Thread View: rec.games.design
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Started by Robert J. Hall
Thu, 17 Dec 1992 19:23
net.rpg - eliminating mundane magic
Author: Robert J. Hall
Date: Thu, 17 Dec 1992 19:23
Date: Thu, 17 Dec 1992 19:23
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sos@oz.plymouth.edu (Steffan O'Sullivan) writes:
> 1) An alternative to a list of spells. If some folks want a set list,
> fine: they can have one. But any system I play has to have the other
> option available. In my experience, a set list of spells leads to
> stagnation, no matter how large the list.
I agree with this one. A detailed set of guidelines for spell design could
be used to replace a standard list of spells. Something along the lines of
Ars Magica perhaps?
> 2) Some way to encourage the magician not to use the same spells all
> the time. This can be either carrot or stick, though carrot is nicer.
> (Example of stick method: "You lose some sanity for casting the same
> spell twice in one gaming session." Example of carrot method: "+1 to a
> spell you haven't cast in this gaming session yet.")
How about this: "Mundane magic is weakened magic". If you use a spell
over and over, it develops into an ordinary physical phenomenon and
loses its special magical nature. Thus, each time you use a particular
spell you have developed, it becomes weaker and harder to cast.
> What else should be here?
You could also have a property that says: "Shared magic is mundane magic."
If a Wizard shares his particular secrets with another, then the magic
becomes more mundane and is weakened.
The Wizard spends part of his time researching new relations between the
mundane universe and the magical meta-universe. Each time he/she
discovers a new thread (symmetry/similarity?) between the two, he/she can
draw upon the newly discovered power. However, when another learns the
secrets of this new connection, then the 'power' is diminished for both.
This also has the nice effect that Wizards are much more paranoid and
secretive about their knowledge.
Attempting to put these together:
"Magic can never be mundane"
1. The Wizard can research new magical relationships. These relations
could be a state of being (Fire, Life, Light, ..), a state of
change (Creation, Destruction, Movement, ...), a state of dimension
(Round, flat, line, cone, etc.), and so on. The relation would be
some sort of component that links the magic to the universe: a charm,
word of power, dance, rune, etc.
2. The relations are wielded together in a pattern to form new spells.
Ex: "Create Fire in a Sphere" -> Fireball.
3. Each time a spell is used, it requires more 'magic' to cast.
Eventually the spell becomes all but unusuable and a new relation
must be forged before it can be cast again.
4. Sharing knowledge weakens the magic and makes it more difficult
to cast. It is becoming 'mundane'.
--
Bob Hall | if [ -bs message ]; then
Boeing Computer Services | mv message /compost/heap/$$
root@chicken.ca.boeing.com | fi
Re: net.rpg - eliminating mundane magic
Author: Steffan O'Sullivan
Date: Fri, 18 Dec 1992 15:11
Date: Fri, 18 Dec 1992 15:11
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hall@bcstec.ca.boeing.com (Robert J. Hall) writes: > >How about this: "Mundane magic is weakened magic". If you use a spell >over and over, it develops into an ordinary physical phenomenon and >loses its special magical nature. Thus, each time you use a particular >spell you have developed, it becomes weaker and harder to cast. I'm not sure how you mean this: develops into an ordinary physical phenomenon. Do you mean everybody can shoot flame jets from their fingers after a while? If so, this obviously won't work. If you mean it simply gets harder to cast, though, that's a good effect. >You could also have a property that says: "Shared magic is mundane magic." >If a Wizard shares his particular secrets with another, then the magic >becomes more mundane and is weakened. True - and not just shared, but analyzed. Thus, if you cast a spell in front of another magician, he'll be impressed and start watching you closely. After another couple of castings, he might be able to analyze the spell, thus making it "shared" even though the sharing was involuntary. There could easily be rules for this, such as making a roll vs. IQ or Magic Lore or whatever, to figure out a spell. The first casting: no chance to figure it out. The second that you observe, a hefty penalty, the third, a slightly less hefty penalty, and so on until about the eight time you've seen it is at straight IQ or Magic Lore, maybe. Another thing I've been mulling over is the infinite universe theory of magic (mentioned in Bonewitts). If there exists a universe in which fireballs are possible, the