A few random notes first.
RE Sport:
Congrats to the US national team in
qualifying for the 2014 World Cup in
convincing fashion (and right on to all the gringos that came out in Columbus
to support the team; I fully expected the stands to be a sea of green).
Condolences to Mexico, birthplace of my wife…however, if you don’t get your
shit together you’re not going to go far in Brasil anyway, even if you do make it through the New Zealand
play-in. Jeez, Tri!
In other news: the Seahawks
look good, and the Mariners have
gone down the toilet. What else is new?
RE 5AK: All
thanks to a couple people who’ve pointed out typos in Five Ancient Kingdoms. While I can’t correct the print copies at
this point, the PDFs have been corrected and you can download the updated
versions from DriveThruRPG…assuming
you’ve purchased the PDF version (Book 1
and Book 2 are the only ones that
needed fixing).
RE “Patriot Day:”
Did you know how much gasoline costs in Venezuela? $0.25. That’s not $.25 per gallon; that’s $.25 per tank…like to fill up your SUV (lot of
SUVs in Caracas) costs a quarter. Granted, Venezuela has reported oil reserves
more than ten times that of the United States (276 billion barrels to 26
billion), but it costs me $50 to fill my fuel efficient car. Just a bit of
trivia for folks.
Okay…back to work.
In yesterday’s post I said to “consider the desired end result.” What do you want wizards to look
like in your game? Me, I want geezers and crones. Now, I realize that advanced age
is no guarantee of knowledge or (Lord
knows) wisdom, but for my money I want it to be a (usual) requirement of the
former (i.e. knowledge) at the very
least.
I also wrote that I didn’t want magical skill to be based
on some sort of genetic hiccup…my
fantasy world isn’t one of “muggles” versus magic-users. Most people just don’t
have the time or inclination or resources or opportunity or dedication to learn the magical discipline. That’s why
magic-users will tend to be older geezers – save, perhaps, for the occasional young prodigy or failed apprentice. However, these latter two will be exceptions to the norm, even as
magic-users themselves are exceptions to the non-wizard populace. Got that?
All right, now that we’ve got that down, the next part of
our design process is to consider the cosmology of our fantasy world. We know
what our magic-users look like; now, we need to know what magic itself looks like. Not only that, but we need to start asking
(and answering) questions about the game mechanics regarding magic spells.
Now just by the way, let’s understand that I’m not being
incredibly original here: pretty much every fantasy heartbreaker published has provided a new and different
magic system (i.e. different from the Vancian magic system in D&D). My
gripe isn’t with Vance or his fantasy world…or even with the many worlds of
D&D (Greyhawk, Eberron, Krynn, whatever). I just want something different
for me, somewhat steeped in the lore and mythology of our own world’s
pre-D&D fantasy.
Cosmology is
the important word here, and probably one that requires its own separate post. What
I mean by the term is figuring out how the “laws of the universe” works for
your particular game world/system. For example, here are some of the aspects of
magic in Five Ancient Kingdoms:
- Spells are ordered in degrees of magnitude (i.e. “spell level”) just like D&D
- “Miracles” are divine favors granted to saints and holy men. Magnitude measures greater miracles. Miracles don’t allow saving throws and are generally permanent in nature. There are a limited number of favors a deity will grant to a saint, with more prominent characters (i.e. higher level PCs) gaining more attention.
- Magician spells tend to be transitory in nature and allow saving throws to resist. They wreck reality (or the perception of reality), but fade and are generally non-permanent. There’s a greater variety, and magnitude reflects the difficulty of learning and casting spells (higher magnitude are more complex and take longer to cast).
- Spells are a product of knowledge; a magician may have committed some spells to memory and may have others in a written form. There is no limit to the number of times a spell may be attempted, but it must be performed correctly to take effect.
- Witches' spells, being tied to the material world through their physical components can produce some of the same permanent effects of divine favors, though unlike miracles they still need to be performed correctly and they may be resisted (saving throws) like any magician spell.
- While divine favors are granted, magician spells must be learned, found or created through research. Low level magicians begin apprenticed to a wizard who will teach them some magic; sorcerers are taught their magic by a demonic tutor who sticks with them throughout their career.
- Spells (divine or not) generally produce magical effects…they do not deal damage like spells in D&D. Dealing damage is usually a product of combat (sticking people with a sword).
This cosmology works with 5AK because it works with the
setting…it models what I want it to model. It does not include rules for
long-bearded geezers because, well, magicians in Arabian folklore (especially
female magicians) tend to be younger, spryer folks than what you find in
northern European folklore (their not basing their archetypes on Wotan/Odin, I
guess).
But now I am
looking at that type of model so I want to take apart the cosmology and see how
to make it work for this new system and the first order of business is this: abstract magic or specific?
Specific magic
means “specific spells:” spell lists in other words. This is what you find in
most fantasy RPGs, whether you’re talking D&D or Palladium or Warhammer FRPG.
Often spells are listed by level (what I call magnitude) with higher levels being beefier spells, but you don’t have to do this. You could simply have a
list of powers to choose from, which may or may not be more difficult to cast.
Think of force powers in the old D6 Star Wars. Whether or not the spells
are a resource (D&D’s Vance system) or utilize a resource (“mana points” or
whatever) is irrelevant at this point.
Abstract magic
means “spells on the fly;” there’s no set list. This would be games like Ars
Magica or Mage the Ascension or The Riddle of Steel where a magic-using
character has a number of “components” with which they can “build spells” as
needed. For example, in Ars you combine a form (like “fire” or “body”) to a
technique (like “create” or “destroy”) to make the spells you want (“create
fireball” or “disintegrate person”). Mage is even easier: you have a level
(from one to five) in a particular sphere of magic (“mind” or “travel”) and the
level determines what you are capable of in that particular arena. Abstract
systems require a greater degree of creativity on the part of the player and a
greater amount of adjudication from the GM…they also tend to be games in which
magic is the dominant force and focus of the game (which doesn’t necessarily
work for a D&D like game featuring many different character archetypes).
[to be continued...sorry, I'm just a bit busy today]
Yeah the abstract version seems cool but then you consider getting bogged down in adjudication. I think I like the idea of a list of set spells, all of which you could cast but the more powerful spells are more difficult/dangerous.
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