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Topic: help with magic?
Started by: madelf
Started on: 7/16/2003
Board: RPG Theory


On 7/16/2003 at 12:15am, madelf wrote:
help with magic?

Greetings to all!
I'm new here (my first post). I've noticed some familiar names from RPGnet, so some of you may recognize me from there.
Anyway, to get to the point...
I am in the process of trying to develop my own roleplaying game, based on a world I've been writing about, and using for a AD&D campaign. I am heartily sick of AD&D, so I decided to try and do my own thing. With some help I've got the outline of a pretty decent task resolution and combat sytem, but I'm still stumped on one aspect of the game. The magic system. Maybe someone here can suggest some possibilities?

Some background on the game... The setting is sort of a pseudo-victorian fantasy world. With magic and 19th century level technology existing side by side. The game has no classes or levels, it's point-based.

For my magic system, I want to get as far away from D&D as possible. I don't want long lists of spells, no memorization, and I want components and guestures and all that to be optional. I want spells to be created and cast "on the fly" without spell lists, and without bringing the game to a screeching halt. I also want magic to be dangerous as hell, especially when mixed with technology.
I've got a long-winded description of how I want magic to work & it's probably the best way to explain it, so bear with me, this may get long...

Magic is common. Everyone knows it exists. Anyone with the proper knowledge can wield it. Anyone can cast a spell, but few dare. Magic is risky and dangerous. The practitioners of magic are those willing to take the risk and brave the danger. For those who survive, and persevere, the rewards can be great.
A spell takes energy. The energy to power a spell can come from several sources. The source for at least a portion must be the personal energy of the caster. This is why extensive spell casting, or very powerful spells tend to leave the practitioner weak and exhausted. The caster can power the spell using only his or her own energy reserves, but this is risky. Many practitioners of magic have been severely weakened and even killed by attempting to cast spells in this manner. This is especially dangerous if something goes wrong during the casting of the spell as that same personal energy must be used to try and buffer the backlash of magical energy.
More commonly a magician or wizard will utilize objects or elements sometimes referred to as components to provide part of the energy to fuel the spell. Like fuel these items are consumed during the casting. The value of these items has a great deal to do with the power they provide for the spell. This does not necessarily mean monetary value, though some assume so. In actual practice, a wandering hedge wizard who sacrifices the copper bracelet that is the last reminder of a lost love to power his spell is likely to gain a great deal more power from it than a wealthy mage sacrificing a chest full of gold. The value is relative to the caster. The greater the sacrifice the caster makes, the more energy he will generate to power the spell. But beware, for generating more power than the spell requires can be dangerous as well. Excess magical energy must be burned off carefully (or held, in the case of some truly strong willed mages) or it can backlash and injure the caster, or others near him.
(It probably should be noted that there are certain practitioners who dabble with the sacrifice of living beings. Be it an animal or, for the truly depraved, a human sacrifice, this sort of blood magic is quite powerful. It is theorized that although the being that is sacrificed may have little personal value to the caster, the “cosmic” value of that being’s life force can create a great deal of energy. However the use of such energy will quickly stain the soul of one who practices such dark arts. One considering the gains of traveling down this path, and is unconcerned with the state of his soul, should also consider that most societies rightly frown on this sort of thing.)
The danger of magical backlash is one reason why so many practitioners use a focus. Wands, staffs, rings, bracelets, almost any item, if properly prepared, can act as an energy sink to both store excess power for later use, and buffer the caster against backlash from excess energy generation. They also may serve, along with ritual actions, incantations, the marking of runes, etc as a means to guide and control the energy to properly execute the desired spell. Though many mages will spend small fortunes creating artistic and impressive looking wands and such, there is really no reason that it must look like anything fancy. Strength and durability are more useful traits in a focus than how pretty is. On the other hand, as noted above, many mages are show-offs. Also there are some who insist that the level of detail and the amount of work involved in the creation of the focus have a great deal to do with it’s potential.
The actual casting of a spell is influenced most by skill. The more skillful a practitioner, the more they are able to wield a spell by their force of will. The more willpower, and the greater the skill of the caster, the less he is bound by the use of ritual, runes, sacrifice, and use of a focus. As a rule, the less antics a practitioner goes through to cast a spell the more powerful he probably is. Truly powerful mages may cast spells without so much as blinking as they warp reality by sheer force of will. Such powerful practitioners are few, and likely more tired after such an act than they would ever admit.


Okay (those of you who stuck around for all that), does anyone have any idea how to implement something like this, while keeping it fairly streamlined and fast moving? The closest thing I've seen is the spell creation system Hero Games used for Fantasy Hero back when. They had a list of effects with modifiers that could be used to make the spell cost fewer points to buy (much like they did the super powers for Champions). Something like that could probably meet the basic flexibility part of my magic concept, but the problem is that system was incredibly slow and cumbersome. Action would definitely ground to a halt for an extended period to create a spell on the spot with that system.
Any other ideas?

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On 7/16/2003 at 1:16am, talysman wrote:
RE: help with magic?

if you wanted to be really fast and loose about the magic system, consider this: magic can mostly be a "special effect". for example, you probably have a stealth skill, a thrown weapons skill, a lockpicking skill, and so on ... or you have a way to impliment those actions, at the very least.

so why not have a "magic" skill, which allows you to do anything any other skill does, but at an added cost of energy and a potential for backfire?

for 1 energy point (however you handle this,) you can do anything that you could do with a mundane skill, except that the description is "magical". ex: "you brush your fingers on the lock and mutter the words of opening, and hear a satisfying click."

for more energy, you can eliminate restrictions on normal skills: opening the lock without touching it (but still being close enough to touch it) might cost 2 energy points, opening it from a distance might cost 3 points, or 4 points if you can't see the lock... and so on, with point costs for different added effects (area effect, extended duration...)

that's more or less what I'm doing in one of my games.

for added detail, you can require spell casters to specify the magical forces they are using (Fire, Earth, Spirit, Chaos, Life, and so on.) this only has three effects, only two of which are based in the mechanics:



• it affects the description of the spell. this is pure color.
• there can be different rituals, tools, foci, or what have you that, if used in the spell, reduces the backfire effect.
• the specific backfire effect, when it occurs, is influenced by the forces used.



not much more I could say, since any further suggestions would have to be integrated into the rest of your system.

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On 7/16/2003 at 4:50am, madelf wrote:
RE: help with magic?

Y'know I kind of like that.
It's not at all what I had in mind, & it changes the whole tone of magic, but I think it might just be for the better.
There are certain elements relating to skills in my game that would make this interesting as well.
Now I must ponder...

Thanks!

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On 7/16/2003 at 11:24am, simon_hibbs wrote:
Re: help with magic?

One problem here is that I have no idea how your general resolution mechanics work.

I'll assume you're using a target number system, such as D20 - roll dice + ability to beat a target number, although other difficulty level type mechanics could be adapted.

First of all you make a magic skill check against a target number representing the complexity of the magical effect. This has little to do with how much magic power the spell requires. Roll skill + characetristic bonus + dice (for example).

If you beat the target number, record how much you beat it by as a +/- modifier.

Next make a magic power roll, something like Magic Power Ability + Bonus + dice. If you have magic points stored in a wand, crystal, whatever you can choose to spend points from this reservoir and add them as a bonus (deducting them from the storage item) before roling the dice.

After you have rolled the magic power roll you can use the +/- modifier from the magic skill roll to adjust the final total up or down. Idealy you want to adjust the total to exctly the target number. If you get a total above the target number you succeeded but any excess points escape as 'wild magic' that can ahve pseudo-random effects. If your modified total is below the target number, you failed to cast the spell and may suffer some exhaustion penalties from over-exertion in future. If you got the target number dead-on, then the spell goes off perfectly.

Obviously if yor general resolution mechanic is different you might want to adapt this to it. I hope the general idea is of some use though.


Simon Hibbs

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On 7/16/2003 at 5:06pm, contracycle wrote:
RE: help with magic?

A question. A lot of this sounds to me like fairly standard-adventuring-RPG-magic. We have some good but standard symbolic value stuff, a risk of dramatic failure, and prerequisites for magic falling off with skill.

In other words, it sounds like just about every fantasy magic system I've read. Its all very balanced; it has implicit progression and efficiencies of scale and foreshadfowing of evilguy magic. If its really just a mechanic you want, nearly anything will do.*

But my question is: is there something particular this system is meant to do? Is there some role that magic plays in the game world that is important? Are there moral consequences, or is the political landscape influenced by the Big Fish, or what?

Lastly:

Also there are some who insist that the level of detail and the amount of work involved in the creation of the focus have a great deal to do with it’s potential.


Well, does it or doesn't it? If these instructions are to be used as play aids, ther player must know whether that is, or is not, a wise investment of their resources.

* Edit: in fact with these specifications I would point you to TROS

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On 7/16/2003 at 6:02pm, Kester Pelagius wrote:
RE: Re: help with magic?

Greetings,

madelf wrote: For my magic system, I want to get as far away from D&D as possible. I don't want long lists of spells, no memorization, and I want components and guestures and all that to be optional. I want spells to be created and cast "on the fly" without spell lists, and without bringing the game to a screeching halt. I also want magic to be dangerous as hell, especially when mixed with technology.
I've got a long-winded description of how I want magic to work & it's probably the best way to explain it, so bear with me, this may get long...


Magic should be relatively easy to do, if you have a resolution system already in place.

Do you?

If not, then based on what you've described. . .

madelf wrote: Magic is common. Everyone knows it exists.
<...> A spell takes energy. The energy to power a spell can come from several sources.


The two easiest approaches here would be either a spell point system or using a static set of numerical values (think skill system) that are used to achieve certain set affects. But, as you said you would prefer to get as far away from the xD&D system as possible I'll assume that the best system to suit your needs is going to be of the spell point system type, or at the very least something that is a bit more dynamic.

Now, without knowing more about your game's Focus, Style, or design Goals I'd have to suggest doing some research online using whatever search engine you prefer. There is some information out there, and not a few dynamic spell systems (the "Mage to Mage" combat system comes to mind) out there that may provide you with some insights into possible ways of developing your magic system.

In the meantime there are several decent articles available at the following links:

John Kim's Design Page

And this section from Fantasy Worldbuilding Questions at sfwa.org.


Guidelines for creating magic-systems for RPGs


But, from your outline, you already have delineated the basic cause and effects you wish to achieve. My suggestion, after reading a bit about other systems, would be to see how you can mould the system rules you are developing around these basic premises.

In the meantime, hope the links help.


Kind Regards,

Kester Pelagius

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On 7/16/2003 at 7:36pm, madelf wrote:
RE: help with magic?

One problem here is that I have no idea how your general resolution mechanics work.


Sorry, new at this getting advice thing...
My basic task resolution in a nut-shell:
Roll the number of dice you have in your skill (magic in this case) and roll under your corresponding attribute (Psyche) as a target number. The number of sucesses you get vs the difficulty of the action determines the outcome.

If its really just a mechanic you want, nearly anything will do

I've never seen a system that didn't have either lists of specific spells, or very clunky spell building mechanics. Admittedly my experience is limited.
I think I'm looking for a non-clunky spell building mechanic, just don't know where to look.

But my question is: is there something particular this system is meant to do?

Preferably be much more "realistic" & believable than say... D&D.

Is there some role that magic plays in the game world that is important?

Magic is pervasive, it influences all things. It makes the fantasy world different than ours. Other than that, not really.

Well, does it or doesn't it? If these instructions are to be used as play aids, ther player must know whether that is, or is not, a wise investment of their resources.


Clarity lacking: the magic description I posted is taken from the "background flavor" section and reflects common knowledge. (The average person wouldn't neccessarily know the answer to that) The actual hard facts would be in the magic rules..which aren't written yet.

In the meantime, hope the links help
.
They should, thank you.

And thanks for all the other suggestions as well. Looks like I'm off to do more research.

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On 7/16/2003 at 9:18pm, Mike Holmes wrote:
RE: help with magic?

I think Jonathan's method, nailed down, would serve well. What is it about other systems that make them "unrealistic" to you?

I've never seen a system that didn't have either lists of specific spells, or very clunky spell building mechanics. Admittedly my experience is limited.
I think I'm looking for a non-clunky spell building mechanic, just don't know where to look.

Check out Hero Wars, or, better, the new edition, Hero Quest for a system that does very much what you're looking for.

Mike

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On 7/17/2003 at 12:43pm, madelf wrote:
RE: help with magic?

What is it about other systems that make them "unrealistic" to you?


I think there are two things that bother me about the maic systems I've played, or run.

