Greetings! Stephen R. Malelu asked an interesting question. I'm looking at this from a gaming standpoint rather than a mythical experience standpoint. There are two levels in the answer, the player and the GM levels. At the PC level, one answer is ``there are things that should not be known.'' The God Learners tried to violate this fundamental premise, and eventually, the right minded deities invoked their ``sendings'' to rectify the situation. So, the player's characters could eventually discover that a previous race had been wiped out for delving too deeply into the ultimate secrets of Glorantha. That would tend to deter most of the PCs I've seen in campaigns over the years. Also, knowing too much about the workings of a system take away some of the magic of it. In Goethe's _Faust_, Faust complains that learning about all the secrets of the universe has taken away its wonder. In a place where spirits dance the nights and magic is tangible and real (e.g. Glorantha), it makes it easier to suspend disbelief if everything is *not* explained. At the GM level, you are responsible for helping the players suspend disbelief and making the gaming experience enjoyable for all concerned. In determing how the world operates, there are three complimentary principles I generally follow which flow from observations of and discussions with Steve Perrin, Greg Stafford and Sandy Petersen. (These are Rich Staats' paraphrases and interpretations, not direct quotes --- any abuse should be heaped on me, not these folks.) :-) Perrin Principle: As a GM, consistency is desirable, and *what* you do (although important) is not so significant as that you understand *why* you did it. If similar circumstances arise again and the characters involved undertake the same actions, they should reasonably expect similar results. This helps the gamers become comfortable with the gaming milieu. They will be able to picture the world in their minds during and between sessions. This adds to a sense of fairness and balance in the gaming world and the campaign. Stafford Principle: As a GM, it is important to maintain a sense of wonder in the world. It is not possible for any mortal to fully understand the workings of Glorantha, and to do so takes away from the pleasure of the unexpected. A dragon-newt won't do the same thing every time you encounter one. Leave room in your campaigns for the unexplained, the mystic and the mythic. No matter how much you learn and experience, there is always more to discover. Petersen Principle: As a GM, you should do things that make the campaign fun. If you have a choice between two courses of action, choose the one that will bring the most enjoyment to the GM and the party. The party will come up with things you never expected, and these plans and explanations might not bear any resemblance to what you anticipated. So what!?! If the new explanations are more fun and overall consistent with the workings of the world, go with them! By applying each of these principles, you will go a long way toward making your campaign world come alive for you and your players and having that journey of exploration be a fun one for all of you. In my campaigns, I have always assumed that Earthly phenomenon operated unless otherwise noted. For example, Yelm runs from east to west each day (the same as the sun), but if a character could find some way of getting close enough, he or she would actually see (and perhaps be attacked by) some guy in a chariot (quite a bit different --- or at least I would be quite surprised to discover otherwise :-O). OOPS, out of time! More to say, but I have to run! In service, Rich Staats ------------------------------
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