Re: Runic associations

From: Bruce Mason <mason.bruce_at_RbyQVyDR03XV2oBR3gagsv9Eh9e8lZsWB_bmyAAUKQXWysmLhvREuerioZPkR4Qi>
Date: Sun, 8 Feb 2009 11:00:09 +0000


2009/2/7 Lawrence Whitaker <lawrence.whitaker_at_UhpH3gUP0RpT87Gf94vu1OW5rGuEtxIvGQblO0DtWPLKnRWav-AQ8GgTFTDKi-iEtbqJsWv4lOiGaP4ogUtXHBmpvIlyQg.yahoo.invalid>

> Precisely the kind of mechanic you describe is going to be built more
> formally in MRQ, beginning with the forthcoming 'Guilds, Cults and
> Factions'
> book.
>

Now that would be cool and certainly gets my interest in "Guilds...". It would be good if both RQ and HQ end up managing to bring elements of Glorantha to life in ways that play to the strengths of the respective games. It would be ironic (and perhaps just a little controversial) if MRQ ends up 'doing' Glorantha better than earlier versions of the game.*

For what it's worth, borrowing liberally from what I know about HQ2.0, I'm using the following progression in MRQ terms. 1. Each person is born with up to three "affinities;" i.e. you start play with up to three runecasting (Rune) skills at basic score. An affinity lets you cast the rune's magic up to Magnitude 2. 2. Integration. This can be done directly by getting a rune or indirectly through initiation. To initiate in a cult you have to match one of your affinities with one of the cult's runes. 3. Mastery. 90% in runecasting, integrated rune and purchasing a legendary ability. None of my players have got that far yet but it may give automatica overcharging, MP reduction or access to more powerful magic.

*Actually, what I think has happened is that the intellectual energy created by HQ has allowed writers to look anew at RQ. There's nothing MRQ is doing that couldn't have been done in earlier versions of the game.

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