One is that it always seems like the "big gun". It's geared so that doing big flashy damage is more the focus, rather than doing interesting things. I'd like to see magic work on a more day-to-day level if possible. For instance in D&D, it's just as hard to start a campfire as it is to hit your foe with a magical bolt that never misses. Other magic systems I've seen. (Which, I'll grant aren't that many) seem to be the same way. Many also don't take potential failure into account, either you can do it or you can't. There's no wondering if what you're about to try is going to work, or fizzle, or backlash and burn you. I'd like to find a way to make magic more....I don't know, I'm blanking on the right words...flexible, subtle and definitely unstable.
I think the skill-based method suggested above has the potential to do that.

The other thing I don't like is memorizing spellbooks. That's not a matter of realism so much as style. I'd like a system that's a little more intuitive, where a character can use his spellcasting knowledge to create the spell he needs at the moment, right on the spot. Again I think the skill-based idea would work well for that.

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On 7/17/2003 at 1:31pm, Ron Edwards wrote:
RE: help with magic?

Hi Calvin,

I think it might help to pull a bit back and out from the D&D perspective.

Somewhat harshly, forget D&D. Just pretend it's .... gone. Now think about magic in a role-playing game, and ask, from the ground up, what should this be like? Not in terms of in-game-world physics and energy, but rather, in terms of how to play, by real people.

If your current system seems to be working well for you in this regard, then great! If it still seems a little hitchy or clunky or not-quite-right, tell us how.

I also recommend reading and playing the following games: Castle Falkenstein (original system, not GURPS or d20), Orkworld, The Pool, Unknown Armies, Everway, and most especially Hero Wars (soon to be republished as Hero Quest).

Best,
Ron

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On 7/17/2003 at 11:03pm, M. J. Young wrote:
RE: help with magic?

madelf wrote: One is that it always seems like the "big gun". It's geared so that doing big flashy damage is more the focus, rather than doing interesting things. I'd like to see magic work on a more day-to-day level if possible. For instance in D&D, it's just as hard to start a campfire as it is to hit your foe with a magical bolt that never misses. Other magic systems I've seen. (Which, I'll grant aren't that many) seem to be the same way. Many also don't take potential failure into account, either you can do it or you can't. There's no wondering if what you're about to try is going to work, or fizzle, or backlash and burn you. I'd like to find a way to make magic more....I don't know, I'm blanking on the right words...flexible, subtle and definitely unstable.

I have not mentioned Multiverser because I think it may have something of that "complicated spell construction" idea you're trying to avoid. However, it does address the concerns you raise here:

• The magic skill construction system places the amount invested in the skill (time, personal sacrifice, limitations on use) against the amount gained (power output, if you like). This balancing act gives a probability of success adjustment, so that skills in which you invest more or get less are more likely to work, and thus "easier". Lighting a campfire is a lot easier than roasting an army, and more player characters can light campfires than roast armies in my experience.• As with any other kind of skill use, success is only automatic if the sum of all modifiers for skill and situation cause the probability of success to reach or exceed 100%. Even then, you frequently have to roll for relative success results--it's not just whether it worked, but how well, every time you use the skill. Probability of success can also drop below zero, but you still have to roll for relative failure, which is described as a continuum between "missed it by that much" and "botch"--just like any other sort of skill or action in the game.



I also find some conflict between when you wrote: I'd like to see magic work on a more day-to-day level if possible
and when you wrote: I'd like to find a way to make magic more...unstable.
Unstable magic means reason to avoid its use except in the most extreme circumstances; day-to-day use means reliability (unless there are no reliable alternatives).

Why do D&D mages carry a parcel of powerful spells, and nothing mundane? The answer is plain: mundane effects can be achieved by other means, and the system limits magic use by limiting the number of the spells that can be used. If I can carry two fireballs that might destroy a lot of enemies I can't face without magic, or one spell that will get me out of a hole without a rope and one that will produce enough water to drink for the day, I'll carry a rope and a waterskin and two fireball spells.

Compare that to the psionics system that is used in OAD&D or AD&D2. Although they're not the same, they do have a common aspect: the psionically enabled individual has a variety of skills he can use, and a pool of points from which to empower them. He can do whatever is on that list, but when the points are gone he can't do any of them. The result? Players tend to reserve their points for serious situations and use the skills that will save them at those moments.

Compare that to the Multiverser system: magic (and psionics) is limited by probability of success and chance to botch. That is, you can use as many "spells" as you want. Those that are "easy" have a low chance of failure and a correspondingly low chance to botch, so you tend to use those easy skills rather freely. Meanwhile, unless you (rather superstitiously but perhaps commonly) believe that you can use up the good rolls, you know that the number of times you use those little skills makes no difference to your ability to use the big ones; and you know you're taking a chance when you do use them. So whether or not you use the big ones is a decision still made from need, but using the little ones is also a decision made from need, without reference to how much magic you're allowed to do in the game before you "run out".

Multiverser has no spell books, no memorizing, and allows players to invent magic skills on the spot. I think you'll find, though, that a system which allows characters to invent skills as they need them requires a bit of complexity and a slowing of action at that moment. To modify the fire example, if the player wants to light a campfire or if he wants to fry the tenth Roman Legion, you (seem to) want your system to provide both of those as possibilities, but you want the campfire thing to be something easy and safe and the brimstone attack to be difficult and dangerous, and you want there to be a logical continuum between the two (that is, frying one person should be easier than roasting the entire army, burning a house tougher than lighting a pipe). That means you need some complexity in the system which will provide for that, and it means that at the moment the player "creates" the use of the power you've got to work out the casting cost--whether it's in probability of success through the resolution system or expenditure of resources in your empowering system or some other means of making the simple things easy and the difficult things dangerous.

You could instead follow the lead of Alyria and reduce all such abilities to color. Let outcome resolution be based on character attributes, roll to see who gets the advantage, and then narrate how by including the creation of new magic if needed; but this doesn't sound like it fits your conception at all.

I hope this helps.

--M. J. Young

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On 7/18/2003 at 12:20am, greyorm wrote:
RE: help with magic?

Before I begin, I wanted to say Welcome to the Forge!

Here are some ideas that popped through my head while perusing your statements.

madelf wrote: I don't want long lists of spells, no memorization, and I want components and guestures and all that to be optional.
I want spells to be created and cast "on the fly" without spell lists, and without bringing the game to a screeching halt.
I also want magic to be dangerous as hell, especially when mixed with technology.

First, you've got an excellent (and by that, I mean coherent) set of rules and ideas to work from to test any system you develop, and to start development from.

One question: dangerous to whom? The caster or the affected (or both)? (your statement doesn't really say) And dangerous how? In the case of the caster, might it kill him, or leave him an insane, gibbering nutcase, or either...etc.

A magician or wizard will utilize objects or elements sometimes referred to as components to provide part of the energy to fuel the spell
Component items are consumed during the casting.
The value of components has a great deal to do with the power they provide for the spell...The value is relative to the caster.

My advice for this is to give each item the wizard owns a "personal value" rating. This rating would be used to determine how powerful the resulting magic is when that item is utilized as a component in spell-casting.

Since overuse of personal energy is what burns you out or even kills you, you can use the item to avoid backlash of up to that of the item's PV. If the item has more PV than you need to avoid the backlash, the item is still consumed.

Extensive spell casting, or very powerful spells tend to leave the practitioner weak and exhausted.
Personal energy must be used to try and buffer the backlash of magical energy if something goes wrong during the casting of the spell.

Use the caster's Stamina or Willpower or similar score (or combination thereof) as a pool of points that can be lost through the use of magic. I say can be because rules that require saving throws of a sort to avoid the effect would be a good idea.

So, if you backlash, and can't sink enough of it to avoid the backlash (or want to reduce a BIG backlash), you can use your stamina or will or whatnot to burn off the backlash.

Generating more power than the spell requires is dangerous. Excess magical energy must be burned off carefully or held, or it will backlash and injure the caster or others near him.
Wands, staffs, rings, bracelets, almost any item, if properly prepared, can act as an energy sink to both store excess power for later use, and buffer the caster against backlash from excess energy generation.
Ritual items also may serve, along with ritual actions, incantations, the marking of runes, etc as a means to guide and control the energy to properly execute the desired spell.
There is no reason a ritual item must look like anything fancy. Strength and durability are more useful traits in a focus than how pretty is.

Question: if the energy being used is your own personal energy anyways, how is overdrawing that energy dangerous...by which I mean dangerous as a backlash, not in dangerous as in "Gods, I'm tired! <thunk, snore>" And why would one want to "sink" this excess energy away, since it is one's own energy?

On to the suggestions: when the check to see if the spell is successful is made, if the character rolls over the amount necessary to be successful, they have created excess energy. This can be stored in certain prepared ritual items. The strength/durability of the material functions as the amount of excess energy that can be stored in the item.

If the caster rolls below what is necessary for the spell to be cast successfully, they can deplete these excess energy stores from their prepared ritual items up to the amount required by the spell.

The use of rituals and items also gives the caster a bonus to their roll based on (for example) the length of the ritual, the magickal correspondences of the items used, and so forth. This allows the caster to increase or decrease (their choice) their roll by one point per energy guide used.

This has the side effect of evening-out the caster's spells, allowing him to boost severely under-rolled spells, and deplete severely over-rolled spells, but usually leaves the caster with a few points that will need to be sunk into prepared items.

The actual casting of a spell is influenced most by skill.
The more willpower, and the greater the skill of the caster, the less he is bound by the use of ritual, runes, sacrifice, and use of a focus.

Skill also provides a modifier to the roll, in whichever direction the character wishes.

The “cosmic” value of that being’s life force can create a great deal of energy. However the use of such energy will quickly stain the soul of one who practices such dark arts.

Cool idea, but you'll have to back it up with some sort of "black magic" or "stain" score that has some other mechanical effect on the character (perhaps socially, or perhaps in the presence of (good) priests and their spellcraft, or something similar).

On the other hand, as noted above, many mages are show-offs.

Biggest question here is "Why?"
Is there any mechanical reason for mages to be show-offs? If not, this should be supported by the rules. In order for players to cooperate most effectively in portraying their characters, there must be a viable mechanical payoff for the player to do so.

Ok, I hope that all made sense. Just ask about anything that isn't clear and I will attempt to make it so.

(BTW, your post doesn't really belong in RPG Theory, but Indie Game Design, but as I'm sure a moderator will move it over as appropriate.)

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On 7/18/2003 at 4:20am, madelf wrote:
RE: help with magic?

I think it might help to pull a bit back and out from the D&D perspective.

Sorry about all the D&D references. It's just that it's the system I'm most familiar with. I've gotten many years of enjoyment out of it, and expect to get many more. But one of the main reasons I'm trying to put together a new system is to specifically be different from what I most often play. After all, if I wanted to make my game feel like D&D, I'd just use d20. So that's the reason for all the references.

If your current system seems to be working well for you in this regard, then great! If it still seems a little hitchy or clunky or not-quite-right, tell us how.

It's really only hitchy in the sense that I don't have a working system for magic yet. :)

so that skills in which you invest more or get less are more likely to work, and thus "easier".

My task resolution has this concept built in to it, so I definitely want to include that in the magic as well.

Unstable magic means reason to avoid its use except in the most extreme circumstances; day-to-day use means reliability (unless there are no reliable alternatives).

The way I was using day-to-day wasn't intended to mean reliable. Magic in my world concept is not reliable. It is however, very common and accessible. Just not particularly safe unless you're very careful,
By day-to-day I meant more... I don't know how to explain it...mundane, or subtle maybe. I don't think the flashy big-budget special effects movie style of magic is necessary, or appropriate for my world. That's what I was trying to get at.

I'll carry a rope and a waterskin and two fireball spells.

Ah, but what if you didn't have fireball spells? Would that maybe make you think about creative and interesting ways to use spells that weren't so earth-shaking?

if the player wants to light a campfire or if he wants to fry the tenth Roman Legion, you (seem to) want your system to provide both of those as possibilities

Frying the tenth Roman Legion doesn't even need to be a possiblity. Even a mage of immense power shouldn't be able to take down more than the front line. But the general gist of your statement is pretty much what I had in mind, yes.

That means you need some complexity in the system which will provide for that

Some complexity is acceptable. Of course the simplest system is going to be one with designated spells. But I insist on maintaining my delusion that the system I'm looking for can be done smoothly. My combat sytem, for instance, is more elaborate than some I've seen, but is not really complex in the carrying out of combat. It doesn't slow things down.
So I don't need dead simple, I just need something streamlined enough to not disrupt play.

Sounds like I need to get a look at this Multiverser.

One question: dangerous to whom? The caster or the affected (or both)? (your statement doesn't really say) And dangerous how? In the case of the caster, might it kill him, or leave him an insane, gibbering nutcase, or either...etc.

