Gol Posted July 20, 2018 Report Share Posted July 20, 2018 (edited) Gooday Sirs! I'm very happy having found this forum and just registered to get some advice on RuneQuest 6 for probably becoming a better game master in that campaign starting in a few days. I was a RuneQuest player back in 1990 (playing a nomad herder named Gol ), but never was a game master, so the whole thing is rather new to me because as a player I only got a very superficial look at the rules - and they seem to be quite different between RQ3 and RQ6. My 4 players and I are going to play in the year 500 A.D. starting in a celtic village at the southern coast of Devon. One of the players decided to play a shaman, so I dived into the animism section of the rule book - just to be a bit puzzled how this all may work out at the table. The player learned the Trance skill (69%) but not the Binding skill. My problem after reading animism is, that I got little clue what she can do with it - or what information I can present to her character for having a successful Trance roll. What may be the goal of detecting and converse with a spirit? Can somebody give me a start, how this could actually work out in a game where she wants to contribute to the plot with Trance? An example would be great! In what situations can Trance as a single skill really shine and generate benefits for the shaman herself or the whole group? Please take into account that I'm not a native speaker. My above text may be full of mistakes and sound a bit odd. Please tell me if something is wrong or ask if something is unclear. Edited July 20, 2018 by Gol Quote Link to comment Share on other sites More sharing options...
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