearted and likes ponies?

> For me a more dramatic way to look at it is as a
> relationship. Everyone starts with one rune and then as they journey through
> life begin gaining more runes as they develop more relationships. In this
> system you’d get your affinity for a certain rune AFTER being initiated. The
> rune itself is just a representation of an important human thing: death, child
> birth, war, hate, trade, and so on. Initiation gives you a culturally specific
> understanding of that specific phenomena. It places it into a mythological context.

As presented, your starting character is post-initiation. Maybe he (she) started the whole right of passage/adult initiation thing without a clue as to which runes with which he is associated. They get figured out on that first HeroQuest. That doesn't contradict what has been written, does it?

Anyhow the "as you go" rule implies that you don't need to specify all three runes right away. They've always been there, but you don't pick until later. Doesn't that give the flexibility that you're after?

> Initiating into a new religion would then mean you either
> drop your old understandings (runes) and develop new ones or your try and
> create a synergy. If you try and create a synergy then you have to combine the
> truths of both cultures in a heroquest and if they conflict in any serious way
> (which they should do for dramatic reasons) then you’ve got your work cut out
> for you. You’d probably also need to persuade your community of those truths
> before a heroquest could be attempted in the first place. That alone is the
> meat for some good stories.

I don't think that is how it works. I think you keep the same runes, but find a different god that uses the same runes. That is why the Lunars are pushing Dobdurban, the wimpy storm god of Peloria, on the Sartari. They get to use that Air rune that they already have.

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