I'm not entirely sure on this one yet. I'm thinking it would be dangerous primarily to the caster, but it might depend on the nature of the spell as well. But it is dangerous by causing damage. Either by accidently draining the energy of the caster, or by backlash of magical energy (the burn). The type of failure might be determined by where you failed. Botch your "raise power" roll and you didn't gather energy from around you like you thought and you power that nasty spell off your own health. Botch the "control" roll and you get a spell that goes off wrong and backlashes raw energy through your system. yes, either one could potentially kill if it was a powerful enough spell, and it went horribly wrong. But this stuff isn't set in stone yet, just some of my ideas.

My advice for this is to give each item the wizard owns a "personal value" rating. This rating would be used to determine how powerful the resulting magic is when that item is utilized as a component in spell-casting.
Since overuse of personal energy is what burns you out or even kills you, you can use the item to avoid backlash of up to that of the item's PV. If the item has more PV than you need to avoid the backlash, the item is still consumed.

This is excellent. It reflects what I had in mind perfectly.

Use the caster's Stamina or Willpower or similar score (or combination thereof) as a pool of points that can be lost through the use of magic. I say can be because rules that require saving throws of a sort to avoid the effect would be a good idea.
So, if you backlash, and can't sink enough of it to avoid the backlash (or want to reduce a BIG backlash), you can use your stamina or will or whatnot to burn off the backlash.

Also very good. Maybe the save could be an attribute roll to see how well you "shrug off" the backlash. If you don't make the roll, you take the burn.

Question: if the energy being used is your own personal energy anyways, how is overdrawing that energy dangerous...by which I mean dangerous as a backlash, not in dangerous as in "Gods, I'm tired! <thunk, snore>" And why would one want to "sink" this excess energy away, since it is one's own energy?

Magic energy can be obtained in two ways.
Drawn off the caster's personal energy (by drawing too much you can get tired, conk out, or even die, depending on how much more you draw than your capacity). I think I may want an option in the rules for a spell to "go wild" drawing more power than it's supposed to. This would enhance the risj of using personal energy. But using personal energy is quicker, so that's why caster's do it.
The other way is to take the extra time neccessary to gather energy from the world around you. This energy must be channeled through your body.
But if you gather all this energy, and then botch the spell, you take the hit from that unused energy. If you go over the energy you can tough it through, then you may be in trouble. This is where a focus is helpful. If you are casting the spell through a focus, then it takes the hit. If the focus can hold up to that amount of energy, then it can hold it for future use. Even if it can't hold it, at least the staff bursts into flame instead of the wizard.

On to the suggestions: when the check to see if the spell is successful is made, if the character rolls over the amount necessary to be successful, they have created excess energy. This can be stored in certain prepared ritual items. The strength/durability of the material functions as the amount of excess energy that can be stored in the item.
If the caster rolls below what is necessary for the spell to be cast successfully, they can deplete these excess energy stores from their prepared ritual items up to the amount required by the spell.
The use of rituals and items also gives the caster a bonus to their roll based on (for example) the length of the ritual, the magickal correspondences of the items used, and so forth. This allows the caster to increase or decrease (their choice) their roll by one point per energy guide used.
This has the side effect of evening-out the caster's spells, allowing him to boost severely under-rolled spells, and deplete severely over-rolled spells, but usually leaves the caster with a few points that will need to be sunk into prepared items.
Skill also provides a modifier to the roll, in whichever direction the character wishes.

These would all be very good additions to the concept.

Cool idea, but you'll have to back it up with some sort of "black magic" or "stain" score that has some other mechanical effect on the character (perhaps socially, or perhaps in the presence of (good) priests and their spellcraft, or something similar).

Good point. I'll have to think on that, to come up with something suitibly horrible.

Biggest question here is "Why?"
Is there any mechanical reason for mages to be show-offs? If not, this should be supported by the rules. In order for players to cooperate most effectively in portraying their characters, there must be a viable mechanical payoff for the player to do so.

My initial thought was that magic would tend to attract show-offs, by it's nature. As I get more deep into thought on this whole thing, I'm beginning to come up with a better reason.
If magic in my world is not as all-powerful as it is in some, and mages aren't teleporting all over the place and throwing fireballs around, then there's actually a very good reason for mages to be show-offs. They need to be. They need to appear as impressive as possible in order to "wow the locals" and insure that they are properly feared and respected. When anyone can pull out a revolver and shoot you, you'll want to seem as mysterious and powerful as possible, so maybe they won't dare go for that gun.

Ok, I hope that all made sense. Just ask about anything that isn't clear and I will attempt to make it so.

It's great. All the suggestions, and even the questions are really helping me to clarify how I want this thing to work.
Thanks again to everybody for the input.

(BTW, your post doesn't really belong in RPG Theory, but Indie Game Design, but as I'm sure a moderator will move it over as appropriate.)

Oops, sorry.
I'm new here & just learning the ropes. So I'm not trying to be an idiot, it just comes naturally.My apologies.

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On 7/18/2003 at 5:08am, John Kim wrote:
RE: help with magic?

madelf wrote:
Magic in my world concept is not reliable. It is however, very common and accessible. Just not particularly safe unless you're very careful,
By day-to-day I meant more... I don't know how to explain it...mundane, or subtle maybe. I don't think the flashy big-budget special effects movie style of magic is necessary, or appropriate for my world.
...
Magic energy can be obtained in two ways. Drawn off the caster's personal energy (by drawing too much you can get tired, conk out, or even die, depending on how much more you draw than your capacity). I think I may want an option in the rules for a spell to "go wild" drawing more power than it's supposed to.

OK, this isn't what you are looking for, but I thought I would comment. I have an extended essay where I argue that the problem with most RPG magic systems -- at least for me -- is not the mechanics of how it is implemented, but rather in the underlying concepts. Magic is conceived of as scientific: i.e. the rational manipulation of impersonal, morally-neutral energy. This might not be true for you, but I thought I would toss it out as an idea. The essay is online at
http://www.darkshire.org/~jhkim/rpg/magic/

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On 7/18/2003 at 3:41pm, Ron Edwards wrote:
RE: help with magic?

Hi there,

Another useful reference might these discussions from the old Sorcerer mailing list archives:
Magic systems
Magic systems 2

Best,
Ron

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On 7/19/2003 at 4:56am, M. J. Young wrote:
RE: help with magic?

I'm thinking this question might be helpful. I don't know that I want you to answer it on the forum, but rather to think about it in great detail and see what answers you have.

Exactly why does magic need to have a system of its own?

You see, Multiverser doesn't have its own magic "system"; magic works essentially the same as everything else, with a few nuances specific to it (just like technology, body skills, psionics, and combat each have specific nuances). When Star Frontiers introduced Psionics (in Zebulon's Guide to the Galaxy), the psi powers didn't have a different system, but just a few nuances that made the system work for them.

If you give something a different system within the game you

• call attention to it• suggest that it's more important• make it seem something different from the rest of the game.

Now, that may be why you want to do it. But if you can figure out exactly why magic needs its own system, then you'll be in a much better place to know exactly what kind of system it needs.

And if you reach the point at which you can say it really doesn't need its own system, but only a few minor tweaks to the core system of the game, you're on your way to building a more cohesive and simpler game system.

Anyway, think about it.

--M. J. Young

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On 7/19/2003 at 9:15pm, madelf wrote:
RE: help with magic?

OK, this isn't what you are looking for, but I thought I would comment.


Actually I found your articles quite intriguing.
Although much of the content assumes a pre-technological setting, where mine will have a roughly 19th century level of technology, I find myself agreeing on many of the points you raise.
Unfortunately I think some of them would be difficult to implement. Not sharing all the rules of magic, for instance, can't really work in the scope of a published game. Since the players can also get the book, there is really no way to keep the secret. In the case a homebrew system, where only the GM has access to all the rules, I think this would be a very interesting way to handle magic.
I very much like your thoughts on making magic more pervasive. Making it be something existing and happening on it's own as opposed to being only something cast by players or npcs. I may have to try and implement something along those lines.
Your conservation of energy section has some elements that I had even previously considered including, such as being able to draw off ever present energy and not having a fixed number of spells, or spell points. I'm also starting to lean toward a more low-powered magic system, much as your example suggests. (I'm more convinced of that than ever after your article on the societal impacts of magic)
I don't think the religion sections relates much to what I'm working on. The pantheon for my game is pagan, so morality aside, a character could find a deity that would approve of his actions, so the morality restrictions would be kind of moot. I also question whether it was any more a matter of magic being tied up in religion in those times, as it was a matter of life being tied up in religion. Again though, I think for certain settings those ideas would also work well, just not for this particular one.
All in all, an interesting read. Thanks for sharing.

Exactly why does magic need to have a system of its own?

Although you weren't looking for an answer to this, I think I'll give one regardless.
In short, I agree completely with your entire post.
To elaborate, I think that having the magic system mesh as closely as possible with the remainder of the game system is the best possible solution. Which is why I am probably going to try to implement a skill-based magic system such as was suggested in an earlier post.
When I think of systems, I tend to segment. I have a combat system. I have a task resolution system. They are basicly the same thing, with nuances that make them work for their particular purpose.
I believe that without really being able to quantify it, this is what I was looking for to begin with. Something that would get away from the flashy highly defined "magic system" and more toward something that would blend into the background and seem more "everyday".
So what you describe is exactly what I need to do.

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On 7/24/2003 at 4:10pm, permacultureguerilla wrote:
RE: help with magic?

Hello. My apologies for being so new to this, and my thanks to the thread: My mind twitches with every post. Here's a thought, anyone is welcome to start a thraed since it is somewhat off topic but still mauls the issue.

Madelf: You're saying the player should be -afraid- of magic. Not necessarily a rough collection of ingredients, and more than a botch. They should actually cringe every time they want to cast it.

I skimmed through some of the links, and didn't find a similarity to this concept I'm thinking (perhaps I should have read more thorough) . . .

Can magic be made into its own combat system?

This means there's not necessarily such thing as a single desired effect that leads only to positive or negative results.

So the practitioner wants to call up a fireball (just the classic example). She's trying to pull it from reality, which opposes her. She runs all sorts of potential risks. The heat from the fireball could use her own body heat which actually freezes her to death? Takes her own soul energy so she becomes comatose or an automaton for certain time, and easily controlled? Is accompanied by some fire creature that it was to come from? Burn her alive? Sends her careening back the way a heavy gunfire might? The valuables she chose are lost without getting anything? Or becomes a "leak" in reality, so the effects are ongoing, like a continuous burning.

More on a limb: Like your shadow in wraith, using magick creates a personal antagonist? You have to roleplay for the spell / duel with dice?

You can let me know, Madelf, if it's way out of what you're looking for.

Best of luck!

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On 7/24/2003 at 10:09pm, John Kim wrote:
RE: help with magic?

madelf wrote: Actually I found your articles quite intriguing.
Although much of the content assumes a pre-technological setting, where mine will have a roughly 19th century level of technology, I find myself agreeing on many of the points you raise.
Unfortunately I think some of them would be difficult to implement. Not sharing all the rules of magic, for instance, can't really work in the scope of a published game. Since the players can also get the book, there is really no way to keep the secret. In the case a homebrew system, where only the GM has access to all the rules, I think this would be a very interesting way to handle magic.

I do address some of this, by suggesting the idea of hidden variables. i.e. The framework of the system is known, but the system is designed to have hidden information added to it by the GM. For example, the GM might set hidden stats to spells: like drawbacks or complications. The player knows that the hidden stats are there, but they are set by the GM and can only be found out through play.

madelf wrote: I very much like your thoughts on making magic more pervasive. Making it be something existing and happening on it's own as opposed to being only something cast by players or npcs. I may have to try and implement something along those lines.
Your conservation of energy section has some elements that I had even previously considered including, such as being able to draw off ever present energy and not having a fixed number of spells, or spell points. I'm also starting to lean toward a more low-powered magic system, much as your example suggests. (I'm more convinced of that than ever after your article on the societal impacts of magic)

Well, really the meat of my suggestion is that the whole concept of "conservation of energy" is a modern invention which doesn't necessarily apply to pre-scientific concepts of magic. That is, rather than "drawing off ever-present energy", magic could just not require energy or create it freely as needed. Now, your setting is more modern/scientific in flavor, so the energy paradigm might apply better there. But if you find use out of it at all, then great.

madelf wrote: I don't think the religion sections relates much to what I'm working on. The pantheon for my game is pagan, so morality aside, a character could find a deity that would approve of his actions, so the morality restrictions would be kind of moot. I also question whether it was any more a matter of magic being tied up in religion in those times, as it was a matter of life being tied up in religion. Again though, I think for certain settings those ideas would also work well, just not for this particular one.

Well, I'd agree that (like all my points) the morality suggestion doesn't necessarily apply. However, I don't think that being pagan particularly changes things. Pagan religions are still concerned with morality. While it is true that some malicious god might approve of your actions, that will likely have drastic religious and social implications. My current campaign is semi-pagan. You have a point about life being tied up in religion -- but that doesn't change the point that magic is tied up with religion.

madelf wrote: All in all, an interesting read. Thanks for sharing.

