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Old 12-06-2018, 05:24 PM   #44
malloyd
 
Join Date: Jun 2006
Default Re: DF Implied Cosmology

Quote:
Originally Posted by Kromm View Post
In light of that, it seems probable that there town-based casters whose spells work only in town . . . in effect, cities have the equivalent of normal mana/sanctity for this magic, while everywhere else has the equivalent of no mana/sanctity. Those spells are clearly very powerful, so settlements probably act as gigantic Energy Reserves or power items for such casters, too. Of course, magic-users of this kind wouldn't make good delvers, because all their abilities would be nigh unto useless in wilderness, dungeons, or other dimensions; that explains why such powerful people hire delvers for quests instead of going out and doing those jobs themselves.
I think this approach is particularly valuable in a transitional sort of game, where you are shifting away from pure Dungeon Fantasy to a more detailed setting, because it offers a *reason* for the more video-gamey rules that are different in Town. What maintains the anti-monster barrier that makes Town a Safe Zone? How do the tax collectors at the dungeon gate always know how much loot we found to claim the King's Share? Why is the Royal Guard invincible when arresting PKers, and yet not able to clear the dungeons themselves? Because the Very High Urbanity level in Town lets the local sages cast and maintain these otherwise prohibitively expensive buff spells for free....
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