In our campaign, we have always played that the Illuminate is a total relativist in all senses, good/evil, chaos/order, etc. Therefore, if an illuminate could intelligently see a need for a law to be obeyed, they would obey it. Note that illumination DOESN'T make the individual selfish, or a narcissist, or stupid. Illumination (in our game) has really only meant that the character's feelings actually more parallel those of the player - the sense that everything is artifice, that what they do really has no meaning outside the context of the world's 'rules'. It makes it a little simpler for us, anyway.
I would agree with you about Law not being the opposite of chaos. That's Melnibonean. The tragedy of the Darkness is that now everything is imbued just a little bit with chaos - in effect it is also woven into the cosmos. Maybe part of illumination is the recognition that the opposite of chaos is stasis, and that isn't any more desireable...
(just thinkin' out loud, now...)
Steve Lieb
liebx004_at_maroon.tc.umn.edu
End of Glorantha Digest V2 #430
WWW material at http://hops.wharton.upenn.edu/~loren/rolegame.html
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