Topic: Apprentice game plans
Started by: bigpumpkin
Started on: 7/26/2006
Board: HeroQuest
On 7/26/2006 at 11:11am, bigpumpkin wrote:
Apprentice game plans
I'm in the process of starting up a Heroquest game with a deliberately restrictive premise for player characters and I'd be grateful for some input and feedback on the approach that I've come up with so far.
The setting will be the city of Syran, in Salfelster, a personal vision of which I've been working on for some time (http://www.eiderweb.net/safelster/syran). The upshot of this game is that the PCs are all exceptional young (i.e. teenage) apprentices, about to start the third year of their studies, and attending one of four Wizardry Schools in the city. As such, they have very limited specialised magic (they're essentially just Lay Members), but do have a number of Common Magic spells, either taught to them by their School (from the Abiding Book) or learnt surreptitiously from other apprentices (a debased form of Common Magic spells that I'm calling Petty Magic). All of them have the usual Homeland keyword, but at an initial rating 15 to represent their youth, and an occupation keyword of Apprentice at 17. To give them a bit more depth they also get a cut down Secondary Occupation keyword at 13, which is intended to represent their background prior to starting their studies, or perhaps their parents' occupation.
As you might have guessed, part of my intention with this is to run a set of teen-angst-ridden Rowlingesque "magic school" scenarios with a Gloranthan spin, but I'm also very interested in exploring the nature of magic, and of wizardry/sorcery in particular. Doing this from the perspective of a group of students learning about magic seemed like a good way to go about this. The game will mostly likely be run as a PBEM and I'd say that I (and the potential players that I've interested so far) are firmly in the narrativist camp. I'm hoping to get the players to write kickers for their characters too, but we shall see...
Unfortunately, when it comes to information about how apprentices learn their craft, there's relatively little to go on in the HQ rules. We are told that their masters set about "shaping their essence to be a suitable channel for wizardry" and that after several years of training they will be ready to attune themselves to a grimoire. This is accomplished by creating a portal of power to the School Founder's node on the Saint Plane and is the final test that determines whether an apprentice is ready to become an adept. We're also told, however, that there are many other tests that the apprentice must pass during the course of their studies.
What might these tests involve? And, beyond learning a couple of Common Magic spells, what might the apprentices' studies entail? The main focus seems to be preparing to access the Essence Planes, but what other esoteric or academic topics might the masters drill into their students? Perhaps more importantly at the character creation stage, what kind of abilities might characterise an exceptional student of wizardry? Is it feasible that they might have concentrated their magic use, even at this early stage?
I have quite a few ideas on this already, but I'd be very interested to hear your suggestions, as well as comments on the basic premise and game approach that I've outlined.
On 7/26/2006 at 1:42pm, Mike Holmes wrote:
Re: Apprentice game plans
Cool idea. I like the combination of the human touch of the character's being in school (and how we can all relate to that), with the investigation into how essence magic works for adept track characters. In fact, I think that you're largely breaking new ground here. Though I have to wonder if some of this will be in the soon-to-be-available ILH2, or in the who-knows-if-it-will-ever-be-available supplement on Western magic.
But, I agree, why wait? When it could be fun to make it up.
In addition to classes for learning some spells, and to learn how to access the essence planes, I think that something that the book implies that they could start on early is dealing with the "essential landscape." For example, the rules for tapping essences in the section on the essential landscape. To say nothing of just how to approach such without getting hurt doing so. In fact, since common magic comes from such sources, it seems that if they're getting common magic, that they're dealing with such essences already. No, they may not graduate to actually tapping them until they become an adept (I think the book says this is something only adepts do), but they can be studying it. In the meanwhile, the can certainly be learning how to get spells from such sources, in part by actually getting spells from such sources. In fact, this would seem rudimentary, a thing taught first.
Given that there are multitudinous potential sources of essence, there could be individual study on whole groups. Going back to the Harry Potter reference material, there could be a Potions class, a Herbology class, a Care of Magical Animals class (unicorn horn being a most potent source of essence, of course), etc, etc. All depends on what sort of magic the school teaches and what they consider to be legitimate or worthwhile sources of essence (you only learn tapping human beings if you're in Slytherin).
Second, there's that reference to the master's "shaping" their essence. Well, that would indicate that the characters are dealing with their own internal essence, making it such that it's capable of interfacing with other essence. This could be even more preliminary - the whole first year could be meditating or such, trying to train the character's essence how to be "right" to use advanced magics. I think it's probably at some point along this line of progress that the character gains his "Symbolic Sight" though that probably also takes some more specific training. Again, this is also important in being able to detect essences in the mundane world, so one can find essences, and get spells from them.
Also there's the abilities in the Apprentice keyword itself. Aid My Master is one that I recall. This could represent long hours helping an Adept with his projects, for instance. This being a classic way that students learn in a more "Apprentice/Master" environment. In fact, instead of "classes" per se, I'd think that such a school would be more about who the character spends time with doing what. Learning more from working than from a curriculum throughout their stay. Meaning that pleasing teachers is even more important than it is in a boarding school like Hogwarts. If the teacher doesn't like your work, you just don't learn anything.
Heck, given that most homelands don't teach writing, but that I think that apprentices know it, that's something that they're going to have to learn in their first couple of years. There's a lot of elementary education that they have to go through in early apprenticeship. You can probably assume that they're past that in play (they have the apprentice keyword already), but it could explain what they've been doing in previous years, and, thus, what the current "first years" are doing if encountered.
The steps in "preparing to access the Essence Planes" are numerous it seems to me. In addition to the aforementioned work getting your essence ready, there's study learning about what to expect in the essence planes, what it's like, so that the character doesn't take misteps when he's there - this is represented by the "Rule" ability for the school I think. Then there's learning about how to open a portal of power oneself, which sounds like a complex subject all itself. As mentioned above, important to all of this is learning Symbolic Sight so that one can actually interperet what he sees in the essential world.
Then, in preparation for going in and attuning to the grimoire, the character has to study said grimoire. That might take a year itself to understand completely (or a significant part of one). The character basically learns the spells, but still can't cast them because he's not attuned to the source of the power that enables them. Each spell in the grimoire could be thought of as a "Class" in addition to learning it's theory overall (as they're learned as a gestalt).
Then there's probably study on the use of talismans, and how they relate to being able to use individual spells (said talismans being different and specific from school to school). Do they learn how to cast all spells through one talisman? That probably has it's own complexities of the essence mixing in that one channel. Do they learn many talismans? Then they probably have to study them individually. Again, all in preparation to learn spells outside of a grimoire as an Adept.
How's that for a start? Look at each ability obtained in the keywords and that's at least one, if not more, activities one has to go through to learn that ability. I'm sure I've missed some.
Mike
On 7/26/2006 at 2:51pm, bigpumpkin wrote:
RE: Re: Apprentice game plans
Mike wrote:
Cool idea. I like the combination of the human touch of the character's being in school (and how we can all relate to that), with the investigation into how essence magic works for adept track characters. In fact, I think that you're largely breaking new ground here. Though I have to wonder if some of this will be in the soon-to-be-available ILH2, or in the who-knows-if-it-will-ever-be-available supplement on Western magic.
Cheers. I rather suspected that this was new territory, but it's good to hear that impression confirmed. There's definitely nothing in ILH2 (or at least, not in my sneak preview) and I'm not convinced that there will necessarily be anything in Heoes of Malkion either (if it ever appears). Perhaps it's too much of a minority interest...
Mike wrote:
In addition to classes for learning some spells, and to learn how to access the essence planes...
<--------------------------------- snip ------------------------------------------>
How's that for a start? Look at each ability obtained in the keywords and that's at least one, if not more, activities one has to go through to learn that ability. I'm sure I've missed some.
Thanks a lot, Mike - that gives me some good stuff to chew over..You've managed to articulate a lot of the ideas that were sloshing around unhelpfully in my head, as well as adding in some very useful new ones.
Your suggested methodical approach of going through the keywords is a good one. Part of the problem with the Apprentice keyword, however, is that it has very few abilities attached; the "Aid My Master" ability that you mention, for example, is actually a spell from the Abiding Book. That said, I share your notion that apprenticeship is largely about helping your master, even if this core component is supplemented by classroom-based group teaching. You specifically pick out the read/write, Rule of [Founder] and Symbolic Sight abilities - in fact (with Create Portal of Power) that's just about it for the Apprentice keyword. Still, even this handful of abilities, when combined with the "tools of the trade" (talismans and grimoires) and the essence planes, should give me more than enough categories of study.
One other thing that I've been wrestling with is the rather vague religious angle on wizards in HQ, which this is something that I'm still a little ambivalent about. I've tried to keep my Schools within a Wizardry tradition (i.e. aligned with a Church) rather than a Sorcery one (i.e. unconstrained by a Church's moral framework), but I definitely balk at the idea of adepts and wizards as religious per se.
The way I see it, orderlies and liturgists are the overtly religious magical practitioners, whereas adepts are more like Renaissance scientists: if they tread on the toes of the Church, they can expect to be sanctioned as heretical sorcerers, but providing they keep their noses clean (or avoid the attentions of the Inquisition) they can pursue their studies in comparitive peace. To borrow from another literary source, I guess I'm thinking of wizardry in terms of the "Experimental Theology" undertaken by the scholars in Philip Pullman's magnificent His Dark Materials trilogy. Hence some of the other things I have in mind for the apprentices are regular "Perils of Sorcery" lessons and stern lectures on general morality and the proper place of an adept in the Great Scheme Of Things.