You're welcome.

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On 7/25/2003 at 1:30am, madelf wrote:
RE: help with magic?

Madelf: You're saying the player should be -afraid- of magic. Not necessarily a rough collection of ingredients, and more than a botch. They should actually cringe every time they want to cast it.

Well, yes and no. If you know what you're doing, and you're very careful, chances are you won't have a problem. If you are not skilled in magic, or you're cutting corners, then you have reason to cringe.

Can magic be made into its own combat system?

I would like to think so. As the system is being developed, we're even incorporating the concept of "parrying" magical attacks and reflecting them back on the attacker. As common as magic is going to be, I thing mage duels will be every bit as common as pistol duels.
Thanks to the suggestions here, the magic system is being set up to blend pretty well seamlessly (at least I think it will) with the combat system. The actual spell effect is being based on skill simulation.

Your idea of the spell having damaging effects based on the type of spell is an interesting one, but I think it might get a little too complex for what I'm looking for.
What we're doing is an effect called spell burn (if anyone can think of a better name than that, please let me know). It does lethal damage to the caster if the right things go wrong. Or the wrong things go wrong, whatever. Anyway, if you botch badly enough, with a powerful enough spell, you can literally "burn up" and die. This is a very rare occurance as designed though. Usually a botch will just hurt a bit.

I do address some of this, by suggesting the idea of hidden variables. i.e. The framework of the system is known, but the system is designed to have hidden information added to it by the GM. For example, the GM might set hidden stats to spells: like drawbacks or complications. The player knows that the hidden stats are there, but they are set by the GM and can only be found out through play.

I must have missed your point when I read that. Yes, if only the framework was included and the GM chose the specifics, that would certainly work. I might keep that in mind for the future, but for this game I think the randomness and risk of using magic should be enough to plague the characters with. Beside which, magic is so common in this game world (along with the existence of scientific methods) that I think most of the mystery would have been figured out.
(not saying that magic necessarily is something that can be figured out, only that it fits with the feel in this case)
I've got the seed of another idea floating around in my head though, that I may develop into another game down the road, which I think might work very well with the idea of unknown and mysterious magic. The concept for that is very mystery laden, so I think it would be the better place to do that.

Well, really the meat of my suggestion is that the whole concept of "conservation of energy" is a modern invention which doesn't necessarily apply to pre-scientific concepts of magic. That is, rather than "drawing off ever-present energy", magic could just not require energy or create it freely as needed. Now, your setting is more modern/scientific in flavor, so the energy paradigm might apply better there. But if you find use out of it at all, then great.

I think the "energy paradigm" does apply better in this particular case.
I did get your point about the "pre-scientific magic" however. I recently re-read an excellent book called "Wolves of the Dawn" which makes much of a legendary magical sword which is later discovered to be simply bronze. But to the people who were not familiar with it, the sword was like nothing they had ever seen. In a pre-industrial setting this would work amazingly well. In a 19th century level of technology, people will be much better equiped to seperate magic from science. So magic existing in that sort of society would have to be something very different from magic in a pre-industrial society.
At least that's my feeling.

While it is true that some malicious god might approve of your actions, that will likely have drastic religious and social implications

I believe the social implications are more to the point in this case. Consider, if you will, that an organized religion based on a pagan pantheon consisting of gods of all manner of moralities would be much less likely to lay down the sort of moral and ethical demands that most modern people (being largely monotheistic, and often christian) expect.
(I'm afraid I do not agree that pagan religions as a whole are much obsessed with morality, at least not in the sense that it's ordinarily applied. From all the mythology I've read pagan gods are not exactly known for their morals) In the setting I'm visualizing, the "church" would be there to honor and serve the gods. All the gods.
So moral judgements from the church would be all but impossible. I know this is foreign to the very concept of most actual religions, but this is the way it would have to work (at least in my opinion) given these factors.
So religion would be about religion, not about telling other people what to do (which has always been a personal fanatasy of mine, but that's neither here nor there).
Society, however, would need to develop a series of checks and balances in order to operate. Therefore laws would be created. In this case society would be determining morality rather than religion (another alien concept).
So if you follow an evil god, and do evil things, then religiously that is fine, there are no religious consequences. However doing evil things is generally frowned upon in society, and is quite often illegal. So doing evil things will get you arrested and punished. But that is a social consequence as opposed to a religious one.
Now that I've got that out of my system, just one last point.
Why does magic have to be tied up in religion? Not just because it traditionally has been. This is fantasy. It doesn't have to, and shouldn't, exactly match the historical beliefs of our world. In our world, a literate and scientifically knowledgeable person (with some exceptions of course) would generally not have believed in magic by the Victorian era. To have that same scientifically knowledgable person know beyond a shadow of a doubt that magic is as real as the air he breaths, changes a few assumptions about magic. At least I think it would. What about a person who is an atheist? Who does not believe in gods, and scorns religion. My introduction says that anyone can use magic. In an age of science, must I maintain that a person must worship a god in order to access a natural energy source? So, you see, a strong religious tie-in really wouldn't be appropriate in this case.

I hope all of that isn't coming off like a rant. Actually I really enjoy discussing these sorts of things, and comparing input from others. So, please if I ever sound antagonistic, it's only because I've gotten carried away with my own argument, not because I wish to antagonize anyone.

By the way, if I were creating a magic system for a realistic, pre-industrial game... I'd be happily using just about every one of the points you've made.

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On 7/25/2003 at 7:13am, John Kim wrote:
RE: help with magic?

madelf wrote: I believe the social implications are more to the point in this case. Consider, if you will, that an organized religion based on a pagan pantheon consisting of gods of all manner of moralities would be much less likely to lay down the sort of moral and ethical demands that most modern people (being largely monotheistic, and often christian) expect. (I'm afraid I do not agree that pagan religions as a whole are much obsessed with morality, at least not in the sense that it's ordinarily applied. From all the mythology I've read pagan gods are not exactly known for their morals) In the setting I'm visualizing, the "church" would be there to honor and serve the gods. All the gods.
So moral judgements from the church would be all but impossible. I know this is foreign to the very concept of most actual religions, but this is the way it would have to work (at least in my opinion) given these factors.

Well, you know the fantasy setting you are visualizing -- and I see nothing wrong with what you describe for that. However, I don't agree with your reasoning here. While there are definitely important differences between polytheistic and monotheistic religions, it is not reasonable to generalize that they are less moral. The behavior of a random god in myth doesn't condone the same behavior in mortals. Consider, for example, how Yahweh behaves to Job in the Old Testament.

Still, in some cases this is true. The Romans, for example, were not big on religious morals and were not terribly religious in general. The same could be said for a lot of the South Pacific. But on the other hand, the ancient Egyptians or Hindus had very strict moral codes and authority. Mind you, it isn't the same moral code a modern person might naively expect -- but it is still moral. There are lots of other examples. My point is: it is a reasonable and interesting idea for a religion not to have moral authority, but that doesn't necessarily follow from being polytheistic.

madelf wrote: Why does magic have to be tied up in religion? Not just because it traditionally has been. This is fantasy. It doesn't have to, and shouldn't, exactly match the historical beliefs of our world. In our world, a literate and scientifically knowledgeable person (with some exceptions of course) would generally not have believed in magic by the Victorian era.

Funny you should say that. I have a particular interest in this -- I am playtesting Chris Lehrich's Shadows in the Fog, which is all about literate and knowledgeable people in Victorian London who believe in magic. Now, you can perhaps say that the Golden Dawn and Theosophists -- despite their extraordinary popularity -- were exceptions. But spiritualism and mesmerism, for example, were totally mainstream. Victoria herself was said to have attended a seance.

Still, I don't disagree with your main point: that this is a fantasy and it doesn't have to fit with the history and legend of our world. I just want to question the choices.

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On 7/25/2003 at 7:27am, contracycle wrote:
RE: help with magic?

Hmm, well, my concern with the asbove, as it has developed, is that this is not really magic at all, but Weird Science. I mean, the magic is essentially de-mystified, reasonably reliable, and commonly employed: it is, in short, technology.

This produices a number of problems. First of all, no mechanical exploit of the system can be out of bounds. Rationality applies throughout, so for example: if a magician botches 'n burns, do they actually break into flames? Thats clearly a fire hazard in a city; one would assume that practictioners are strictly regulated. [and this raises a system quewstions: will you actually enforce character death on a single unlucky role?]

Byt contrast, consider Agone, which does not have a prtiocularly innovative system per se but does have a marvellous special effect that keeps it magical. To perform magic, a magician has a Dancer, a little blue elf-like thing that they keep about. Dancers... dance, to the musice of the universe, which no-one else can hear, nor do they speak or have much in the way or biogical definition. Some practitioners derive magic by torturing their Dancers and wearing them crucified across their chests.

Now thats magic.

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On 7/25/2003 at 2:06pm, madelf wrote:
RE: help with magic?

My point is: it is a reasonable and interesting idea for a religion not to have moral authority, but that doesn't necessarily follow from being polytheistic.

This is certainly true. If a polytheistic pantheon consisted of gods with a common view of morality, then certainly an enforcable concept of morality would develop. My point would only apply to a polytheistic pantheon which contained conflicting moralities.
I just maintain that in a pantheon where the gods did not share such a common view, it would be nearly impossible for the religion to determine a common definition of morality, let alone enforce it.
So the religion would have some choices. They could honor the gods which reflected societal morals, excluding the "bad" gods. (which could be asking for trouble). They could form splinter groups (probably the more likely outcome) of followers of specific gods or handfulls of gods which would tend to result in none of the groups having enough power to really enforce anything. (I believe this is the reasoning, concious or not, behind the common concept of each character following the god of his choice, really a lack of organized religion, which is so prevalent in fantasy)
Or (possibly least likely of all, but an idea I personally kind of like) an organized religion would develop that did not attempt to define or enforce morality at all, but existed purely as a liason between the people and the gods.
Is my concept of religion realistic? Given the nature of people in general, I doubt it. I believe the way that religion has developed in our world is a direct reflection of human nature, and that anything much different would be very unlikely without outside intervention. The gods actually walking the earth and taking a hand in daily events for instance.
This is all theoretical. I'm not sure yet if I can even make my concept work within my game. I may end up falling back on the multiple churches honoring individual gods and only able to enforce their chosen morality through political and peer pressure. Or I may break up the church into only two groups, the generally moral and the generally amoral (giving an opportunity for conflict, which might be fun).
I 'm not sure what way I'll go yet.

But spiritualism and mesmerism, for example, were totally mainstream.

Well, I'm not sure what exactly you mean by spiritualism since that is a rather broad term. By the interpretation I would assume, it would really have more to do with religion than magic, but I may be missing your point. Mesmerism (by which I take it you're referring to hypnosis) has become pretty well accepted as a science, and certainly isn't magic, even though there are many who still don't believe in it today.
I don't really think, even based on your example that spiritualism would necessarily have anything to do with magic. One might even be able to argue that a seance could be a religious undertaking rather than a magical one, as religion assumes an afterlife, not magic. A also don't see where mesmerism (which might likely be considered magic) would really have anything to do with religion.
To be clear, virtually all the people in my game world (unless they are deluded or had lived their life a hermit) would certainly believe in magic. Chances are very good they've seen it in use first hand. The gods would be much less in-your-face and therefore would be much easier to disbelieve. So I really don't think mixing magic up with religion in this case would be a good idea.
I do agree that there were many people who believed in magic in victorian times. There are even many people who believe in magic today.
I just question whether magic would have been
generally
accepted by the educated person. Now if in Shadows in the Fog (or any other victorian era game) has magic being real, then of course an educted and even scientifically inclined person would believe in it,because they can see the evidence that it is real. That's a factor that makes a big difference.

Hmm, well, my concern with the asbove, as it has developed, is that this is not really magic at all, but Weird Science. I mean, the magic is essentially de-mystified, reasonably reliable, and commonly employed: it is, in short, technology.

That's a good point. But if you assume that magic is a natuaral force that anyone can utilize, and that it should not be a religious factor, then that's what you have. Call it magic, call it science, call it whatever you will, it's still the same thing.
Fire is de-mystified, reasonably reliable, and commonly employed. Does that make it technology? I don't think so, but you may feel differently.
My interpretation (for this particular application) is that magic is a natural force, much like fire, that can be, more or less, controlled using, more or less, scientific principles. I see it as being entirely apart from technology, and rather as a force of nature.
I also think some understanding of magic would have occured by the 19th century, just as scientific understanding of anything else would have advanced. As an example (using John's concept of hidden rules to make magic mysterious) it is fine to apply hidden rules to magic at a pre-industrial level. But give those pre-industrial people a thousand or so years to experiment and chancees are they'll have the rules pretty well figured out (assuming they don't change of course).
I think the setting (and the assumption that magic has been around all along) almost requires a scientific treatment of magic.

