randy
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Post by randy on Dec 3, 2010 0:33:12 GMT -5
This is the magic system I am building (pre-beta, so not completely through the development process yet and I tend to play around with it quite a bit- balance is still way off, etc.) for my new campaign next year. My system is home brewed and designed so players can build characters based on their vision of skills, etc. It is not suitable for most GMs, but my players have seemed to enjoy it a lot. I post this since it is in-line with what Keith is doing and also a response to Fritz's modular magic system- I think it is very doable. Attachments:
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randy
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Post by randy on Dec 3, 2010 0:36:01 GMT -5
Attached my work on the Base Spells of my system. You will notice a few old D&D spell names, etc. The real purpose of the list is to help set relative power levels and give players ideas. I've always allowed players to build their own spells if they are balanced and fit within the physical laws of my campaign universe. Attachments:
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Post by djkester on Dec 3, 2010 1:30:16 GMT -5
Randy,
It looks like you and I have a similar projects. I am creating the magic system for my campaign world. I'll be using the Hero System for the crunch. It has many similarities to the one you have posted. I will be looking forward to seeing what you come up with.
Although I've only done a quick study of yours and I admit I don't understand it all yet. I'll be posting more on that as I can get it written up over the next few months.
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Post by anarkeith on Dec 3, 2010 19:03:26 GMT -5
I should note that "my" system was actually inspired by a discussion I had with Randy about his system. But Randy bears no responsibility for the lack of logic, idiosyncratic design, and untested nature of what I posted. That's all me, y'all!
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Post by djkester on Dec 4, 2010 0:43:14 GMT -5
Keith, have you heard of the GumShoe system mechanic.
It has some similarities in that you are spending a pool of points as part of the game play. I actually like it.
One suggestion that you some how incorporate a cost of going first.
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randy
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Post by randy on Dec 4, 2010 12:36:12 GMT -5
I thought lack of logic, idiosyncratic design and oh my goodness definately untested nature were MY superpowers! I do really like what you are doing here Keith. I love point based systems for purchasing powers, and letting players build their own skills helps them be engaged with their characters, and can give good differentiation between characters and classes. Let players build characters based on their vision and not the game designers...
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Post by anarkeith on Dec 7, 2010 16:27:49 GMT -5
Randy,
I'm debating base spells. It seems like it's useful to give players a template that they can expand on. At the same time, it can become box that players trap themselves in. I guess it boils down to your views on magic in your game.
Is it a system where time-honored formulas are passed down over the generations, memorized, and carefully applied as appropriate?
Or, is it a system where a creative individual calls upon their knowledge of natural- and super-natural phenomena to channel energy in ways that will solve a problem they're confronting?
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Post by anarkeith on Dec 7, 2010 16:28:23 GMT -5
Keith, have you heard of the GumShoe system mechanic. Poked around on the website, but I couldn't find the base rules. Or a for-sale document that looked like the base rules. I'm curious though, since it's Robin Laws. Thanks for the tip!
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randy
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Post by randy on Dec 8, 2010 22:44:48 GMT -5
My thoughts on how magic is controlled will be based on a player decision- you could have one player's character that memorized magic phrases and recited them, and another who pulled it from the universe. The goal with each character using magic would be to sit down with the player and have them define it- or help them if they didn't care or that was otherwise beyond their current skill set. One thing I did before starting to develop my system was to list all the questions out that I could think of, and then start to answer them and then go back through and try to make it all consistent.
From my rough draft magic rules-
Magic Use
Magic is an energy source that seems to flow not only through this plane, but all others as well. This energy can, with proper implements or abilities, be focused and used to manipulate or bend other matter or energy to the user’s will. It can also be temporarily converted (or permanently with the proper ritual magic) into other forms like stone, acid, ice, fire, etc. Those who can wield magic to their own ends are called mages. Those that are attuned to magic, including mages, can see its flow if they focus on it. In rare instances there are areas of either extremely strong, or very weak or no magic flow.
The magic system is designed to be flexible to meet the vision of the player (in conjunction with the GM) in designing a mage that meets their vision, yet stays within the rules and balance of the game setting. The player can add spells that meet their vision and determine how they access their powers, including any limitations, verbalizations, gestures or other somatic components, etc. The methods the player chooses can be used to enhance role-playing by both the player and the GM.
Controlling Magic
Different mages can control magic by different means- a gift from their god or infernal force, wrested from the universe with willpower, calculated through science, being attuned to the land, etc. Some are taught magic, while others can learn it intuitively
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Post by anarkeith on Dec 19, 2010 13:08:53 GMT -5
My thoughts on how magic is controlled will be based on a player decision- you could have one player's character that memorized magic phrases and recited them, and another who pulled it from the universe. The goal with each character using magic would be to sit down with the player and have them define it- or help them if they didn't care or that was otherwise beyond their current skill set. I love this approach!
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Post by djkester on Dec 19, 2010 15:35:16 GMT -5
I am in total agreement. One thing I've gotten from my reading lately is that a world feels much larger when the complexity of magic is not defined in a single system but allowed to grow outside of the "system".
I hope you don't mind if I borrow this comment Randy. It matches perfectly my thinking for the campaign world I'm working on.
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randy
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Posts: 34
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Post by randy on Dec 22, 2010 22:15:20 GMT -5
Feel free to beg, borrow, or steal from anything I say or do, real or inferred! I always figure someone has already invented the wheel, I'm just trying to find the piece or pieces that fit my style.
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