07-15-2019, 10:56 AM | #11 | |
Join Date: Jul 2007
Location: One Mile Up
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Re: Realistic campaign with unrealistic/supernatural people
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07-15-2019, 11:15 AM | #12 |
Join Date: Sep 2018
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Re: Realistic campaign with unrealistic/supernatural people
I'd definitely take notes from White Wolf. They've covered a lot of ground in the genre and worked out most of the kinks. If you want your supernatural elements to be behind the curtain look at the World of Darkness for how those secrets are kept. If you want examples of how a world deals with an emerging supernatural threat have a look at Aberrant.
Realistic things you'd want to look at are; How does supernatural power impact the economy? How does the world protect itself from supernatural people? Is the Supernatural a threat or a boon to religions? Does the media worship or demonize supernatural people? What laws are imposed on supernaturals by their own society? Last edited by Black Leviathan; 07-15-2019 at 11:21 AM. |
07-15-2019, 03:01 PM | #13 | ||
Join Date: Sep 2016
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Re: Realistic campaign with unrealistic/supernatural people
So fluff wise I am leaning towards the secrets of magic have been revealed due to the information revolution and people can technically train a lot do the excercises (or whatever) and gain the power. However without a master to apprentice under they can't control what abilities they manifest and the process can be dangerous, also if you are unwillingly exposed to such abilities there is a miniscule chance that under specific extreme conditions you can manifest powers automatically. To add to this entities from other dimensions can be drawn to such magic, though this also happens rarely.
So there is a surge of supernatural in the world, but not an overwhelming one. Rules wise I always wanted to have a campaign where players get disadvantages if they invest in supernatural abilities, but not to the point their character becomes unplayable or unfun. So the more you develop your occult powers the more inhuman or evil or righteous or whatever you become. Quote:
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Still a great read. Not 100% sure yet. Action/adventure seem pretty standard, but I am also considering discovery as a theme. Discovery of other dimensions and secret magic lore maybe. Last edited by Malfi; 07-15-2019 at 03:11 PM. |
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07-15-2019, 03:14 PM | #14 | |
Join Date: Sep 2016
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Re: Realistic campaign with unrealistic/supernatural people
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Considering the way I see magic in this setting is "basically anything" it will be hard to answer these questions, but still good food for thought. |
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07-15-2019, 04:02 PM | #15 | |
Join Date: Jul 2007
Location: One Mile Up
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Re: Realistic campaign with unrealistic/supernatural people
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07-15-2019, 04:42 PM | #16 |
Join Date: Aug 2007
Location: Denver, CO
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Re: Realistic campaign with unrealistic/supernatural people
If it's dangerous but could give power and could bring bad stuff... Teens will be seen as a problem.
Montage: If you don't talk to your kids about magic... who will?... Today, on a VERY SPECIAL episode of stranger things... Hi, kids. Thank you all for coming to the assembly today. This is Mr. Molakh. He's a real mage. He's here to talk to you all about the dangers of practicing magic without a proper teacher. Please give him your FULL attention... |
07-16-2019, 01:22 AM | #17 | |
Join Date: Aug 2004
Location: Udine, Italy
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Re: Realistic campaign with unrealistic/supernatural people
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At a maximum, there will be a world war of the naturals against the supernaturals. |
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07-16-2019, 12:16 PM | #18 | |
Join Date: Jun 2016
Location: Pisa, Tuscany, Italy
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Re: Realistic campaign with unrealistic/supernatural people
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The supernatural powers are in fact "magic", but only 1 in a 1.000 people has some kind of power and only 1 in a 10.000 people has significant supernatural capacities. It's mostly a working form of Ritual Magic and, although culturally tied with religion in game, it doesn't imply that deities really existed in the setting (most practitioners are part of the clergy, but the supernatural powers don't come from deities, although usually who uses these powers also believes that they're of divine nature). The power come mostly in the form of supernatural perception and visions or very unusual physical and mental traits (1 in a 1.000). The most gifted practitioners (1 in a 10.000) are capable of doing working rituals, shaping, controlling and directing the "Mana" to make things otherwise impossible. Nothing is created by nothing. For example, a mage needs to subtract energy and matter from a properly made sacrifice in order to heal someone from a wound, and the efficiency is quite low (most of the energy is "burned" in the act of controlling the "Mana"). Even with a supernatural level this low, the impact on setting is remarkably high. Individuals with supernatural powers tend to occupy higher social positions and often keep their supernatural abilities secret. Members of higher classes are more likely to live long, especially rulers, generals and high status clergymen. Military and politic are affected principally in the act of gathering informations, since two expert mages can communicate via ritual while they are far away from each other, and the PCs are by far more likely to survive with a mage in their group (especially in the aftermath of a battle or in situations where is strictly recommended avoiding the danger). |
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