Obviously a lot of these things change as the various magic users become powerful enough to begin interacting with their various otherworlds. I haven't quite worked out how yet!
> In message <481CE2DD.8070904_at_7H9YjyQ_R1lLKTHDeeBu9U128gLG9RNHmKX5xNNkhahSyjeXxxkZi8q_9Zzl40zgSy4cMHlX1cBKhcF5GoaeAPOBQ-axNP6U.yahoo.invalid
> <mailto:481CE2DD.8070904%40blueyonder.co.uk>> 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
> 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/ <http://www.grove.demon.co.uk/>
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