11-13-2015, 04:31 PM | #61 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What Makes a Great Magic System?
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Bill Stoddard I don't think we're in Oz any more. |
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11-13-2015, 04:39 PM | #62 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: What Makes a Great Magic System?
I tend to classify those as "your only real limit is your fast-talk GM skill".
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11-13-2015, 04:56 PM | #63 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What Makes a Great Magic System?
I don't think that at all. There are quite clear guidelines and worked examples.
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Bill Stoddard I don't think we're in Oz any more. |
11-13-2015, 05:55 PM | #64 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: What Makes a Great Magic System?
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Ars Magica, which I haven't tried, looks different, though. There are fairly thorough guidelines. There isn't a whole lot of wiggle room for the GM to make things easier or harder for the player's characters if he wants to. I mean, he can, but then an offended player can pick up the rule book and whack the GM over the head, and point out that the GM objectively violated the rules. I'm also concerned about systems based on "negotiations with spirits". Very likely, those spirits will be 100% an extension of the GM's will, rather than be played by the GM as NPCs each with their own agenda. I like magic systems - RPG systems in general - that are designed. To design is to think. To think in a particular anticipation-based fashion. But it seems, depressingly so (but unsprisingly) that many favour a non-design approach, a non-think approach, to handling magic in RPGs. |
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11-13-2015, 06:55 PM | #65 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What Makes a Great Magic System?
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Really, Peter, this chronic suspicion of GM motives and practice gets old. It rather seems as if you put more credence in your own a priori beliefs about how GMs act than you do in anything any of us might report about our own experience—and if that's so, you're not going to learn much from those reports.
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Bill Stoddard I don't think we're in Oz any more. |
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11-14-2015, 12:02 PM | #66 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: What Makes a Great Magic System?
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Magic as a tool: This is the classic RPG kind of magic, reasonably reliable, versatile, and generally used as a substitute for technology in "D&D-land" fantasy worlds. There's no possibility for characters within the world of denying its existence, although their attitudes to it may be quite assorted. Magic as an edge: Settings where magic is rare, often secret, and mostly used within games for accomplishing things that are very hard or impossible without it. It's perfectly possible for this kind of magic to exist within a magic-as-routine-tool world if it can do things that the routine sort can't. It may well not be reliable, but someone who uses it can still have a fair idea of what he'll make happen, if it works. Magic as a character: Settings where magic has some significant degree of personality, and dealing with it is at least partly a social issue. Shamanism is an example; so is the style of game you describe above. Such magic is strongly dependent on the caster and the spirit(s) he deals with, and there's no generally predictable results, although one can be reasonably confident about a particular working, given reasons. What other categories have we seen in games? |
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11-14-2015, 12:20 PM | #67 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What Makes a Great Magic System?
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That's not quite the same as magic as a person, though it can feel that way; there's a reason writers talk about the Muse.
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Bill Stoddard I don't think we're in Oz any more. |
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11-15-2015, 02:22 AM | #68 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: What Makes a Great Magic System?
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Magic can still be a tool even if most spellcasters in the world are specialists as opposed to generalist casters. Magic can even remain a tool if some types of magic are unavailable in the world, e.g. magic to deal with nature/animals/plants/bodies/healing. Even if magic can only in fact do a fairly narrow range of things, as long as they have sufficient usefulness. |
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11-15-2015, 01:01 PM | #69 |
Join Date: Jul 2014
Location: New Zealand.
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Re: What Makes a Great Magic System?
Magic as a mind altering experience. Users of magic are affected by using magic or at the least risk being affected.
One thing to consider is that most mages from written fiction are quite powerful. Even if magic isn't.
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Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn |
11-15-2015, 01:40 PM | #70 |
Join Date: Oct 2015
Location: New England
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Re: What Makes a Great Magic System?
That's interesting. But how would a chaotic magic work as a system? I think the players, the GM at the very least, need to understand the system in order for it to be fun and satisfying. So, if the system itself was chaotic, that could be tricky. But a consistent system that yielded somewhat unpredictable results could be fun, in the right setting.
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Tags |
gurps, magic, system |
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