This produices a number of problems. First of all, no mechanical exploit of the system can be out of bounds.

No. I think magic will erratic enough that anything the GM wants to be out of bounds, can be out of bounds. In my opinion, the rules to a game should never be enforced to the detriment of the game. I really can't forsee where that should occur with this system, but if the GM wants to determine that certain things aren't allowed in his campaign, then that's his option.

Rationality applies throughout, so for example: if a magician botches 'n burns, do they actually break into flames?

I haven't made a final decision on that as yet, though that was my initial thought. I'm still considering it.

Thats clearly a fire hazard in a city; one would assume that practictioners are strictly regulated.

One would certainly hope so. Any power source on that level would likely be strictly regulated.

[and this raises a system quewstions: will you actually enforce character death on a single unlucky role?]

Character death will never occur on a single unlucky roll. The backlash system is better balanced than that. If you are already very weak, you are trying to do something beyond your current power, without proper preparation, you are not utilizing any fortune points (which are in place specifically to allow such "heroic" acts), and you also botch very badly, then yes your character could, possibly, die. But this would not happen without the player knowing what he was risking, and making a concious decision to do so. In ordinary circumstances a botched role would at the most slightly injure or weaken the character, limiting thier ability to perform more spellcasting.
It is in place as a control to keep the mage character from being too powerful. The open-ended system (without memorized spells, energy pools, or similar limitations on the number or type of spells cast) requires something that will keep the use of magic at a managable level.

Byt contrast, consider Agone, which does not have a prtiocularly innovative system per se but does have a marvellous special effect that keeps it magical. To perform magic, a magician has a Dancer, a little blue elf-like thing that they keep about. Dancers... dance, to the musice of the universe, which no-one else can hear, nor do they speak or have much in the way or biogical definition. Some practitioners derive magic by torturing their Dancers and wearing them crucified across their chests.

No offense to the creator or players of Agone, but....Ick.
I also doubt that a simple "special effect" can bring a system from mundane to magical, but I could be wrong. And really, magical familiars aren't really what I'd think of as innovative, though I suppose crucifying them and wearing them like jewelry might be.
But hey, if it works, great.

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On 7/25/2003 at 9:09pm, M. J. Young wrote:
RE: help with magic?

Calvin W. 'madelf' Camp wrote: Why does magic have to be tied up in religion?...To have that same scientifically knowledgable person know beyond a shadow of a doubt that magic is as real as the air he breaths, changes a few assumptions about magic. At least I think it would. What about a person who is an atheist? Who does not believe in gods, and scorns religion. My introduction says that anyone can use magic. In an age of science, must I maintain that a person must worship a god in order to access a natural energy source? So, you see, a strong religious tie-in really wouldn't be appropriate in this case.

To which Gareth a.k.a. Contracycle wrote: Hmm, well, my concern with the asbove, as it has developed, is that this is not really magic at all, but Weird Science. I mean, the magic is essentially de-mystified, reasonably reliable, and commonly employed: it is, in short, technology.

In response to which Calvin wrote: That's a good point. But if you assume that magic is a natuaral force that anyone can utilize, and that it should not be a religious factor, then that's what you have. Call it magic, call it science, call it whatever you will, it's still the same thing.
Fire is de-mystified, reasonably reliable, and commonly employed. Does that make it technology? I don't think so, but you may feel differently.
My interpretation (for this particular application) is that magic is a natural force, much like fire, that can be, more or less, controlled using, more or less, scientific principles. I see it as being entirely apart from technology, and rather as a force of nature.

O.K., first, by definition, technology is controlling forces of nature; controlling forces of nature is technology.

The problem seems to lie in the definition of magic. This is a debate I've had many times with many people. Reverend Rodney Barnes thinks that magic should be treated as a natural force, a residual power in nature that some are able to exploit (see My View of Magic in RPGs; also, our views are presented in a symposium on magic in the third issue of The Way, the Truth, and the Dice, available free in PDF format); I think that if you reduce magic to just another natural property which we've not yet fully understood but have learned to exploit, you turn it into science and technology, and pretty much say you've gotten rid of magic in your world.

Why should atheists have to believe in god to do magic? They shouldn't; but they should have to believe in magic, whatever that is. If magic is a supernatural energy that impinges on and alters the natural world, then to use it you sort of have to accept that there is some sort of supernatural world. If it's nothing more than a natural energy of which we were previously unaware--like radio waves and gamma radiation--then it's not, in my understanding, magic. It's another branch of science and technology.

Now, there's no reason why you couldn't have a world in which that which for centuries has been called magic is now recognized as just another of the forces of nature that can be harnessed by man. In that case, in a Victorian setting you'll undoubtedly have wealthy inventors tinkering with ways to harness it better, trying to understand it, writing books on the subject. What you won't have is anything magical about it. It will be gravity, light, radiation, sound, a known quantity with unknown properties for scientists to study.

Personally I find it distasteful to call it magic when it's just another natural force; but I'm probably in a minority on that.

--M. J. Young

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On 7/25/2003 at 9:48pm, madelf wrote:
RE: help with magic?

O.K., first, by definition, technology is controlling forces of nature; controlling forces of nature is technology.

I think I have to agree with that reasoning. I tend to think of technology as manufactured items myself, but that's probably inaccurate. So what I am referring to, in the way that I have developed it, is a science. I'm fine with that.

Why should atheists have to believe in god to do magic? They shouldn't; but they should have to believe in magic, whatever that is. If magic is a supernatural energy that impinges on and alters the natural world, then to use it you sort of have to accept that there is some sort of supernatural world. If it's nothing more than a natural energy of which we were previously unaware--like radio waves and gamma radiation--then it's not, in my understanding, magic. It's another branch of science and technology.

One could argue that the supernatural is only the natural that we have yet to fully understand. This theory goes well with the idea of the pre-industrial society that views technolgy as magic because they do not understand it. So really magic is in the eye of the beholder. Perhaps whether the energy is magical depends entirely on the approach of the caster. If it's done mystically then it's magic, if it's done scientifically then it's harnessing a natural force. But does that really change the nature of the energy? I think not.
Now, there's no reason why you couldn't have a world in which that which for centuries has been called magic is now recognized as just another of the forces of nature that can be harnessed by man. In that case, in a Victorian setting you'll undoubtedly have wealthy inventors tinkering with ways to harness it better, trying to understand it, writing books on the subject. What you won't have is anything magical about it. It will be gravity, light, radiation, sound, a known quantity with unknown properties for scientists to study.

Well, think about it. If you've got an energy source that obviously exists, and can be manipilated in any manner, scientists are going to study it. There's really no way I can think of to get around that.
So "magic" becomes a natural force, harnessed and put to work in an industrial age steam-punk sort of world? Great, that fits my setting. But I cannot see how that in any way, shape, or manner, changes what magic is. All that would change is the perception of it.
Personally I find it distasteful to call it magic when it's just another natural force; but I'm probably in a minority on that.

Well, I can respect your feeling on that.
But why would a name traditionally assigned to a particular force be renamed simply because a better understanding of it has developed over time? You could call it psionics, a paranormal force, call it anything you want, it doesn't change what it is. Magic is just what I choose to call it, based on the idea that it's the traditional name for the energy in question since the dawn of time.

The other thing I fail to grasp is why this interpretation of magic is being tagged technology, when the magic system being developed for this game is the least reliable, least constricted to exact cataloged "spells", and most free-form magic system I've, personally, ever seen.
I'll grant that many, if not most, of the people here have far more exposure to more games than I. So I'm sure there are systems which are far more free-form than what mine is turning into.
Still it seems that the more common systems of magic with specific lists of spells that are cast exactly the same every time, with exactly the same results, with no randomness to the system at all, are far more technological in nature than what I'm trying to do.
So my magic concept may not be perfect, but I think it's better than average.
Is it possible that if my game were set in a less scientific time period, that the mechanic I'm using to represent magic would not be so quickly labeled technology?

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On 7/25/2003 at 10:11pm, madelf wrote:
RE: help with magic?

One thing I forgot to note is the division of natural from supernatural in the definition of magic. This division breaks down very quickly in a fantasy world. And perhaps even more so in a scientific era fantasy world.

When elves, dragons, undead, and magic exist side by side with science and technology, how do you say what is natural and what is super-natural?
By the standards of our world, the entire world of my game is supernatural. But by it's own standards, the same things are entirely part of the natural order. What could possibly be supernatural in that sort of world, where everything we accept as supernatural is commonplace?

I think there's too much emphasis on how magic should be defined based on the parameters of our world, and not enough thought put into how it should be defined within the parameters of a world that is completely unnatural by our standards.

Of course this is entirely my own fault, since I haven't really presented the entire package for discussion, but it still impacts the decisions I must make.

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On 7/26/2003 at 12:11am, permacultureguerilla wrote:
RE: help with magic?

I hate to continue drudging this magic-technology issue when really you're just trying to push through the game concept. But I think I see where it got off track.

"Magic," if found to have its own energy "signature" or its own system beyond our own universe, then "Magic" is a new science. You have astrophysics, you have quantum phyics, you have magic. Because madelf is not suggesting it as a science per se, it's not understood. It's a discovery. It's just a few "tricks" people know but no one can -engineer- magic.

Example: People knew of the seed well before hardly any other technology. But did they understand the seed? Even genetic engineers are not fully aware of how the cell works to produce the plant, although they can now engineer them according to the pattern that nature has given general life.

This reminds me of Final Fantasy: Spirits Within (one of my obsessions). Yes, it had become a science but it was still beautiful and mysterious. I guess madelf is doing the same a little earlier in time.

Tell me. Would you be writing your game in a sort of historical review format? People talking about what they've learned, strange things happening? Or strictly technical? (Simulationist vs Gamist again). The former might solve this debate, but the latter means really none of this issue matters (except for our own pleasure, I guess).

I suppose this society, at the very least, has government agencies trying to research magick, because they'll be damned if their country loses a war for their own ignorance. I can't see a very powerful mage as anything other than a target for test subjects, or even a labrat / celebrity.

If technology is bringing about confederations, then mages are probably hired under millitary contract, and "rogues" become a deeply mistrusted media microscope subject. The society might become a bit like the X-Men.

Okay. (1) Magic will only stay mysterious if communication is wiped out or the planet has bigger things to worry about (like in Final Fantasy). (2) Religions, to me, develop like theories that people want to know so badly they just fall on one. Magic has nothing to do with religion, because the things people do are obvious. It's not until you have "clericism." You are -required- to worship in order for the magic to work.

Let me know if I'm repeating a lot here. But IMO science and religion are out of it. Question is will characters have the freedom to explore their abilities without being the victim of fanatic dissection? That depends on you finding creative reasons for them being left alone (whereas our society would tear them apart). I can't even remember what your original question was. *chuckle*

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On 7/26/2003 at 3:19am, madelf wrote:
RE: help with magic?

Let me know if I'm repeating a lot here. But IMO science and religion are out of it. Question is will characters have the freedom to explore their abilities without being the victim of fanatic dissection? That depends on you finding creative reasons for them being left alone (whereas our society would tear them apart). I can't even remember what your original question was. *chuckle*


I guess this has gone a bit beyond getting some advice on a mechanic for simulating magic hasn't it? I think the debate is pretty cool for it's own sake though.
To address the issues you've raised...
I don't think mages getting disected to find out what makes them tick is going to be a problem, because they are not unique. In the world I'm creating, magic simply is. Magical energy exists in and of itself, as natural as air, independant of any supernatural beings, deities, or even spellcasters. A mage is nothing more than a person who has specialized in the skills required for manipulating magical energy. It does not take a mage to create a magical effect. A mage is simply someone who is more skilled than normal at it. Anyone can cast a spell, or at least attempt to. So if the government, or any other organization, wants to study magic, all they have to do is get some of their people to study the proper forms and rituals, and they can create magical effects on demand, under laboratory conditions, whenever they want to. Governments can easily have magically trained special forces, it's just a matter of how they train their soldiers.
It pretty much diffuses the X-men scenario if everyone is a mutant.

This does not preclude a lot of difference in results though. Magic is not something that can be made to work with machine-like precision. It requires a human element, which makes all the rules different. Some people have a higher aptitude for magic than others, and can channel more energy than others. The randomness and unstable elements of magic make the results hard to duplicate exactly even for the same caster. And it is at least as dangerous as experimenting with any other volatile energy. Push it too far, and bad things happen. So while magic could certainly be studied scientifically, I think it would be a very frustrating science.


