Durand Durand
Mongoose
One of the things I didn't like about MRQ is the new Runemagic system. In the old RQ systems everyone had a spell or two to use. In the new system few people have access to runemagic. Divine Magic is more common now it would seem. The people are reliant on the temples.
I like the idea of people having domestic magic, ritual spells to start fires, to raise bread and such. The blessing of a Hearth was a great thing to roleplay. It was something that became more available in HQ and provided interesting aspects of life to roleplay. We incorporated these kinds of ideas into our RQ games and it made the game a lot more fun to play. Guestright rituals were important too. If guests took your salt, bread and water, you were all bound by ancient magics to terrible to betray without serious consequences or powerful protections. Sure, Uz guestrights were different, but hte intent is there. More than simple customs. The gods backed-up these rights. The ritual and magic of Glorantha has been a defining element for me.
With the introduction of rune integration for using spirit magics, MRQ seems to take the magic out of the world. Few people have access to everyday magic of Runes. Temple-goers would have to be rich to use magic on a daily basis, and have a lot of time to pray. Magic becomes reserved for Holy Days and emergencies (which I kind do like), but disappears from the everyday (which I don't).
One thing I'd suggested to my group was to make Runemagic spells taught through cults N/PC's worshiped available to cast through the Lore [Cult] skill like Divine spells. We thought it made a bit of sense since the gods all have strong [and I do mean strong] connections with certain runes, and worshipers have strong connections to their gods.
I think I'd make the integration of runes a much more unusual occurance, leaving it for Runelords and Priests, Shamans and Heroes. Runic bonds should to be iconic and defining elements of a character.
Then again, perhaps with the ease of enchantments, everyday magic might be aquired through enchanted items. A self lighting hearth, a bladesharp stone to keep a knife sharp, a door bell that chimes when friends enter, and clangs when a foe does.
I'm hoping future books on Gloranthan magic and culture would lean in this direction. As I don't yet have a copy of the companion or later books, and really hate reading the text SRD's, I'm hoping things will work out something like I envisage when the World books are published later in the year.
What comments would people like to make?
[bare in mind that I am really tired while writing this, and may have just written a bit of gobbledegook]
DD
I like the idea of people having domestic magic, ritual spells to start fires, to raise bread and such. The blessing of a Hearth was a great thing to roleplay. It was something that became more available in HQ and provided interesting aspects of life to roleplay. We incorporated these kinds of ideas into our RQ games and it made the game a lot more fun to play. Guestright rituals were important too. If guests took your salt, bread and water, you were all bound by ancient magics to terrible to betray without serious consequences or powerful protections. Sure, Uz guestrights were different, but hte intent is there. More than simple customs. The gods backed-up these rights. The ritual and magic of Glorantha has been a defining element for me.
With the introduction of rune integration for using spirit magics, MRQ seems to take the magic out of the world. Few people have access to everyday magic of Runes. Temple-goers would have to be rich to use magic on a daily basis, and have a lot of time to pray. Magic becomes reserved for Holy Days and emergencies (which I kind do like), but disappears from the everyday (which I don't).
One thing I'd suggested to my group was to make Runemagic spells taught through cults N/PC's worshiped available to cast through the Lore [Cult] skill like Divine spells. We thought it made a bit of sense since the gods all have strong [and I do mean strong] connections with certain runes, and worshipers have strong connections to their gods.
I think I'd make the integration of runes a much more unusual occurance, leaving it for Runelords and Priests, Shamans and Heroes. Runic bonds should to be iconic and defining elements of a character.
Then again, perhaps with the ease of enchantments, everyday magic might be aquired through enchanted items. A self lighting hearth, a bladesharp stone to keep a knife sharp, a door bell that chimes when friends enter, and clangs when a foe does.
I'm hoping future books on Gloranthan magic and culture would lean in this direction. As I don't yet have a copy of the companion or later books, and really hate reading the text SRD's, I'm hoping things will work out something like I envisage when the World books are published later in the year.
What comments would people like to make?
[bare in mind that I am really tired while writing this, and may have just written a bit of gobbledegook]
DD