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I’m still learning my way around the regions, their famous people, and their descendants. On my recent run through BoSires, two of my players got some unfamiliar Passions: Hate (Cambrian tribesmen) and Hate (Cumbrian tribesmen). I know enough (not much) to know Cambria is out west, and Cumbria is up north, but I haven’t quite connected the dots enough yet to be clear on who exactly they hate, in 480 when we begin, and on into significant future encounters. If your players had these passions, when and where and against who would they come up?
I think that the addition of Passions and Rune Affinities are one of the more interesting aspects of the RQG rules. There are some ways in which I feel they could be more fully integrated into the system. While Rune Affinities are integral to casting Rune Magic, there are no spells or skills which interact with them in any way; Passions can strongly influence or even mandate behavior for PCs and NPCs alike, but there are only two spells that interact with them mechanically, and no skills that do so. How do you feel about this? Why doesn’t Soul Sight let you see the target’s strongest Rune Affinity? Why doesn’t Insight let you realize that someone is driven by a strong Loyalty or Love? I’m using them that way. What interesting ways are you using Passions and Affinities?
Page 26 states under the heading 'Starting Passions': As a member of a Homeland, your adventurer starts with three Passions at 60%. Then on page 27 there is a box entitled "BASE HOMELAND PASSIONS'. listing three Passions for each of the main starting Homelands Must a pc's starting passions be taken from the box entitled "BASE HOMELAND PASSIONS'? So if I start with a Sartarite PC, I must take Love (Family) and Loyalty (Clan) & (Tribe) or can I chose other Passions as an alternative (noting that I will gain other Passions anyway as I work through the PC generation process)? cheers Mark