Special skills, special spells. Gods in roleplaying.

As part of the ongoing discussion of Clerics and Channeling in Rolemaster and Shadow World I thought I would call attention to a great blog and commentary over at Grognardia.

Peter has talked about rolling Channeling into the Essence Realm and I have basically rolled all of the Realms together–only organizing them by casting mechanism.

But this blog raises some earlier thoughts I had about Clerics and Channeling in general. Before Shadow World I was running a “diety-lite” setting where Gods were mere abstracts providing the homogenous powers provided by Spell Law Channeling. Now with Shadow World, I’ve fully embraced the use of active, involved Gods and built the Orhan/Charon spells lists and organizations to better define Clerics “special skills”.

However, were I to start from scratch I might do something different. Probably further consolidate all spells into the single realm of “Essaence”, and when and if applicable utilize “Channeling” as gifted benefits or powers from Gods or Higher beings when applicable. That’s basically what I’m doing now, but in the context of controlled spell acquisition and DP expenditure.

Interesting to read D&D design theory from 1984 and similarities between providing special Diety specific skills/spells and our own discussions on Diety specific spells lists.

 

One Reply to “Special skills, special spells. Gods in roleplaying.”

  1. I used the history of my world to explain the three Realms and also added deity-specific spells to the Channeling lists for Clerics and others who draw their power from the Gods. Personally I’ve found the three Realms to be handy for preserving balance, but I also tend to run fairly magic-lite games and my setting was also designed to emphasize the difference between Realms. Essence is really a weaker echo of the former single Realm that once existed.

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