> That's sheer semantics.
It seems to me that deploying weasel words and semantic arguments to constrain what players and narrators can do in a rules-lite narrativebased storytelling game which prides itself on its *extremely* loose systems for assigning abilities would be both foolish and dangerous.
("You wrote 'illusion', not 'semblance'. Illusion magic always makes permanent changes in Glorantha. Your character concept is screwed!").
I find myself rather alarmed by the way our previous understanding of rather well-fleshed out Gloranthan concepts is expected (by some) to chop and change to fit the prevailing wind from Murmansk.
I accept that I may be in a minority here.
Cheers, Nick
Powered by hypermail