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Jeff

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Everything posted by Jeff

  1. Spot on. Memory Palace techniques are inherent in sorcery.
  2. Yes. Have each adventurer start with one cult each (each adventurer can have different cults or several can have the same cult, it doesn't really matter). Let them explore their cult. If the character develops in a way that it makes sense to join an additional cult, do it. But I wouldn't start at that point.
  3. One way of looking at dragonewts is that with the exception of the Inhuman King, all of the dragonewts are failures. They are neonate dragons who failed to ascend during the God Time. Within Time, a handful of dragonewts at best have ascended Ito True Dragonhood. A dream dragon springs from the subconscious of a True Dragon. They are self-aware and sentient. Many deny that they are a "dream," others acknowledge they are dream of more powerful entities but hold that the same is true for the rest of the cosmos. They think, they have will and passions, and are as much "self-contained egos" as ourselves. Whenever I have a dream dragon in a scenario I make sure the players have a chance to communicate with the dragon, even while fighting it. Otherwise a great roleplaying opportunity is lost - when else can you get the players to discuss philosophical/psychological matters with a giant lizard trying to kill them?
  4. Welcome aboard Larry! A few thoughts: 1. In my experience, the best "crash course" is the character creation process in RQG. Start with having everyone read pages 13-21 out of RQG and then take a whole session to create characters together. Pick a single homeland to start with and tie everyone together. Read out loud the yearly family history. Create a mini-adventure out of it ("my character hates trolls and nearly died at the Battle of Pennel Ford!" "Crazy, my character was a hero at that battle and then went on to sack the City of Wonders with Harrek the Berserk." "Yeah, well my character is terrified of Harrek the Berserk and bears scars from when he encountered him." And then just dive into it. I personally find the best opening scenarios for RQG to be either The Broken Tower (aka the Quickstart), Return to Apple Lane or Cattle Raid (from the GM Pack). Any of those do a good job introducing various themes of the setting and help to ground you and your and your campaign. 2. Mob and I really need to start that up again. 3. I'd just limit first time players to a single cult. Regards - Jeff
  5. David - as the writer of both HQG AND RQG, I probably have an idea what I am doing. To be honest, I think RQG sorcery does a much better job of reflecting how the setting "works" than HQG sorcery. With perfect 20/20 hindsight, I don't think my sorcery rules in HQG captured the "feel" of sorcery nearly as well as the RQG rules. But then again, Jason, Sven, myself, and others spent a lot of time going over sorcery, trying to fix what I did not capture in HQG. That being said, HQG is an utterly different rules system from RQG. Trying to use HQ rules to explain how anything "works" (as opposed to using them purely to narrate a result) is probably a mistake. Jeff
  6. Yes. And this is entirely deliberate on the part of the rules. You certainly can play an adventuring sorcerer - but you are going to be swimming upriver so to speak, especially in Dragon Pass or the Holy Country. For many players, that's just fun roleplaying opportunities.
  7. In RuneQuest, spirit magic is not called "common magic". It is described as such: "Spirit magic is the most basic and common magic found in Glorantha. It concerns communication with the spirits that reside in the natural energy currents of the world and is practiced in one form or another by nearly every Gloranthan culture and religion." Spirit magic is used by most Malkioni, but (as I fear I have said for the nth time) specialists in sorcery tend to eschew spirit magic as it is limiting for those who try to manipulate and command the energy currents of the world through their own force of intellect. Jeff
  8. As I have said before, sorcery is intellectually incompatible with spirit magic. You can still use spirit magic, but using your CHA to control spirits limits your INT's ability to manipulate the thaumaturgical equations behind large sorcery skills. That's my point - it reflects the setting as understood by the people who write the setting. For your information gathering LM player characters, sorcery is WAAAAAAY more useful than spirit magic. But also, such characters rarely have a need for really large sorcerous manipulation, so if you really feel you need your own Heal 2 spell, that's not that much of a harm.
  9. Of course not. The historical record is full of sorcerers contemplating the skies, looting Kralorelan celestialogical records, and identifying Ehilm/Idovanus with Keter/the Supreme Light of Consciousness/Pleroma/whatever. Angels of Light communicating secrets with wizards, or wizards levitating their intellect into the Aetherial realm. Only the silliest of wizards would take such cosmic secrets and sully them into a petty fireball. Fireberg yes, because that is awesome. Fireball? That is the sort of petty thing I'd expect to see from some half-barbarian Ralian. Or a fully barbaric Fonritian.