As far as the way I'm writing it, to be honest I'm not sure exactly how it's going to end up. Right now I just keep building on my notes and seeing where it goes. Most likely it will end up being a combination of first person narrative and encyclopedic. Giving a personal viewpoint, and then presenting the facts. That's the way I'm working it right now
I'm not really all that familiar with the Gamist/Simulationist/Narativist debate, though it seems to be a popular topic here. I tried reading some of the posts relating to it, but I really couldn't see the point. Why worry about breaking things down and labeling them? I doubt that most games are purely one type or another, but rather a blending of different elements, I'm sure my game will be as well.
Perhaps I miss the point, but I've never been one to feel any great need to analyze and apply names to things. To me it's a game. It's fun, or not. No big deal.
But that's just me.

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On 7/26/2003 at 4:40am, greyorm wrote:
RE: help with magic?

madelf wrote: I'm afraid I do not agree that pagan religions as a whole are much obsessed with morality, at least not in the sense that it's ordinarily applied. From all the mythology I've read pagan gods are not exactly known for their morals.

I'm sorry, but as a pagan priest, and a student of ancient religions (nearly by requirement), mythology, and divine figures, I can state factually that you are very, very mistaken in your assessments -- you are, in fact, 180 degrees off the mark.

Society "creates" religion to reinforce and uphold its social mores and concepts of right and wrong -- or vice versa, religion creates a foundation for society based on its social mores and customs. As you can see, the two are so interwoven, they are functionally inseperable, especially when discussing pre-modern civilizations (which relied on the temple and priests as the focal-point around which their entire society moved).

Polytheistic pagan religions enforce morality as much as monotheistic religions do, and have done so throughout time: the religious underpinings and beliefs of a society create a map of that culture and its moral beliefs, its accepted behaviors, and its views of the world and its workings. Pagan religions are thus equally as "obsessed with morality" -- that is, with seperating right action and wrong action, with ensuring correct social order is kept -- as are the monotheistic religions you reference.

I suggest you examine the ancient Chinese religion, Egyptian religion, and Norse religion to start with. I'm not talking about books of myths about the gods of those cultures; I'm talking about actually studying the religion itself, which resemble the myths about as much as real-life in the middle ages resembles fairy tales. The point, of course, being that the myths, like the fairy tale, are metaphors, not necessarily representative of real beliefs or social behaviors, actions, or events.

For example, there is a lengthy chapter in the Poetic Edda with verses describing the path to wisdom, spoken by Odin. The beliefs reflected therein were immediately relevant to worshippers of Thor, Freyr, Odin, and any other Norse deity you care to name becuase they embodied the acceptable and correct behaviors of the Norse culture.

I believe the social implications are more to the point in this case. Consider, if you will, that an organized religion based on a pagan pantheon consisting of gods of all manner of moralities would be much less likely to lay down the sort of moral and ethical demands that most modern people (being largely monotheistic, and often christian) expect.

Before I could answer to this, I would need to know if you were talking about a fantasy pantheon of gods and spirits, or a real pantheon of the same. Fantasy pantheons are largely fantastical crocks bearing no resemblance to any actual, real-world religion(s) or god(s) that does or ever has existed, even if and when they borrow names and mythologies.

Unfortunately, much of what you're stating here seems to come from "gamebook knowledge" of how paganism or polytheistic societies operate(d) and behave(d), and gamebook knowledge is sorely lacking any realistic basis upon which to form opinions.

Pagan religions, unlike gamebooks or simple books of myths present, are not mish-mashes of gods with conflicting moralities. Pagan religions, even ones which borrowed heavily from other conquered cultures (such as Roman paganism) all bowed to a central moral code embedded in the society. Even Roman paganism showcased the underlying morality of the society which created and supported it.

I'm sorry to harp on so long about it, but this is a serious design flaw in most games, and a serious, gaping hole in the understanding of most Western-educated authors (game and otherwise); and hence why John's point about magic being tied up in religion in ancient times stands: even in the oldest religions, the priests were always the carriers of magical knowledge and knowledge in general.

For example, shamanism is the oldest form of religion on our world, and clearly, the shaman is the individual gifted with supernatural, magical powers. The same goes for any magical society of recent lineage (such as the Golden Dawn) you care to examine: following magical history and development, you find it steeped in nothing other than religious lore.

Throughout history, magic is never considered an arcane technology or science -- though study and examination are certainly part and parcel of it, as with science, the fundamentals are supernatural and religious in nature. Thus, like society, a society's magic is inseperable from its religion; even if the magic is reviled by the society at large (frex, check out Judaism's despisement of Qabbalhic practices, despite that they are not fiendish, but based wholly on attaining wisdom and knowledge of God through deeper study of Judaism).

This is a great deal to consider in regards to your game.

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On 7/26/2003 at 5:48am, madelf wrote:
RE: help with magic?

A couple important points I'd like to make, before I go any further...

1)This is a game. A fantasy game. It needs no more basis on the actual historical interrelationships of science, magic and religion than I care to give it.
2)Trying to apply real-world historical or religious viewpoints to a fantasy world is an exercise in futility. It is not our world. Things don't have to have developed along the same lines that they did in our world, because the world itself is different.

I can state factually that you are very, very mistaken in your assessments -- you are, in fact, 180 degrees off the mark.

I have to respectfully disagree. I am not a pagan priest, or a student of ancient religions, but I have read enough to indicate quite clearly to me that many pagan gods even had different aspects within the same entity that would be conflicting by modern standards of morality. And really whether that is accurate isn't really an issue, as I am not attempting to recreate a realistic historical setting.

Society "creates" religion to reinforce and uphold its social mores and concepts of right and wrong -- or vice versa, religion creates a foundation for society based on its social mores and customs.

I agree that in the world we know, societies create religions. However, in a fantasy world, where gods "walk the earth" and are not the direct result of human influence, this goes completely out the window. In a fantasy world, it is possible that the gods created religion, and the people follow it because the gods want them to. The rules are changed.

As you can see, the two are so interwoven, they are functionally inseperable, especially when discussing pre-modern civilizations (which relied on the temple and priests as the focal-point around which their entire society moved).

Again this only applies to the historical real world. In a fictional setting this can apply or not as the author sees fit. And even if I were trying to be accurate, I'm relatively certain that the entire society of the 19th century did not revolve around the temple and priests.

Polytheistic pagan religions enforce morality as much as monotheistic religions do, and have done so throughout time: the religious underpinings and beliefs of a society create a map of that culture and its moral beliefs, its accepted behaviors, and its views of the world and its workings. Pagan religions are thus equally as "obsessed with morality" -- that is, with seperating right action and wrong action, with ensuring correct social order is kept -- as are the monotheistic religions you reference.

I will bow to your greater knowledge in this area, and accept that this is true. It is still completely irrelevant.

I suggest you examine the ancient Chinese religion, Egyptian religion, and Norse religion to start with. I'm not talking about books of myths about the gods of those cultures; I'm talking about actually studying the religion itself, which resemble the myths about as much as real-life in the middle ages resembles fairy tales. The point, of course, being that the myths, like the fairy tale, are metaphors, not necessarily representative of real beliefs or social behaviors, actions, or events.

No offense, but I have a little too much on my plate right now to do exhaustive research of ancient religions for a game which is not intended to accurately reflect any ancient religion of our world.
For example, there is a lengthy chapter in the Poetic Edda with verses describing the path to wisdom, spoken by Odin. The beliefs reflected therein were immediately relevant to worshippers of Thor, Freyr, Odin, and any other Norse deity you care to name becuase they embodied the acceptable and correct behaviors of the Norse culture.

This goes back to your point of society creating religion. The dieties seemed right for the Norse, because they invented them for all intents and purposes. Things might have gone a little differently if Thor, Freyr, and Odin came down in person and started kicking ass until people fell in line.
Before I could answer to this, I would need to know if you were talking about a fantasy pantheon of gods and spirits, or a real pantheon of the same. Fantasy pantheons are largely fantastical crocks bearing no resemblance to any actual, real-world religion(s) or god(s) that does or ever has existed, even if and when they borrow names and mythologies.

I am talking about a fantasy pantheon of gods which is a largely fantastical crock bearing little resemblance to the actual real-world religion from which I have borrowed names and mythologies.
Well, actually I was talking about magic, but since it came up...
Unfortunately, much of what you're stating here seems to come from "gamebook knowledge" of how paganism or polytheistic societies operate(d) and behave(d), and gamebook knowledge is sorely lacking any realistic basis upon which to form opinions.

Actually nothing I'm stating here comes from game book knowledge. It comes from a casual aquaintence with mythology and a bit of light research. But, you really want to know why my concept sounds like a game book religion? I'm writing a game book.
I'm sorry to harp on so long about it, but this is a serious design flaw in most games, and a serious, gaping hole in the understanding of most Western-educated authors (game and otherwise); and hence why John's point about magic being tied up in religion in ancient times stands: even in the oldest religions, the priests were always the carriers of magical knowledge and knowledge in general.

Are you sure this is a design flaw, and not a concious decision made in the effort to keep an enjoyable fantasy game from being an historical treatise on ancient religions?
And why do people keep talking about ancient times and oldest religions?
The time period of my game corresponds to only about 150 years ago.
For example, shamanism is the oldest form of religion on our world, and clearly, the shaman is the individual gifted with supernatural, magical powers. The same goes for any magical society of recent lineage (such as the Golden Dawn) you care to examine: following magical history and development, you find it steeped in nothing other than religious lore.

Sorry, but this (as realistic as it may be) violates the basic premise of the magic system I am developing for my game. It cannot be tied up in religion.
Throughout history, magic is never considered an arcane technology or science -- though study and examination are certainly part and parcel of it, as with science, the fundamentals are supernatural and religious in nature. Thus, like society, a society's magic is inseperable from its religion

No. It is not inseperable. In our history, it was not seperated. That does not mean that in a fictional setting it cannot be.

This is a great deal to consider in regards to your game.

As interesting as this is, and as usefull as it would be if I were doing a more realistic real-world setting with working magic type of game, this has absolutely nothing whatsover to do with my game.

You have to understand (well I guess you don't really have to, but it would be nice) that I don't really want this game to accurately reflect the real world. That is not my intent. All of the points brought up, with all the historical references, regarding the relationships between society, religion, and magic are all very interesting. It's almost enough to make me want to design a realistic game setting in order to use all of these ideas.
Really, this stuff is great. It's just not appropriate.
You're trying to place accurate and historical societal/religious judgements onto a world where those things simply don't belong.
You're trying to create a fantasy world that is very much like our world, except that all the un-scientific beliefs are true. I enjoy fiction of that type, and I would probably enjoy a game of that type. But that's not what this current project is about. This is about a world that is different than ours.

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On 7/26/2003 at 5:57am, madelf wrote:
RE: help with magic?

madelf wrote: A couple important points I'd like to make, before I go any further...

1)This is a game. A fantasy game. It needs no more basis on the actual historical interrelationships of science, magic and religion than I care to give it.
2)Trying to apply real-world historical or religious viewpoints to a fantasy world is an exercise in futility. It is not our world. Things don't have to have developed along the same lines that they did in our world, because the world itself is different.

I can state factually that you are very, very mistaken in your assessments -- you are, in fact, 180 degrees off the mark.

I have to respectfully disagree. I am not a pagan priest, or a student of ancient religions, but I have read enough to indicate quite clearly to me that many pagan gods even had different aspects within the same entity that would be conflicting by modern standards of morality. And really whether that is accurate isn't really an issue, as I am not attempting to recreate a realistic historical setting.

Society "creates" religion to reinforce and uphold its social mores and concepts of right and wrong -- or vice versa, religion creates a foundation for society based on its social mores and customs.

I agree that in the world we know, societies create religions. However, in a fantasy world, where gods "walk the earth" and are not the direct result of human influence, this goes completely out the window. In a fantasy world, it is possible that the gods created religion, and the people follow it because the gods want them to. The rules are changed.

As you can see, the two are so interwoven, they are functionally inseperable, especially when discussing pre-modern civilizations (which relied on the temple and priests as the focal-point around which their entire society moved).

Again this only applies to the historical real world. In a fictional setting this can apply or not as the author sees fit. And even if I were trying to be accurate, I'm relatively certain that the entire society of the 19th century did not revolve around the temple and priests.

Polytheistic pagan religions enforce morality as much as monotheistic religions do, and have done so throughout time: the religious underpinings and beliefs of a society create a map of that culture and its moral beliefs, its accepted behaviors, and its views of the world and its workings. Pagan religions are thus equally as "obsessed with morality" -- that is, with seperating right action and wrong action, with ensuring correct social order is kept -- as are the monotheistic religions you reference.

I will bow to your greater knowledge in this area, and accept that this is true. It is still completely irrelevant.

I suggest you examine the ancient Chinese religion, Egyptian religion, and Norse religion to start with. I'm not talking about books of myths about the gods of those cultures; I'm talking about actually studying the religion itself, which resemble the myths about as much as real-life in the middle ages resembles fairy tales. The point, of course, being that the myths, like the fairy tale, are metaphors, not necessarily representative of real beliefs or social behaviors, actions, or events.

