In descriptive terms, I have a good
idea of how magic works in Kimatarthi. As I noted in my last post, however, I’m
less sure of how to capture that feel with a gaming mechanic.
So here’s the deal.
In the days before the
Goblin Wars, magic was unknown. Kimatarthi was very much like our own world.
There was superstition, religion, belief in spirits – but no magic. When the
goblin armies arrived, however, they decimated the world with an ability to
could conjure fire, wind, and lightning. They brought a powerful and
destructive new force with them, true magic.
Though mankind eventually
turned back the onslaught, the world’s collective psyche was scarred by the
horror of the dark “goblin arts.”
They considered it evil and associated it as one and the same as the
scourge that had wiped out cites, towns, and villages by the score. Yet there
was a small contingent of people who became convinced that magic was not purely
evil. These taught that magic was a natural force that could be studied and
harnessed not only for destruction, but for the good of society.
Society is society, however…
and society would have none of it. Magic was born of evil and was a direct
challenge to the authority of the gods. Anyone who dabbled in this blasphemy was
hunted down. If they were not torn to pieces and burned by enraged mobs, they
were tortured and publicly executed by the authorities. The use of magic was
unequivocally declared illegal, and magic-users were forced underground.
I plan to incorporate this
tension into the campaign. I would hope that the players would want to join the
underground subversives dedicated to exploring this wondrous new phenomenon. Yet,
they will have a choice, and they may choose to support the law and the
righteousness of the old ways. They may choose to work to eliminate this
devilry from the world. Or it may be something on the edges of the campaign
that falls into the background. But magic is an integral part of the setting.
Regardless, I have a gaming
tension to resolve. Magic is a natural phenomenon that clearly the goblins have
mastered. This implies a complete magical ontology with schools and libraries
of spells of many varieties. In game terms, the goblins could be working
directly from the Players Handbook. On the other hand, this aspect of the
cosmos is completely foreign to the PCs, who are exploring it and perhaps
redefining it as they go long. As a gaming mechanic, this lends itself to a
more narrative style of magic use, where the players have more freedom to
describe the effect they want to create.
So I am faced with this
dilemma. I want magic to be open to a wide segment of characters, rather than
tied to an innate ability or years of study in a guild. So, I want to find a
system where Magic-use could be as easy as adding an aspect or a feat, but then
particular methods of wielding it could be skills. I think I would like to base
magic use on skills, perhaps with spells nested inside other skills, much like
specializations. Then of course, the system also has to serve as a guide for
determining the difficulty of spells -
starting a camp fire as opposed to casting a fireball, for example.
This post has definitely
been helpful in helping me to articulate what I want out of a magic system. I
need to stew over this for a bit more, though. If anyone has any suggestions
for a cool, flexible game mechanic for playing magic, I’d welcome your
thoughts.