I'll also like to thank Ptah for posting that, it's true. Runesmithing + Golemancy won't help us at it is now, due to our current way of doing things. At the end of the day they're the enhance rp and the current issue is with our core rp. We're not Dwarves, we're small humans with Northern accents. But again that's for another thread... The purpose for this thread is suggestions for runesmithing and how to improve it. I don't really want this thread to turn into a debate one where we morally debate but at the end of the day. Actions speak louder than words, and one of the issues with LoTC is we're really fond of using words. But when push comes to shove, things tend to not get done. Or just get overly rushed.
My final word on the whole teaching more people - It will be done with the redraft. If you take a moment to look at the current Rune Lore, I did a major muck up making it clan based. Even with the times. Honestly it's terrible... The lore written by Shoi was good, but the parts I input at the time are not. Hence why it needs re-looking upon. It's not functional, we can't use it. Hence the redraft and why I made this thread. So whilst I'm doing it, I can get input to further improve it. Since as they say "Two heads are better than one."
Now onto the feedback...
This is one of the things I've debated with past co writers. There's really two ways of doing runes in my eyes:
1) Runes are directly translated into Ancient dwarven. When you carve runes you carve out sentences in Dwarven, essentially carving out what you want the rune to do. Although this can be an issue due to the language not wholly complete, and also it may be overly complex for some people.
2) Runes are just a series of symbols, different runes do different things. Sure they have meaning in Dwarven, but when you put them together they don't make a readable sentence like the first option. So say we have a fire and a storm rune together. It would be "Fire , Lightning" when translated. Obviously it would vary depending on variance of that rune. This could get rid of the interesting factor of the runic writings though. But that's really subject to personal opinions.
Thoughts? I mean if I'm not grasping what you're saying properly please put an example. But that's how I see it.
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So quickly drawn runes, that could alter shapes? My only real issue with this is balance, but how about possibly they have weaker effects? Runes need to be kinda quick, but I'm not too sure about that. Thrym did suggest at one point we have "energy stored runes". That they activate, kinda like traps. I think we could have traps on items instead of insanely quick drawn. But again if I'm not understanding you properly, please offer an example.
I think most of this is already included, really it's down to use. For example the Rune of anti magic could be put on a shield or piece of armour. But if I'm not understanding you again, please elaborate. On another note I do like the idea of pyromancers, I think we need to focus more on cultural and mechanical aspects rather than war with runes. But I do like your suggestion of a more tactical take. It's quite intriguing.
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My issue with the people just writing down runes and "bam" magic is that it's really unfair to those who put time and effort to learn it. Although I think once it goes through, "we" (Dwarves) should do rp post and have more runes around Anthos. I mean we have Ruins of the Scribberfolk in Southern Anthos. They're ancient Dwarves who knew runes, so there could be a high chance of runic things scattered across Anthos. Yet I feel we should focus on that more after getting the core mechanics and how it works down. Runes could really be activated by anyone, really depending on the method of it's activation. From a key word like the entrance to the Mines of Moria, or simply stepping on it for example a magic circle. Coding, I would say wait until we get it written down, but that would be nice. I agree though, I think runes should be able to be carved on more things. My issue with coding is plugins break - So I think we need to make it functional without any reliance upon any plugin. So plugins are not really something to think about at the moment.
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I completely 100% agree with this, I think this should be runesmithings focus in the redraft. I was planning to incorporate water elevators in which Lagomorphia already wrote a book on how the Scribberfolk made them in game. So we can make them without the whole "Swimming up water is so no rp..." But we would have to be so careful in regards to balance. Maybe restrict the size of the ships? Or making them slow as a result of the runes?
This is still subject to debate, as much as I would love for it to be Dwarf unique. We've had anvils that killed people by touch in the past. It wasn't really good.... In regards to vaporizing high elves by touch, who knows? Maybe if you put a specific rune on that anvil... Although that may break it. Not to mention properly killing you as well if you touched it.
Apologies if I've missed anyone feedback! Please offer critique here, otherwise I won't know what you guys want! I'll post some more things in regards to the Rune lore at a later date so you guys can see what's been written.