Having a lot of fun with this...
On 7/26/2006 at 4:26pm, Mandrake wrote:
RE: Re: Apprentice game plans
Can I play please? :)
I have more to add, but will have to wait til I get home and have a copy of HQ to hand
On 7/26/2006 at 5:08pm, Mike Holmes wrote:
RE: Re: Apprentice game plans
How is what's in the book any different from how you see wizardry?
That is, at first I thought like you did that there was some automatic hard link to the Monotheist Church in which the particular school of wizardry happened to fall. But I'm not sure where that comes from, because after re-reading it a couple of times, I'm now convinced that the book intends precisely what you're implying.
Wizardry schools are precisely "just" magic organizations that deal with essence that happen to occur most often in monotheistic societies. Note that, as in the case of the one school in Heortling society (can't recal the name now), even this is not always true. It's merely that the monotheistic viewpoint (at least in Western Genertela) accepts this form of magic pretty much everywhere. There could be a monotheistic religion somewhere, however, that did not accept such magic, perhaps being like a theistic religion, but with only one god (who might have tons of cults worshipping him in different ways).
Keep in mind that the magic systems presented in the HQ MRB are just samples, and that many more exist (Lunar Magic, for instance). So there could also be other sorts of wizardry that are associated with all sorts of other religions and such. There is no neccessary link between monotheism and wizardry. It just tends to be the case in the area most played in.
Mike
On 7/26/2006 at 6:25pm, bigpumpkin wrote:
RE: Re: Apprentice game plans
Mike wrote:
How is what's in the book any different from how you see wizardry?
You're right - my sense of unease seems to have been extrapolated from the general tone of the Wizardry section, as opposed to the specifics about adepts, apprentices and schools. Reading it all again, there's nothing to suggest a religious element to the schools. Thanks for the reassurance!
Mike wrote:
Keep in mind that the magic systems presented in the HQ MRB are just samples, and that many more exist (Lunar Magic, for instance). So there could also be other sorts of wizardry that are associated with all sorts of other religions and such. There is no necessary link between monotheism and wizardry. It just tends to be the case in the area most played in.
I'm certainly with you on that score. I've stayed fairly close to the 'norm' in many respects, but my syncretic concept of the Stygian religion in Syran (see http://www.eiderweb.net/safelster/syran/ecumenical.html) is a long way from standard monotheism and the practice of wizardry in the city tends to reflect this.
On 7/26/2006 at 9:10pm, Mandrake wrote:
RE: Re: Apprentice game plans
The use of the Abiding Book implies links to the local Monotheistic religion in as much as it is scripture. If you look at the 4 example wizardry schools, the one that does not have a church connection (the Debaldan school) does not have the Abiding Book as a grimoire, the other 3 with church links do.
Whilst I have no arguments at all with schools outside of a church, and indeed am of the view that whilst there might be friction with the local church, in a country where wizardry was the "standard" magic, the "chaotic sorcerer" tag would not be automatic for an unaligned school, I do feel that you can only have the Abiding Book with in a church school.
Of course, there is no need for a member of school to pay anything more than lip service to the monotheistic religion in question, the more religiously inclined will likely have gone the liturgist or orderly route. The scientist analogy works well, there is nothing to stop a scientist having religious beliefs after all.
I assume one of the goals of the characters will be to become adepts, but will they then be going on to become wizards or will the assume other professions? If so, where/when will they gain the skills for this other profession? Perhaps if you are going to give them profession keywords at 13, these could be of the professions they will follow in adulthood/post apprenticeship, and these could develop with them over time (i,.e increase from 13 to 17 as they progress/grow older). In fact the school could include relevant classes, as schools are often tied to a profession or professions.
Finally, on the read/write issue, the implication is that a person would have had to learnt to read and write prior to beginning their apprenticeship.
On 7/27/2006 at 6:54am, bigpumpkin wrote:
RE: Re: Apprentice game plans
Mike wrote:
...at first I thought like you did that there was some automatic hard link to the Monotheist Church in which the particular school of wizardry happened to fall. But I'm not sure where that comes from, because after re-reading it a couple of times, I'm now convinced that the book intends precisely what you're implying.
Aha! I just went back to the Hero Wars rules for soreceous magic, to see if I could find some more inspiration and I think I may have found where my confusion came from. In this earlier incarnation of the rules, the term 'Wizard' is explicitly used for church leaders and apprentices can join either chapters (which HQ calls Orders) or orders (which HQ terms Schools).
On 7/27/2006 at 7:06am, bigpumpkin wrote:
RE: Re: Apprentice game plans
Mandrake wrote:
I assume one of the goals of the characters will be to become adepts, but will they then be going on to become wizards or will the assume other professions?
Woah! That's thinking a bit far ahead for me, I'm afraid. At the pace we play (this is PBEM, after all) I think it's likely to take a while for us to cross that first threshold. You make a good point though: what do you do after graduation? To begin with, at least, I envisage that the new adepts will be journeyman, still very junior members of the school and expected to devote a significant amount of their time to it. They may well adopt (or re-adopt) a mundane profession at this point, but they might equally remain full-time members of the school - just as many university graduates go on to do a post-graduate degree, or similar.
Mandrake wrote:
Finally, on the read/write issue, the implication is that a person would have had to learnt to read and write prior to beginning their apprenticeship.
Yep - and in fact the Apprentice keyword already includes Read and Write abilities. Interestingly, I found (in another game) that an Adept character didn't have either of these abilities, so I arbitrarily added them as part of his Magic keyword.
On 7/27/2006 at 11:48am, Mandrake wrote:
RE: Re: Apprentice game plans
Where I was going with the profession thing is that the school might be training potential wizards or it might be training soldier-adepts, merchant-adepts, scribe-adepts etc, so there might be more classes than just the ones for apprentice skills. Indeed, there might be options depending on how the character envisions his future (such as we have optional classes in modern schools) where some people might taking advanced wizardry courses (focused will would be an example) and some might take professional courses.
Taking the Adept Scribes school as an example, I'd envision that most people studying there would either be scribes already or recieve scribe training concurently with their magical education. I can't see them being apprentice wizards first then apprentice scribes afterwards. The ones who were going onto become wizards (likely to remain at the school) might get different training as they would be more magical focused, but the "average" member of the school would be a working scribe imo.
On 7/27/2006 at 3:13pm, bigpumpkin wrote:
RE: Re: Apprentice game plans
Mandrake wrote:
Where I was going with the profession thing is that the school might be training potential wizards or it might be training soldier-adepts, merchant-adepts, scribe-adepts etc, so there might be more classes than just the ones for apprentice skills.
This is a very good point. One of my schools is part of a larger naval academy and its adepts have an important role in the Sentanos navy, so students will inevitably have some more practical training in sailing and navigation addition to their magical studies. Another school (which was created by one of my players) is concerned with religious iconography, so its apprentices will receive a lot of training in art and symbolism. My other two indigenous schools both lack an obvious practical focus, however, so they will most probably just include some more general scholarly subjects or pure esoterica on the curriculum. Or maybe they could have a day-release programme for students to learn about a non-magical profession that they are planning to follow on graduation. Hmmm....
Useful food for thought. Thanks!
On 7/27/2006 at 3:31pm, Mike Holmes wrote:
RE: Re: Apprentice game plans
Wow, lots of cool stuff here.
Paul, one of the demos I run is in Otkorion, and I run it assuming the material on it on the web is correct - in other words, the religion is highly syncretic between the Storm Pantheon and Malkionism. The scenario has an orderly of St. Urox in it, for instance. :-)
Mandrake (just what is your name, anyhow?), I think that the Abiding Book as a grimoire is fascinating, actually. I mean, wizards are not liturgists, they don't have services where they bless people en masse. Oh, I think that they probably can recite the blessings from the book and get the effects from them. But I also think that the clergy probably look askew at them for doing this. That's the feeling I get when playing my Carmanian wizard. Here's a society where the wizards are clamped down on tight by the church, I believe, the head wizards (magi), being also the head of the church. But what's interesting is that part of the historical reason for the clamp-down, is that apparently wizards in the past have used their magics as "Dark Magics." That is, they've fallen into Genestarus (sp?) trap, and used God's magic for evil. So, even in this repressive society, you can still see the separation of certain schools from the church.
To say nothing of the obvious breakaways, like the Spolite witch sorcerers (Ron and I have promised that we'd play a game that dealt with that at some point).
The premise of that game is that we're a group of disenfranchised Lunar soldiers (my character is the unit historian), who are far from home. There are no priests or liturgists or anything like that along. I always get the feeling that at some point some character is going to ask Xerxis to perform the rites in the Abiding Book in such a role...and it's going to be interesting to see how he responds when asked. Most likely it'll be, "B..b..but, I'm not a priest! That would be blasphemous!"
Instead I see his use of the "Spells" of the book as more "technical." He might use "Bless Building" as part of a ritual to enchant a tower (this is a goal for him actually). And Resist Pagan God, and Resist Pagan Spirit, seem pretty much like they'd just be spelly spells for him, yes with religious overtones, but not making him a priest by doing it. It's just magic that he knows how to do. I could even see him doing Lead Prayer as something to do before a battle or ritual, a spell that will help the prayer go where it needs to, to get help.
Will he ever use Bless Marriage? Maybe his own or something. But, again, I think he'd be shocked if somebody asked him to to do a marriage ritual (likely as it might be in his circumstances). That's not to say it wouldn't work if he did. Just that he'd think he was going to go to hell for having abused God's magic so. He's a scholar, not a priest.
