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Heroic Knight
      
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| This is going to sound a little odd but I am aware that there are plety of LRPers who have experience of 'real world' magical systems/philosophies. My question is this; Is there a magical system in a game that one might describe as 'realistic'? If so, what is it about the magical system that makes it 'realistic'? Basically I am bored of playing wizards and sorcerers who only get to scribble stuff on cards and choose spells in the morning. I am looking for stuff that I can add into my playing of a sorcerer (ideally regardless of actual game unless the system depends otherwise) that will enliven my roleplaying. I'm not trying to write a set of rules for a game since I'm actually crap at rules and systems, however I am trying to add a bit of depth to the character. Any thoughts? I can explain myself further if necessary!!! Cheers!! 13:7
http://fightmedieval.com - Gettin' Medieval on your ass! Insurrection LRP - Lockwood (Human Slave) Bladelands - Fredo Guiges (Thief, Forager and loyal Pezon)
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Prodigal
      
Group: Eos Staff
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| When I was playing a hermetic in live-action Mage: the Ascension, I made heavy use of the Corpus Hermeticum and a "dictionary of angels" I picked up. M:tA kinda facilitated that sort of thing because it has a kinda "make your own paradigm" ethos which means you can do as much or as little of this stuff as you like. In terms of "realism," I think props really help.
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Joe Rooney, the Enemy Of Fun
Insurrection LRP: high fantasy in a dystopian setting.
Bladelands: Raoul Ortez - heretic, medium, bodyguard and scumbag
EOS: staff (probably the best job in LRP!)
Joe R's LARPCard
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Heroic Knight
      
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| Yeah - I'm a big fan of proppage as well. My initial question comes out of my basic boredom of being at a game playing a wizard and all I have to do as my character is write out my spellcards, then sit around. I have been at some games when friends playing apothecaries have an awesome time just mixing stuff, grinding down rocks and basically looking like they where having a great old time. Admittedly this is all in the hands of players and they may or may not get anything out of it.... hopefully you see what I mean... Basically I am looking for similar stuff that I can do as a wizard that can add this similar dimension to my roleplay experience. So far I have been experimenting with various methods for creating things like 'Demonic' names, spirit glyphs, and stuff. These are all very subjective and pretty hard to describe. I'll try if people want me to, but I will have to explain as I go as I'm usually pretty rubbish at explaining what I mean. Anyways, my question was prompted because (like a lot of roleplayers I'll wager) I have an interest in 'real world' occultism (not trying to get into a occultism debate here!!!) so I got to thinking that if I can get my head around 'real world' occultism then maybe I can better create these techniques for making my roleplaying experience better. Does that make sense? I'm guessing this post will have made very little sense, so I'm happy to try and expolain further if (and when) it's required, but there you go!!! 13:7
http://fightmedieval.com - Gettin' Medieval on your ass! Insurrection LRP - Lockwood (Human Slave) Bladelands - Fredo Guiges (Thief, Forager and loyal Pezon)
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Apprentice
      
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Last Login: Thursday, November 06, 2008 8:52 AM
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| Hey, My favorite magic system was for a local group basically allowed you to make up your own Spell verbals, since it was a small system you always had like a Monster Ref near to listen in and stuff. But basically for each level of your spell (spell levels went from 1 - 30) you needed 2 appropriate words worth of verbals towards its casting, then its name. So, a level 1 spell just goes .. By My Power - Detect Magic, where as a level 20 spell you go .. Great Lords of Darkness, I pledge my power to three and ... you get my point. And if you just pay it lip service, you get smacked by a reff. I liked it mostly as I made up rhyming verbals ^_^ It is an idea I am hoping to try again.
- - - - - - - - - - - - - - - - - #Maelfroth: Traiya PD Char: Traiya Strage, Tritoni Skirmish Medic(Dragon on Hold, being remade)
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Champion
      
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Refuge LRP's magic is based on manipulation of chance such as a trip spell causing someone to snag their foot in a clump of vines resulting int hem toppling over for example.
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EOS - Wretch of Brood
Maelstrom- Rr'ah Kweme Akuzu
Refuge - Kaffir Al Rahim
Odyssey - Something Graecian that throws a spear probably.
LT - Something Graecian that will more than likely be plied with mixed spirits.
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Prodigal
      
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| Not exactly realistic, but it felt complex enough that it could plausibly be realistic. I played a mage in a larp which worked like this. All mage players got sent an extensive metaphysics document, explaining what magic was, how it worked and what the limits were. (I couldn't read it personally due to the language barrier, so spent an afternoon having a magic lesson from the ref, which was very immersive) Magic consisted out - gesture magic. We make a hand gesture, and all the players know how to respond correctly to it. They were 13 different hand gestures I think (most mages don't know them all). examples include 'drop' 'kneel' 'slap' and 'choke.' This is quick and subtle magic, but unreliable (only works if the player sees the gesture) - spoken magic. Each mage has a personal list of spell, based on their own specialism. The difficulty to cast them is based on the configuration of certain elements chosen when designing the character. These are cast with 'by <power I am calling on> I enchant you <describe effect> to mote it be. The spells are designed to avoid things that can't be phy reps. - ritual magic. Takes ten minutes and use of a wizard's staff, other props encouraged, some characters know a few rituals to do more impressive things, rituals can also be done as group workings. Characters can also design in play spoken spells and (more often) rituals using their metaphysical knowledge, but not fast enough to be done 'on the fly.' There is no 'mana concept,' but casting magic is fatiguing. This is not a straight linear progression like a mana pool however. Doing lots of slightly tiring things isn't as tiring as doing a single massively tiring thing. In addition there is a system for mage duels, sort of a rock-paper-sissors using five symbols, where a mages knows 2-5 symbols based on their skill, and can take 1-4 hits, based on their grade.
------ <insert really amusing sig here>
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Cold Water and Brass Tacks
      
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Warlockbrownies (9/22/2008)
Hey, My favorite magic system was for a local group basically allowed you to make up your own Spell verbals, since it was a small system you always had like a Monster Ref near to listen in and stuff. But basically for each level of your spell (spell levels went from 1 - 30) you needed 2 appropriate words worth of verbals towards its casting, then its name.
Thats pretty much how most magic systems Ive come across works...
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Heroic Knight
      
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| Certainly I think thats the way magic works in all the games I have played (which isn't loads) I was more thinking of methods for adding more 'weight' to playing a wizard. Personally I'm thinking I'd like a bit more of a challenge when playing a wizard or magical character. I was trying to think of methods for putting more into being a wizard which is where this original post started. I got to thinking of what sort of things people do in 'Real World magic' so I can take the concept and see if there is anyway i can import something similar into the games I play. This maybe a complete wild goose chase however... so I appreciate people opinions and cander. ta!
http://fightmedieval.com - Gettin' Medieval on your ass! Insurrection LRP - Lockwood (Human Slave) Bladelands - Fredo Guiges (Thief, Forager and loyal Pezon)
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