Re: Ho Much Rule fiddling Is Tolerable?

From: Ian Cooper <ian_hammond_cooper_at_ghlrA-K6CqysrrRyofOdVO63iLi44gV_4WmxTSA9NwkjVvITmHEDPeXV4>
Date: Wed, 18 Jul 2007 11:01:16 -0000


Peter Metcalfe wrote:
> If Talents, feats, fetishes etc are all just abilities then why the
> special need to differentiate between them?
Given that HeroQuest has a universal mechanic, the onus flows in the other direction. What effect do we seek by giving each magic system differing qualities.

> Given that the Three Worlds has been in print since Cults of Terror
... I think it a retrograde step to deny distinctions in a rule
> sense.

Note that I am not. You still cannot concentrate and use magic from all three worlds.

The point is to what effect we need rules that override the universal mechanic. Simply so that they are different is not enough, they must be different so that the experience of play reflects important charecteristics of Glorantha. Do we think that representing mechanical differences between a fetish and a feat better enables us to tell Gloranthan stories in play or is just complexity.

For example is it important that most people cannot use magic directly or find it hard (i.e. unconcentrated). That is what the rules suggest, but IMO does not seem to fit with Greg's fiction. So having all abilities active would simplify (an active ability can still be used to augment) and reflect Glorantha.

Is it important that concentration gives you some advantages. Sure. Are they advantages normal folks need. No. Hence the suggestion that mechanically differentiating that for heroquests and rituals may more accurately reflect what we are trying to emulate.

Just because systems like RQ differentiate magic types, does not mean HQ, whose goals are very different should.            

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