Speaking of which, I think you have a great point with the occupation thing. I think that the Magic College in Glamour is supposed to be like this, producing a lot of Adept-warriors and the like. Yes, I think that technically this is stuff learned as a technical Adept - the first grimoire not being about a specialty. But there's nothing to say that a character who has been technically accepted as an Adept doesn't have more schooling to go through before he moves into another occupation.
Here's the key to all of this - you never lose your Apprentice keyword. This is something that's sorta hidden in the rules, but all wizards were once adepts, Paul, so they all have every ability that an apprentice has. What's confusing in the rules is that they sometimes "update," an ability, changing it for the new keyword, or just re-list the ability. But, technically, an initiate doesn't gain a new "Devotee of X" ability, this is a relationship ability that transforms from "Initiate of" to "Devotee of" and the fact that he has "Soul Vision" is not because he's a Devotee, but because he once was an Initiate (OK, actually not a great example, because I believe you can skip Initiate, but generally this is the case).
So where there are pre-requisite occupations or magic keywords, you retain all of the abilities from the prior keyword when taking the more advanced keyword. Thus, all wizards can write because they all learned as Apprentices.
(BTW, I wasn't saying that they'd learn this pre-appreniceship, but in early phases of apprenticeship that probably occured before this particular game Paul is setting up begins. To use the Potter analogy again, reading and writing is for First Years, and the players are playing, I dunno, Fifth Years. You know, getting their Ordinary Wizarding Levels....what? I've read all of the books to my five year old boy).
The point of this, however, is broader. In play, you don't add new occupation keywords. Thus a character who "graduates" from apprentice to adept, doesn't lose his Apprentice occupation keyword. He just starts adding on new abilities that relate to his new occupation. Note, not the keyword, just the abiliites. The only way to get the wizard keyword is to start with it (barring using bizzare rules like I do for keyword development).
The point being that, while such a character is learning the basics of his new occupation as may be taught at the school, he's still a student there. In fact, the point at which a student might fully graduate might be pretty fuzzy. Given that the Adept keyword indicates that the character will keep working for the school part time indefinitely.
And, yeah, why wait till one is an Adept to learn all of this?
You never really fully graduate. You just start doing other things. If you teach at the school, note, you don't become a Wizard per se. You become a scholar or somesuch. Wizards are "magic professionals" who probably do advisory (I like to note that the terms Wizard, Vizier, and Advisor all are from the same root word) work for nobles, or are troubleshooters for communities, etc.
"There's a dragon coming, go get the wizard! He'll know what to do!"
But like you say, there's lots and lots of interesting Adept-Occupation combinations.
Mike
On 7/27/2006 at 4:35pm, bigpumpkin wrote:
RE: Re: Apprentice game plans
Mike wrote:
Paul, one of the demos I run is in Otkorion, and I run it assuming the material on it on the web is correct - in other words, the religion is highly syncretic between the Storm Pantheon and Malkionism. The scenario has an orderly of St. Urox in it, for instance. :-)
Yes, I really enjoyed reading all of the Otkorion material, but I wanted to go for a distinctive flavour of henotheism in Syran and I specifically wanted to avoid the 'familiar' Orlanthi pantheon. I know that a lot of people are flummoxed or irritated by Common Magic and Misapplied Worship, but I'm rather fond of the way these game concepts allows you to 'muddy the waters' of the specialised religions. Hence I have a multiplicity of churches, many of whom grant dedicated members of their congregation Common Magic abilities that ultimately derive from theistic entities such as Ralia (the local earth goiddess), Garzeen Slivertongue (one of Issaries' sons) and of course (this being a self-consciously Stygian church) a bunch of Darkness deities.
I'm also very keen on the many guises of Arkat in Safelster, so I have two separate Orders of Arkat and a whole bunch of Arkati or crypto-Arkati secret societies. There's also an over-arching religion (the Ecumenical Communion) that unites the various churches in their belief that Arkat was a prophet alongside Malkion and Hrestol, who added a further revalation (Regency of the Powers) to their Solace of the Body and Joy of the Heart.
Mike wrote:
Here's the key to all of this - you never lose your Apprentice keyword...
So where there are pre-requisite occupations or magic keywords, you retain all of the abilities from the prior keyword when taking the more advanced keyword. Thus, all wizards can write because they all learned as Apprentices.
Simple when you think about it that way. This makes a lot of sense.
Mike wrote:
To use the Potter analogy again, reading and writing is for First Years, and the players are playing, I dunno, Fifth Years. You know, getting their Ordinary Wizarding Levels....what? I've read all of the books to my five year old boy).
No need to explain or justify - I have all of the books (mostly in hardback) and no children (yet - one due v soon) as an excuse. Harry Potter taps directly into my inner child, who grew up reading Enid Blyton, Arthur Ransome, Alan Garner, TH White and the like before becoming obsessed with SF/Fantasy. Can't wait for the last book!
Mike wrote:
You never really fully graduate. You just start doing other things. If you teach at the school, note, you don't become a Wizard per se. You become a scholar or somesuch. Wizards are "magic professionals" who probably do advisory (I like to note that the terms Wizard, Vizier, and Advisor all are from the same root word) work for nobles, or are troubleshooters for communities, etc.
A useful distinction. I'm envisaging a range of ranks within the schools, starting with Journeyman and not necessarily culminating in Wizard. Again, this will be very much school-specific.
Lots more to write and think about! Hoorah!
On 7/27/2006 at 9:26pm, Mike Holmes wrote:
RE: Re: Apprentice game plans
Yeah, I think it'll be fun to see how it develops in terms of the differences between the school. Heh, the naval academy one...think of the hazing in a wizardry school for the navy! Real life navies are weird enough without the magic. Consider the "shellback" ritual, for instance.
One thing to consider is a more "hedge wizard" sort of "school." Like just one wizard in his ruined tower out on the fringe with his assistant, and their five apprentices. Of course, this wizard is the most talented in the land, but very eccentric...
You writing this all up somewhere? I've got to try it.
Mike
On 7/28/2006 at 8:29am, bigpumpkin wrote:
RE: Re: Apprentice game plans
Mike wrote:
Heh, the naval academy one...think of the hazing in a wizardry school for the navy! Real life navies are weird enough without the magic. Consider the "shellback" ritual, for instance.
I've just been reading about this "shellback" thing on Wikipedia. Cool! I hadn't really thought about hazing and the like yet, but it's another rich seam of material to mine.
Mike wrote:
One thing to consider is a more "hedge wizard" sort of "school." Like just one wizard in his ruined tower out on the fringe with his assistant, and their five apprentices. Of course, this wizard is the most talented in the land, but very eccentric...
A very appealing idea. I'm not sure that it'll fit into my particular game scenario, but if I do want to write this all up as a generic set of apprentice rules then this kind of setup is definitely going to have to be considered...
Mike wrote:
You writing this all up somewhere? I've got to try it.
Naturally :-)
On 7/28/2006 at 4:45pm, Mike Holmes wrote:
RE: Re: Apprentice game plans
Naturally I want to play? Or naturally you're writing it up? ;-)
Put another way, if/when you post it online, you'll put a link up here, right? Right?
:-)
Random thought: Symbology - what are the symbols for each school? Probably not having talismans yet to identify them, do the students wear anything to identify the school that they attend? Do they have sports teams and mascots?
Like the Miskatonic University Fighting Cephelopods? "Go Pods!"
Mike
On 7/31/2006 at 2:35pm, bigpumpkin wrote:
RE: Re: Apprentice game plans
Mike wrote:
Put another way, if/when you post it online, you'll put a link up here, right? Right?
Yes, if and when I do make it public online, I'll put a link here.
Mike wrote:
Random thought: Symbology - what are the symbols for each school? Probably not having talismans yet to identify them, do the students wear anything to identify the school that they attend? Do they have sports teams and mascots?
Like the Miskatonic University Fighting Cephelopods? "Go Pods!"
Another good question. I think they'll definitely need to have some way of distinguishing and identifying students, maybe even something resembling a school uniform. One of the schools (the self-consciously Stygian on) will certainly insist on its students wearing distinctive black robes, but the others might employ badges or some other emblem. But remember that Apprentices are still likely to have talismans - it's just that they can only se them as Common Magic.
One of my players (Bryan) was asking about sports teams. I really like the idea, but I haven't quite decided how appropriate it is yet - or whether I care if it's appropriate! It does seems reasonable for the schools to have a policy of mens sana in corpore sana, but I'm not sure that sport would play a huge part in school life. In the interests of MGF and given that I have 4 rival schools in Syran, it would be a shame not to have some kind of intermural sporting contest, even if it's just an annual boat race (the Naval Academy might have a bt of an advantage) or something like Triwizard Tournament in HP. Bryan also suggested having debating contests between the schools (an important feature of medieval university life, apparently), which seemed like a great idea...
On 7/31/2006 at 6:32pm, Vaxalon wrote:
RE: Re: Apprentice game plans
You can take some cues from medieval universities. Fencing and duelling were popular as sports, though with somewhat more at stake than personal loyalties; horse racing was very popular in some of the Italian universities.
On 7/31/2006 at 9:37pm, Mike Holmes wrote:
RE: Re: Apprentice game plans
Back to the source material, then...wizard dueling. :-)
And, you're right, for spells learned early from a grimoire, they'll have to have the appropriate talisman. OTOH, the schools in question seem to have multiple talismans so there's not one to distinguish them. You might be able to tell the Tenebrous chaps by their rings, but nobody else it would seem. Unless there's a talisman for the "Aid My Master" spell that's common to all in the school or something that's worn as a badge.
