01-15-2023, 05:16 AM | #111 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Mageborn are like Coins - Worldbuilding TL 3
OK, one of the things that was not readily apparent is EricTheRed is fully aware of HARN MANOR guidelines for building manors. This helped IMMENSELY as far as detailing his manor.
Others, if they would like the information, can comment here saying "hey, can you detail a manor for me and I can take it from there?" If you do so, email me directly and I will send something to you shortly thereafter.
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01-15-2023, 09:03 AM | #112 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Mageborn are like Coins - Worldbuilding TL 3
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I apologize for not commenting upon Sir Zeedrick earlier, but nicely done. Now for the bad news... Sir Zeedrick inhabits his own manor, not me. ;) Because you did such a nice job with this thus far, I'm going to ask you some questions about your Manor. Since I know you have Harn Manor, I know too that you have a bit more information at your fingertips as far as costs and the like. Here are some questions for you... How are the children discovered to have magery? Who does the testing? If a child is born of freeman parents, it is deemed to be free (status 0) and the Lord has no rights regarding the child. Only if the child is born in his family, or into the family of a serf does the Lord hold sway over the child by his rights. So, why is this testing conducted? What is the testing? What are its costs? Who benefits from it? Are mageborn "guilded" members or "unguilded"? What happens to mages who refuse to join a guild? Are guilds strong enough to hold sway in villages? Me? I know how I'd approach it, but like anything else, how I'd do it may not be how YOU would want to do it. This is above all, an exploration of concepts and their effects on society. Me? I'd postulate that until children hit puberty, their magey aspects are not likely to develop unless the person has a STRONG magery aspect. I might go so far as to say that Puberty minus Magery level is when a child may be detected to have magery. Thus, a child with magery 3 might show signs of magery 0 three years before they hit puberty, magery 1 at two years before puberty hits, and magery 2 just before puberty hits. The question becomes one of "when does puberty hit?" **innocent look** So - are there gender roles in this universe that models medieval technology and the like? It maybe politically inncorrect to say so, but I'd have to go with yes. Can a mageborn woman defie gender roles? Heck yes. Joan of Arc is but one example of a woman who defied her gender's expectations. But I digress... Are women better healers over all? Are they asked to study such arts and avoid combative magic? Possibly. Are they expected to learn the arts of diagnosis and the study of illnesses so that they can cast cure disease with any chance of success? **shrug** You tell me. So, define your manor, give us some highlights, and maybe some of the customs of the manor. You can specify that the prior lords of the Manor used to do something for the Village and now it has the aspects of an unwritten law - custom if you will, that the Lord is obligated towards. Just remember... A tutor costs 1200 silver pennies (five pounds) per annum. The income of a mercenary soldier is about 2.5 shillings per month or roughly 30 shillings per annum. If a mage earns more income than a mercenary Soldier (in GURPS, that works out to about $700 per month), then what must the mages be paid overall? In all, it might be interesting to see how one can test for mageborn using strictly only GURPS MAGIC rules. On that note, time for me to hit the hay...
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01-17-2023, 08:40 PM | #113 |
Join Date: Sep 2019
Location: UK
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Re: Mageborn are like Coins - Worldbuilding TL 3
In case anyone's forgotten about it, there were a few notes about the hypothetical setting here http://forums.sjgames.com/showthread...173234&page=11 but there seems to be a lot left open to messing about with.
I don't have Harn Manor, can I still play?
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01-18-2023, 11:03 AM | #114 | |||||||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Mageborn are like Coins - Worldbuilding TL 3
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checking every kid in the village once a year is worth two days labor to a renting mage in this village. Zeedrick has all of the kids born free on his lands checked as part of his duties as their manorholder. This also entitles him to be one of the first to know who the mageborn are. If a family refuses to have their child checked... He has options. The kid will know the instant he looks at a magic item, so finding out subtly is an option (though that might cost some of the precious mage days). As is making the argument that this service is being performed for free and nothing is owed back in exchange*, or declaring that he doesn't want to rent land to tenants who miserly hoard talents, stunt their children's opportunities, and don't get them trained on how not to summon demons. *having another village will be useful, because it lets them point at each other's practices and compete. Quote:
On Zeedrick's manor, they will be either renting or bonded craftsmen. Quote:
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The big "no-no" is that a woman should not be constantly leaving her families. So some magic is going to be impractical and discouraged, but with my main emphasis of healing, crop yields, and construction, I doubt it will come up too much. The real issue is female mages will still need to take care of their children and be pregnant fairly often, unless I want to fight some serious social mores. Quote:
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The takeaways from this post are:
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01-25-2023, 10:49 AM | #115 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Mageborn are like Coins - Worldbuilding TL 3
Ok, here are my customs:
Each year the tuesday before midwinter the mages swear oaths to use their magic for the good of their community
More may be added as neccessary. What I really need at this point is a list of all the families, including the mageborn, so we can see how this all turns out. It may also be worth it for me to step through a typical "year" using the Harn rules for a manor, and maybe post the manor stats.
