Quote:
Originally Posted by soltakss
As for sticking with what is in the RQ3 Rulebook/Box - what a load of rubbish.
Most people I know used the spells from Gods of Glorantha even in other worlds. We used them in a Vikings campaign. Everyone writes their own spells up and the ones in Cults of Prax, Cults of Terror, Trollpack and Gods of Glorantha were really useful.
RQ is one of those games where there are a lot of rules in other supplements. So, to simply restrict yourself to just the RQ3 rulebook is cutting out 70% or so of published rules and spells. You could do it, but what's the point?
|
Because if you don't in a discussion of the rules, you aren't talking about the same rules, in essence. Its pointless to talk about the RQ3 sorcerer and problems therein if effectively, one set of people is talking about the rules in the boxed set, and someone else is talking about add-ons from Gods of Glorantha. In practice, they might as well not be talking about the same game because there's all kinds of things in Gods of Glorantha that tilt the power equation, almost always away from Sorcery, because you have all sorts of divine elements that don't exist in the core rules, from allied spirits to spells that have no core book equivelent. All these change the equation in ways someone using just the core book, or even not using just the specific elements being referenced don't have as balancers, and _expecting_ them to be present is, bluntly, unreasonable, especially given its a book for a game world not everyone used. You might as well be talking about two separate but related games.