Mike
On 7/31/2006 at 10:02pm, Bryan_T wrote:
RE: Re: Apprentice game plans
Paul wrote:
One of my players (Bryan) was asking about sports teams. I really like the idea, but I haven't quite decided how appropriate it is yet - or whether I care if it's appropriate! It
I'll rephrase that in a more useful sort of question: These institutions have some significant number of young men in them. This leads to two certainties:
1) They need ways to burn off energy--either provided by their masters or developed on their own.
2) They need ways to compete, show off, and generally channel testosterone.
I've read that young Tibetan monks compete to see who can dry a sheet fastest with their body heat. Cambride-oxford has their boat race. In Pamplamona (sp?) you can run with the bulls. In my university engineering classes competed to pull off the most noteworthy stunts, to win speed-drinking contests, and in mastering all night scavenger hunts. Put young men together, and they will compete in some manner, and they will do physical things, and often these two combined.
Often tradition channels this in odd ways--in King of Dragon Pass I love the Kite Fighting competition--so unexpected amogst teh barbarian tribes! What they do in Syran could be just as odd. To throw out a few examples:
- draining other schools trivial essences
- something like badminton, but pusing an essence around (requires symbolic site to even watch the game)
- hosting massive bonfires
- de-lousing something or somewhere
- Running the walls of the city
- ummm, more when I have more time.
--Bryan
On 8/1/2006 at 8:32am, bigpumpkin wrote:
RE: Re: Apprentice game plans
Vaxalon wrote:
You can take some cues from medieval universities. Fencing and duelling were popular as sports, though with somewhat more at stake than personal loyalties; horse racing was very popular in some of the Italian universities.
Fencing, in my game context at least, is principally the domain of the nobility, although duelling in another sense (see below) is an appealing idea. Horse racing is also not a bad idea, but I'd have thought that the students might be more likely to bet on (or try to affect) the outcome of races rather than taking part. For my Syran schools, I guess that boat races would be more likely, given the city's naval traditions - although there is a strong (pre-Malkioni) horse sub-culture in Ralios. Hmmm.... I think I can feel another Common Religion coming on :-)
Mike wrote:
Back to the source material, then...wizard dueling. :-)
Perhaps a formalised version of the 'duel' could form part of lessons, with apprentices pitting their wills against each other under the close supervision of a master. Bryan's suggestion about a sport that involves pushing an essence around might be pressed into service here. Outside school, however, a more straightforward type of 'duel' might exist, perhaps based around the formal version, but with dirty tricks come to the fore. A popular diversion, no doubt, especially between students from rival schools.
Mike wrote:
...the schools in question seem to have multiple talismans so there's not one to distinguish them. You might be able to tell the Tenebrous chaps by their rings, but nobody else it would seem. Unless there's a talisman for the "Aid My Master" spell that's common to all in the school or something that's worn as a badge.
I was thinking that the schools all need individual emblems anyway and I',m drawn to the notion that students might be required by law to wear distinguishing robes or a badge at all times to alert the populace to the presence of a partially-trained adept amongst them. Imagine that - having to wear your school uniform all the time. oh, the indignity!
The question of whether talismans for the spells from the Abiding Book are common to all schools is an interesting one. I initially thought that each school might employ its own mode of talisman, even for spells from a shared source, but since the instructions for making talismans are included in the grimoire, presumably this means that the Abiding Book dictates their form. Any suggestions about what that form might be?
Bryan_T wrote:
These institutions have some significant number of young men in them. This leads to two certainties:
1) They need ways to burn off energy--either provided by their masters or developed on their own.
2) They need ways to compete, show off, and generally channel testosterone.
<--------------------snip--------------------------->
...To throw out a few examples:
Draining essences, even trivial ones, is likely to be severely frowned upon, along with other forms of tapping - although that doesn't mean that students don't do it. The 'badminton' idea is excellent, but I'm particularly taken with 'running the walls of the city'. An apprentices-only foot race with a historical origin - when the adepts of the city helped to man the walls during a siege, for example - has the makings of a great competition.
This has sparked off another thought, actually: wouldn't it make sense for Schools (or rather, their student bodies - I guess the Schools themselves already have an associated magical entity in the form of their Founder) to have a Guardian entity, like other Gloranthan groups and institutions? This in turn might lead to an officially-condemned-but-unofficially-tolerated "capture the flag" contest between the schools, where students attempt to steal the mascot of a rival school by pitting their wits and magic against its Guardian.
On 8/1/2006 at 11:56am, nellist wrote:
RE: Re: Apprentice game plans
G'day,
Given Safelsters Arkati heritage it is not impossible that some weedy human form of trollball is practiced in arcane society. It's not without precedent, In the Second Age a group of Atroxic flaggelants competed in the Dagori Cup, were soundly beaten up and thoroughly enjoyed it.
There are plenty of Horsey links in Ralios for horse race enthusiasts.
Here in Sydney the local sports teams are associated with their beast animal totem spirits - the Parramatta Eels, the Manly Tigers, the Dragons, the Roosters, North Sydney Bears, Sydney Swans, Socceroos, etc. Not sure what sport this might tie in with in Syran.
Keith
On 8/1/2006 at 2:14pm, Vaxalon wrote:
RE: Re: Apprentice game plans
Whatever it is, it needs to be exuberant, pointlessly dangerous, and prone to cheating.
On 8/1/2006 at 3:02pm, Mike Holmes wrote:
RE: Re: Apprentice game plans
Paul wrote:The question, to me, is what ability characters use to do this. I hesitate to add on an entire new ability as this sort of activity seems, to me at least, to be sorta prerequisite for using magic at all (moving around essence, etc). But that's certainly one solution. Symbolic Sight, as mentioned might be key, but seems more passive. Create Portal of Power might make sense? You're basically opening up a small channel for essence to come through and hit your enemy? I don't have my book handy...what abilities does the standard tapping contest in the wizardry rules suggest as an ability?
Perhaps a formalised version of the 'duel' could form part of lessons, with apprentices pitting their wills against each other under the close supervision of a master. Bryan's suggestion about a sport that involves pushing an essence around might be pressed into service here. Outside school, however, a more straightforward type of 'duel' might exist, perhaps based around the formal version, but with dirty tricks come to the fore. A popular diversion, no doubt, especially between students from rival schools.
Or are we suggesting that the characters simply use whatever spells they know on each other? The character I've come up with doesn't have anything pertinent. Er, no "Rictusempra," "Expelliarmus," or "Serpensortia" or anything of the sort. :-)
What do you envision a wizard duel looking like?
The question of whether talismans for the spells from the Abiding Book are common to all schools is an interesting one. I initially thought that each school might employ its own mode of talisman, even for spells from a shared source, but since the instructions for making talismans are included in the grimoire, presumably this means that the Abiding Book dictates their form. Any suggestions about what that form might be?I was actually not proposing that they'd be the same between schools, just intra-school. That is, perhaps all of the Imperial College have an Aid My Master talisman that's a wand. If so, the wand could be the de facto badge.
I'm sure that the black rings worn by the members of the Stygian School can serve to identify them on top of their black robes (in case other schools have black robes, too). Just as I'm sure that it's the sort of school where all spells are cast from the same talisman, their rings.
There seems to be a contradiction here, but perhaps I just haven't read closely enough. But, basically, schools have their own sorts of talismans, but books specify talismans too. Perhaps what's meant is that schools, having certain grimoires, must have certain talismans. But then the Abiding book does become problematic in that it must violate some school's descriptions of what it's talismans are like.
So you either have to choose to make talismans all book-based, or you have to choose to make them all school based. Or come up with a way to discern which is which for what. If you go with all book-based, then the question becomes coming up with more listings for talismans. If you go with the school-based, that simply means that the school has it's own interpretation of what the talisman should be like for the Abiding Book and such shared grimoires.
I'm a bit torn on what I'd prefer. On the one hand, I like the idea of grimoires that specify the talisman...after all, potions are talismans, right? And we're not supposing that a potion can be used to cast more than the one spell it's specified for, right? On the other hand, I like the idea of characters being taught to cast lots of spells with a single talisman.
Here's what I'm thinking, then. Have it be book specific, but some books have all spells come from a single talisman, and other spells come from specific talismans. So all the spells from the grimoires of the Stygian College (except for the abiding book) are taught to be used via the black stone rings they wear. But if they go learn the alchemy text, then they have to use the individual potions - they can't use their rings for this.
Make sense?
In this case, however, it means that anyone might have the talisman from another school in theory, if they've managed to somehow learn that magic. So that's loose enough that any association would likely be like, "Oh, that guy has an Onyx Ring, like is used with the spells from Arkat's Shadow, he's probably from the Stygian School. Let's get him!"
Meaning still plenty of room for more official symbols if you prefer.
Draining essences, even trivial ones, is likely to be severely frowned upon, along with other forms of tapping - although that doesn't mean that students don't do it.Oh, frowned upon probably, against the rules, certainly, but I don't know that the punishment would be severe for, as Bryan puts it, "minor essences." Probably more akin to property damage, I'd think. The big prohibition is against tapping humans (which I believe might get you hung in certain cases). I think that if it's something relatively inconsequential that the penalty would be much less.
