As the pole says, do you miss the old runes that you could integrate and pysically hold in MRQ1? While I know it was not strictly Gloranthan, was it a bad idea or not, and was it good for Mongoose to add their own idea like this to the rules system?
While I do not like the concept of material runes and consider it as
rather contradictory, I do not care whether they exist as an option
for those with other ideas of runes.
The idea of having access to a Rune is a good one and adds flavour to a game. My current game relies heavily on Runes and the players seem to like them.
Having physical Runes that you take from dead people isn't a particularly good idea.
As the pole says, do you miss the old runes that you could integrate and pysically hold in MRQ1? While I know it was not strictly Gloranthan, was it a bad idea or not, and was it good for Mongoose to add their own idea like this to the rules system?
Physical Runes, rather like Combat Styles, or the content of Sorcerer's Grimoires were something that needed carefully defining for your campaign from the outset. If you try and just drop them in without thinking about them you are likely to run into problems. I think they did offer some interesting possibilities though
Running an MRQ1-based campaign still, Runes are there. My take on the whole inconvenience of having to be in touch to use the benefits is that once attuned, the Rune can be chosen to be completely assimilated and appears as a tattoo-like marking on the skin. Of course when you die it reforms into it's original form and drops onto the ground, prompting a scrabble for it and possibly more deaths.
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