BM was a bland and colourless off-the-peg collection of standardised spells that were useful in breaking away from the old D&Dish 'only wizards do magic' notion, but lacked mystery, excitement or variety. As you can tell, I was never a fan. The CM rules, though, will allow you to *add* further mystery, excitement and variety to your characters, without losing the basic notion that powerful magic requires commitment to a specific deity's attributes/spirit tradition/sorcerous school/etc. I do think it is one of the most positive innovations being added in the HW -> HQ transition, making HQ more than just HW2.
All the best
Mark
Mark Galeotti
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