This has sparked off another thought, actually: wouldn't it make sense for Schools (or rather, their student bodies - I guess the Schools themselves already have an associated magical entity in the form of their Founder) to have a Guardian entity, like other Gloranthan groups and institutions? This in turn might lead to an officially-condemned-but-unofficially-tolerated "capture the flag" contest between the schools, where students attempt to steal the mascot of a rival school by pitting their wits and magic against its Guardian.I think that the intention of Hero Bands is for them to be pretty ubiquitous. From my POV playing with them a lot, I couldn't imagine a school that did not have a guardian. And, in fact, belonging to the Hero Band is probably required as well - though I'm also sure that it's one of the "many tests" that the apprentice faces along the road to becoming an Adept. So it might be earlier or later in certain schools depending on the nature of the guardian.
Something the HQ text doesn't explain well, even in how they're named, is that Hero Bands aren't just for heroes, but, according to Greg et. al, most everyone belongs to a couple such organizations. The city has one, and many belong to it. Each district probably has one. Each church has one - that's what makes them holy places. Each Guild probably has one.
Really, the only thing that limits characters from joinning many is the potential in-game ramifications of being in many organizations with crossing agendas. But that sounds like fun to me. The term Hero Band is actually a throwback to the idea that the characters will all be wandering itinerant "Adventurers" and that the only band that's likely to be in affect for them is the one that links them as a group of heroes - hence, Hero Band. What they really should be called is "Communities." And every character should have a few to which they belong.
Yeah, even I have't played that way really yet. Nobody does. But I think it's the right way to play.
Anyhow, for example, with the Imperial College, I'm sure there's some ancient ghost or something that wanders the halls, with which all students must become aquainted their first year. At the Stygian College, however, there's no doubt an essence of darkness that enshouds the castle, and each student is left to their own faculties to find it and get to know it, this marking their passage into "Senior Apprentice" status (meaning talented individuals can do it early). Just as certainly some Undine guards the Naval school, and the rite of passage to becoming part of the Hero Band in question would be throwing new students in the lake. :-)
A giant mural for the Iconographers?
So, sure, these guardians do suggest names for the sports teams. Imperial College Spectres, Stygian Shadows, Naval Academy Muskies (or something else aquatic)....the Icon school doesn't play, they're too artsy to compete in something as crude as sports. :-)
I like the Trollball suggestion. It fits Fred's requirements simultaneously and perfectly.
Mike
On 8/1/2006 at 3:42pm, sebastianz wrote:
RE: Re: Apprentice game plans
Mike wrote:
The question, to me, is what ability characters use to do this. I hesitate to add on an entire new ability as this sort of activity seems, to me at least, to be sorta prerequisite for using magic at all (moving around essence, etc). But that's certainly one solution. Symbolic Sight, as mentioned might be key, but seems more passive. Create Portal of Power might make sense? You're basically opening up a small channel for essence to come through and hit your enemy? I don't have my book handy...what abilities does the standard tapping contest in the wizardry rules suggest as an ability??
But isn't the focus of this different than "normal" play? The apprentices are still discovering their powers. So why not have them take abilities which are prerequisites for the real stuff and later subsumed in the keyword. Just because no one cares about them later doesn't mean they aren't there. Another option is to allow a change in naming of the ability once the student is advanced enough/ graduated a class.
So you either have to choose to make talismans all book-based, or you have to choose to make them all school based. Or come up with a way to discern which is which for what. If you go with all book-based, then the question becomes coming up with more listings for talismans. If you go with the school-based, that simply means that the school has it's own interpretation of what the talisman should be like for the Abiding Book and such shared grimoires.
(...)
Here's what I'm thinking, then. Have it be book specific, but some books have all spells come from a single talisman, and other spells come from specific talismans. So all the spells from the grimoires of the Stygian College (except for the abiding book) are taught to be used via the black stone rings they wear. But if they go learn the alchemy text, then they have to use the individual potions - they can't use their rings for this.
Make sense?
Or you make it a choice for the character. At one point he has to decide whether he is with the "bookers" or the "founders". Perhaps not all schools allow a free choice and force their students. But I think it's cool when you have to walk up to your teachers, having to talismans placed in front of you and pick one. Perhaps in each class. "I knew you'd pick the one from the book. You just don't have it in you."
Concerning guardian spirits, you could also think of student societies, which have their own guardians.Something like [font=Symbol]GSD[/font].
Just a few thoughts
Sebastian.
On 8/1/2006 at 4:50pm, Mike Holmes wrote:
RE: Re: Apprentice game plans
sebastianz wrote:That's certainly an option that'd work, and it may be neccessary. But I just like the idea of everything moving forward when one becomes an Adept. I mean, such an ability sounds like it could be pretty useful even once you've become an Adept. So...
But isn't the focus of this different than "normal" play? The apprentices are still discovering their powers. So why not have them take abilities which are prerequisites for the real stuff and later subsumed in the keyword. Just because no one cares about them later doesn't mean they aren't there.
Another option is to allow a change in naming of the ability once the student is advanced enough/ graduated a class.That would work, but what does it change to? Basically we'd be adding an ability to these Adept keywords. Which is fine, if it's a local phenomenon. I just wouldn't feel right forcing it into other adept keywords.
But, OK, so, "Wizard Dueling" or "Manipulate Essence" or something?
Or you make it a choice for the character. At one point he has to decide whether he is with the "bookers" or the "founders". Perhaps not all schools allow a free choice and force their students. But I think it's cool when you have to walk up to your teachers, having to talismans placed in front of you and pick one. Perhaps in each class. "I knew you'd pick the one from the book. You just don't have it in you."Yep that could work. Though, in that case, you have to put down talismans for each book or founder. What's more, if you did this, I'd think that certain spells would still be mandatory from the book - again I'm thinking potions and the like. If someone could cast a spell from a potion using their wand instead, I think they'd choose the wand. Though as Paul points out, for apprentices, even wands have to be recharged after every use. Hmmm.
Concerning guardian spirits, you could also think of student societies, which have their own guardians.Something like [font=Symbol]GSD[/font].Oh, absolutely. Er, I think my character will be in Ravenclaw... ;-)
Mike
On 8/2/2006 at 9:47am, bigpumpkin wrote:
RE: Re: Apprentice game plans
Mike wrote:
The question, to me, is what ability characters use to do this.
I don't think it's necessary to have a single, standardised "Wizard Duelling" ability per se - although there's nothing to stop an individual character specifying an ability like this as part of their keyword. The point is that one might use a variety of abilities (with varying improvisational modifiers) to take part in a duel. Even if we assume that there is a standard form of duel (see below), there's nothing to stop you using you "Focussed Will" ability, or your generic "Manipulate Essence", or even a suitable spell (or for that matter, non-magical ability) as part of the contest. Depends on the contest.
sebastianz wrote:
But isn't the focus of this different than "normal" play? The apprentices are still discovering their powers. So why not have them take abilities which are prerequisites for the real stuff and later subsumed in the keyword.
Yes, I think that players adding individual skills like this to the keyword is a perfectly reasonable approach. HQ always makes it clear that keywords are a convenient placeholder for an array of unspecified abilities. The key here is that players, with the Narrators approval, can opt to add (buy) additional specific abilities as part of their keyword. If they don't actually have those abilities, then they simply use their keyword rating instead. This would typically involve some sort of improvisational modifier; thus the advantage of actually specifying a "Wizard Duelling" ability in your keyword would be to remove that modifier (and allow you to develop it beyond the keyword rating, obviously).
I'm not so sure about subsuming them back into the keyword on graduation. It's more likely that the student simply wouldn't use them as individual skills any more, because formal spell-casting is so much more effective. Plus one might quite reasonably use them as augments when casting spells...
Mike wrote:
What do you envision a wizard duel looking like?
If we're talking about the formalised part-of-lessons version, then think that it might vary from school to school, with some schools shunning the practice altogether. Whatever the form, I envisaged that it would most likely require the participation of an adept - and perhaps a specially enchanted room or apparatus. The adept (or apparatus) might conjure a ball of energy, for example, which the students attempt to control in order to zap their opponent. The key elements should be:
• Focussed application of the participants' willpower
• Manipulation of essences and/or physical laws
• The prospect of pain (or at least discomfort) in the event of defeat
• The involvement of an adept and/or some kind of prop
The reason for the last is perhaps best explained in rules terms: apprentices can only use spells as Common Magic, which means that they can only use them to augment, not as active abilities (unless they have already concentrated on Wizardry, which shouldn't be treated as a given). This is because they lack the ability to attune to a spell node directly; they are effectively accessing the magic by using their master as an intermediary, just as a Common Religion might grant access to magic that originates in one of the Otherworlds, but via an entity who resides in the Mortal World.
Remember, spells are formulae that describe how to manipulate reality. They actually exist as nodes on the Spell Plane; grimores and talismans are merely tools that the adept uses to gain access to those nodes. Apprentices simply lack the training - and importantly the "shaping of their essence" that is the principal purpose of that training - to access them directly. What they have already learnt, however, is some of the basic low-level skills that the adepts use as part of the spell-casting process. So they can do some of the process - provided that they have someone (or something) to establish that all-important connection to the magic in the first place.
We could carry this basic duel concept over into the informal version, which would then require either the participation of an unscrupulous adept or the unauthorised use (or appropriation) of the duelling apparatus. Or alternatively, we could make these duels into more conventional contests that are geared to involve magic. Or just combative contests that happen to be between would-be-wizards. After all, a duel is really just a set of rules that describe the terms and parameters of a contest.
Mike wrote:
There seems to be a contradiction here, but perhaps I just haven't read closely enough. But, basically, schools have their own sorts of talismans, but books specify talismans too.
