The relation between the Runes of a cult and the Cult Runespells has vexed me since first reading them.
For example in Cults of Glorantha Orlanth has the Runes Air, Mastery and Motion.
He has access to Bladesharp, Cover of Night, Mobility, Skybolt and Thunder's Voice.
Bladesharp is with the Rune of Metal, Cover of Night is Darkness, Mobility is Motion, Skybolt is Chaos and Thunder's Voice is Mastery. Now Thunder's Voice and Mobilty is okay, as the Runes tie in but the others don't. Why isn't it Speedart, Slow, Extinguish or Co-Ordination down as a Cult Runespell?
I know that the listed spells are the ones that the cult had in RQ3, also they are pretty Orlanth like spells and so it makes sense for the cult to have them. But that jars with the rules.
Also there was the issue of spells that used to be Divine spells turning into Runespells in Cults of Glorantha 2. Which can unbalance things (Blinding for example) or make the very difficult for anyone to cast them (Arrow Trance needs Earth, Fertility and Plant to cast) due to the need to gather all the runes required.
Trying to reconcile all this with what I want out of GMing RuneQuest (which I've done for 25 years now), ie all players having access to spells, NPCs having access to spells and the like. I'm not into having to dish out Runes, which should be fairly rare, especially with the funky Runic Powers. To get the feel that I want I've created house rules, which esentially rewrite how Runemagic works for members of cults. But I'm unhappy in wholesale rewriting rules, as its a pain the arse having to tell players what the new rules are, especially as they have bought the rule books so they know how things work. Also I don't like house rules that are big changes it makes me feel that I've missed some part of the rules or misunderstood something and generally gets me down , house rules that tweek is a different matter. So anyway my new house rule tweek, so that I can bin the pages of houserules that I have for Runemagic, is that spells in the Cults description are all counted as Divine (for divine cults that is).
So followers of Orlanth can have access to Bladesharp and to get it they sacrifice the same as if they where getting Flight. And they cast it in the same way.
Of course getting hold of a rune is far better for a player as they can cast the spell more often, as it should be. Also it means that my NPCs can cast spells, and when they die the players are not handed lots of valuable Runes. Otherwise they would end up being weighed down by them and have so many Runic Powers that they would be mundian rather than something special.
Just thought I'd share my thoughts, as it made me happy to be able to have a simple change that does not require pages of handouts for my players and keeps for me a Gloranthan feel.
For example in Cults of Glorantha Orlanth has the Runes Air, Mastery and Motion.
He has access to Bladesharp, Cover of Night, Mobility, Skybolt and Thunder's Voice.
Bladesharp is with the Rune of Metal, Cover of Night is Darkness, Mobility is Motion, Skybolt is Chaos and Thunder's Voice is Mastery. Now Thunder's Voice and Mobilty is okay, as the Runes tie in but the others don't. Why isn't it Speedart, Slow, Extinguish or Co-Ordination down as a Cult Runespell?
I know that the listed spells are the ones that the cult had in RQ3, also they are pretty Orlanth like spells and so it makes sense for the cult to have them. But that jars with the rules.
Also there was the issue of spells that used to be Divine spells turning into Runespells in Cults of Glorantha 2. Which can unbalance things (Blinding for example) or make the very difficult for anyone to cast them (Arrow Trance needs Earth, Fertility and Plant to cast) due to the need to gather all the runes required.
Trying to reconcile all this with what I want out of GMing RuneQuest (which I've done for 25 years now), ie all players having access to spells, NPCs having access to spells and the like. I'm not into having to dish out Runes, which should be fairly rare, especially with the funky Runic Powers. To get the feel that I want I've created house rules, which esentially rewrite how Runemagic works for members of cults. But I'm unhappy in wholesale rewriting rules, as its a pain the arse having to tell players what the new rules are, especially as they have bought the rule books so they know how things work. Also I don't like house rules that are big changes it makes me feel that I've missed some part of the rules or misunderstood something and generally gets me down , house rules that tweek is a different matter. So anyway my new house rule tweek, so that I can bin the pages of houserules that I have for Runemagic, is that spells in the Cults description are all counted as Divine (for divine cults that is).
So followers of Orlanth can have access to Bladesharp and to get it they sacrifice the same as if they where getting Flight. And they cast it in the same way.
Of course getting hold of a rune is far better for a player as they can cast the spell more often, as it should be. Also it means that my NPCs can cast spells, and when they die the players are not handed lots of valuable Runes. Otherwise they would end up being weighed down by them and have so many Runic Powers that they would be mundian rather than something special.
Just thought I'd share my thoughts, as it made me happy to be able to have a simple change that does not require pages of handouts for my players and keeps for me a Gloranthan feel.