Thread: Dare I ask?
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Old January 4th, 2008
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deleriad deleriad is offline
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Quote:
Originally Posted by Rurik View Post
I beleive now that Sorcery was released with unforseen consequences, namely because people who know the designers keep telling me so. But back in 1983 or whenever (I bought RQ3 probably within the first week of its' release) I'd just assumed it was working as designed. Long term boosts were a feature, not a bug, so to speak.
I was exactly the same back in the day. I ran an Ars Magica style "troupe" campaign in Jonatela which started with basic sorcery rules then after going to, I think, the first convulsion, got gradually modded based on a late night discussion with Sandy Petersen (I even posted it in an old, old RQDigest).

I played in a Dwarf campaign adapted from the ICE Moria sourcebooks where our use of sorcery broke the campaign. Effectively perpetual damage boost and damage resistance plus Skin of Life and a lot of armoring and strengthening enchantments meant that dwarfs just marched underwater. The GM had not thought through just what sorcery would do. I also ran Griffen Island and had great fun with Halcyon. After a while, I realised that real sorcerors were, basically, best as NPCs.

If you liked bookeeping and downtime, RQ3 sorcery was great fun as long as you didn't actually let competent PC sorcerors anywhere near a scenario. On the other hand, MRQ sorcery is, amazingly, playable as long as you know how to deal with smart players using Smother.
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