Warden wrote:
I'm looking to use the new RuneQuest 6 rules when they come out.
One problem I may have, is sorting out all the Runequest magic into the equivalent Harn convocations.
Didn't you already do that with MRQ2 last year? Are those systems totally different?
Warden wrote:
Then I got the idea to do away with the convocations altogether and go with the following:
I guess it depends. It sounds like you could be doing either/both of the following:
1.) Changing the outlook/organization of the Shek-Pvar (an organization). This isn't hard, though it may have lots of small consequences. For instance, does this change the way the society views magic? Is the prevailing mood more of a "burn the witch" sort (bottom-up), or a Harry Potter-style "you're wanted for questioning by the Ministry of Magic" sort (top-down), or something else entirely?
2.) Changing the nature of magic itself. This isn't necessarily hard, nor does it really have to impact anything on a social level, including the organization of the Shek-Pvar. If you are doing this simply to avoid having to convert spell lists to a new game mechanic, why not simply define the convocations as philosophical schools or areas of interest and not worry about whether a given spell is "Peleahn" or "Fyvrian" but instead on the focus of a given mage (i.e., if weapon crafting, Jmorvi; if illusion, Lyahvi).
I'm not familiar with RQ rules (at least, not any of the more recent versions), so I can't offer any insights on the mechanics. As far as the setting goes, however, it seems to me that the solution depends on what you are hoping to achieve. If you are looking for a different social dynamic for mages, then getting rid of convocations might make the most sense. If you are just trying to avoid a rules complexity, there might be an easier route with fewer side-effects.