From: | Erik Jameson <erikj@****.COM> |
---|---|
Subject: | Re: Ritual magic |
Date: | Wed, 20 May 1998 18:04:07 -0400 |
<snipped>
>So I'd say that ritual magic is only more powerful than regular
>sorcery in that it has some special conditions it can avoid -
>primarily, LOS or sustaining, as well as giving potentially more
>dice.
>
>I know some of you won't agree at all, and in part I agree - it's
>cool with rituals that can do really weird or wonderful stuff. But
>for ordinary play, I'd say the above is the rule, not the exception,
>and that anything outside that should be one-shot deals and not
>common at all.
Fade, I couldn't agree more. The normal common ritual magic isn't that
special or high-powered.
Actually, I wrote up a little "fluff" piece on "ancient rituals" that
I'll
clean up, maybe do a re-write or two and post it up here. But the gist of
it is that weird rituals like the Great Ghost Dance or a teleportation
ritual should be a special thing controlled by the GM to advance a story,
nothing more.
Remind me in a day or two if I haven't posted it.
Erik J.
"Ladies & Gentleman, the newest member of the band, the one and only Spice
Boy, GRUMPY SPICE!!!" <and the crowd goes wild!!!>