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01-26-2023, 09:05 PM | #116 |
Join Date: Feb 2008
Location: Portland, Oregon
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Re: Mageborn are like Coins - Worldbuilding TL 3
I’ve got some questions about the manors.
1) What is the kingdom these manors are a part of like? 2) How often do the powerful lords poach our mages? 3) If they don’t poach, why don’t they? A powerful lord would naturally want to gather as many mages under his control as possible. What keeps them from stealing mages from the manors? 4) What’s the global economy like? Given that there are a lot of high mucky mucks in control of a large number of mages, how does that affect the economy? 5) Are there any “orders from on high” about what we teach our mages, assuming we get to keep them? And is it a prerequisite to keep them. That is, we can keep them if they at least do some work for the high mucky mucks and learn what they are told to learn? 6) Are we worried about prerequisites, or not? That will have a very large affect on what we can teach the mages, how fast they gain useful skill levels in spells, and when they start to become useful. Not to mention how long they have to be trained before we can turn them loose. 7) What is keeping the mages loyal to the manor from which they are born? 8) What is keeping the mages from becoming lords in their own right? Are there “mage collars” that enforce loyalty? 9) What is the kingdom’s attitude towards mages? I’m assuming that magic use isn’t against whatever religion the kingdom has, but what about mages moving from manor to manor, or setting up their own manor, or taking over the manor? 10) Can anyone think of a way (barring slavery, imprisonment, etc) that would keep a mage on a manor voluntarily, given that their value is far higher than just about anyone else’s? They would be welcome wherever they wanted to go. Or are there laws about runaway mages? 11) Are mages second class citizens? If so, what keeps them from staging a revolt? 12) What kinds of warfare are our manors going to get into? The king would want the mages to be combat-effective enough to act as force multipliers. While this may not mean that they can kill huge numbers of soldiers, it will at least mean that they must have the spells/skills to give their side an advantage. (This also circles back to the poaching comment, above.) 13) How do our manor lords pay for the political power they have? Contacts? Allies? Enemies? Legal Enforcement Powers are part of it, but how do you buy the amount of influence a US Senator has? Or the President? Granted, our lords are petty nobles, but they are competing with Barons, Counts, Dukes, and the King (not to mention all of the other layers of feudal bureaucracy). 14) Speaking of enemies, how often will Dependents be in danger? Is that something we need to worry about? 15) Which dovetails into how often will our political rivals harass us? I'll likely have more questions of this sort when I remember more of the conversation I had with a friend of mine. We had a several hours discussion of this little socio-thaumic experiment.
