Newb question: Integrated runes at start

Mr. Joel

Mongoose
More fresh ignorance on display, and again, sorry if these questions have been covered and I just couldn't find it.

Starting as one of the magic-using professions, you can get up to three Runes already integrated at start of play. Referring to the magic chapter raises two separate questions:

1. Specific mechanics: Presumably the necessary Persistence test is assumed to be successful. Does each integrated rune cost a point of POW?

2. General concept: As runes are said to be GM-placed rewards, sometimes the goal of major quests, isn't it a bit powerful to hand them out to starting characters?

TIA!
 
With regard to point 2, my idea is to allow PCs to start out with runes, but only from a selected list that is a subset of runes available in the campaign.

Thus, if a character wants to start out with, say, the Fire rune, she may do so. If she wants to start out with the Machinery rune, she may, but only if she also starts out with an association with the guild that teaches that particular rune. If she wants the Teleportation rune, she has to quest for it.

But then, this is for a campaign where runes are relatively common -- what is rare is the ability to attune to a rune and unlock its magic. (Particular runes might also be rare.) If you want runes to be more rare, I think the GM may declare that a PC may only start with one rune, and that has to be one of the five or ten most common runes. Or perhaps even she has to find her first rune before she can be taught how to use it.

My experience with Dungeons and Dragons spells has been that even though in 3rd edition, wizards can gain two spells of their choice upon going up a level, it still works to make access to spells a reward. I have not had experience running a Runequest game -- perhaps the quests would be more sensible at getting training in the spells for a rune than in getting the rune itself.

My concept for converting Iron Kingdoms/Atomic Kingdoms to Runequest is that runes are sort of like the cards for the Magic: the Gathering game; Some runes are so common you can buy a cartful without spending too much money. Others are so rare that a single rune will cost a fortune, if you can find it at all.
 
1) I have never seen a GM require this, although the rules could be interpreted is such a way.

2) The fact whether runes are "the target of major quests" or not depends on magic availability in the game world you are using. When playing in Glorantha, most GMs tend to give away even more runes. So feel free to ignore that comment if you think it does not fit your campaign.
 
Mr. Joel said:
1. Specific mechanics: Presumably the necessary Persistence test is assumed to be successful. Does each integrated rune cost a point of POW?

This would be my reading of the rule. Though in practice I'd probably not charge the point of POW, as it seems somewhat perverse. "OK, I've got a character with a High POW, let's make him a Spellcaster - Hey, where did all my POW go!"

Mr. Joel said:
2. General concept: As runes are said to be GM-placed rewards, sometimes the goal of major quests, isn't it a bit powerful to hand them out to starting characters?

And this is the problem with putting high concept magic systems in a generic rulebook, then filleting the book to make it as slim as possible so as to have lots more rulebooks to sell...

The Rune-magic rules are a nice toolkit approach, and allow Runequest to be about an actual quest for runes rather than the more metaphorical quest of earlier editions, but they really need to be tailored and expanded for a specific setting, otherwise you end up with all sorts of questions and contradictions.

Since the initial rulebook didn't allow for any other sort of magic, you aren't left with a lot of choice if you want spellcasters (and to me, one of the defining aspects of RQ is that everyone can cast magic...)
 
1. Specific mechanics: Presumably the necessary Persistence test is assumed to be successful. Does each integrated rune cost a point of POW?

I know I did not force my rune-laden characters in my game to do so. Nor did I charge them a POW.

2. General concept: As runes are said to be GM-placed rewards, sometimes the goal of major quests, isn't it a bit powerful to hand them out to starting characters?

It really depends on the magic-level of the game you are playing in. It's really your call. :)

-Bry
 
duncan_disorderly said:
Mr. Joel said:
1. Specific mechanics: Presumably the necessary Persistence test is assumed to be successful. Does each integrated rune cost a point of POW?

This would be my reading of the rule. Though in practice I'd probably not charge the point of POW, as it seems somewhat perverse. "OK, I've got a character with a High POW, let's make him a Spellcaster - Hey, where did all my POW go!"
But that's the classic Rune Magic mechanism, no?

Here's the specific example that's bugging me: A character decides to be a Shaman, chooses the Runes of Earth and Man, and takes an immediate +1 to starting STR, CON, SIZ, DEX, INT, and CHA. Seems like almost anyone could choose to do this, too! Charging two points of POW is cheap for the effect.
 
Here's the thing. When starting a character in one of those professions that gain Runecasting, you lose other things in order to gain the runes. Yeah, being a Healer (profession) can get you the Man rune, but you don't get the weapon skills that a Mercenary gets, for example.

I am of the opinion that the professions have been balanced with that in mind, though as a GM you are always allowed to forbid anything you want. Also keep in mind that (at least in Glorantha), rune magic is common magic. Anybody, from the lowliest peasant to the highest lord can find a rune (sometimes even in their backyard) and integrate it. Runes are pretty common, though some are more common than others (I take rune rarity from the rune sheet, if a rune has a larger set of numbers to roll for it, it's more common. Law, chaos, and magic are the rarest as you can only roll a single number for each to get it randomly). It's not like sorcery, which takes years, sometimes decades of study to learn, let alone master.

I wouldn't penalize a character who choses a profession with Runecasting by making them lose a point of POW. Remember, starting adventurers are NOT the lowliest of the people, they are assumed to have a background and profession, and therefore have a leg up from the commoner.
 
The example in the rulebook does reduce your POW by one, but you can do it either way.

I wouldnt treat runes as super rare. Check out the experienced character creation section and gauge how many runes they start with
 
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