05-03-2016, 07:30 PM | #1 |
Join Date: Dec 2008
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Mundane Magic
So, I'm working on a low-powered fantasy campaign at the moment. I already have a formal magic system that's modified Effect Shaping RPM. However, I would also like to have what (for lack of a better term) I'm calling mundane magic. These are things like "Silver is associated with strength, so I wear silver jewelry to grant me strength in battle" and "One who settles in a new region without introducing him/herself to the local spirits will be less protected from misfortune" or "when fording a river, one should always give a small offering to the current (say, a few berries) to avoid offending it".
Basically, they're mundane things that anyone can do, mage or no, and probably without a skill role other than (for more obscure things) the knowledge skill to have heard of the ritual. I want these sorts of things to have an actual effect but on the other hand I don't want them to get too gamest ("What's the list of trinkets we can get? I'll take one of each. Wait, do they stack?") nor too blatant (even a +1 ST is very significant in GURPS, especially with KYOS, so how do I make something grants strength, for example, without it being blatant and extreme?). I'm curious if anyone has any thoughts about how to do this or if perhaps there's some write-up/system I'm missing that's already made. |
05-03-2016, 07:43 PM | #2 |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: Mundane Magic
I recommended it many times but Golden Bough is available at Amazon on public domain and gives an idea what the real stuff was all about.
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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison |
05-03-2016, 07:49 PM | #3 |
Join Date: Aug 2007
Location: Denver, CO
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Re: Mundane Magic
For low-powered things, a once-per-session luck roll could be good. Silver charms can give one use per session on a damage or ST roll. Being too greedy with charms nets to a bad luck roll.
Perhaps work up a Karma stat. Start at zero and then get +1 for doing the good thing, -2 or -3 for doing the wrong thing, nothing for doing the expected thing. Keep a total and spend the points on luck rolls? perhaps 10 points for a single use of luck? I like the luck mechanic because it doesn't let anybody do the impossible or really push their maximum capabilities. It can easily fly under the radar socially while still being a real game affect. hidden lore (Karma) might be good for spotting the opportunities to get the bonuses. |
05-03-2016, 09:53 PM | #4 | ||
Join Date: Dec 2008
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Re: Mundane Magic
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I don't know how I feel about tracking a numerical score. It would make it harder to have different rituals have different effects, but it would definitely simplify bookkeeping, which might be necessary. A relevant skill, whether Hidden Lore, Religious Ritual or Occultism could definitely be used to know about/notice opportunities for additional ceremonies beyond the usual ones everyone would know. |
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Tags |
homebrew, magic, magic system |
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