Jed Clayton
Mongoose
Hello,
here is something I haven't found spelled out in the new RuneQuest books so far (I have RQMR, Companion, Monsters, and Glorantha):
In short, what about new Player Characters that, due to players' preferences or cultural flavour in the context of the game, should start with Sorcery Spells instead of the basic Rune Magic from RQMR?
After checking again last weekend, as well as discussing this with a long-time player from my group, I came away thinking that under the current rules, "Sorcery" is a much more "fun" system of magic compared to Rune Magic. It's pretty open-ended and offers a lot of leeway even for apprentice sorcerers. I have previously used Sorcery only for bad guy NPCs in my RQ3 game years ago, and would like to slowly make it available to PCs.
One obvious character archetype that ought to start into the game with sorcery is the "Wizard" from pg. 13 of the RQMR. I have pointed out to some of my new players during character generation that I was already thinking about allowing the "Witch" and "Wizard" professions to get Sorcery instead of Rune Magic, but you'd have to pick either one or the other at the beginning. (Admittedly that decision is mainly a holdover from my Hero Wars/HeroQuest groups, where clearly a character's cultural heritage determined their starting magic, and the three main magic forms did not easily "mingle.")
Yesterday I had a quick idea for how to replace the Runecasting and other specialties from the Wizard template with sorcery-related skills. It goes like this:
Wizard
The player of a Wizard can also choose to start his adventuring career as a practitioner of Sorcery instead of the more rustic and common Rune Magic. If he chooses to play a Sorcerous Wizard, there will be only a few minor adjustments to the skills and skill bonuses in the chart (page 13).
Do not choose the three different Runecasting skills under Advanced Skills, nor the additional Lore skill listed under "Pick One." Instead, you must give the character appropriate skills for sorcery:
- Pick THREE of the five Manipulation Skills from the Sorcery chapter, one of which always has to be Manipulation (Magnitude).
- In addition, the character has learned 1D6+2 Sorcery Spells from his master(s). Any spell from the basic Sorcery chapter, Companion ppg. 29-37 can be selected, though the obvious beginner's spells are usually Mystic Vision, Damage Resistance, Enhance ..., Glow, Haste, Hinder, and Treat Wounds. Any spell selected is already known at its base score (INT+POW).
Any Manipulation Skill and Sorcery Spell can benefit from the distribution of the 100 free skill points.
What do you think about that?
here is something I haven't found spelled out in the new RuneQuest books so far (I have RQMR, Companion, Monsters, and Glorantha):
In short, what about new Player Characters that, due to players' preferences or cultural flavour in the context of the game, should start with Sorcery Spells instead of the basic Rune Magic from RQMR?
After checking again last weekend, as well as discussing this with a long-time player from my group, I came away thinking that under the current rules, "Sorcery" is a much more "fun" system of magic compared to Rune Magic. It's pretty open-ended and offers a lot of leeway even for apprentice sorcerers. I have previously used Sorcery only for bad guy NPCs in my RQ3 game years ago, and would like to slowly make it available to PCs.
One obvious character archetype that ought to start into the game with sorcery is the "Wizard" from pg. 13 of the RQMR. I have pointed out to some of my new players during character generation that I was already thinking about allowing the "Witch" and "Wizard" professions to get Sorcery instead of Rune Magic, but you'd have to pick either one or the other at the beginning. (Admittedly that decision is mainly a holdover from my Hero Wars/HeroQuest groups, where clearly a character's cultural heritage determined their starting magic, and the three main magic forms did not easily "mingle.")
Yesterday I had a quick idea for how to replace the Runecasting and other specialties from the Wizard template with sorcery-related skills. It goes like this:
Wizard
The player of a Wizard can also choose to start his adventuring career as a practitioner of Sorcery instead of the more rustic and common Rune Magic. If he chooses to play a Sorcerous Wizard, there will be only a few minor adjustments to the skills and skill bonuses in the chart (page 13).
Do not choose the three different Runecasting skills under Advanced Skills, nor the additional Lore skill listed under "Pick One." Instead, you must give the character appropriate skills for sorcery:
- Pick THREE of the five Manipulation Skills from the Sorcery chapter, one of which always has to be Manipulation (Magnitude).
- In addition, the character has learned 1D6+2 Sorcery Spells from his master(s). Any spell from the basic Sorcery chapter, Companion ppg. 29-37 can be selected, though the obvious beginner's spells are usually Mystic Vision, Damage Resistance, Enhance ..., Glow, Haste, Hinder, and Treat Wounds. Any spell selected is already known at its base score (INT+POW).
Any Manipulation Skill and Sorcery Spell can benefit from the distribution of the 100 free skill points.
What do you think about that?