Perspectives
Perspectives come into play when a Situation contains a genuine uncertainty the table wants to play out.
The gesture can be remembered in one sentence:
What do you want? What do you risk? What question are we resolving, and at what scale? What matters on each side? Let's roll, read, compare, then see how the world responds.
To see how this works in play, begin with Resolving Uncertainty. The Grand Cycle unfolds that sentence into eight steps, from Intention to the transformed Situation.
This is not about finding the right characteristic or the right rule. Resolution organizes the table's attention: what is genuinely at stake, which question remains open, what matters toward each of its outcomes, then how reality answers.
Two ideas at the heart of Perspectives
Two concepts give this procedure its distinctive character.
Bets bring fiction into resolution. They answer the question: what matters here and now? A quality, relationship, place, injury, magic, or any other element of Glorantha is not a permanent bonus: it becomes a Bet when the Focus explains why it weighs toward one of the two outcomes.
Worldviews then turn the roll into reality's answer. They answer another question: how is this world read by those who inhabit it? The same dice therefore do not necessarily mean the same thing to a Theist, Animist, Logician, Mystic, or draconic consciousness.
Fiction → Bets → roll → Worldview → reality's answer → transformed fiction
Bets and Worldviews are not two separate subsystems. They occupy two moments of the same Cycle: Stasis temporarily fixes what matters; Disorder reads what that constellation becomes through a Worldview.
Influences and transformations describe what may pass through, crack, or alter a Worldview without necessarily becoming a new one.
Finally, Heroquests bring these principles into direct contact with myth: they may require preparing a myth for play, transform it through the Protagonists' actions, or even lead to discovering a new Worldview.