I think that the grimoire should dictate the talisman's form. A school is essentially defined by its use of certain grimoires, so its talismans are defined by the grimoires that it possesses. There might be different versions of the grimoire, though, and they might not always be that precise about the form: if the instructions only specify what symbols you need to inscribe it with, your actual talisman could be whatever you like.
Mike wrote:
I'm a bit torn on what I'd prefer. On the one hand, I like the idea of grimoires that specify the talisman...after all, potions are talismans, right?
Actually, I don't think that a potion is a talisman, or at least not in the conventional grimoires. A talisman is explictly re-usable for adepts and even the humble Common Magic talismans can be used again and again. It's only orderlies who have to recharge their talismans after each use and this (as I understand it) is because they are based upon a direct connection (through communal worship) to the Saint Plane, rather than via a Spell node. I stole this idea of single-use talismans for my Petty Magic concept, principally to differentiate it as a "degraded" form of magic, which apes real wizardry but doesn't quite get it right. Thus potions are exactly what I had in mind for Petty Magic, but they are likely to play a different role in proper wizardry.
Don't forget also that alchemy has a very bad reputation in the West (and probably elsewhere) because of its association with the God Learners. The Guild of Alchemists in Syran is an underground organisation, its members condemned by the Ecumenical communion for heresy. One idea that I've been toying with is the concept of an elixir: a Church-sanctioned (blessed?) magical preparation in liquid form that a properly trained adept can imbue with a spell or essence. Think of it as sanitised alchemy. Of course, there are plenty of unscrupulour adepts who wouldn't hesitate to engage in the unsanitised version as well...
Mike wrote:
...Something the HQ text doesn't explain well, even in how they're named, is that Hero Bands aren't just for heroes, but, according to Greg et. al, most everyone belongs to a couple such organizations. The city has one, and many belong to it. Each district probably has one. Each church has one - that's what makes them holy places. Each Guild probably has one.
Yes, I'd already picked up on this and wholeheartedly embrace the idea. I was merely pondering whether this kind of communal entity was already taken care of in a School in the form of its Founder. But now that I've thought about it, I see that it isn't - in community terms, a School may be defined by its Founder, but a School can have a number of Academies which are a different type of community. So I think it makes sense for each Academy to have a Guardian, even if the School has only one Academy.
Mike wrote:
So, sure, these guardians do suggest names for the sports teams. Imperial College Spectres, Stygian Shadows, Naval Academy Muskies (or something else aquatic)....the Icon school doesn't play, they're too artsy to compete in something as crude as sports. :-)
Too right. They're a right bunch of pansies :-)
Mike wrote:
I like the Trollball suggestion. It fits Fred's requirements simultaneously and perfectly.
Bah! I might have known Keith would manage to smuggle Trollball in somehow.
Reluctant though I am to countenance the inclusion of such an uncivilised game, I must concede that it makes a certain sort of sick and twisted sense.The Stygian connection in Safelster means that trollish customs like this are likely to be well-known and potentially even assimilated into the culture. I'm not familiar with the rules of trollbal, but I'd propose something like the progenitors of football as exemplified by the Shrovetide football games (see http://en.wikipedia.org/wiki/Football) in medieaval Europe. A game for the Commoners, of course; the nobility probably play polo. Historically, these games were played between towns, but in Syran, I'd probably have them played between Districts. The beginning of many a riot, I expect...
On 8/3/2006 at 5:27pm, Mike Holmes wrote:
RE: Re: Apprentice game plans
OK, that's a much clearer vision on what Wizard Duelling is about. I like where you're going with it, generally - you should keep the idea, and not make it "just wizards duelling." That's not to say that such duels don't occur, just that such an informal duel isn't, well, formalized Wizard Duelling.
How about, for at least some school, the "device" is actually something that depletes when used. I'm thinking like magically enchanted feathers or something that become the ball of energy when required. Reason being, this way there can be a trade in illicitly available instances of such items, so that apprentices might be able to get a hold of some when neccessary. Or perhaps they can pilfer them from the storage cabinet in Snape's office...
That way you get the theoretical control that can be voided under the right (read dramatic) circumstances. :-)
This I can buy into. My problem with the previous version was that it did, in fact, sound like a useful ability past apprenticeship. And I still think it is - it's hard to imagine that such a ball of energy wouldn't be painful to non-wizards. OTOH, if they have to agree to the challenge or something, well even then why should they stop dueling just because they've become apprentices. Looking at the source material, it does, indeed, seem to be something that Adepts do.
I recall the scene from Conan the Destroyer where Mako has a wizard duel with the other wizard involving using their wills to try to open or close the mouth-door-thingie. I've always wanted rules for something like that.
With this version, however, it's not that all Adepts have some ability like this. It's that there's some grimoire or something that's about making the items that allow it to happen, and then the wizards just use their other appropriate abilities to control the duel. Cool. Your "Adept as Conduit" explanation is excellent, and this would just be a case of the item standing in for the Adept in this case.
You know, the more I think about it, there could well be a book of petty spells that affected a wizard duel. Some wizards don't study it, so they never learn it. So you don't have the problem with it being a part of the Adept Keyword, any more than any other spell.
Your points about grimoires make sense. It's quite possible, I suppose, for more than one grimoire to indicate the same talisman. This would explain why the Stygian School only has their black rings listed - both of their books use this as the talisman. I don't know why that wasn't obvious before...perhaps because talismans are always listed by school, and not by grimoire.
As to the potions thing, I was flashing on the recently posted details of the Sedrosa Practice here: http://www.glorantha.com/support/serdrodosa.html
My logic went like, well, if potions are like disposable fetishes for animists, then for wizardry they'd be disposable talismans. The advantage to a potion is that it's freely transferable. That is, with most charms, the practitioner has to work with the person for whom the charm is for to get the spirit in question to stick with that person (if I understand correctly). With a potion, you can hand it to anyone and it'll work upon drinking it.
This is, in fact, what gave me the idea for the disposable items for wizard dueling. I started thinking about it way back when I read about my favorite exception to the "Orlanthi are Theists" observation, the Torvald the Alchemist subcult of Lankhor Mhy. Now, I think that speaks mostly about scrolls, and thinks of Alchemy in the broadest sense. But are we saying that potions simply don't exist then in wizardry? If they do exist, just how do they work? (Elixir's too!) Seems to me to be much like a blessing from a liturgist in a way, just one carried in a bottle for use at the right time.
In any case, Alchemy is dangerous and forbidden? My character soooo wants to see the alchemy book at the library... :-)
I'd really like to see HQ used with potions, because, for once, I think we'll get a sense of them as they are in the literature - powerful magic, not just some disposable concoction, of which everybody carries a dozen doses of different varieties. And those liquids have meaning behind them....
On the subject of founders, the founder is dead and long gone, if I understand it. All that is left of him is his work and the node he discovered. The point being that one learns of him not as an entity, but as a memory. His work remains as the "otheworld entity" that makes this "specialized magic" or "wizardry." Guardians are mundane beings, even if their kind originates in the essence world or somesuch, and as such you can't get a Hero Band out of it. Instead you get cults and religions and schools that have these "lesser" beings as guardians. That is, just as there might be a sword daimone that guards a temple to a warrior god (and said daimone might be related to the god in some way, sure), there would be an essence in the school that's related to the founder's work, the essence node of the otherworld.
Or at least that's the parallel I see.
Anyhow, I'm very excited about this. The book or something mentions "rooms that groan with the weight of the enchantments upon them." That's very cool and evocative. I've always thought that this is how the "wizard's guild" would be, too. Problem is that most systems can't represent it. In D&D, there was the old "Guards and Wards" spell, and then Magic Mouths cast to warn off intruders, but somehow this always seemed too clinical and just not enough. The walls of an ancient school of magic should be soaked with essence, it seems to me.
In HQ, I think this means that there are just loads and loads of "essences," in the building and on the grounds. No, not all unicorns or undines and the like (though those can be found in the Forbidden Forest, too). But just all sorts of essences that represent the sorts of magic done there. Anyhow, some of these, obviously, serve as guardians, and it's for this reason that it's difficult for people to sneak into the school undetected - no doubt in one school, the headmaster gets alerted by the essence when such intrusions happen. In another a ghost puts up a wail of alarm for all to hear. In another a select group of individuals gets an uneasy feeling when somebody's where they should not be. Etc, etc. The defense abilites of these essences may make it actually difficult to get inside."Blessings" may make the place good for studying in.
This explains so much about the nature of magic schools. The point I'm getting at is that each individual school should have, I dunno, dozens? of essences. Many of which should have hero bands associated with them. Perhaps only one, or none of them are meant to be for the entire community at the school. There are probably some that are used by the faculty only. Some, as suggested above, for certain fraternities inside the school.
I mean, just what is Fawkes if not an essence guardian of Hogwarts, or maybe just Gryffindor? He comes in time of need bearing the sword of one of the four founders of the school. The ghosts of Hogwarts are essences right acording to the MRB! Even Peeves. It fits so perfectly - how at the end of Book 5, Nearly Headless Nick explains how they are just reflections of the real people who have since gone on. Same with all the denizens of the pictures. They're not the real people, they're the...essence of he real people. The merfolk may be undines, perhaps the squid, too - that's the classic guardian, used by Sauron's Team to guard the entrance to Moria. The Room of Requirement. The gargoyle that guards the headmaster's office. The Mirror of Erised. All the stuff that guarded the Sorcerer's Stone. The Chamber of Secrets with it's snakey doors.
