I just wanted to say thanks for posting this. I read it at JUST the opportune moment for dealing with a problem character in my game. The player had never quite "gotten" how to handle his sorcery character, and when I pointed out what you describe below, he realized he could really run with it.
I gave him an example of using his Enchant Stone skill to rationalize taking a new relationship to a new group of magical creatures--ones he uses his enchant skill to raise up from out of the ground!
> You need special mechanics for Gustbran smiths in the same way that you need special mechanics for non Gustbran smiths, which is to say, not at all. Making a valuable and highly effective mundane sword is the same as making a magic sword, or a good cart or gold necklace. HeroQuest is not about swords, it's about stories and people. What effect does the sword have on the story? A gift? Use the smith's ability to persuade the recipient. To help a fighter? Use the ability as an augment. A bane sword for a specific foe? A plot augment, perhaps.
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