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  1. Having run the QS on Saturday and had time now to start digesting what little bit of the new RQ on offer. I realise something about the new approach to Rune Magic. First off all of the adventurers have on average 20 different Rune Magic spells to choose from, and only 3 or 4 Spirit Magic spells. Admittedly each character has 12 or so Magic Points for Spirit Magic and only 3-4 Rune Magic points so it is likely that they will cast only one or two Rune Spells during the game. I'm happy with the overall mechanic. Where I have issue is that for initiates to know that many Cult secrets really diminishes the value of the Rune Spell. Fine if you were a high priest, but for example would you expect an Orlanthi initiate to know the way of Flight. Both RQ2 & RQ3 had gaining a Rune Spell as something special, perhaps too special so I see need to open it up. But this also places Spirt Magic (the mainstay of RuneQuest adventures) somewhat in the backseat. I fear that this approach will turn everyone into Clerics Perhaps it's just that for space reasons they just listed a bunch of common Cult Runes Spells in each character sheet knowing that during the game they'll only cast one or two, and there is another mechanic that places more reverence on the availability of Rune Magic for beginning characters my 2c
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