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Old 01-03-2016, 03:00 PM   #1
Bira
 
Join Date: Jul 2009
Default Re: Arabian Adventures for DF

This seems to be an Ars Magica-inspired setting as well. That's where the concept of Dominion comes from. Ars Magica games are mostly about magicians belonging to the Hermetic Order, which teaches a "scientific" approach to magic and views magic itself as a morally neutral natural force.

It mostly takes place in a mythic version Europe circa 1220 AD, though campaigns can span many years. As you might expect, the Catholic Church is quite powerful in the areas described by the game, and it mostly disagrees with the Hermetic view of magic. Nevertheless, they are a bit more tolerant of it than it would seem at first glance, in that their first reaction to learning a bunch of wizards set up shop near town isn't to call a crusade down on them. It is, in fact, quite possible to be both a Hermetic magician and a Christian, at least according to the game's mechanics. I suspect the same attitude has been transplanted to this Arabian Nights-style setting, replacing Catholicism with Islam.

Ars Magica has a fine-grained system for mystical auras/power sources. There are several types (Magical, Faerie, Infernal, Dominion), which can have different numerical ratings, and interact with each other in different ways. Dominion is the power of God (who is real in the setting). It's usually strongest in towns and cities with significant churches and/or cathedrals, though you could have a holy place out in the wilderness. It penalizes all the other power sources and enhances powers which call on the divine. "Dominion rises during the calls to prayer" is a perfectly valid interpretation using that framework.

Hermetic magicians, by default, benefit fully from Magical auras (which are neutral), and to a lesser degree from Faerie auras. An Ars wizard could become a diabolist and benefit from Infernal auras, but that's villain material. And an old edition used to have a supplement about Pious Magi who could benefit from Dominion, but I understand they were considered grossly overpowered.
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Old 12-12-2015, 08:54 AM   #2
b-dog
 
Join Date: Nov 2006
Default Re: Arabian Adventures for DF

Quote:
Originally Posted by Gold & Appel Inc View Post
Why do the servants of a God that apparently frowns upon Magery make Magery vital to finding their informative markings? Why is sleep mandated? Any PC in one of my DF campaigns would distrust that scenario and post watches on general principle. Also, this whole thing sounds like a set-up. Why don't we just kill this Sahir guy and take his stuff? Suspension of Disbelief Not Happening Yet.
It is not a very good adventure, just something I made. As for your questions: the sahir is a wizard who lives in town and in that town Allah holds Dominion and during the call to prayer His power dominates all other forces of the world like mana and other sanctities. The sahir has lived in town and has adjusted his life to this call to prayer. Even though his magic is interrupted 5 times per day he finds it safer than outside of the town where the call to prayer can't be heard.

Sleep is not mandated but just suggested because the PCs will need to be rested to get organized for their trip to go up the Nile. Also, the sahir asked them to come at night so that his sigil could be seen by the Wizard PCs. The sahir is part of a Hermetic Cabal so it would be a really, really bad idea to harm him as other members would hunt the party down in revenge. The sahir has some information about a tomb of a Pharoah that has some magic items he desires and he has hired them to explore the tomb and try to retrieve them.

Anyway , this is a dumb adventure.
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