[Runequest] Finally an RQ3 question.

royce at efn.org royce at efn.org
Wed Dec 31 18:56:20 UTC 2008


Hi, Everybody,
   Happy holidays!
   So, here's the situation:  I like being a player with the Joseph
Campbell-like spirit world of the shaman.  (Reminds me of reading about
how Mesopotamians sometimes dealt with disease by trying to catch the
disease spirit in an overturned pot with spells written on it.) 
However, I'm not the right GM for it.  It's just not my style.
   So I'm thinking of some radical house rules for when I'm GMing.  These
house rules are NOT intended as improvements, but rather as crutches
for me.  But I would like to run them by you all to see if I'm setting
myself up for disaster (i.e., unbalancing the game system).

   I'm thinking to downsize from three modes of magic to two, namely
divine and sorcerous.  Most of the spirit spells would be subsumed into
the other two modes.
   Spirit spells via Divine Magic:  I'd extend the list of spirit spells
available through each deity.  Priests, not shamans, would be the main
source of spirit spells, which they would teach to initiates.  However,
for game balance, a spirit spell could only be gained in combination
with a divine spell.
   Example: Pious Pete wants to learn both a 2-point divine spell and some
spirit magic.  He goes to the temple, makes a donation, spends a week
or two in study, and sacrifices some POW.  The 2-point divine spell
takes 2 POW.  Simultaneously, he can learn up to 2 points of spirit
magic (limited by the size of divine magic being acquired), spending 1
POW each.  So Pious Pete can sacrifice up to 4 POW in gaining both
kinds of magic.
   If Pete loses divine spells through loss of faith, then he'd lose the
spirit spells, too.

   Spirit spells via Sorcerous Magic:  During character generation, every
even non-ritual spell gained (i.e., 2nd spell, 4th spell, 6th spell,
etc.) may be taken as a non-ritual spirit magic spell (if the sorcerer
so desires).  This trades off long term potential for short term gains,
but would probably be welcome by most parties.
   During campaigning, I suppose characters who are clearly and
demonstrably on the sorcerous path could be taught spirit spells by
other sorcerers, or from spendy scrolls.

   So what do you think?  It is certainly NOT as good as the RQ3 standard,
but is it good enough to be workable?  If not, what problems might one
expect?  Thanks ahead of time.
   Sincerely,
Asher

PS  In answer to queries from some months ago:  No, I do not play
management Bingo during staff meetings.  My boss is far too sharp, so I
don't risk it.  But, due to the nature of my coworkers, the meetings often
start late, so I get in some Internet time then.







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