Hi
I just want to contribute this;
How often does this come up in play? In my games I just let people
use abilties actively if they want, especially for newbies. I find
that when people have magic the pay off for using it is, well,
something magical happens. Oh I get that whole augment debate myself
but I hate that look of disappointment in players faces when they
can't actually cause a bit of light or heal a wound because their
not concentrated. And I consider myself to be in the fun business.
Because of the way I play I find that this is not abused. I should
also note that all the PC's in my games are actually concentrated
magicians on my insistance so as to keep true to the rules, but
going forward I don't think I would insist on it. This recovers some
of the lost magic of Runequest IMO. Remeber ignite, disrupt, light?
Thats magic.
Regards
Rob
- In HeroQuest-rules_at_yahoogroups.com, "parental_unit_2"
<parental_unit_2_at_y...> wrote:
>
> --- In HeroQuest-rules_at_yahoogroups.com, Lightcastle
> <light_castle_at_s...> wrote:
>
>
> > I've long considered removing concentration from my games,
instead
> giving the
> > bonus when someone gives up magic from other gods, rather than
tying
> it to
> > the other world.
>
> I arrived at the same conclusion, and have made this change in my
own
> games. Characters in my games increase magical power by making
> progressively more exclusive commitments to a particular religion.
> Theism, animism, wizardry, and invocation of talents are just
> different methods of communicating with Otherworld entitities. Some
> religions rely more on one method than another, whereas others
(such
> as the Teshnos and Lunar religions) systematically mix the
methods.
>
> If I recall correctly, some of Greg Stafford's canonical storylines
> involve attempts to make the three Otherworlds converge into one.
If I
> were following these storylines, I'd probably want to stick with
the
> Three Otherworlds model.
>
> Rob
>