  10. As an aside, the Fire Rune means Fire/Sky, - which includes celestial studies, purity, and intellect. It makes absolute sense to me that sorcerers would seek to attune their mind to the aetherial heights and let their intellect soar into the pure sky. The Sky is the element of thought after all. Any wizard who wishes to expand their mind should study the Sky.
  11. The God Learners weren't running around with super-sorcerers blasting their foes in hand-to-hand combat. Their claim to fame was understanding how Gloranthan mythology fits together and taking advantage of that road map to make new and innovative connections in the Gods World.
  12. Of course there is a basis for the rule. One's limit for spirit magic is based on one's CHA; however, possession of spirit magic (a fundamentally irrational form of magic) impedes one's ability to reduce the world to essential abstractions which are then logical manipulated. Thus each point of spirit magic serves to reduce the maximum possible manipulation of sorcery. Yes, it does put a single sorcerer-adventurer at a comparative disadvantage on adventures in Dragon Pass - especially if they are trying to compete with in the same eco-system as their Rune Magic+Spirit Magic using colleagues. But then again, the sorcerers in Dragon Pass are mainly Lhankor Mhy scholars - they are using sorcery for information gathering purposes, like Geomancy or Reveal Rune (which are definitely cooler than Detect Whatever spirit magic spells). Your complaint seems to be that being a sorcerer in an all Malkioni adventuring party isn't that much fun. Since we haven't published any material for running RQ in the West, there really isn't much of a basis for that complaint. Keep in mind, even among the Rokari, horali orders use spirit magic and many even use Rune magic. But that aside, any wizard that runs around in a small party of adventurers trying to fight "critters" unaccompanied by a small army of expendable horali gets what he deserves.
  13. As your skill goes up, your chance of casting the spell - especially in crisis situations - goes up. However, your raw ability to rationally manipulate magic is based on your INT, nor your skill in any specific spell. Thus with enough time and resources, even a sorcerer who only recently learned a dangerous spell from a translated page of the forbidden Orange Book can do terrible things. If you are a *real* sorcerer, residing in an ivory tower and spending your days meditating on the cosmic laws of the universe and reading texts, why on earth are you concerned about access to quick healing? If you are a wandering philosopher of Lhankor Mhy, why on earth are you concerned about having a huge Free INT for your Geomancy spells? Get a few spirit magic spells - sure they reduce your ability to manipulate large spells, but not so much that it is really going to reduce your information-gathering magic.
  14. Spirit magic is intellectually incompatible with the rigorous logic of sorcery. If you want to rock at being a sorcerer, don't rely on petty little spirit charms.
  15. Given that the descriptions in CHDP are likely third-hand at best, I find that to be one of the less misleading descriptions in an intentionally unreliable text!
  16. Sure it does. Each body is its "arm". If you look at Cwim from a distance, it looks like a three limbed thing.
  17. Yep! But no wonder the White Bull got defeated there - Cwim is terrifying!
  18. Greg always had misgivings about publishing Arcane Lore - which I shared with him. It is a collection of notes and first drafts, many presented out of context and without other writings that would greater understanding.
  19. I've gotten a few questions about the details of Argrath Whitebull defeat by the Lunar College of Magic in 1625. Here they are: Argrath Whitebull and his Praxian horde march on the New Lunar Temple. While camped near Hender’s Ruins, the Lunar College of Magic summoned the Chaos Terror Cwim and set it upon the White Bull’s army, while hurling magic from a great distance. The nomads were slaughtered; the survivors retreated to Pavis, where Argrath began to assemble a new army.
  20. Fire/Sky spells include the study of the sky, celestial affairs, etc. It is the elemental realm of pure intellect according to many schools of thought. I see nothing wrong with encouraging LM sorcerers and philosophers to study the Runic Technique of the Light of Knowledge.
  21. Jeff

    RQ Sorcery

    It is exactly the sort of spell that *might* be found in a collection of spells deep in a library. It is exactly the sort of spell that gives sorcerers a very bad reputation. Tap itself isn't Chaotic. But an asphyxiation spell or other soul to energy spell is hardly going to make you well-liked in the hills of Sartar. You'll probably need to live in some kind of defensive tower and surround yourself with mercenaries and servants who don't care what you are doing as long as they are paid. Jeff
  22. As adventurers heroquest, they gain abilities that enable them to do things like shrug off damage and lesser spells, increase their hit points, do more damage, project their soul at distance, return from death, and so on. The hero characters I've made so far actually have far lower chances to hit than say characters out of Rune Masters, but can tear through them ("hey check out my augmented Lightning that does 2D6 per Rune Point, my effectively permanent Shield 6 spell, or my heroically augmented CON stat!"). They've gained their powers not through Super Skills, but as a result of questing in the Hero Plane.
  23. Genertela has far fewer Vadeli than Pamaltela.
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