The figures I gave were a bit exaggerated, I concede, but based on the
ridiculous NPC's (not PC's!) in the example scenario (the Money Tree) in
RQ3. Before anyone swats me, I know that's a non-RQ example.
I do feel that the effects of magic in a magic-rich world are not always
considered. I remember an article on the subject in White Dwarf, back when
it was worth reading (i.e. nearly twenty years ago.) I think it was by
Lewis Pulsipher. It pointed out how the existence of magic makes obsolete
many of the real-world structures that are placed, unaltered, in rpg's by
their creators. The article and ensuing debate concentrated entirely on
combat and defensive structures but the point extends to cultural
constructs. Glorantha is unusually magic rich and the problem is more
pronounced.
Gloranthan magic and religion is a beatiful realisation of the myths of our
ancestors. The cultures of the peoples of Glorantha are imaginitive and
insightful interpretaions of our ancestors lifestyles. This presents a
contradiction: if our predecessors myths had been real, their lifestyles
would have been significantly different. Greg Stafford's own writings give
me a feeling for that difference but I don't often see it translated into
game terms.
I know that some of the more extreme methods available for exploiting magic
are left unused because of the example of the God-learners but that still
leaves a lot of room for a lot of difference.
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