> 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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