[Runequest] Finally an RQ3 question.
lev at rpgreview.net
Fri Jan 2 21:28:16 EST 2009
On Wed, 2008-12-31 at 10:56 -0800, royce at efn.org wrote:
> Hi, Everybody,
> Happy holidays!
Same to you!
> So, here's the situation: I like being a player with the Joseph
> Campbell-like spirit world of the shaman. (Reminds me of reading about
> how Mesopotamians sometimes dealt with disease by trying to catch the
> disease spirit in an overturned pot with spells written on it.)
> However, I'm not the right GM for it. It's just not my style.
> So I'm thinking of some radical house rules for when I'm GMing. These
> house rules are NOT intended as improvements, but rather as crutches
> for me. But I would like to run them by you all to see if I'm setting
> myself up for disaster (i.e., unbalancing the game system).
Reading through it, it isn't something I would do (indeed, I've been
thinking of expanding my "historical fantasy" games to include a fourth
magical school), but it certainly isn't game-breaking. You've thought
through the option carefully, and you've kept it fairly balanced.
You may want to think about how you're going to deal (if at all) with
Shaman powers like going discorpereal, having a fetch etc.
Apart from that however, you'll have no trouble.
Let us know how it goes..
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