>The way I’m probably going to do it is this:
>No one has any magical ability traits. All magical abilities
>are covered by keywords that deal with community relations or as a
function of
>something you do within the community.
An interesting approach.
>If you want new magic you must:
>
>1) incorporate the moral value structure of the magic into the community.
>
>
>2) Cement it with a personal face to face confrontation with
>the mythic moral consequences. (my definition of a heroquest)
That's an interesting definition. I need to roll that around my head a bit.
> At this point your community has accepted the new moral
>order and you’ve cemented it. Your keyword now allows you to do new magic.
>
> Other than that there’s basically no hard cap on magic you
>can attain or mix and match. You can become a god and float in the sky
if you
>can convince your community that it’s cool.
Interesting. I'd probably not do it quite that way, but I can see what you're getting at.
>My whole view point does kind of depend on all magic being
>essentially moral magic though. If you don’t want to question your
community
>mores (and win), then the usual magic system works fine. I could also
be out in
>the wilderness and have totally the wrong idea about Gloranthan magic.
LC
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