Thunder Rebels, I think, details the Arming of Orlanth.
IMO: a ritual is a long spell; opposition is impersonal and the target number is calculated accordingly to the amount of results you are aiming at; it is not much different from casting a feat or a fetish, except that it requires hours or days or centuries and not mere 5'. Ah, and you use skills like Orlanth Myhts instead of Affinity X or Talent Y to overcome the resistance.
A practice quest requires a (short) story, stations and an active opposition, but it is in the mundane world. Reward is minor.
A standard quest requires crossing to the Other Side. Risk is higher and rewards increase as well.
Ciao,
Gian
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