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Runes And Strange Elves: Looking At Runequest Classic
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<blockquote data-quote="styopa" data-source="post: 7696807" data-attributes="member: 6778507"><p>I don't disagree with you about encumberance, but I'd say that pretty nearly 100% of the games that came out up to, well, today, have encumberance rules that people mostly disregard anyway. That's pretty standard genre fare.</p><p></p><p>I'm curious about your comment about "sorcery was borked"- it's a common opinion...but according to who or what? </p><p></p><p>Sorcery had *never* even been alluded to in RQ2. There's quite a good discussion of it at <a href="http://basicroleplaying.org/topic/2628-rq3-sorcery-whats-wrong-with-it/" target="_blank">http://basicroleplaying.org/topic/2628-rq3-sorcery-whats-wrong-with-it/</a> with the general consensus being that (like most ver1.0 game concepts) it had a couple of things about it that put people off, but ultimately meechanically worked (and was significantly better with a couple of tweaks).</p><p></p><p>I too found the ultimate bane of sorcery to be its dullness - the spells were mostly just banal descriptions, little more than "do damage spell", etc. so I used Sandy Petersen's Tekumel sorcery as a model for my imagining of all the cruft around Western Sorcery and THAT worked delightfully. Mechanically, I very much liked the essential difference between Sorcery, Spirit, and Divine magics - the fact that Sorcerers weren't really combat mages explained (rationalizing) why you didn't see regiments of them in the organized armies of Glorantha: spirit and Divine magics were far more useful in a battle context. But Sorcerers - particularly if they were buffing warriors - ended up capable of astonishingly powerful spells after suffering a long frustrating power curve. (Thus explaining why Zzabur was such a figure historically, and how Sorcery ended up dominating roughly half of Genertela and most of Pamaltela.)</p></blockquote><p></p>
[QUOTE="styopa, post: 7696807, member: 6778507"] I don't disagree with you about encumberance, but I'd say that pretty nearly 100% of the games that came out up to, well, today, have encumberance rules that people mostly disregard anyway. That's pretty standard genre fare. I'm curious about your comment about "sorcery was borked"- it's a common opinion...but according to who or what? Sorcery had *never* even been alluded to in RQ2. There's quite a good discussion of it at [url]http://basicroleplaying.org/topic/2628-rq3-sorcery-whats-wrong-with-it/[/url] with the general consensus being that (like most ver1.0 game concepts) it had a couple of things about it that put people off, but ultimately meechanically worked (and was significantly better with a couple of tweaks). I too found the ultimate bane of sorcery to be its dullness - the spells were mostly just banal descriptions, little more than "do damage spell", etc. so I used Sandy Petersen's Tekumel sorcery as a model for my imagining of all the cruft around Western Sorcery and THAT worked delightfully. Mechanically, I very much liked the essential difference between Sorcery, Spirit, and Divine magics - the fact that Sorcerers weren't really combat mages explained (rationalizing) why you didn't see regiments of them in the organized armies of Glorantha: spirit and Divine magics were far more useful in a battle context. But Sorcerers - particularly if they were buffing warriors - ended up capable of astonishingly powerful spells after suffering a long frustrating power curve. (Thus explaining why Zzabur was such a figure historically, and how Sorcery ended up dominating roughly half of Genertela and most of Pamaltela.) [/QUOTE]
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