Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Friday, December 14, 2012

Spins on Elemental Magic

Many months ago, when I first brought up the issue of magic in the land of Kimatarthi, I mentioned that I wanted there to be multiple means to the same end. I would like players to have significant narrative power to use magic however they want to, even though there are existing ways to cast spells. So while the players will be able to tinker with various casting methods, I needed a base to start from. Enter the Classical Elements.

There are a ton of settings that use the Classical Elements as a basis for magic from D&D to GURPS to Codex Alera (which is past due to be made into a role-playing game). The cool thing is that, just as in real ancient history, there are different ways of interpreting the elements.

Classical Greek
The system that most people are familiar with are the Greek elements: Fire, Earth, Water, and Air. There are derivations from that, but it all comes down to the four. You can find this throughout Dungeons and Dragons and all of its spin-offs.

Classical Indian
Interestingly, classical Hindu mythology came to a similar conclusion, but added one more: Fire, Earth, Water, Air, and Ether. It's not so far off from the classical Greek quintessence, but including ether as a basic element should appeal to many (particularly our gang of Ethernauts). I could totally see how  or folks that want to mix a steampunk or weird science or pseudo-Enlightenment kind of vibe into a campaign might be drawn to an Ether element. Can you imagine summoning an Ether Elemental? What would that do?

What about Consciousness as an Element? Here it's represented as a King.

Classical Chinese
Another system that identifies five elements is Chinese: Fire, Earth, Water, Wood, Metal. I guess air was dropped, as it is not a substance. Interestingly enough, Jim Butcher throws Air back into the mix in Codex Alera. This kicks much ass.

Classical Bhuddism
There is a concept of seven centers of vital energy (chakras) in Bhuddism and Hinduism that is similar to the elements. These are identified as Fire, Earth, Water, Air, Ether/Sound, Light/Dark, Time/Space. This is a really cool concept. I can totally picture a Tech Level 11 Mage slinging around hexes that twist space-time.

That also brings up the point that in all of these mythologies, the elements are tied to different emotions, temperaments, body parts, planets, etc. My basic point is that there are so many different ways to parse our reality, why can't elemental magic draw upon any of those categories? What about a mage that draws upon actual elements? You know... a Carbon Mage.

Well they can. Play my game.

Tuesday, March 13, 2012

Magic

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.