Re: Foreign Magic - flavour and crunch

From: donald_at_rFHDYk7Y1f9IOclq8GX2f31TQILsWdgwoXmoZyhWGau5sSvu1bcYv9aebdDEV66r4jXn5
Date: Mon, 05 May 2008 00:39:28 GMT


In message <481CE2DD.8070904_at_gHJqaRIRjulLkxCFQEhj-UIeIeJqUCS6F13dcs-nO_Obts3fE-bZ9Tnl4l15kMTLtXXRRkUSxC0b7yy7SaaddMYuh1-3IEJeaA.yahoo.invalid> Stephen McGinness writes:

>And that is why I'm trying to drill down here. The mechanics aid in
>delivering a particular look and feel to the gameplay. I get things
>from aspects of RQ that I do not from HQ and vice versa. What I'm
>trying to do is get this fusion of rules right for my group. That way I
>can concentrate on the stories I want to tell, knowing that the gameplay
>will reinforce the messages in the narrative.

I'm not sure how to implement RQ style rules to distinguish but the key differences are:

Animists bind, befriend or bribe spirits to do what they want. If they can get a powerful enough spirit to do their bidding they can be extremely powerful. Of course the more powerful the spirit the greater the risk to obtain their help.

Theists emulate their gods, repeating the actions of the god and gaining power from doing so.

To achieve these things:

An animist must pay what the spirit requires unless it is weak enough to be bound. That payment is often strange rather than expensive.

Theists should act as their god does, should suffer if they fail to do so, and suffer even more if they do something the god wouldn't.

IMG the more powerful the PCs get the heavier the obligations are to behave as expected. That's easy to achieve in HQ with bonuses and penalties to the relationship with god stat.

-- 
Donald Oddy
http://www.grove.demon.co.uk/

           

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