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Old 01-11-2019, 04:05 PM   #11
Icelander
 
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Default Re: Conditional Spells, Local Mana and Places of Power

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Originally Posted by Christopher R. Rice View Post
I'm ruthless when it comes to deals with the devil (literally or figuratively). My article "How Very Tempting" was based in a system I used for my games for just that purpose.
I actually allow Pacts and contracts with supernatural beings that are surprisingly reasonable.

The point being that the temptation to take the easy path to power is a powerful temptation to players. And it doesn't have to transform them into ravenous monsters or mindless slaves. But it does mean being obligated to a being that might, ultimately, have other interests than what is best for you, your loved ones, your friends or even the fate of humanity as a whole.

Interesting stories about temptation don't necessarily need to have the decision to deal with the Devil be indubitably wrong. In fact, it's more interesting when no answer is clearly and indisputably right.

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Originally Posted by Christopher R. Rice View Post
I have some more Tellurgy spells you might like in the coming months. :-)
Great.

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Originally Posted by Christopher R. Rice View Post
That said, you may wish to allow ley tunnels as a method of travel. In Ceteri I have the Autumn Road - which is a fae-created network of ley tunnels to allow rapid travel - if you know what you are doing. Teleportation is also possible for spirits and those not made of flesh - the living end up greasy stains when they try.
Fair enough.

Traveling through other realities, especially the parts that some humans have dubbed Faerie/Feywild, is absolutely a thing. It's just usually a hell of a lot riskier than traveling by airplane, even if you're a magic-user.

But I expect that the players will still accept the risks of meeting terrible, inhuman Things and having to heroically fight them, over the risks of their plane suffering some kind of electronic malfunction that leads to the pilot being fatally deceived about the altitude and their lives ending in a mysterious crash into the dark ocean. It think it's about agency, they can fight monsters, even the most horrific ones, but plane crashes might kill them without them ever knowing what is going on or having any chance of averting it.

Quote:
Originally Posted by Christopher R. Rice View Post
I mean, I see where you are going. It just seems weird to me. If you want to run a cinematic game then do it - the PCs are the special ones, no one else is. No need to jack up point totals or penalties in that case. Though I suspect we're coming at the same problem in two different ways.
Well, I am weird.

I'm trying to avoid binary constructions; where characters are either Illuminated [Vile Donkeys] or Mundane Squabs. Having the use of supernatural powers depend on the ability to overcome massive situational penalties that applies in many, but not all cases allows for fairly low point characters who have arranged a special situation where their modest skills are effective and it also allows for awesome high point value types who might know a lot about the supernatural, but are not going to be able to cast spells in a typical city (but might still be able to kick monster posterior). And the true master mages, of course. And anything in between.
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ritual, ritual path magic, rpm, thaumatology, vile vortices

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