K Peterson
Banded Mongoose
I'm in the planning stages of a Sword & Sorcery campaign that will use MRQ2 as the rules set. I'm quite confident that MRQ2 is going to do a great job reflecting the themes of the genre. The only stumbling block I have right now is deciding on how to incorporate magic.
Sorcery feels too scientific to me to use as-is. RQ Sorcery makes me think of subtle transmutation and manipulation - it doesn't make me think of grim sword & sorcery.
I don't want there to be "Common Magic" usable by everyone in the setting - although I do like the utility and the selection of Common Magic spells.
What I'm considering is using Divine Magic and have pacts applicable to gods, demons, or 'outer gods'. Maybe it can cover the bases from insane priests leading sacrificial rites, to solitary 'sorcerors' that have gained their spellcraft by making contracts with demons, or dark gods.
It'd be nice to incorporate some risk of taint or corruption for those that practice dark arts, but I don't want to make any drastic changes to the rules-as-written.
I'd welcome suggestions. Thanks.
Sorcery feels too scientific to me to use as-is. RQ Sorcery makes me think of subtle transmutation and manipulation - it doesn't make me think of grim sword & sorcery.
I don't want there to be "Common Magic" usable by everyone in the setting - although I do like the utility and the selection of Common Magic spells.
What I'm considering is using Divine Magic and have pacts applicable to gods, demons, or 'outer gods'. Maybe it can cover the bases from insane priests leading sacrificial rites, to solitary 'sorcerors' that have gained their spellcraft by making contracts with demons, or dark gods.
It'd be nice to incorporate some risk of taint or corruption for those that practice dark arts, but I don't want to make any drastic changes to the rules-as-written.
I'd welcome suggestions. Thanks.