The basilisk itself! The guardian essence of Salizar Slytherin's continuing efforts to eradicate muggle blood from the wizarding community, still skulking about the place, commandable only by...the Heir of Slytherin....the essence of Lord Voldemort as student Tom Riddle contained in a diary in this case. Tapped himself, he did!
OK, I don't suppose you have to represent every magical being, item, or place as an essence. But I think that it's actually an effective way to do it. Certainly not all of these have associate Hero Bands, even if you do. But the point is that there's tons of opportunity to make the world magical by looking at it this way, and ways to explain all sorts of things that happen in-genre finding the hero bands where they would be interesting to exist.
As for trollball, surely there's source material on it somewhere. Trollpak? Or is it one of those things that's only hinted at?
Mike
On 8/5/2006 at 12:19pm, bigpumpkin wrote:
RE: Re: Apprentice game plans
Mike wrote:
How about, for at least some school, the "device" is actually something that depletes when used. I'm thinking like magically enchanted feathers or something that become the ball of energy when required.
Or a device that needs refuelling with rare and/or expensive ingredients that are difficult to come by. Yes, I think that this would be a useful narrative device.
Here's another idea, though: what if it the formal "Wizard Duel" (i.e. between full adepts only) was a Ritual, normally requiring community support, the right props and other auspicious factors to enact? You might even have a variety of duelling rituals for different circumstances, ranging up to a Duel To The Death version that is banned by all churches and only ever enacted in secret. You could even have a range of duelling apparatus too, so that they could be asked to "choose their weapons" at the start.
Mike wrote:
You know, the more I think about it, there could well be a book of petty spells that affected a wizard duel. Some wizards don't study it, so they never learn it. So you don't have the problem with it being a part of the Adept Keyword, any more than any other spell.
Yes, this is a good way to approach it. A 'petty grimoire' concerned with the afore-mentioned duelling rituals, which is not attached to a particular School, but is used to a greater or lesser extent by most Schools, perhaps with their own refinements. Because of its limited use outside of the formal duel context, no-one bothers to use it as a 'prime' grimoire. And it also includes a special Apprentice Duelling ritual, which can be be used via special single-shot talismans, but which still normally require a master to activate them... unless you have a friendly adept or an advanced (concentrated?) apprentice on hand to help out. And obviously, Schools might create a stock of these talismans en masse for convenience, keeping them in a locked cupboard in the Headmaster's study...
Mike wrote:
In any case, Alchemy is dangerous and forbidden? My character soooo wants to see the alchemy book at the library... :-)
Patience, dear boy :-)
Mike wrote:
I'd really like to see HQ used with potions, because, for once, I think we'll get a sense of them as they are in the literature - powerful magic, not just some disposable concoction, of which everybody carries a dozen doses of different varieties. And those liquids have meaning behind them....
Well, I'm inclined to agree with you. I'd forgotten about the Torvald material, which gives us a potentially useful set of game mechanics for Alchemy in HQ. It suggests that potions are essentially spells in liquid form, which makes a lot of sense. Sadly, for your apprentice, this does mean that he'll probably have to wait until he's graduated before he can delve into this forbidden art... unless he can find an alchemically-inclined adept who's willing to teach him :-)
Mike wrote:
Anyhow, I'm very excited about this. The book or something mentions "rooms that groan with the weight of the enchantments upon them." That's very cool and evocative. I've always thought that this is how the "wizard's guild" would be, too...
Yes, that particular phrase was one of the things that started me down this road in the first place. That and the one about an apprentice's typical "penultimate test": opening the door to the school's magic room by himself.
Mike wrote:
In HQ, I think this means that there are just loads and loads of "essences," in the building and on the grounds.
I don't know about "loads and loads", but more than one or two, certainly.
Actually, there's a very interesting section about using essences in the HQ rules, which includes the concept of a guardian essence and describes how an essence's functions can be learned as spells (via single-use talismans). I think that this mechanic would make a lot of sense for the School guardians. Other essences bound into the School buildings might also act in this way, but they'd be unlikely to provide spells since this weakens them in a way that cannot be replenished without a ceremony of veneration. For the School guardian, this wouldn't be a problem: they'd be recharged by the School Assembly every week :-)
Mike wrote:
OK, I don't suppose you have to represent every magical being, item, or place as an essence. But I think that it's actually an effective way to do it.
It has a lot of possibilities, I agree. However, I think that there's also an important role for spells that are specifically intended to be permanent or at least persistent until activated (i.e. enchantments or wards). A shame that HQ ducks out of describing a permanent enchantment mechanic, only describing it as "a special and arcane form of magic" that is "outside the scope of the basic rules". Guess we'll just have to invent our own mechanics, eh?
On 8/7/2006 at 8:40pm, Mike Holmes wrote:
RE: Re: Apprentice game plans
Paul wrote:No, I didn't make my intent clear. It's not to make it expensive to use or something, it's so that they can get the ability to do it without having to steal the same darn device each time. I mean, unless it's easy to steal for some reason (and that seems pretty unlikely), it means that they aren't often going to be able to duel outside of school.
Or a device that needs refuelling with rare and/or expensive ingredients that are difficult to come by. Yes, I think that this would be a useful narrative device.
But if they can purchase a means of dueling on the black market or something, then it's just that they've made a decision to do something wrong (and perhaps expensive, yes), but can duel any time they need to do so.
Here's another idea, though: what if it the formal "Wizard Duel" (i.e. between full adepts only) was a Ritual, normally requiring community support, the right props and other auspicious factors to enact? You might even have a variety of duelling rituals for different circumstances, ranging up to a Duel To The Death version that is banned by all churches and only ever enacted in secret. You could even have a range of duelling apparatus too, so that they could be asked to "choose their weapons" at the start.Is that in addition to, or instead of the normal method? Hmm. I like it. Think of it as a "practice heroquest," with the real quest having even greater effects. Not just a ritual, but a whole heroquest. This would explain where dueling comes from, of course, it's about when Founder X went to the other side, and discovered how to fling essence at one another connecting to the fourth node of Malthalas, using beezlenut oil, blah, blah, blah.
Yes, this is a good way to approach it. A 'petty grimoire' concerned with the afore-mentioned duelling rituals, which is not attached to a particular School, but is used to a greater or lesser extent by most Schools, perhaps with their own refinements. Because of its limited use outside of the formal duel context, no-one bothers to use it as a 'prime' grimoire.Or, maybe some do. Perhaps the full version for Adepts allows one to heroquest to a dueling place on the hero plane where tremendous energies can be wielded, and a true test of wizardly fortitude can be made. This way, anyone can do it if they do the quest, it's difficult and dangerous even to get to the dueling place in the full version, and this means apprentices won't have done it (but could in a very theoretical way).
And it also includes a special Apprentice Duelling ritual, which can be be used via special single-shot talismans, but which still normally require a master to activate them... unless you have a friendly adept or an advanced (concentrated?) apprentice on hand to help out. And obviously, Schools might create a stock of these talismans en masse for convenience, keeping them in a locked cupboard in the Headmaster's study...Now we're talking. Again, this would be ritual elements for the practice heroquest, which all apprentices can do in theory, if they just read the steps from the book.
Well, I'm inclined to agree with you. I'd forgotten about the Torvald material, which gives us a potentially useful set of game mechanics for Alchemy in HQ. It suggests that potions are essentially spells in liquid form, which makes a lot of sense. Sadly, for your apprentice, this does mean that he'll probably have to wait until he's graduated before he can delve into this forbidden art... unless he can find an alchemically-inclined adept who's willing to teach him :-)Well, to be sure. But then again, I'll bet there's some hedge wizard Common Magic alchemy as well, no? Or the alchemy spells from the grimoires learned as common magic? Etc. Lot's of possibilities... :-)
I don't know about "loads and loads", but more than one or two, certainly.Season to taste, of course.
Actually, there's a very interesting section about using essences in the HQ rules, which includes the concept of a guardian essence and describes how an essence's functions can be learned as spells (via single-use talismans).Aha! That's what I was talking about before! Knew I wasn't totally off my rocker.
I think that this mechanic would make a lot of sense for the School guardians. Other essences bound into the School buildings might also act in this way, but they'd be unlikely to provide spells since this weakens them in a way that cannot be replenished without a ceremony of veneration. For the School guardian, this wouldn't be a problem: they'd be recharged by the School Assembly every week :-)Exactly, exactly. I think it's fascinating to "discover" how to describe all of these things with the various HQ structures. Most fascinating because of how well it seems to work (or has in actual play in some cases).
It has a lot of possibilities, I agree. However, I think that there's also an important role for spells that are specifically intended to be permanent or at least persistent until activated (i.e. enchantments or wards). A shame that HQ ducks out of describing a permanent enchantment mechanic, only describing it as "a special and arcane form of magic" that is "outside the scope of the basic rules". Guess we'll just have to invent our own mechanics, eh?Actually those rules do exist already. HQ does not duck. It merely doesn't describe the process well. But, simply, making a magic item is a heroquest. Period. For animists, it's even a very simple heroquest, and, really, all animists ever do is make magic items. They do not have any magic that they "cast" or anything like it. They simply have objects with spirits in them, and the spirits to their thing at the behest of the animist. And it takes a heroquest (or going to a "Landscape being" - a mundanequest, if you like) to get such a spirit. The fetish one is dead simple, you just open the otherworld and grab a passing spirit and put it into the prepared object. As are most quests to get simple magic abilities.
For theists, and animists, however, the process is basically the same if they want objects. You open up the otherworld and get the object you take with you "blessed" for theists, or "enchanted" for wizards. Mechanically it's the Heroquest Challenge, success in getting an ability meaning you get the new object in question.
