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Posted Wednesday, June 06, 2007 10:36 PM


Overlord

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Just a thought, wondered if I could get some opinions.

I am trying to make the different magic types in Eos very distinct in what they do in the game system. I am aware of the comments related to some other games in that the same base of spells are used, etc... I was wondering, how do people percieve the different magic types? Are they distinctly different enough in the Rules Guide?


Post #32255
Posted Wednesday, June 06, 2007 11:21 PM
Initiate

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They look good to me ... IMHO i think the differences will really show up in play ... its a question of style ... there should be a world of difference between the way a necromancer and an enchanter cast ... so any on paper similarities ought to be minimised in play.
Post #32262
Posted Thursday, June 07, 2007 11:31 AM
Wag

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The biggie, for me, is Blessing/Curse, Diseases and the permanent alteration spells. Any scalable magic system like yours will have a certain quantity of "same-ness" to it, since spells can only produce variations on the basic callset, but if you have spells with massively variable effects (ie Curses with descriptions afterwards or Diseases with cards to explain the results) then it breaks up the pattern.

The other thing that your system has going for it is Will and the manner in which it is regained, which should nicely break up the magic use patterns amongst the player base along racial/cultural lines.

The only potential issue, to my mind, is swarming. It is very likely that a goodly number of people will play Summoners, for example, meaning that Summoning (which to my mind should be a bit rare and certainly scary) would become normal and accepted(ish) - much like Sorcery in Maelstrom, which is now completely normal and everyday, or Dark Incantation in LT. It's not really something you can do much about, though - it's more in the nature of players.



PD - Brother Farael of the Ordo Dictum Dominus
EOS - Some Raggard Scum, previously Some Arimin Scum
6P - System creator (now retired), Andrei Treune of Clan Suner (for the moment)
RL - Will Robinson
Post #32298
Posted Thursday, June 07, 2007 1:55 PM


Overlord

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chalicier (6/7/2007)
The biggie, for me, is Blessing/Curse, Diseases and the permanent alteration spells. Any scalable magic system like yours will have a certain quantity of "same-ness" to it, since spells can only produce variations on the basic callset, but if you have spells with massively variable effects (ie Curses with descriptions afterwards or Diseases with cards to explain the results) then it breaks up the pattern.

Quite scary how your mind seems to pick thoughts out of my head...lol

As I said, I'm in the middle of the magical lore sheets and its plain to me that the development of the different magic types differentiates them well enough. My only worry is that enough seeds have been planted in the main rules guide. I didn't want the spell types to seem samey even in their.

Completely take your point on Summoning, I guess in part its because other systems have shied away from it. Still, I'm pretty sure when people think about it they'll find just as much depth in all of the types of magic.

Curses were a late addition to the rules guide just before release - I kinda had a brainwave...lol. Spent most of the earlier hours this morning nailing them down.

With every LRP game if you scratch hard enough you can make a hole in it. I guess with magic I'm keen that people can scratch around a fair bit to find more interesting things beneath the surface.


Post #32323
Posted Thursday, June 07, 2007 5:04 PM


and Minimeister

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Hello!

Allen Stroud (6/7/2007)

Completely take your point on Summoning, I guess in part its because other systems have shied away from it. Still, I'm pretty sure when people think about it they'll find just as much depth in all of the types of magic.

I personally would avoid summoning, "Thankyou for calling the Abyssal Hotline.  All our entities our busy on other calls at the moment.  Please hold.  Remember your Summonation is important to us."

Whereas the other magics you can pick up and run off with (assuming your lore sheets don't all say "Get a ref".  Don't do that Mr S.) because only summonation needs an NPC.  The rest all use PC's. 

With every LRP game if you scratch hard enough you can make a hole in it. I guess with magic I'm keen that people can scratch around a fair bit to find more interesting things beneath the surface.



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Post #32345
Posted Thursday, June 07, 2007 9:37 PM
Wag

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Allen Stroud (6/7/2007)
Quite scary how your mind seems to pick thoughts out of my head...lol

I suspect we have very similar views on game design.

coffmeister (6/7/2007)
Whereas the other magics you can pick up and run off with (assuming your lore sheets don't all say "Get a ref". Don't do that Mr S.)because only summonation needs an NPC. The rest all use PC's.

Heh. I don't normally say "squee!", but I was inches from it when I read the rules for Mutate. My first thought was "Cool! Controlled ritual flanges!" and my second thought was "or... Chaos Warband, the LRP!"



PD - Brother Farael of the Ordo Dictum Dominus
EOS - Some Raggard Scum, previously Some Arimin Scum
6P - System creator (now retired), Andrei Treune of Clan Suner (for the moment)
RL - Will Robinson
Post #32375
Posted Thursday, June 07, 2007 9:46 PM


Overlord

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Allen Stroud (6/7/2007)

Whereas the other magics you can pick up and run off with (assuming your lore sheets don't all say "Get a ref".  Don't do that Mr S.) because only summonation needs an NPC.  The rest all use PC's. 

Yeah don't worry, I have a few tricks to handle the whole summoning thing, else I wouldn't have written it.

However as a general point each of the types do have a pretty uber direction. Some just aren't quite as obvious. Part of my hope to bring a bit of value to specialism in LRP and RPGs really. Many games have gone down the jack of all trades route because that makes it easy to please people. Whereas I think you can get even more out of encouraging a balance of specialists, who when the shit really hits the fan, everyone has to huddle round to see if they can bring their big levers to the table.

In terms of magic design its been said before, rote effect spells have their place, but flexible spells that give players a bit of a chance to tinker encourage people's imagination. The ones that are a bit open ended are the ones that keep you awake at night thinking "I wonder if I use this like this..." etc...


Post #32377
Posted Friday, June 08, 2007 9:23 AM


and Minimeister

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chalicier (6/7/2007)
Heh. I don't normally say "squee!", but I was inches from it when I read the rules for Mutate. My first thought was "Cool! Controlled ritual flanges!" and my second thought was "or... Chaos Warband, the LRP!"

Actually Ritual Magic was the first one I thought of, but I was looking in the context of Necromancers who actually had to show up to do rituals and would do something big and powerful and cool.  Possibly over a couple of hours.  With big black dribbly candles.   And chanting.  And hooded robes.  Mmm... hooded robes.  With sigils! and big books! bound in curious materials... 

Hmm cthulu-esque. 

Damn.  May need quick rewrite of group concept.  :-9


There is only overconfidence and terror.
Post #32401
Posted Friday, June 08, 2007 11:01 AM