RR
He was born with the gift of laughter and the sense that the world was mad
R. Sabatini, Scaramouche
Ian answers me
> > would people be happy
> > leaving Gloranthan magic without specific rules? NO fiddly bits?
>
>Absolutely NOT. Why the hell would I pay good money for a game that
>doesn't have rules for one of the most fundamental aspects OF the game?
I am not at all sure that magic is a fundamental aspect. I think Gloranthan religions and mythology are more important. There are plenty of games that deal with magic. No other game deals with heroquesting. In other words, the important thing is not how your character works magic, but your character's relation to magic.
I seem to recall that many if not most GURPS settings don't have a lot of setting-specific rules (they often have specific skills, which isn't as important in HeroQuest).
Greg
>It would be boring and useless to have the magics all work the same way.
But they already do (in a high-level rules sense). You choose the appropriate ability, and use it in a contest. I don't think this in any way negates the distinction between the types of magic -- that's reflected in your character's relationship to it, which depends on the source of the magic. For example, use of a feat requires joining a religion in the first place, and behaving more or less in the prescribed fashion. And possibly getting along with the religious hierarchy.
This, BTW, is a way that Gloranthan magic *is* distinguishable from sufficiently high technology.
>a significant part of the narrative it is about magic. The
>different types of magic.
I also don't remember your narratives dealing with the different types of magic. For example, in the exciting intro to HeroQuest, there are clearly different types of magic, but the difference in their origins and workings is immaterial. --
David Dunham
Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html
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