So, we want to make a classic magical sword at the college? Well, we read up on how some ancient wizard once did it (hopefully not Zzabur), and follow his trek into the left-hand spiral essence twist node at crystal rock on the hero plane (not the essence plane, we can only channel energy back and forth there), and then we cold-forge the sword there, and then have the cold hounds breath on it, and....seven stations later, we roll to temper the sword in the essence of the sun atop the tallest mountain in the world (no, not Kero Fin, the tallest mountain in the world to a Ralian), and, if successful, viola! You get an ability like "Blade of Coldest Frost 15W."
Now, while wizards are no animists, it's clear that they do contain essences and use them. Not a totally dissimilar process, one would think. Like the Stygian College's famous Moat of Fire, where some wizard went off to a volcano, captured a massive amount of essence of fire, and brought it back and poured it into the moat where it's existed ever since protecting the castle from those who would steal inside. Or whatever.
Again, I think that all that's missing from any of this is merely examples. The HQ thing is right from Greg himself on the rules list (I paraphrase, "If you want a magical sword, you go on a heroquest to the heroplane, and bring a sword along, and then it becomes just like Humakts sword - though less powerful since it's an emulation of such" - BTW, if you want the "real" object, you can go to the god plane and steal it from the god in question). But use and abuse of essence I'm extrapolating from what's there already about tapping and such things as unicorns, etc, etc.
Here's another way to approach a great deal of this campaign. Answer the rarely asked question, "What does a wizardry heroquest look like, and what's it for?" Outside of the ones we know about to get spells and such. Keep in mind the difference between getting things from the essence plane, and getting them from the essence landscape in the hero planes. Also keep in mind that wizardry quests do not involve the body actually going to the otherworld, IIRC. What happens are all mental perigrinations, with essence being tunneled back to the mundane world for use. Thus, when it seems to the wizards that they're thrusting the blade into the cold crystals of crystal rock, in the mundane world they're thrusting the real blade into a bucket of ice cut from the lake. Thus you get all the alchemical ritual stuff you're used to in wizardry, but the heroquest portion itself is explaining what's happening, well, essentially, to the people and objects involved in the ritual.
Or at least that's what I'm getting from my reading. Seems pretty cool to me.
Mike
On 8/9/2006 at 8:56pm, bigpumpkin wrote:
RE: Re: Apprentice game plans
Mike wrote:
Think of it as a "practice heroquest," with the real quest having even greater effects. Not just a ritual, but a whole heroquest.
This is an interesting idea. I thought the the ritual angle worked well because of the ritualistic elements and roles that are present in any formal duel, but extending the concept into the quest form brings it into sharp focus. We have a formal challenge and the option of an apology; the two principles, binding themselves to the terms of the contest; their seconds, who are responsible for agreeing the rules and preparing the weapons, and who may even be called upon to duel themselves if they cannot agree. Provided that a pair of apprentices are sufficiently familiar with the form and can muster the supporters and props required, it does seem reaonable that they could manage a "practice" version without their master running the show. The "full" version would presumably face the standard 10W3 resistance required to reach the Otherworld, but the "practice" version doesn't involve a crossing, so I'm not sure what sort of resistance it would face...
Mike wrote:
Actually those rules do exist already. HQ does not duck. It merely doesn't describe the process well. But, simply, making a magic item is a heroquest. Period.
OK, this does make a certain amount of sense. I keep forgetting that this "quest" mechanic can apply to rituals or ceremonies, as well as your actual jaunt into the Otherworld. I initially found it hard to see how this would apply to enchanting non-portable items or physical locations, but it makes perfect sense when you take into account the idea of "ceremony" and "practice" quests, which explicity take place in the physical world (albeit one that temporarily overlaps with the Otherworld).
Mike wrote:
Here's another way to approach a great deal of this campaign. Answer the rarely asked question, "What does a wizardry heroquest look like, and what's it for?" Outside of the ones we know about to get spells and such. Keep in mind the difference between getting things from the essence plane, and getting them from the essence landscape in the hero planes.
Yes, the way I've been reading it, "spells and such" do seem to be presented as the only purpose of a wizardry heroquest, which is a little dull. It's not really about the spells and the grimoires, after all - those are just the game mechanics, not the character motivations. It's about knowledge and power: investigating the "mind of God" in order to better undertand the laws that govern the universe - and figure out how to manipulate them.
I know that Greg has been very explicit in his expressed opinion of what the essence planes look like (a "series of enclosed definitions that have links to things outside themselves"), making it clear that they are never a continuous "landscape", but always an array of nodes and interstices. "Humans perceive these planes from inside the nodes" the HQ rules tell us; they can't perceive the planes from outside these intellectual constructs. However, I do take your point about the wizardry equivalent of the 'Hero Planes' or 'Gods War' being a different kettle of fish. And then, of course, we have the Underworld...
These pursuits are, however, perhaps a little too high-powered for our young apprentices, who have a way to go yet before they'll even be able to attune to a grimoire or link a talisman to a spell node. I think that there is plenty of exploration to be done in the mundane manifestations of magic, in imagining the techniques and talents that the apprentices need to develop before they can even cast a simple spell without the aid of their master or some other intermediary. How precisely does a master "reshape the apprentice's essence to be a suitable channel for wizardry"? What is this channeling thing all about anyway? How do they learn how to develop and use their Symbolic Sight? What are the theoretical principles underlying the study of wizardry? What does "Concentrating on Wizardry" mean from the character's perspective? Why is alchemy considered so dangerous? Or sorcery in general so heretical?
Then we'll get onto wizardry heroquests... :-)
On 8/15/2006 at 7:41pm, Mike Holmes wrote:
RE: Re: Apprentice game plans
As for resistances for practice quests, well the book gives a general idea. I think that looking at how hard you want to make learning the CM spells would be a good start for figuring out some resistance ratings. But for the quest in question (duelling practice quest), I'd simply set it up depending on how common you want duels to be. That is, how risky do you want it to be for characters to perform such a practice duel? If you want it to be rare, then make the TN high. If you want them to happen a lot, then make it relatively low.
I'd make it a quest with a few stages. First a ritualized practice crossing to the enchanted place (they don't actually cross, but not succeeding at this stage may still make it impossible to proceed, or simply more difficult. Second, oh, I dunno, an enchantment of the "arena." Then an attunement to the magic balls of energy. And then, lastly of course, the actual fight. What I really like about this, is that I think it's kosher to put an actual HQ Challenge in at this point. Basically the characters dueling will put an ability up against each other. So one character is risking his ability to do one of his spells, and the other is risking a magic talisman he has. And the resulting ability gained by the winner might be some sort of magical supremacy over the opponent, perhaps a spell like "Dominate Character X."
Maybe:
Stage 1: Cross to the Arena - 14
Stage 2: Enchant Arena - 17
Stage 3: Attune to Magic Ball - 1W (must be done by each contestant separately?)
Stage 4: Heroquest Challenge with resistance based on opponent's relavant dueling ability.
My point about HQs for wizards is really meant to drive on the sort of things you're getting at for the less experienced apprentices. That is, in thinking about what the advanced HQ's are like, I think you find out about the simple ones as well.
Anyhow, for instance, I think that the "suitable channel" thing probably comes in two steps. First there's the question of using essence magic from the mundane world. Pretty easy this part, really, as almost anyone can learn to use a common magic spell (and apprentices even learn some of the grimoire spells as common magic). So the hard part, here, has to be the second step, which is channeling the magical energy from the essence plane.
For a full Adept, learning a spell is a matter of going on the learning heroquest for it. I'm guessing that the common magic version of these spells works off of some local source of essence, even, perhaps, the characters's own essence - and I'm assuming that these versions are obtained by "practice heroquests." So, as the character learns to use this version of the magic, their essence becomes molded by the practice to eventually being able to channel the otherworld essences in question.
The master (and student if he has Symbolic Sight already), can see the student's essence, and can instruct the student on how to shape his own essence. Or, alternatively, he could simply manipulate it directly as he would any other common magic essence. Not quite like taking essence (per the rules in the "essential landscape" section), but using the same sort of facility with it to shape it within the subject. Making it move from the crude form that can handle the Common Magic form, to the refined form needed to actually bring the essence across from the Essence Plane, once the character is attuned to the source.
Very much I'd think that basically without this sort of essence tuning, a character probably can't attune to the otherworld source of essence. And I think that by "channeling," that what's meant is precisely the charcter's essence being the conduit to the actual transference. The caster's essence "melts" into the source on the otherworld end, and the energy comes out through their talisman in the mundane world, that being the other end of the conduit.
Keep in mind that a "ritual" or "ceremony" is actually simply something done to make a magic ability or magic related ability work better. There are no rituals that one does all by themselves. They either serve to make a spell (or feat, or fetish or whathaveyou) work better, or to make a stage of a HQ more easy to accomplish. The weekly liturgist ritual is to enable the little opening up of the otherworld so that veneration can occur, for instance. There's no doubt a ton of ritual involved in the crossings to the founder's node for attunement (starting with doing it from inside the school's "Magic Room.")
BTW, this is where you get to have all sorts of fun with the arcane trappings. Sure a character can cast his Memorize Text spell on the fly, but I'm sure with the right incense (and other herbal help), taking an hour to do the esoteric chant of the Morblungat, having several other adepts working with him doing the chant as well and continuing while he reads (for community support), doing it when the planets of memory are aligned and in the School's "Chamber of Memory," that much more difficult texts can be more thoroughly memorized.
Mike