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

From: Gavain Sweetman <gavain.sweetman_at_HgQrapvyRughCHfUbkm-FkqyK69sX6UXDybKd09GA9vkxM-JjPEvdAVzSkRX>
Date: Thu, 24 Dec 2009 19:34:50 +0000 (GMT)


> L C <lightcastle_at_T7hK1S2ZmiKBycJINjJCulXk35sSkTbmeXyL1KVEUy06EdCQ58_Mz0__IUXFbfkrlP_hgcF4WNO-GXp0M5I.yahoo.invalid>
>
> So basically, your theory boils down to:
> = All power ultimately comes from the runes.
>    - Theism teaches you to access the runes through the gods as
> intermediary
>    - Animism teaches you to access the runes through the spirits as
> intermediary.
>    - Wizardry teaches you to access the runes through grimoires as
> intermediary.

> Is that more or less correct?

Yes.

>> 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.

Yeah, re-reading it you are right.  Maybe the difficulty of using the rune directly becomes a difficult or very difficult task rathe than the default moderate difficulty the "mediated" magic uses.

Gavain            

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