Re: Re: Three Worlds headaches

From: bernuetz_at_...
Date: Thu, 9 Oct 2003 12:02:48 -0500 (CDT)


simon_hibbs2 <simon.hibbs_at_...> wrote:

>I do, there's been a huge proliferation in how many different kinds
>of everything there is. It's as though for every game world concept
>there have to be three or four different incompatible versions of it.

I agree. Exactly what's the benefit of this? All it does is add complexity to an already complex world. I can see the point of having special creatures, etc. for the three worlds but three different elementals?

>These are the two most egregious, to me.
>
>Common Magic : Why differentiate between Common Magic Talents,
>Spells, Charms and Feats? What damage would be done by having one
>form of Common Magic? (Plus perhaps Innate Magic for things like Puma
>People shapechanging and maybe Troll magical digestion.)

Agreed, an extra level of unnecessary compelxity. I think heroes would be more interesting if they had magical abilties innate to them that they couldn't just give up but IF their religion demanded that they shun all non-cult religion they would have to stop using without losing the ability.  That's more interesting than just crossing it off their character sheets.
>
>I appreciate the three (or is it still four?) worlds model, it makes
>sense and has some interesting and fun implications. That doesn't
>mean I want three or four versions of pretty much everything.

I'm not such a big fan of the model. It seems like a recent add-on to something that worked fine in the past. It's a change but is it an improvement? Like Glorantha isn't complicated enough.
>
>I like the extra detail in the major magic systems in general though,
>they add game world flavour and plenty of options for character
>advancement.

Agreed.

Oliver

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