Rune magic in Darra Happa Stirs

Sinisalo

Mongoose
Nice book by the way, though I haven't read it all yet.

You've got several npcs that have either incorrect runes for the spells they are casting or have runespells without runes and a percentage score next to each spell. This is not a problem if you have a flexible attitude to what runes should mean. Have you come round to our way of thinking on cult spells or not? And if so are you going to update the "players' update"? I think you are being sneakily subversive Loz and slipping some of this in so it becomes the norm by default ;P

I liked the leagues information. Wot no guardians?

I liked the folk magic section though it is too short. I'm coming round to thinking it may be workable after all.
 
Ah, now herein you spot the issue where rune magic's concerned...

This is deliberate and yes, there's still the issue with the way runes and Gloranthan cults works. My advice here for anyone running DH Stirs is go with the way the NPCs are statted and don't worry so much about the RAW; I had to make some decisions regarding magic to reflect how things should work in Dara Happa.

And yes, there's a game plan for addressing all of this. Consider DH Stirs as the first experiment in this game plan...;-)
 
Loz said:
And yes, there's a game plan for addressing all of this. Consider DH Stirs as the first experiment in this game plan...;-)

Ah good. That makes me happy.

Just started reading Dara Happa. It's jolly good.
 
Deleriad said:
Loz said:
And yes, there's a game plan for addressing all of this. Consider DH Stirs as the first experiment in this game plan...;-)

Ah good. That makes me happy.

Just started reading Dara Happa. It's jolly good.

Me and all.

I noticed one NPC was using a death rune to cast a bladesharp spell instead of a metal rune (Pfff! to metal runes). Are you going to have guidelines on this?

One stat block has:
"Runemagic: (Runecasting 35%) Bladesharp 2, Light"*
Thus suggesting people can have one runecasting ability for all their rune magic

Another stat block has:
"Runes Integrated: Death, Runecasting 110%, Earth, Runecasting 90%

Rune Magic: Bladesharp 1, 2 and 4, Bludgeon 2 and 4, Demoralise, Slow"*

Implying that spells have affinities with one or more runes. Bladesharp should go with metal but obviously has an affinity with the principle of death.

Another:
"Rune Magic: Bladesharp 1, 2, 4, 90%, Countermagic 2, 4 90%, Detect Enemies 80%, Protection 1, 3 90%"*
With no runes integrated implying spells can be learnt individually with an individual runecasting skill without physical runes. Yay!

Which way are you going to go Loz? All three are fine by me and all at once too.

Shut me up if you think I'm dobbing you into your bosses!

* Darra Happa Stirs by Lawrence Whitaker. Published by Mongoose Publishing ISBN 978-1-905850-40-2 £19.99 from all good games shops
Quoted for review, research purposes and fair discussion.
 
All I'm prepared to say on this matter for now is that the way runes work in Glorantha is being thought about at quite an important level on in ways that won't be apparent just yet. But if you look at those examples, they're for the residents of Alkoth who, living in Hell, treat their magic differently owing to the nature of the city, and its relationship with Shargash and Alkor - both powerful, living dieties. The bending of the affinity between runes and spells is deliberate but it also indicates the general direction Gloranthan rune magic (divine is a different matter) needs to move in.

BTW, Continuum attendees can feel free to question me on this at any of the Glorantha or RQ panels we have running at the weekend!
 
Back
Top