Utgardloki
Mongoose
I have just bought the Runequest Companion. As I am reading it, some thoughts are going through my mind...
Skills: It seems complicated that the defaults for some skills are the sum of two attributes, and the defaults for some skills are a single attribute. This makes it more complicated to add new skills, because it is not obvious what the default should be.
I also don't like using Lore (Specific Theology) for divine magic. Divine magic is not wizardry or runecasting. I'd prefer to define a Faith skill (default: POW) which is used to cast divine magic, and also only require one roll to master the spell. Once a spell is mastered, no further rolls are required to cast it, although a Faith roll may be required if an opposed roll applies.
I'd like to see cults developed with more detail. I was impressed with the original Runequest which required stating why a cult existed and why it continues to exist.
Divine magic should be acquired by the sacrifice of hero points rather than the sacrifice of silver pieces. After all, the Bible does not say "If you have 3,200 silver pieces you can ...".
I also don't like divine magic spells being lost from the caster's memory. I'd rather just have them cost POW or Magic Points to cast.
(For my Iron Kingdoms conversion, I'll probably institute a system of ranks, with hero points being required to enter each rank, and each rank providing a number of spells, selected by the priest. But Glorantha will probably be run closer to the book.)
That's all for tonight. Stay tuned for more observations and ideas.
Skills: It seems complicated that the defaults for some skills are the sum of two attributes, and the defaults for some skills are a single attribute. This makes it more complicated to add new skills, because it is not obvious what the default should be.
I also don't like using Lore (Specific Theology) for divine magic. Divine magic is not wizardry or runecasting. I'd prefer to define a Faith skill (default: POW) which is used to cast divine magic, and also only require one roll to master the spell. Once a spell is mastered, no further rolls are required to cast it, although a Faith roll may be required if an opposed roll applies.
I'd like to see cults developed with more detail. I was impressed with the original Runequest which required stating why a cult existed and why it continues to exist.
Divine magic should be acquired by the sacrifice of hero points rather than the sacrifice of silver pieces. After all, the Bible does not say "If you have 3,200 silver pieces you can ...".
I also don't like divine magic spells being lost from the caster's memory. I'd rather just have them cost POW or Magic Points to cast.
(For my Iron Kingdoms conversion, I'll probably institute a system of ranks, with hero points being required to enter each rank, and each rank providing a number of spells, selected by the priest. But Glorantha will probably be run closer to the book.)
That's all for tonight. Stay tuned for more observations and ideas.