> I wish there will continue to be lots and lots of detail on how magic
> works on Glorantha. Limitations of various types of magic are at least
> as interesting as their actual powers.
>
> I'm really interested in learning what are the strengths and
> weaknesses of wizadry/veneration vs. Theism vs. Animism vs. manifest
> mysticism... and so on.
OK but how about if I substitute wizardry, theism and animism in that sentence with unarmed combat, persuasion and seamanship?
I agree that the differences between the magical worlds are interesting and worth exploring in the game, but I don't see why that necessitates extra rules for how abilities are gained, annotated, improved and applied compared to any other abilities.
Simon Hibbs
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