magician is able to switch to that universe - no one else notices the change, except perhaps another magician. In this new universe, everything else is identical, except that fireballs can be magically created by those who know how. Well, not *quite* identical beyond that ability though . . . What if switching to the fireball universe means some other possible spell effect is lost? You can't cast a spell to see through walls in such a universe, perhaps. So to cast such a spell, the magician has to switch universes again. I'm not sure where this could go, but it's an intriguing thought I share in the hopes of sparking someone else to do something creative with it. -- - Steffan O'Sullivan sos@oz.plymouth.edu
Re: net.rpg - eliminating mundane magic
Author: Frank T Sronce
Date: Fri, 18 Dec 1992 18:25
Date: Fri, 18 Dec 1992 18:25
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On the subject of encouraging players NOT to always use the same spells, it occured to me that you could do this by setting up the\ experience system (in whatever form it may take) properly. For example, if you gave "magic-sphere XP" for using your magical skills, that could only be spent on magic related skills, you could use something like... Used magic in a useful (not inconsequential) way: 1 xp. Found time for experimentation and study: +1 xp. Depended solely upon experimental spells and untried formulae: +3 xp. Simply put, the character learns less from using skills that he has already mastered than from using skills in which his experience is limited. Of course, this has the "disadvantage" that the character WILL use the spells he is most familiar with when the situation is crucial- you don't take unnecessary chances when your life is at stake... If you break XP up per skill (like Cyberpunk IP's) you can add something to the effect that increasing a low skill adds complementary IPs to related skills, while increasing a high skill doesn't: the knowledge and training necessary to get that good is too specialized to be applied to other skills. Alternately (or with the above ideas), you can use the magic mechanics to encourage experimentation and creativity. For instance, you can give bonuses to attempts to Resist and/or Dispell an attack based on their familiarity with it... and if you can guess *exactly* what kind of spell your opponent will choose to throw, you can prepare a counter-spell to reflect it right back at him! Kiz
Re: net.rpg - eliminating mundane magic
Author: Steven Mathers
Date: Mon, 21 Dec 1992 01:59
Date: Mon, 21 Dec 1992 01:59
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In article <1992Dec18.151103.23858@oz.plymouth.edu>, sos@oz.plymouth.edu (Steffan O'Sullivan) writes: |> hall@bcstec.ca.boeing.com (Robert J. Hall) writes: |> > |> >How about this: "Mundane magic is weakened magic". If you use a spell |> >over and over, it develops into an ordinary physical phenomenon and |> >loses its special magical nature. Thus, each time you use a particular |> >spell you have developed, it becomes weaker and harder to cast. |> |> I'm not sure how you mean this: develops into an ordinary physical |> phenomenon. Do you mean everybody can shoot flame jets from their |> fingers after a while? If so, this obviously won't work. If you mean |> it simply gets harder to cast, though, that's a good effect. Could have a bizaare effect on the type of magic cast in a world where magic works as described above. Every mage would constantly be trying to come up with new spells, as old ones are used up. All the obvious spells would have been used up ages ago, so magic would be pretty weird. Forget your average fireball spell. That went ages ago. These days people cast 'poison confetti rain' spells etc...
Re: net.rpg - eliminating mundane magic
Author: Steffan O'Sullivan
Date: Mon, 21 Dec 1992 14:08
Date: Mon, 21 Dec 1992 14:08
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s.mathers@trl.oz.au writes: > >Could have a bizaare effect on the type of magic cast in a world where >magic works as described above. Every mage would constantly be trying >to come up with new spells, as old ones are used up. All the obvious >spells would have been used up ages ago, so magic would be pretty weird. >Forget your average fireball spell. That went ages ago. These days >people cast 'poison confetti rain' spells etc... Right - I wrote this option up into FUDGE Magic, first version - but you just can't do it. You run into book-keeping problems. You have to keep track of every spell ever cast by every PC and NPC mage . . . If someone figures out a way to do this, *please* let me know - this would be my favorite option! -- - Steffan O'Sullivan sos@oz.plymouth.edu
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