dangerous and powerful magics

From: bethexton_at_...
Date: Fri, 14 May 2004 13:06:28 -0000

> In fact, (this is more a rule thing) it does seem very difficult to
figure out how
> "powerful" magic is in the new system. While I'm all for the
breaking away from things
> like levels and such, magic in HQ doesn't really seem to have that
sense of "here are
> powerful dark magics that you should not try until you are ready".
I'm not sure that really
> is a drawback, or if it is really true. It's more a sense from
reading the magic system.

Oh, but there is such things--that is what heroquests are. Oh, sure, some of are innocent as candyland (although Lord Licorice is apt to be somewhat more intimidating, and getting out of the molasses swamp will take way more than drawing a red card) * A lot of the important heroquests, however, re-visit critical turning points in a cultures mytho-history. And some more hushed up myths are apt to be truly dark and dangerous...certainly there exist myths to treat with demons with all the usual costs and benefits.

But most of the really major powers people have come from heroquests, and you really had best not try them until you are ready. And in quite a few of them you had best be ready to act in very uncompromising ways. When you help the Thunder Brothers at Thrinbarri (spelling?) of the Waves, you had best be ready for a life and death struggle, with no quarter given on each side. When you go on the North-faring you will help to sack and pillage cities, and if you ever have to do a Light Bringer's quest, well, I don't think you can really prepare for that, I think the minimum starting issue is that you will face your worst fears and greatest weaknesses, and then go onto more dangerous things from there.

--Bryan

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