The risk is that the magic rules stray towards a Rolemasterification (!). Ash's obscene simplification of all the rules is great and should be stuck in the rules as an option. But...
There is a great advantage to having more detailed magic rules, which is that HQ is probably about the best game at bringing religion and all that into a game. See this thread, for example:
http://www.story-games.com/forums/comments.php?DiscussionID=2376&page=1#Item_0
Worth going to the 2nd page to see what Mike has to say, too.
So there is a baby in some bathwater here.
IMO. Sam.
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