No offense, but I have a little too much on my plate right now to do exhaustive research of ancient religions for a game which is not intended to accurately reflect any ancient religion of our world.
I do grant that you have a very good point here, and I may just do some more in depth research when I have more time. I'd be interested in seeing the differences between the myth and the religion. Can you reccomend a good starting source? (Preferably for the celtic religion, as that would be most useful for my next project)
For example, there is a lengthy chapter in the Poetic Edda with verses describing the path to wisdom, spoken by Odin. The beliefs reflected therein were immediately relevant to worshippers of Thor, Freyr, Odin, and any other Norse deity you care to name becuase they embodied the acceptable and correct behaviors of the Norse culture.

This goes back to your point of society creating religion. The dieties seemed right for the Norse, because they invented them for all intents and purposes. Things might have gone a little differently if Thor, Freyr, and Odin came down in person and started kicking ass until people fell in line.
Before I could answer to this, I would need to know if you were talking about a fantasy pantheon of gods and spirits, or a real pantheon of the same. Fantasy pantheons are largely fantastical crocks bearing no resemblance to any actual, real-world religion(s) or god(s) that does or ever has existed, even if and when they borrow names and mythologies.

I am talking about a fantasy pantheon of gods which is a largely fantastical crock bearing little resemblance to the actual real-world religion from which I have borrowed names and mythologies.
Well, actually I was talking about magic, but since it came up...
Unfortunately, much of what you're stating here seems to come from "gamebook knowledge" of how paganism or polytheistic societies operate(d) and behave(d), and gamebook knowledge is sorely lacking any realistic basis upon which to form opinions.

Actually nothing I'm stating here comes from game book knowledge. It comes from a casual aquaintence with mythology and a bit of light research. But, you really want to know why my concept sounds like a game book religion? I'm writing a game book.
I'm sorry to harp on so long about it, but this is a serious design flaw in most games, and a serious, gaping hole in the understanding of most Western-educated authors (game and otherwise); and hence why John's point about magic being tied up in religion in ancient times stands: even in the oldest religions, the priests were always the carriers of magical knowledge and knowledge in general.

Are you sure this is a design flaw, and not a concious decision made in the effort to keep an enjoyable fantasy game from being an historical treatise on ancient religions?
And why do people keep talking about ancient times and oldest religions?
The time period of my game corresponds to only about 150 years ago.
For example, shamanism is the oldest form of religion on our world, and clearly, the shaman is the individual gifted with supernatural, magical powers. The same goes for any magical society of recent lineage (such as the Golden Dawn) you care to examine: following magical history and development, you find it steeped in nothing other than religious lore.

Sorry, but this (as realistic as it may be) violates the basic premise of the magic system I am developing for my game. It cannot be tied up in religion.
Throughout history, magic is never considered an arcane technology or science -- though study and examination are certainly part and parcel of it, as with science, the fundamentals are supernatural and religious in nature. Thus, like society, a society's magic is inseperable from its religion

No. It is not inseperable. In our history, it was not seperated. That does not mean that in a fictional setting it cannot be.

This is a great deal to consider in regards to your game.

As interesting as this is, and as usefull as it would be if I were doing a more realistic real-world setting with working magic type of game, this has absolutely nothing whatsover to do with my game.

You have to understand (well I guess you don't really have to, but it would be nice) that I don't really want this game to accurately reflect the real world. That is not my intent. All of the points brought up, with all the historical references, regarding the relationships between society, religion, and magic are all very interesting. It's almost enough to make me want to design a realistic game setting in order to use all of these ideas.
Really, this stuff is great. It's just not appropriate.
You're trying to place accurate and historical societal/religious judgements onto a world where those things simply don't belong.
You're trying to create a fantasy world that is very much like our world, except that all the un-scientific beliefs are true. I enjoy fiction of that type, and I would probably enjoy a game of that type. But that's not what this current project is about. This is about a world that is different than ours.

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On 7/26/2003 at 4:14pm, taalyn wrote:
RE: help with magic?

As another pagan priest, I just want to say that not all of Raven's arguments hold up - defining morality, social mores, and such like can be very difficult, and a very tricky matter. It's a matter of perception. I'm not saying you're wrong, Raven, just that it gets a lot more complicated than you suggest.

That said, I also agree with Mad Elf. It's a game. Anything can go, and it doesn't have to reflect this reality in any way.

Mad Elf - if you want Celtic, a good basic myth to start with is the Mabingion, the largest part of the Welsh pagan tradition. It's a good start because it's fairly short, and because it shows influnece from the Norse and the Irish also. From there, moving into Irish myth, the best representation of Celtic myth, but also the most complex, becomes a little easier.

Aidan

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On 7/26/2003 at 4:35pm, permacultureguerilla wrote:
RE: help with magic?

I created a separate thread relating to this, regarding paganism, right here.

http://www.indie-rpgs.com/viewtopic.php?t=7304

I'd say that's a perfect place to let fur fly and be really frank. However . . .

I have new questions about your game.

I had forgotten some things you had already addressed, when I last posted. I believe this is now clear: Magic here is perfectly acceptable, a rational usage, although not understood.

Okay. This post is a strict debate on how people in your world might address it, and again it lacks anything to do with your system. If that's what you need to get at then perhaps skip this for another time and we'll stick to mechanics.

1) Magic and pollution. If people have discovered effects of pollution and other subtle global effects: People might be realizing that whatever you do, if you don't understand it, it might not be good to do it.

So therefore, you could even get rallies (I know it's silly, but you have to wonder if it'd happen). People wanting laws restricting magic until further studied. Maybe theories have developed to say that magic depletes the manna in the universe . . . IN FACT!

If you'd really like to get some science issue, I'd love to mention: QUINTESCENCE!

Those who play Mage: The Ascension automatically know of this. But did you know it is an actual term used in atrophysics? I have a magazine article which discusses it in detail. I can find it, OCR and post it if you want me to.

Quintescence is derived from the fifth element (Latin: "quinta"). The only element that holds things up rather than binds things together. -Repels- instead of compelling. I know it's far from magic, but really it adds a nice touch to make this a real scientiffic issue (what the hell. It'll educate your gamers).

So words like Manna / Quintescence. Some might feel that it's having adverse effects on the universe. Usually, anything unnatural is upsetting to the way nature has righted itself. If Magic only came with the human species, it's much like the concept of mass-war and pollution.

2) Magic would sooner or later become extremely political. You need different organizations of different mages. They probably accompany different suits. It all depends precisely how difficult and wavering magic ability can be. If a person says: "We're only hiring you on this base if you can repeatedly cast this spell at all times."

3) Magic as an industry. This becomes a problem. Again on the X-men thing. I've often asked myself this . . .

Wouldn't someone like cyclops serve more purpose in a boiling plant than in crime fighting? I mean if you think about this: Just leaving his eyes open, standing in front of a huge water vat all day long, how much water could he boil for free so a lot of people can have warm homes? :) :) No, this is serious. If you're going to make all sorts of incredible super powers, you have to ask yourself if they actually end up being appropriate for incredibly mundane jobs.

All I can think of for now. Hopefully this at least progresses your game development.

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On 7/26/2003 at 6:05pm, John Kim wrote:
RE: help with magic?

permacultureguerilla wrote: "Magic," if found to have its own energy "signature" or its own system beyond our own universe, then "Magic" is a new science. You have astrophysics, you have quantum phyics, you have magic. Because madelf is not suggesting it as a science per se, it's not understood. It's a discovery. It's just a few "tricks" people know but no one can -engineer- magic.

Example: People knew of the seed well before hardly any other technology. But did they understand the seed? Even genetic engineers are not fully aware of how the cell works to produce the plant, although they can now engineer them according to the pattern that nature has given general life.
...
I suppose this society, at the very least, has government agencies trying to research magick, because they'll be damned if their country loses a war for their own ignorance. I can't see a very powerful mage as anything other than a target for test subjects, or even a labrat / celebrity.

I think it depends partly on the history of magic. If magic is a sudden new phenomenon, where people are mysteriously being born with magic power -- then I would tentatively agree. The people previously in power would be threatened by it, and would try to keep the magicians as subjects rather than active directors and researchers.

However, if magic has been around for a long time, then I would think that the magicians would be in the ranks of power -- particularly if magic is militarily useful. Some people draw parallels to witch hunts in our history, but I think that is misguided. Witch hunts were against people who were generally weak and vulnerable. People with true power will tend to be the persecutors rather than the reverse.

madelf's world is fairly advanced technologically (roughly Victorian), but depending on how magic works it could seem fairly different from real-world technology. As an example, hand-to-hand fighting (i.e. martial arts) today remains more of a craft and an art rather than a science. That is, if magic inherently is internal to the caster, then it is difficult to approach scientifically. This is partly why medicine and psychology lagged behind, say, chemistry and physics -- it is difficult to arrange controlled, repeatable conditions with human subjects. This could also be true if magic involves interaction with intelligent beings: fairies, spirits, demons, etc. Note that sociology and political science remain significantly less "technological" in feel from, say, physics.

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On 7/26/2003 at 6:23pm, madelf wrote:
RE: help with magic?

Mad Elf - if you want Celtic, a good basic myth to start with is the Mabingion, the largest part of the Welsh pagan tradition. It's a good start because it's fairly short, and because it shows influnece from the Norse and the Irish also. From there, moving into Irish myth, the best representation of Celtic myth, but also the most complex, becomes a little easier.

Thanks, I'll check into that when I get a chance.

I created a separate thread relating to this, regarding paganism, right here.

That was probably a good idea. While I really don't mind this thread being "hi-jacked" for a religious history debate, it might work better to conduct something like that away from the game discussion simply for the sake of clarity.

Magic here is perfectly acceptable, a rational usage, although not understood.
Well, you could even say it's understood, up to a point. It's just not an exact science. It sould be said that magic more resembles an art than a science. That might get the idea across better.

If that's what you need to get at then perhaps skip this for another time and we'll stick to mechanics
. The mechanic itself is coming together. I think that part is pretty well figured out now, but I don't mind discussing magic's possible influence on the gameworld.

Magic and pollution. If people have discovered effects of pollution and other subtle global effects: People might be realizing that whatever you do, if you don't understand it, it might not be good to do it.

The idea of magical pollution is an interesting concept, but it's one that I think might escape the 19th century mind. Although the victorian era is often romanticized as a wonderful time, it really wasn't. It was an age of excess. Pollution in 19th century cities was worse by many orders of magnitude than what we have today.
Everything burned coal to the point that the air wasn't fit to breathe. I've read that when one went out in London, you didn't wear white as it would come back gray. The pleasant sounding "London fog" was actually smog. When it was severe it was sometimes so thick that lamps were lit inside even during the day, as it was too dark to see. It burned the lungs and eyes and caused dizzyness on a regular basis. Supposedly in one very bad week in 1873, 700 people above the avergage for the period died, and cattle at an exhibition suffocated to death. Industry never even slowed down. Garbage accumulated in the streets along with manure from horse drawn conveyances. Raw sewage was dumped into the Thames at the rate of 278,000 tons per day, along with all manner of pollutants from the factories along the river, likely causing the cholera epidemics that somtimes swept the city.
Pollution has never been worse than it was in the 19th century, and apparently no one understood the dangers.
I can't imagine that magic would be any different.
Certainly this attitude, the same as religious factors, could be assumed to be different in the game, but I don't think that's really needed.

Usually, anything unnatural is upsetting to the way nature has righted itself. If Magic only came with the human species, it's much like the concept of mass-war and pollution.
Actually I misrepresented myself, magic does not need a human element per se, only a sentient one. Mankind is not the only creature with access to magic.
Getting back to the natural vs supernatural argument, if it's assumed that magic in this fictional world is as natural as any of the other fantasical elements, then it wouldn't follow that magic is upsetting the natural order. If misused it could (like any other resource) have detrimental effects to mankind and society and the environment, but not (I think) to the point that nature could not right itself. An idea that occurs to me in thinking on this is that if magic is pervasive in nature, then nature might even be able to fight back. That could prove interesting. It might be the only thing that would make mankind take notice.

Magic would sooner or later become extremely political.
No more so than technology I would think.

You need different organizations of different mages. They probably accompany different suits.

I can see where different organizations might develop, but I don't know that in general the would be a huge factor.

It all depends precisely how difficult and wavering magic ability can be. If a person says: "We're only hiring you on this base if you can repeatedly cast this spell at all times."

Yes, like any other skill, you are more likely to get hired if you are more skilled. A highly skilled practitioner would have a better chance of consitent results, though there is always some randomness involved.

3) Magic as an industry. This becomes a problem. Again on the X-men thing. I've often asked myself this . . .

