Re: No common magic feats for Heortlings [was: Heortling Collectives for Common

From: Alex Ferguson <abf_at_...>
Date: Wed, 25 Feb 2004 17:48:36 -0000

> > I'm afraid that's exactly what it means. OTOH, you describe
> > exactly
> > what the rule _should_ be, IMO. ;-) Or something along those
> > lines.

> Well, in the spirit of MGF, we're free to ignore anything in the
> rulesbook
> and replace it with what we thing is better.

Well of course, and I thought I implied as much myself. But for the sakes of clarity, surely "HQ game terms" ought to refer to the former, rather than the latter.

> See my comment about the concentration applying towards magic
> *learned from
> your specialized religion*. I'd certainly allow Storm Bulls learn
> both a
> variety of Animist abilities and Affinities/Feats, within a narrow
> range of
> Storm Bull practice. You're concentrating your energies not toward a
> magic
> system, but your *god*.

But in HQ, that's not a function of the concentration mechanism, but of 'special cases' imbedded in the descriptions of _some_ "specialised religions". Urox presumably (going to be) one of them.

I can see why, given the HQ rules, one would suppose this. But other than the concentration mechanic itself, would one ever have thought of such a thing being an actual in-Glorantha attitude, much less the most common one? Practically and ritually identifying oneself with a god (or other entity), definitely; a pantheon or other mythicly-related grouping, sure. But an otherworld or magical "system"? I just can't see the average Heortling, say, thinking in such terms.

> (or in the case of talents, embracing your mixed nature and
> making sure it is in balance).

> Certainly for good fun I can't see why anyone should be unable to
> concentrate on all the magic from their god (and their god alone),
> if they have a good story for it.

That's not a good enough story unto itself? (It's not as if it's likely to arise very often, since it's rather implicit in the Four Worlds Model that a given go--^H^Herm, otherworld entity is _not_ usually the source of more than one mode of magic.

> For me, I think making players choose between broad, weak, powers,
> and more focussed, more potent, powers is dramatically interesting.

Yes, it is. But one needs to be careful in defining the "focussed" categories, I think, if one wants to preserve a reasonable level of suspension of disbelief. If "broad" means some weakly-rationalised grab-bag of abilities, this is much more compelling than if it cuts across magic that's closely mythicly related, and/or things that are an established part of a character concept. (e.g. in the sense of the talents/natural magic Rain of Confusion, say.)  

> Also, to me, one of the key battles in the Hero Wars is between the
> otherworlds and the mixed world. But I can certainly see the sense
> behind letting players have as many toys as possible too.

That's one possible motivation, but I think for me it's more of a case of trying to say "But that's not how it works because [...]" more often than I have to. Or certainly, more often than seems logically sustainable, at the worst.

Cheers,
Alex.

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