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01-21-2020, 01:26 PM | #1 |
Join Date: Feb 2016
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Yrth with RPM [Banestorm/Thaumotology]
Just a random question, what do you think would happen if you replaced the default magical system with a RPM magical system in Yrth? For simplicity's sake, we would have the Yrth RPM Paths equal the default magical systems Colleges, meaning that there would be 25 Paths in the Yrth RPM system. Would it primarily be a cosmetic change or would the change majorly impact the setting? Would you be interested in experimenting with such a change?
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01-21-2020, 01:50 PM | #2 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Yrth with RPM [Banestorm/Thaumotology]
Banestorm is actually pretty agnostic about what magic system is used in it. Yes, it uses the standard system by default, but that matters in precious few places.
Yrth has at least two giant one-off rituals floating around its past: the banestorm, and the spell that made the djinn. These feel a lot more like RPM rituals gone wrong (or maybe just quirked) than something you can do with the standard magic system. The pockets of high mana in certain places around yrth (like Caithess wizard towers) work just as well if not better as RPM sacred places. At least one plot hook requires that magic be able to accidentally summon a demon, but that works in RPM as well as standard magic. I've thought of doing RPM in Yrth for a campaign based on magical research into the deep secret spells of yrth, primarily the banestorm. I considered the following changes:
You should also take care that the magic remains relatively low-key in most situations: Yrth has magic in a lot of places, but it often isn't that powerful. And I think that should do it.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
01-21-2020, 03:03 PM | #3 |
Join Date: Feb 2016
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Re: Yrth with RPM [Banestorm/Thaumotology]
RPM enchantments are magical gadgets. A Path of Enchanting could use lesser effects to impact temporary magical gadgets while it could use greater effects to impact permanent magical gadgets.
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01-22-2020, 12:19 AM | #4 | |
Join Date: Aug 2004
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Re: Yrth with RPM [Banestorm/Thaumotology]
Quote:
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01-23-2020, 11:36 AM | #5 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Yrth with RPM [Banestorm/Thaumotology]
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I find playing without ritual adept (connection) forces mages to find connections to the targets of spells that they can't see, and that drives a lot of flavor and concrete objectives into magic.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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01-23-2020, 12:08 PM | #6 |
Join Date: Feb 2016
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Re: Yrth with RPM [Banestorm/Thaumotology]
When it comes to utility items that replicate rituals, I would generally require 1 CP per energy point, modified by any application limitations. For example, a pot that creates five meals a day is using Greater Create Matter with a Duration of ten days, which would be 45 energy or 45 CP before modifiers. A pot that can be used by anyone is probably a -65% gadget modifer, plus Limited Uses (-10%) and Magical (-10%), would result in an item worth 9 CP. For 9 CP, you could have a gadget that would create five 10 lb meals every day, and the food would last ten days after creation.
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banestorm, yrth |
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