Re: Runes for non-theists [was: 'Three Runes']

From: L C <lightcastle_at_9XfmyikUSFt5xpB9kuS3Qa8YYvrXVDA5Tts3e21TnWlTeLrD9aOA1RsNseQq6Eji>
Date: Thu, 24 Dec 2009 11:39:27 -0500


  Gavain Sweetman wrote:
>
> I think that at least theists and wizards do interact with the runes
> directly. It is their belief or learning that directs them how to use
> the powers safely. Though I suspect that most Gloranthans are not
> aware of this. Personally, I believe that the magic systems impose
> restrictions on the linking to runes directly as a safety measure,
> being in direct contact with a rune could have disastrous consequences.
>

So basically, your theory boils down to:

Is that more or less correct?
>
> > I now have to think about how to model this reasonably within HQ2. I
> really
> > want the runes to be the "top level" magical ability rating... I am
> just not
> > sure if this can be done especially elegantly...
>
> I'm not sure that it needs more modeling. If your player bypasses the
> cultural limits on linking to runes directly, he should be allowed to
> do anything but take the words he uses and do it literally. So when
> they say that I use the air rune to fill my lungs, let them but then
> say they can't breathe out again, with out them saying I stop the flow
> of air. Or just make it a nearly impossible resistance to actually
> breaking the cultural ties. Or perhaps they need to develop a rune
> control skill to generate the correct thoughts to activate the exact
> power they need.
>

That becomes kind of useless as a "top level" magical ability rating, though.

LC            

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