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01-27-2023, 08:05 AM | #117 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Mageborn are like Coins - Worldbuilding TL 3
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This is from the text file I sent to you 6/21/2022 via email. Code:
Family Tenant HD Skill Serf Free Labor Rent Rent Notes ID Occupation Size Acres Acres Days Kind Fees ----------------------------------------------------------------------------------------------------------------- 1 Priest 2 9 0 40 0 0 0 4040 2 1/2 Villien 6 10 20 0 80 60 26 0 3 Cottar 2 9 5 0 20 60 11 0 4 1/2 Villien 3 9 13 0 52 60 19 0 5 1/2 Villien 4 10 19 0 76 60 25 0 6 1/4 Villien 11 9 5 0 20 60 11 0 7 Villien 7 14 37 0 148 60 43 0 8 Yeoman(MF) 2 10 0 30 0 60 36 0 9 1/2 Villien 2 13 20 0 80 60 26 0 10 Villien 6 12 31 0 124 60 37 0 11 1/2 Villien 3 10 12 0 48 60 18 0 12 Cottar 1 11 1 0 4 60 7 0 13 1/2 Villien 5 14 15 0 60 60 21 0 14 Small Farmer 2 11 0 2 0 72 8 0 15 Cottar 3 13 3 0 12 60 9 0 16 Cottar 2 11 3 0 12 60 9 0 17 Miller 5 10 0 25 0 60 31 240 18 Cottar 2 9 5 0 20 60 11 0 19 1/2 Villien 2 10 13 0 52 60 19 0 20 1/2 Villien 4 10 20 0 80 60 26 0 21 Cottar 4 13 3 0 12 60 9 0 22 Virgate Farmer 4 13 0 32 0 252 38 0 23 Small Farmer 2 11 0 4 0 84 10 0 24 1/4 Villien 12 11 9 0 36 60 15 0 25 1/2 Villien 5 12 16 0 64 60 22 0 26 Metalsmith 3 10 0 30 0 60 36 144 27 Small Farmer 4 11 0 4 0 84 10 0 28 Cottar 2 13 1 0 4 60 7 0 29 Villien 5 11 38 0 152 60 44 0 30 1/2 Villien 6 11 18 0 0 60 24 0 31 1/2 Villien 2 12 12 0 48 60 18 0 32 Cottar 1 14 4 0 16 60 10 0 33 1/2 Villien 2 14 14 0 56 60 20 0 34 Villien 6 14 30 0 120 60 36 0 35 1/2 Villien 10 14 19 0 76 60 25 0 36 Cottar 1 13 3 0 12 60 9 0 37 1/2 Villien 5 10 19 0 76 60 25 0 38 1/4 Virgate Farmer 6 12 0 7 0 102 13 0 39 Cottar 1 11 5 0 20 60 11 0 40 Villien 5 11 27 0 108 60 33 0 41 Yeoman(LB) 3 10 0 43 0 60 49 0 42 1/2 Villien 4 10 15 0 60 60 21 0 43 1/4 Villien 3 14 9 0 36 60 15 0 44 1/2 Villien 3 11 17 0 68 60 23 0 45 Villien 6 11 36 0 144 60 42 0 46 Villien 4 13 24 0 0 60 30 0 47 Cottar 1 9 4 0 16 60 10 0 48 1/2 Villien 2 13 15 0 60 60 21 0 49 1/2 Villien 4 12 13 0 52 60 19 0 50 1/2 Villien 2 14 17 0 68 60 23 0 51 Woodcrafter 8 14 0 20 0 60 26 120 52 Cottar 1 10 3 0 12 60 9 0 53 Cottar 1 14 4 0 16 60 10 0 54 Yeoman(LB) 4 13 0 47 0 60 53 0 55 1/2 Villien 6 10 15 0 60 60 21 0 56 1/2 Villien 2 10 16 0 64 60 22 0 57 1/2 Villien 6 12 18 0 72 60 24 0 58 Salter 5 13 0 30 0 60 36 120 59 1/2 Villien 11 14 17 0 68 60 23 0 60 Cottar 3 10 3 0 12 60 9 0 61 Cottar 3 9 5 0 20 60 11 0 62 Villien 3 9 29 0 116 60 35 0 63 Small Farmer 6 10 0 3 0 78 9 0 64 1/2 Villien 5 11 11 0 44 60 17 0 65 Cottar 1 10 5 0 20 60 11 0 66 Villien 6 9 40 0 160 60 46 0 67 Yeoman(LB) 4 12 0 42 0 60 48 0 68 Cottar 2 14 1 0 4 60 7 0 69 1/2 Villien 6 13 18 0 72 60 24 0 70 Cottar 4 12 2 0 8 60 8 0 TOTALS 279 777 359 2940 4452 1510 4664 Code:
Names ST DX IQ HT Magery Social Gender Age Death Skill Points Cathaoir Rodway 10 10 12 10 0 Noble Male 42.402 74.548 62 Garritt Hazell 9 11 8 10 1 Serf Male 50.868 56.124 79 Ressie Till 10 12 12 10 0 Serf Female 42.223 59.373 62 Llenlleawg Symon 9 10 11 9 1 Serf Male 27.864 34.672 33 Giles Hoar 9 12 10 9 0 Serf Male 34.821 52.287 47 Janette Rowley 12 9 10 9 0 Freeman Female 45.095 65.689 68 Woods Acres: 182 Cleared Acres: 1638 Tenant Acres: 1136 Demense Acres: 502 Labor Pool: 35,000 (note - labor pool days is an estimate) Land Quality: 1.01 Fief Index: .90 Trade Index: 1.00
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01-27-2023, 08:44 AM | #118 | |||||
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Mageborn are like Coins - Worldbuilding TL 3
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The answer to that question largely depends on any game world design by the GM, but if you want my gut instinct based on a more historical based medieval set up... Any person who is born a freeman, could easily be "poached" because their tie to the land tends to be in terms of "Rents" or contractual obligations to the land they hold freely. Put another way - they're not serfs obligated to stay with the land, and their rental agreements with the Lord tend to be for a finite set period of time (generally, no more than 7 years). Lords could, and later on did - raise their rents for their free tenants, but were obligated to KEEP the original agreement on rents and the like LONG into the future - even when such rents were (due to inflation etc) way too low. Serfs on the other hand, were bound to the Lord by their original contracts to the lord by their forefather(s) (depending on how many generations you go back!). As such, they were not free to leave the land, etc. Any more than a Lord was obligated to set free (manumission) any of his serfs. In theory, any serf mageborn would not be free to leave the land he was born on. Quote:
