Clearer descriptions of how the magical powers of x tradition work would be all I'm asking for. I received the impression from previous notes that no one was planning this or even thought it appropriate (which makes the game useless to me, since that's mostly what I wanted from it). I had already grokked that there were no magical or religious absolutes or truth in Glorantha, but that still doesn't help me try to make a new magical power for my campaign.
Thanks for the link; I had collected a version of Sandy's Sorcery rules a few years back, but never saw those archived discussions and Q&A.
-- Jeff Johnson jsjohnso_at_...
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