Guy Hoyle and I played HeroQuest with some Praxian
characters today. I narrated. We had three
characters, all Impalas: a Storm Bullman, a male Daka
Fali, and an Eirithan. I had a couple of canned
narrator characters. Then we had nameless backups. A
couple of observations and related questions, in no
particular order:
First, it seemed that concentrating animism is pretty
expensive in terms of lost common magic. This might
not be true in other cultures. In Prax, if you
concentrate, you lose the Survival Tricks and get
nothing but the promise of future advancement.
(Sounds like certain carrer paths.) This is a hard
choice for a new character. Is this common to any
other strains of animism?
For the Daka Fali, I stuck with common magic and had
lots of flexibility. For the Eirithan, I
concentrated, and ended up pretty poor in magic. I
think that Praxians that concentrate must join a Daka
Fal practice and get some ancestors to fill in the
basic sorts of magic they otherwise lose.
Second, the rules seemed unclear on a few things. Or
maybe we'r ejusy dense. We gave up trying to resolve
these questions:
- Do all types of common magic require the allocation
of 10% of the character's time & resources? (See p.
104 saying that common magic is often part of a common
religion and p. 106 saying that membership in a common
religion requires the 10%.) If no, how do you know
which ones do and which don't? Specifically, in the
Bison People homeland (p. 38-39): Does the Survival
Tricks require 10%? Does joining a cult society?
What if you join two or more?
- We coud not figure out what level a starting animist
should be and what they get. P. 18 suggests that
animists who start as practitioners get one of each
practice spirit. P. 134 and 140 suggests that a new
spiritist gets 5 charms; p. 136 and 140 suggests that
a new practitioner gets 1 practice spirit.
- Can a non-participant in a contest augment with
something (like, say, a charm) that is not an active
ability but can only augment? See p. 80.
Chris Lemens
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