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01-27-2023, 08:47 AM | #119 | ||||||||||
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Location: Buffalo, New York
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Re: Mageborn are like Coins - Worldbuilding TL 3
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40,000 mageborn for a population of 2 million. Of that 2 Million people, a roughly EQUAL number would be Noble born (ie, roughly 2% of the 2 million population were nobility. That leaves the rest... Quote:
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Using GURPS MAGIC as written, just how strong of an impact will mageborn really have? If you spend them like coins (ie allocate them towards a given task/role - you can't repurpose them to other tasks). I'm not even going to get into the issues inherent in "Mutable magery" where mageborn can change their magery levels after start of play. GURPS 2nd edition was quite specific in that inherent advantages may not be gained in play after start of play, and magery was fixed (initially) rather than mutable. Over time, No Magery, Magery 1, Magery 2, and Magery 3 - gained a new advantage called Magery 0. After that, mutable magery came into fashion. For now, keep it simple and explore what immutable magery will result in as far as a Medieaval society and see where it takes you. THEN experiment with how mutable magery works, how it affects the demographics of the mageborn overall, and see what happens afterwards.
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01-27-2023, 09:18 AM | #120 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Mageborn are like Coins - Worldbuilding TL 3
If you're wondering at the "Skill points" entry is for the mageborn, that was a limitation imposed by GURPS 3rd edition that had an upper limit of character points that could be spent on a character based upon age.
There is nothing to keep you from simply using the attributes from the basic description, and then using the Time/use rules and aging them to the proper age in order to derive what their skills should be like after a given period of time. So - for a 12 year old child who is first undergoing their apprenticeship as a village mage, you could simply use the Time Use rules and determine how long it takes for them to learn any given spell, any given skills, and give them some social skills, area knowledge, basics of village life based skills and what not. The quick and dirty rolls do not determine the appearance of the NPC's, their talents, nor anything else. It is little more than a guideline for how they may or may not fit into the village itself. Feel free to make decisions as you see fit - but at least explain the how and why of your decisions. If you want to theorize that your Noble lives within a secure area free from raids - by all means do that. If you want to have a fast and loose society in which the religions do not have a major problem unless the magic interferes with free will, necromancy, and other dark magics - go for it. This is largely a means for structured examination of the underlying structure of GURPS MAGIC married to a more or less historical TL 2 or TL 3 society based loosely on England circa 1200 AD. For those who like to do some FUN stuff, pick up A MAGICAL MEDIEVAL SOCIETY: WESTERN EUROPE for $18 and see how much more you can do with building your own version of a TL 2/3 society and merging it in with GURPS MAGIC. Frankly? It has a lot of good stuff in there for determining how many manors there are, size of cities and towns, how to spread out the medieval lords and knights to where you know who owes who what levels of fealty and all that fun stuff. At present, I own First and Second editions of the book, unaware that they came out with a Third Edition (darn it!). Having the ability to create names for fictional manors, towns etc - would be fun to have. Is it worth spending $18 dollars right now is the question. Must resist the temptation. Aw heck, who am I kidding! ;)
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