Magic in Glorantha (cont.)

From: Sergio Mascarenhas <sermasalmeida_at_mail.telepac.pt>
Date: Thu, 9 Oct 1997 15:54:51 +0100


Nick Brooke about Loskalmi Justice:
>>> (Frank's) system seems designed with the Loskalmi citizen in mind.
>>> What about foreigners?
>> This is a good question. But I belive banishment would be appropriate.

> Of course, during the Syndics Ban this would have been a death sentence.
> Was this your intention?

Frank's judicial system is so tidy that I suppose after the end of the Syndics Ban there must have been an huge movement of emigration from discontent loskalmis to escape it...

Back to the discussion of magic systems:

Michael C. Morrison commenting my suggestion of combining POW with CON: << It's not clear to me whether CON no longer applies to physical exertion (and disease and poison) or
only to magical exertion and connectedness. >> It applies to both. I remember that I'm not subbstituting POW by CON no more that I'm subbstituting CON by POW. I'm combining both in a single stat: VITality.

<< As written, your use of CON makes divine magic users the most powerful in all Glorantha! You sacrifice CON to the god, but do not lose any of it ... Either you can sacrifice indefinitely, becoming very closely tied to the god, and supremely powerful, or the player must keep track of "real CON" and "sacrificed CON" in order to maintain balance. Just like POW vs MPs. >>

And Hibbs Philip:
<< Look here, why are we scratching around for a stat to relate magic to? Why not just use POW? >>
Saying that you sacrifice VIT to the god means that you commit your vital forces to the god. You can only sacrifice the VIT you have. Important note: in my proposal you don't gain VIT the way you gain POW in RQ. VIT is a mundane stat. It only 'grows' in the mundane plane. Spirit and divine beeings don't develop VIT. That's why they must interact with mundane creatures: it's the only way to acquire MPs and VIT. A god gains VIT when a new worshiper commits himself to his cult. A creature's growth his the natural way of acquiring VIT. When the creature reaches adulthood it stops growing VIT. There is nop way to acquire VIT indefinitely.
Magic can allow you to 'steal' the VIT/MP of other living things. For instance, sorcerors do it through tapping. Most cultures see thaking other persons VIT/MP as an evil action. Of course, it deppends on what you are tapping (is it an intelligent beeing or a non-intelligent beeing?) and how you are doing it. Powerfull magicians take VIT/MP not from a single source, but from all sources around, and at a very slow and incremental rate so that the sources can regerate their VIT/MPs. Cults organize ceremonies where people sacrifice willingly their VIT/MPs. Chaos is unable to produce VIT, it exists by taking it from the living. I like the idea that doing really powerful magic cost you VIT (or those you can tap). It's the common image of the physicaly weak magician doing power spells and geting weaker the more powerful the spells are (remember Moorcok's Elric).
That's one of the reasons why I connect CON with POW in VIT. It's the more simple and natural way I can think about to explain why doing magic has a clear physical impact. Doing magic consumes VIT: it destroys life. Based on this basic principle we can understand the eccological equilibrium that surrounds the usage of magic. The greedy magician will seek more and more power at the expense of the environment. He doesn't care if his power means barreness to the people and life forms he his tapping. In the long run his magical deeds will turn agains him. This is characteristic of chaos. The responsible magician will try to keep a balance which means that he will have to limit himself.

I liked a lot Michael's suggestions for a new magic system for Glorantha. They are very different form mine's and that is fine: that means we Issaries Inc. wil have plenty of creative ideas on which to pick (if their designers whant to) in GD.

David Miller:
<< I've been giving some thought about removing the spirit magic system from RQ. From a referee's point of view it greatly reduces the power levels of
experienced PC's, who tend to have lots of power crystals and magic spirits to
fuel their bladesharp 5 and heal 6 spells >> A prelimiar note: if experienced PC's are so powerful, it's because the referees hallow them to become so.
I agree with David that the spirit magic rules in RQ are not adequate for Glorantha but don't see why we shoud remove the spirit magic system. What we need his another system that avoids the pitfalls David mentioned. IMO RQ's spirit magic system is excessively tidy to be useful in Glorantha. It is excessively standardized. Compare it with sorcery: sorcery is the result of rational almost 'cientific' research. So it is understandable that it should work in a very standardized way. Spirit magic is completely different. It is the result of tradition (that's why I prefer to call it 'traditional magic'). Spells should be different from place to place. each culture in Glorantha that has spirit magic should have his hown spells. Those spells would share some common mechanics but wouldn't be equal everywhere. Think about bladesharp: a praxian's bladesharp 1 his the same as a barbarian bladesharp 1 and a pamaltelan bladesharp 1. It has the same duration and effects. In fact, you can learn bladesharp 1 in Heortland and go to Prax and learn there bladesharp 2. This should not be so. So, how would he work? Let's see an example: - - First, the Praxian bladesharp his not even Praxian: it his the bladesharp of tribe X (each tribe has his own spirit / traditional spells). The same applies to barbarian spells.
- - Second it his not called bladesharp: it his called the 'Mighty sword of Khan Z'. In Heortland you would find a spell known has 'Arkat?s powerful blow at Whitewall door' and it would be specific to Whitewall, of course. - - The 'Mighty sword of Khan Z' enances your damage with swords by 3. It's a fixed value. 'Arkat?s mighty blow at Whitewall door' his even more powerful, it increases damage with swords by 5, but it only works on two handed swords.
- - The 'Mighty sword of Khan Z' lasts for 2d6 minutes. 'Arkat?s powerful blow at Whitewall door' is instant: you do it for a blow. - - Learning a spirit / traditional spell requires some 'spirit' envolvment but it would work in a completly different way from RQ. The involvment is with the spirits of those who know the spell: in my examples, your sword brothers. You learn the 'Mighty sword of Khan Z' by living in the tribe, fighting for the tribe and practising your sword skills with other tribe members. You know you know it when in a fight you feel the inspiration of the 'Mighty sword of Khan Z' and actually use-it. The same is true of the 'Arkat?s powerful blow at Whitewall door', only that you must be a member of Humakt's temple at Whitewall to learn it. Knowing the 'Mighty sword of Khan Z' contributes nothing for learning the 'Arkat?s powerful blow at Whitewall door' and vice-versa.
The spells are culture specific and are secrets not to be taught to foreigners lightly. The praxian tribe wouldn't allow a barbarian to acquire the knowledge of the 'Mighty sword of Khan Z' unless they accepted him almost as a tribe member. This could take years.

The RQ rules are a generic game system. They don't allow for the variety and richness of a world like Glorantha. A Glorantha specific game system should not be limited by the kind of constrains you find in a generic game system.

Best,

Sergio Mascarenhas


Powered by hypermail