home *** CD-ROM | disk | FTP | other *** search
- Newsgroups: rec.games.design
- Path: sparky!uunet!bcstec!hall
- From: hall@bcstec.ca.boeing.com (Robert J. Hall)
- Subject: net.rpg - magic
- Message-ID: <BzoG49.L1H@bcstec.ca.boeing.com>
- Organization: Boeing
- Date: Tue, 22 Dec 1992 20:12:08 GMT
- Lines: 119
-
- In response to John Kim's recent post:
-
- Most of your thoughts about magic do not get into specifics, so it is
- difficult to form areas of agreement or disagreement, other than to say
- that you covered the general topic fairly well. What I'd like to know is:
- what specific areas do you have in mind that will be common to all types
- of magic? Will there be a common set of spells, or tools to define spells?
- Can any one magic system cover all the bases? Or will there be a set of
- modular rules that are plugged together by the GM to define the magic
- system?
-
- > Skills are much more tricky. First, divide your magic up into whatever
- >subdivisions and specializations you can think of: enchantments,
- >illusions, charms, etc.
-
- There are an enormous number of different ways to do this. Do you settle
- on one set, use lists for different magic systems, or include the various
- categories in the spell descriptions?
-
- >Many recent systems do this by distinguishing skill into Actions and
- >Objects: Actions are skills in doing certain operations with magic, Objects
- >are what is acted upon. So a magical command might be the action of
- >'Control' and the object of 'Mind'. This allows a wide variety of abilities
- >with fewer skills. One can also define Modifiers: skills which alter or
- >enhance effects. There might be a skill to make spells last longer, or a
- >skill in accurately directing spells, or in making them act at further ranges.
-
- Sure. I like to think about this as sentence structure. The spell, in its
- most primitive form, is just a sentence saying what you (the Mage) wants
- to happen. You have your nouns, verbs, adjectives, pronouns, etc. The way
- you put your spell sentence together could have a profound effect on how
- it is carried out. Saying "Create some water over there" (while pointing)
- is quite ambiguous and could have unpredictable results.
-
- > An important thing to keep in mind here is the degree to which your
- >system encourages specialization. Many GM's prefer a magic to be highly
- >varied in their games. It is then important that it should be easier and
- >more effective for a mage to diversify than to increase his power. The best
- >advice I have for this is to put yourself in a player's shoes, and try to
- >think of how you would build your mage. If neccessary, introduce a graded
- >cost to skills or attributes, so that it is easier to improve a low skill
- >than a high one.
-
- This doesn't seem to be too different from what you'd expect from normal
- skill progression. As long as there is a diminishing return from trying to
- improve a set of skills, the player will either diversify or become
- a specialist.
-
- > Try to think of details here: how long does it usually take to work
- >magic? Many systems distinguish 'spells' which take only a few seconds,
- >'rituals' which take several hours, and 'enchantments' which take weeks.
- >Others just give benefits from longer times taken.
-
- If you use an integrated difficulty system, then the type of spell and
- the length of time used to cast the spell would be used to determine the
- success. (Personally, I prefer a 'difficulty'-style magic to a 'power'-
- style magic. The later is too much like physics.)
-
- > What effects does working magic have upon the caster? Is he fatigued
- >physically or perhaps mentally? Does he lose the magical energy he has
- >collected? Remember that it is often important for game balance that magic
- >take a significant amount of time to cast or to recover from.
-
- Some other means of balance have been suggested here recently. IMHO, a
- good set of tools could be created to maintain game balance, then the GM
- can pick and choose which ones are appropriate for the genre.
-
- It might be useful to try putting together an outline of the magic system,
- then put the various options under each section. The section header can
- describe the focus of the set of rules and what they are trying to
- accomplish. The options can then describe specific features, and how they
- would interact with other optional rules.
-
- > It is possible, but very difficult, to set up a more objective
- >difficulty scale.
- ...
- > This way, the players had a consistant estimate of how difficult
- >they thought a spell should be. Magic was rarely a sure thing, however,
- >because the intended targets would often have unrevealed secrets - so the
- >level of knowledge was often less than the mage thought. Note that this
- >completely changes the nature of game balance: magic does not conform to
- >game balance here, but rather defines it.
-
- Sure. If you use a sentence-structure approach to casting a spell, then
- the sentence itself will give information about the level of difficulty
- by the specific type and amount of detail provided. Example:
-
- Cast my 'Whazzit' spell...
-
- ...on the other side of the portal. -> Very Difficult
-
- ...at the creature casting that shadow. -> Difficult
-
- ...at that scaly creature -> Somewhat difficult
-
- ...at the Fighter called Joe Billy Bob -> Not too difficult
-
- ...at my cousin Vinnie -> Fairly Easy
-
- ...on myself -> Too easy
-
- > That is, what is the position of practitioners in society. Are they
- >leaders of the community, like shamans, or are they reviled and burnt at
- >the stake? Or are they somewhere in between.
- > While not a part of the magic system per se, this is very important
- >to the role which magic will play in your campaign.
-
- This is probably more important in a genre-specific setting, although
- some hints and guidelines will no doubt be needed.
-
- >John Kim | "ALERT: /Earth is 75% full - please delete
- >jhk6@cunixb.cc.columbia.edu | all extraneous people."
- >Columbia University |
-
- The question is: which are the extraneous people?
- --
- Bob Hall | if [ -bs message ]; then
- Boeing Computer Services | mv message /compost/heap/$$
- root@chicken.ca.boeing.com | fi
-