So I got to thinking -
What things make a game "Gloranthan" (as opposed to just Yet Another Fantasy
RPG)
History - Especially Mystic. Legends and myths abound to explain "stuff".
Mundane history usually gets much less "play".
Otherworld beings (God, spirits, etc) and their followers (Cults,
worshippers)
Relationships (at least since HW - RQ wasn't that big on them...).
Wierd sh*t - whether you play with origami magic, or argue about the
aerodynamics of a fully-laden Chaos Bat-demon, you acknowledge that there is
some really off-the-wall stuff.
What else?
RR
It is by my order and for the good of the state that the bearer of this has
done what he has done.
- Richelieu
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