Re: Narrative characteristics

From: connruadan <connruadan_at_...>
Date: Sun, 20 Jun 2010 19:10:33 -0000


> I would think they would be fine for any game where the genre made
> sense. For instance, the only rules we have for a culture in Glorantha -
> The Orlanthi - have the Runes, which track to a magic keyword and
> personality and general linking of the soul. So a genre where keywords
> like that made sense seems perfectly fair. I'm not sure how often they
> would actually come into play, but if they were going to be used, I
> hardly see why they shouldn't be there.

I did not see things this way but, honestly, you opened my eyes : thanks a lot !

> To some degree, it sounds like you want them to be umbrellas that
> encompass everything. Not sure if I am misreading you there. Everything
> would be Mind/Matter/Spirit/Chaos in some form.
>
> To be fair, do you even need them as stats? You could just tag each
> ability as qualifying as one or the other, and modifying it as such when
> appropriate.
> >

You're right about about what I wanted and what seems fair.

> I'm not sure what you gain giving everyone backup scores that mean they
> avoid the default 6. Admittedly, even at 13 the -6 penalty puts them at
> slightly higher, so that's something. But as far as a broad term to
> describe lots of stuff (especially if the story/genre you are working
> with makes sense for it) then why not? I could easily see a genre where
> having everyone have a score in the 4 classical elements make sense. Or
> Body/Mind/Soul. Or the Suits of the Tarot Deck. Ultimately, it is just
> an ability and you define what the ability is relevant to. (At least,
> this is my understanding.)
>
> LC
>

And again you were enlightening !

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