![]() ![]() However the problem with entheogens is that they can also be used without regard to their entheogenic properties and throw unprepared users into the spirit world. which are normally used in combination with the previous methods. Drumming, rattling, singing, and dancing are the most common methods, often used in combination. The first is that anyone can do it and there are many methods of achieving it. In real world shamanism, there are some important details in travelling to the Spirit World. I still hope it doesn't just leave the otherworld peopled with stoners wandering around aimlessly :-). I see the Glorantha Bestiary is a bit bolder: "the same effect as a Discorporation spell but lasting for 1D6 hours". Given its availability (and addictiveness), I think it's reasonable to assume it opens the door and lets you step just through the threshold, but doesn't get you very far on its own, otherwise the Spirit World would be an interesting place wherever Hazia addiction is common :-). ![]() In the current base rules, "an effect not unlike Discorporation", which begs the question what's the difference. So if you want to go on a group discorporation adventure, the shaman guiding the others through achieving an out-of-body experience could be the way to go. Is it easy and automatic? I don't think so, there may be a meditative side to it, mantras and chants and breathing exercises and dance moves that help. We "know" that smoking Hazia can cause discorporation. Are the ordinary folk in the animist culture isolated from the spirit world, except perhaps at Sacred Time, or can they participate more regularly in spirit travel?Īnyway, all shared here in case others have their own views, or want to find this in the future other than via the rules Q&A. I think the right solution depends on whether in any game it's desirable for group Discorporation to be a regular occurrence. Some further options were given in the book's specific chapter on "Hsunchen Heroquests". Shared quests are therefore often a sign of desperation. Those who lack shamanic skills such as Spirit Dance and Spirit Travel are at a higher risk while in the spirit world. The non-shamans may be accepted as assistant shamans, and then learn Discorporation.Īllow shamans to cast Discorporation on others i.e., amend the spell to Touch, not Self.Īllow Discorporation to affect others but with additional costs or conditions e.g., all affected must expend magic points, or require a casting chance >100% (therefore it is essential to enhance the chance with meditation, holy places and augmenting). To allow non-shaman characters to enter the spirit world on a shared quest, options could include: It will be rare for a non-shaman to enter the spirit world, but it may be necessary for a particularly significant quest. Drugs, drumming, dancing and ecstatic practices allow animists to share otherworld experiences and visions. In the real-world, animist people rely (or relied) on their shamans for the spiritual “heavy lifting”, but any member of society may sometimes experience altered states of consciousness. ![]() Discorporation cannot be cast upon another person. Under the RuneQuest rules, only a shaman or someone who knows the Discorporation Rune spell can normally enter the spirit world. #Some fews of others how to#In The Children of Hykim, I included the following advice on how to "get around" the rules-as-written constraint that Discorporation (whether the shamanic ability or the Rune spell) can only affect its user, not others: The thread linked above by Scotty was very helpful in understanding what a simple animist Heroquest could look like, as was this thread: My interest was originally sparked by trying to understand animist Heroquesting when writing The Children of Hykim for the Jonstown Compendium. Here is an example I wrote using Discorporate Other:Īs a shamanic ability (Discorporate other, Spirit Snatch, Spirit Traveller, or whatever name you choose to call it), I always make the target pay the magic point costs (5mps + 1mp if Extended Discorporation). or even a rune spell of Discorporate others. I have often had shaman have the shamanic ability of Discorporate others. Using MGF (page 6), you can always bend the rules to keep your game fun. However there are often situations in a game where one person discorporating will lead to a the GM having to leave the rest of the group out as they run that section. ![]()
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