[UA] Cliomancy/Dipsomancy house rules (was Pacific NW Cliosites)

Gareth Hanrahan hanrahag at iol.ie
Tue Sep 26 07:11:24 PDT 2000


> >>> yetiseti at hotmail.com 09/26/00 05:37am >>>
> >So I've been brainstorming new house rules concerning Cliomancy
> <snip>
>
> The thing that annoys me about cliomancy is more from a game-balance
perspective than anything else. Basically, the sole big drawback to
cliomancy is the >existence of other cliomancers. Quite apart from raising
the question "why didn't Dugan Forsythe keep it to himself and get several
major charges a day for the >rest of his life?"

Possibilities:
1. Someone stole Cliomancy off Dugan.
2. Once someone creates a school of magick, other adepts spontaneously form.
James Palmer mentioned that the guy who created Entropomancy had imitators
within a few years of developing the school.
3. Dugan figured that having lots of loyal Cliomancers, who he could boss
around with the Atlantean hoax, was more useful than risk-free access to
charges.
4. The whole "Dugan Forsythe founded Cliomancy" thing is a potent Urban
Legend cast by Dugie.

>(which for all I know may be explained in Hush Hush), it ties individual
GM's hands (if I want cliomancy to be balanced, I have to make it >common,
if Iwant it to be rare, it ends up insanely powerful).

How so? In my game, there were lots of cliomancers hanging around old cities
and historic sites, but that was the only place you'd find 'em.
> Just my 2 pennies/cents/euros/whatever
>
> james
> back at uni
Gar


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