Sunday, May 8, 2011

The question about RuneQuest magic

I came late to the show. RQ had already passed on, and while there was this new game being worked on it took ages and everyone still spoke in RQ terms. Finally I got the new game, HeroWars, and while it was an eye opener it was also one of the worst produced games I've ever seen. But, it did give me some vocabulary to speak about Gloranthan things. Then there was these RQ terms.

One bone of contention is the vocabulary of magic. In HW the different magic paradigms are very different. In RQ3, there are spirit magic, divine magic and then there's sorcery. Even though the latter is supposed to be more powerful and take more study, it's quite similar in game effect to divine magic, which comes from the gods. Then there's the spirit magic, which even though coming from spirits look just like the spells of divine magic. I always wondered why there wasn't just one game mechanic and the metaphysics just background facts.

Now, in RQ2 things were named differently. There was something called battle magic, which I think was not at all that related to battle. I seem to remember something called Rune magic as well. Whatever that was.

When HeroWars spawned its successor, HeroQuest, we suddenly had something called "common magic", which once again mixed up the cosmologies, or at least made me mix it all up. Unless I misremember (I've never owned HQ), it also did change the name of one of the other schools of magic.

So, how on earth do all these related? Why are they all looking so similar when they depict three very different views on the world? With the great Yellow Tome, the new BRP rules, I've been thinking of a Gloranthan game but have hit upon the problem of relating to all those old RQ based books that I have.

Now we go into the territory of Gloranthan high weirdness.

The heroforming of HeroWars seemed a perfect fit for superpowers. The use of theistic feats for skill augmentation would be a simple +20% to a skill if your Devotion skill was higher than the skill rolling for. Animism then would just use the summoning skill, and the sorcery system using the regular spell system.

Do this in any shape or form look or feel like either RQ2/3 or HeroWars/Quest? I have no idea.

Frankly, when I a few weeks ago got hold of the British edition of RQ3 all these questions came back to me again. Anyone know enough of all these schools of magic to tell me how battle, spirit, common and sorcery magic all related? Oh, there were divine and rune magic, and a few others as well. Arrgh!