Re: The Resettlement of Chief Colymar

From: David Dunham <david_at__WQuBYxb8ml7BpFR27A3I1Z4uqKrOHji83lynfG1CY3QjzyRvSDsx_7Jv1FTr0jGHrJupY>
Date: Sun, 30 Sep 2012 14:11:37 -0400


Carlos wrote:

> I ran the adventure using the FATE ruleset, what I find really fits the setting (not so different from HeroQuest 2 in a sense).

I've been very tempted to use FATE for Glorantha, but I haven't quite come up with a way to do magic. (Especially heroquests.) I was very much trying to avoid a huge list of stunts, and stick with the flexibility of HQ.

> What everybody loved was the way every character could use their "Rune of [Storm/Yinkin/Earth/Death]" to create magical effects, not only to kill, but to plow, speak with dragonuts or inspire his fellow clanmembers. The adventure had a "mythical" feel we found very inspiring, like telling a chapter of an old saga.

How did this work? Was it a skill/ability? An aspect?

David Dunham
Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html            

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