[Runequest] Magical Home Court Advantage?

David Cake dave at difference.com.au
Mon Mar 4 12:20:01 EST 2013

Divine magic already has a magical home ground advantage. Divine magic needs to be regained at a temple. In your home region, your main religions have many big temples and you have easy access to them, and regaining divine magic is pretty easy. If you are on campaign in a foreign country, you probably have to rely on improvised shrines. Even if you worship the same gods, you don't have easy access to temples. 

Similarly, animism has a home ground advantage in that animists already know the big spirits of their region, and know where the good places to contact them are. Foreign animists have a lot of learning local secrets to do before they can usually be as effective.


On 04/03/2013, at 3:23 AM, Asher Royce Yaffee <ashersensei at gmail.com> wrote:

> Hi, All,
>    I have a question about playing with "spell districts" to my campaign.  But first the utility of it.
>    My kids like to play English knights, Roman legionaries, and Spartan hoplites -- all in the same campaign.  No problem.  I welcome a society of creative anachronism -- nyuk nyuk.
>    Questions like, "How well would medieval and classical armies fair against each other?" simply haven't come up during play.  Nevertheless, some corner of my mind keeps turning these matters over.  So I'd like a magical home court advantage for each culture with which to defend its traditional regions.
>    I wondered if it might be useful to have different divine spells functioning in different parts of the family's Fantasy Europe.  For example, in the Classical Greco-Roman bits of the world, there might be a divine spell that disperses herd animals (i.e., cavalry).  But said herd-dispersing spell would not work in medieval bits of the world.
>    So, if anyone is inclined to join the fun, my questions are...
> 1.  To create magical home court advantage, is a set of regionally available divine spells a do-able approach?  Or am I missing some problem with it?
> 2.  Is there an even better way to create magical home court advantage?
> 3.  To create an anti-cavalry spell, would it be good to write it up as a ratio of animals dispersed to magic points spent?  Or is there a better way?  (Also, I think the spell will need some limitations.  It would be a killjoy to let the spell work on stampeding herds or predatory packs.  And maybe set a lower limit on the definition of a herd, so players don't rely on it for messing with any two people on horseback.)
> 4.  Other ideas?  Or spells?  Or whatever comes to mind?
>    Any and all suggestions are warmly welcome.  And thank you ahead of time for your input.
>    Sincerely,
> Asher
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