Re: New players and Arcane Law

From: Greg Stafford <glorantha1_at_BMb6UbZ_9jeoPmhYfUGZNSCQW1oOqKEbXTDi8Pq2f_R5pc1XIdttzrpWapaU7JEqX>
Date: Wed, 9 Sep 2009 19:48:13 -0700


YGWV On Wed, Sep 9, 2009 at 6:42 PM, Alexander Entelechy < alexanderentelechy_at_rLQoGz7aSPSGKqNU12XyYWQajFjyaO4KZVk5dAJJNxbRd-OdTCQI5t4qAFiufAZgYEewMENFSsG9vSQO3thBrUoBng0N.yahoo.invalid> wrote:

>
> Greg wrote a while back.
>
> (((But if you wanted to set up a cult in artar where Death
> is joyously greeted
> with dances, feasts and general gaity not associated with it at this time,
> then you would have to establish the entire web of social, personal,
> practical, emotional, psychic and mystic reactions. You would have to PROVE
> it works to the participants by establishing the actual link, which is
> usually recognized in the game as the exchange of worship for magic.)))
>
> My frustration with Glorantha was that it’s all about Heroes
> establishing (or defending) mythic-value systems, but with no guidelines on
> how
> to change, destroy or create them. Arcane Law provides a rough (very rough)
> sketch of how to do that. I consider that essential to the game for what I
> personally
> wanted out of it.
>

Me too.
I actually had a rough system that I was going to publish, but there is always he problem that it immediately becomes fossilized. I'll work with Jeff R to get this worked out in some form, though.

-- 
Greg Stafford
Game Designer


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