I am eagerly looking forward to every post! I actually have a google docs spreadsheet with every Great Compromise post (after a certain date) in it, so this will save me some work. Does that make me both lazy and compulsive?
> We plan on occasionally discussing the development process with the finished books as well and maybe get around to talking about thinks like:
> Why do griffins sometimes have stats and sometimes not?
> Making Heortlings magical
> Terminology (e.g. we know the Heortlings don't literally say "Storm Tribe")
> What happened to AP bidding?
>
> We also plan to post answers to interesting rules or settings questions.
Well, since you brought it up...
In my excitement over all the recent news I replayed Darran's continuum podcast about HQ2 Gloranthan magic, and something started to bother me. One of the core features of HQ2 appears to be that ability ratings are relative - not absolute - measures of a character's potency in a story. That being true, no two narrators may define a "starting character" the same way. In one game they are stick pickers. In another they might be heroes - or anything in between. That being the case, it doesn't seem to make sense to say that you have to achieve a certain ability rating to become an initiate or devotee. It should suffice to say that it requires overcoming plot obstacles or perhaps a default resistance class for the application contest.
Has this been addressed since the podcast?
Thanks!
-Kevin McD
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