daddystabz
Mongoose
I just received my copy of Cults of Glorantha in the mail today. My local face-to-face group is getting ready to begin a new campaign of MRQII the week after next, which we will all be playing for the first time. The GM had some experience with earlier versions of RQ. After I bought the core rulebook and Arms & Equipment, I figured another important book to have would be the Cults of Glorantha book given the importance of cults in the setting and especially for any pure casters in the group, for access to spells, grimoires, etc.
I have a few questions though:
1) Originally when we rolled characters we had to make up what spells we started with since we had no Cults of Glorantha book. We have no divine casters in the group but we do have a sorcerer and may have a second one playing too. I consulted the boards here how we should handle a beginning grimoire for a sorcerer without access to the Cults of Glorantha book and I basically invented a grimoire for the character that contained 4 spells important to the character but that were all related in nature, in this case healing spells. I was told this is what most people do for a beginning grimoire. However, now that we have the Cults of Glorantha book should we change this and make the character have a baseline membership in one of the cults in the book and thus having to take its grimoire and spells?
2) Do ALL adventurers need to choose a cult membership even if they are not pure casters? For instance, my character is a Barbarian Warrior. If so, do we just ignore the divine/sorcery/spirit magic parts but he would still have access to the common magic parts?
3) If all adventurers do need to be part of a cult then should all our characters drop the common magic spells we chose when we made our characters without the Cults of Glorantha book and then choose an appropriate cult from the book and simply choose from those common magic spells from that cult?
Thanks in advance!
I have a few questions though:
1) Originally when we rolled characters we had to make up what spells we started with since we had no Cults of Glorantha book. We have no divine casters in the group but we do have a sorcerer and may have a second one playing too. I consulted the boards here how we should handle a beginning grimoire for a sorcerer without access to the Cults of Glorantha book and I basically invented a grimoire for the character that contained 4 spells important to the character but that were all related in nature, in this case healing spells. I was told this is what most people do for a beginning grimoire. However, now that we have the Cults of Glorantha book should we change this and make the character have a baseline membership in one of the cults in the book and thus having to take its grimoire and spells?
2) Do ALL adventurers need to choose a cult membership even if they are not pure casters? For instance, my character is a Barbarian Warrior. If so, do we just ignore the divine/sorcery/spirit magic parts but he would still have access to the common magic parts?
3) If all adventurers do need to be part of a cult then should all our characters drop the common magic spells we chose when we made our characters without the Cults of Glorantha book and then choose an appropriate cult from the book and simply choose from those common magic spells from that cult?
Thanks in advance!