Wouldn't someone like cyclops serve more purpose in a boiling plant than in crime fighting? I mean if you think about this: Just leaving his eyes open, standing in front of a huge water vat all day long, how much water could he boil for free so a lot of people can have warm homes? :) :) No, this is serious. If you're going to make all sorts of incredible super powers, you have to ask yourself if they actually end up being appropriate for incredibly mundane jobs.

The limitations on the amount of magical energy that a living being can withstand would prevent this from being feasible. A steam engine can run all day and night powering machinery, but a mage cannot channel magical energy continuously for long periods without seriously hurting or killing himself. The limits and reliability issues of using magic would be the only reason technology would have developed at all.

As an aside, Cyclop's power is always portrayed as having a destructive effect, not a heat producing one. So his power would not heat the water in the vat, it would simply blast the vat into scrap metal and flood the boiler plant. This doesn't invalidate your point of course, but I couldn't resist.
:)

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On 7/26/2003 at 8:18pm, greyorm wrote:
RE: help with magic?

madelf wrote: quite clearly to me that many pagan gods even had different aspects within the same entity that would be conflicting by modern standards of morality.

This is a discussion that more correctly belongs on another board entirely, or in private messages, so that's where I'll leave it given your following statement about the real-world's development being irrelevant to the game world.

And really whether that is accurate isn't really an issue, as I am not attempting to recreate a realistic historical setting.

That's all I really need to know, then. Discussion closed.

Heads up, though, when you use "what happens in the real world" in responses (as with the paganism & morality issue), other folks in the discussion get the idea that you're trying to model reality since your arguments are about how the real world works, hence why I brought all this up.

As it isn't useful to you, since we aren't discussing a real-world model, or anything based on real-world models, feel free to ignore it. The subject can be dismissed, and the discussion moved on to something else, or ended.

taalyn wrote: I'm not saying you're wrong, Raven, just that it gets a lot more complicated than you suggest.

You're right, Aidan. But complexity requires length, and I'd gone on way too long about it on the thread already.

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On 7/26/2003 at 10:00pm, madelf wrote:
RE: help with magic?

This is a discussion that more correctly belongs on another board entirely, or in private messages, so that's where I'll leave it given your following statement about the real-world's development being irrelevant to the game world.

I'm fine with that. Perhaps we can discuss it further elsewhere.

Heads up, though, when you use "what happens in the real world" in responses (as with the paganism & morality issue), other folks in the discussion get the idea that you're trying to model reality since your arguments are about how the real world works, hence why I brought all this up.

I see your point. I'm afraid I got a bit blind-sided by the religious issue and wasn't as able to address as well as I would have hoped. I was trying to deal with it the best I could, which seemingly wasn't very well.

As it isn't useful to you, since we aren't discussing a real-world model, or anything based on real-world models, feel free to ignore it. The subject can be dismissed, and the discussion moved on to something else, or ended.

While I think the discussion could be useful to me in a theoretical sence, and possibly pertinant to another project down the road, I think (as you noted above) it could be addressed better elsewhere than here where it has to deal with the baggage of a particular fictional setting.

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On 7/26/2003 at 10:06pm, madelf wrote:
RE: help with magic?

Just as an additional note.

I did it again with the pollution issue, didn't I?
Referencing the real world in one breath, and insisting that the real world has no application with the next.

let me try to clarify. I'm probably going to refer to our world again because...well it's the only one we got. And some elements of my game setting are based on the real world. I guess what I need to specify is that I'm only basing things on the real world up to the point where my goals for the world require it to diverge from our own.
The religious magic thing for instance...doesn't work with the concept, can't use it.
The victorian ignorance, or avoidance, of the issues of pollution... works, I'll use it.

I hope that helps clarify my ramblings.
Sorry if I've confused anyone.

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On 7/27/2003 at 2:50am, madelf wrote:
RE: help with magic?

With a bit of outside help, I've come to realize that some of my posts in response to the religious issues may have come across a bit more reactionary than I intended, if not downright pissy.

All I can say, and it's not much of a defense, is that the discussion reached a point where I began to get defensive about what I (probably wrongly) perceived as an insistance that my game must deal with religion in a realistic manner whether I liked it or not. Fortunately this issue has been resolved, and hopefully clarified enough that there is no longer so much confusion on all sides.

It still remains, however, for me to apologize for the tone of some of my posts. They were more harsh and dismissive than was called for, or intended. To all those who were the targets of those comments, please accept my apologies.

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On 7/27/2003 at 4:23am, permacultureguerilla wrote:
RE: help with magic?

I know personally, if anything you've said were directed toward me I would not take offence. But that's me. Paganism was always a big issue with me, but I shouldn't be drawing out some soap opera about it.

Also, I rarely see people so careful with their comments except on this forum (of course, I vent on other forums where I'm welcome to be "pissy" lol. I can be pretty darn "colourful").

Since I want this post to be of use, though, I did have some thoughts on summarizing issues in your game. I'm hoping to boil them down to several phrases. I am "doing unto others as I would have them do unto me" in general. But not importantly.

1) Fear of magic. We've summarized that the threats magic poses are intense, but not complex. You can be "burned" or what-not. You're hoping for a better term.

2) Victorian era means the place is not pretty. I have a few remarks regarding victorian culture as well (here comes another debate, lol). Oh-- sparked thought: Are you repeating the era or some history as well? I'd hate to have to incorporate into my game the clash between Native Americans and europeans, etc etc.

Does it just simulate the era and not the map? The latter would save you the complications I mentioned.

3) So it's science, but not splitting hairs (or atoms). It's gardening before the genome. I can picture a soldier talking . . .

"Me and the squad were out on a seven-eighty-two. We were supposed to get the brits, and they called on one of them black mages. He burned half my crew and I survived under one of my comrade's bodies . . . " That might be a little too modern.

Really, a lot of this seems pretty basic. I also imagine kids in school, one of the first thing they're tested for is witchery / wizardry. Actually, a lot of third world countries probably have better programs for kids simply because they want to see if they have potential. And then there'd be mages that stay secret. Even people who aren't practitioners are probably questioned and interrogated occasionally.

I still have to bring up the mundane job thing, forgive me :(. Like what if one can cast a spell that has a use which isn't constant but common. Like lifting library books off and on the top shelf :) I know, I can't drop it.

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On 7/27/2003 at 5:05am, madelf wrote:
RE: help with magic?

I know personally, if anything you've said were directed toward me I would not take offence. But that's me. Paganism was always a big issue with me, but I shouldn't be drawing out some soap opera about it.

I just had some things that came out sounding a little different than I intended. Hopefully I didn't upset anyone too much, but just in case I did, I wanted to address it.

Overall I'm enjoying the questions and suggestions. Even when I respond with answers that shoot down the suggestions, or explain away the questions, it still helps me to solidify my concept.

Oh-- sparked thought: Are you repeating the era or some history as well? I'd hate to have to incorporate into my game the clash between Native Americans and europeans, etc etc.

Heh...Actually I've included the native inhabitant vs the colonizing foreigner clash, and expanded it to take place on two fronts with slightly different treatments.

"Me and the squad were out on a seven-eighty-two. We were supposed to get the brits, and they called on one of them black mages. He burned half my crew and I survived under one of my comrade's bodies . . . " That might be a little too modern.

Actually that's not far off the concept, though it would take several mages (or a very, very powerful single mage) to cause that much carnage.

I also imagine kids in school, one of the first thing they're tested for is witchery / wizardry. Actually, a lot of third world countries probably have better programs for kids simply because they want to see if they have potential.

Hmm, possibly. Chances are though that they wouldn't be encouraged to dabble in magic as children. More likely schools would be drilling the (very real) dangers of magic into them to keep them from injuring themselves. And technically all the children would be "talented" to some extent.

And then there'd be mages that stay secret. Even people who aren't practitioners are probably questioned and interrogated occasionally.

No, I don't think this would be the case. There may be some people skilled in the use of magic who don't advertise that fact, in the same way that someone who is a skilled marksman might not advertise it. If people don't know, it might prove an advantage. But not in the way you're suggesting. Remember that anyone, not just the talented, can cast magic. Spellcasting isn't a talent, it's a learned skill. Like any skill it may be easier to learn, and use, if you already have high scores in the traits that the skill is based on.But the magically gifted person is not as unusual as you seem to be thinking. It's simply that most people don't use magic because for the basic day-to-day elements of life it isn't all that useful, so they don't bother to learn the skill. And not being skilled, magic use becomes dangerous. So they stay away from it.
So the correllation between the X-men's distrust of mutants storyline, or any similar concept of people skilled in magic being feared and persecuted really isn't accurate for this setting, as anyone who really wants to can be a mage. All it takes is some study and hard work. So why fear them, when there's plenty of other things to fear. In fact when some monster wanders in out of the borderlands, or an unrestful corpse rises from the local graveyard, the skilled mage may suddenly be everybody's best buddy.

I still have to bring up the mundane job thing, forgive me :(. Like what if one can cast a spell that has a use which isn't constant but common. Like lifting library books off and on the top shelf :) I know, I can't drop it.

No forgiveness necessary. But actually the way the magic system works (assuming the system works as intended of course), you'd be better off just reaching up there and getting the book. You'd be less likely to drop it that way than using magic to get it down.

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On 7/28/2003 at 4:20pm, simon_hibbs wrote:
RE: help with magic?

madelf wrote: I just had some things that came out sounding a little different than I intended. Hopefully I didn't upset anyone too much, but just in case I did, I wanted to address it.

Overall I'm enjoying the questions and suggestions. Even when I respond with answers that shoot down the suggestions, or explain away the questions, it still helps me to solidify my concept.


I've come (back) to this discussion thread quite late, but I've looked through it to get up to date.

I think the problem is when you start talking about magic, gods and religion people naturaly assume that you are using these terms in familiar ways. If in fact 'magic', 'gods' and 'religion' bear little or no resemblence to what people normaly assume those terms to refer to, confusion is almost guaranteed. Especialy when you put in comments on real religion in the same paragraph, with no seperation of terms.

It seems (to me) that your setting is realy a low-powered, gritty superhero game set 150 years ago, but with the pseudo-scientific terminology superhero games usualy use replaced with pseudo-pagan gloss. You even talk about 'energy sources' and such in much the same way that superhero games do.

I'm not realy clear where the pagan curch comes from though. In the history of your game, how did it start? If your game diverges from real history at some point, was it based on existing real pagan religions, or was it created from whole cloth and just given a pagan veneer (seems more likely). Who are the 'pagan gods' realy? They sound like powerful aliens, or something similar. Did they only appear recently in your game world, or have they always been around and actual real-world religions never realy existed in your game world?


Simon Hibbs

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On 7/28/2003 at 7:48pm, madelf wrote:
RE: help with magic?

I think the problem is when you start talking about magic, gods and religion people naturaly assume that you are using these terms in familiar ways. If in fact 'magic', 'gods' and 'religion' bear little or no resemblence to what people normaly assume those terms to refer to, confusion is almost guaranteed. Especialy when you put in comments on real religion in the same paragraph, with no seperation of terms.

I think much of the problem comes from the fact that I didn't plan to bring religion into the discussion, and wasn't really ready for anyone else to. I tried to address it as best I could, but even I'm not 100% sure exactly how I want to handle it in the game yet. I do know I don't want to make a big deal out of it.
As has been pointed out before, the entire real-world historical religion dicussion didn't really belong here. I think trying to deal with it here at all caused most of the confusion.
Hopefully that's been cleared up now. If it hasn't been, I have little hope that it can be at this point.

It seems (to me) that your setting is realy a low-powered, gritty superhero game set 150 years ago, but with the pseudo-scientific terminology superhero games usualy use replaced with pseudo-pagan gloss. You even talk about 'energy sources' and such in much the same way that superhero games do.

Okay. I can live with that definition. Call it anything you like. But is there really any difference between a traditional fantasy game (D&D for instance) and a superhero game if you apply those criteria?
To me if you give what would be normal people powers or abilities they wouldn't ordinarily have, then you could say they're "superheros" no matter the setting, background, or terminology you use.
Really I don't see that it makes a difference what it's called. I would call my game fantasy, but I certainly won't be offended if somebody wants to call it something else.
As far as the pseudo-pagan gloss, that will apply only to the religion, which will be a minor background element, as I don't intend to make religion the focus of the game at all. In fact the game could be easily played with absolutely no reference to religion or gods whatsoever. There aren't even clerics.

I'm not realy clear where the pagan curch comes from though. In the history of your game, how did it start? If your game diverges from real history at some point, was it based on existing real pagan religions, or was it created from whole cloth and just given a pagan veneer (seems more likely). Who are the 'pagan gods' realy? They sound like powerful aliens, or something similar. Did they only appear recently in your game world, or have they always been around and actual real-world religions never realy existed in your game world?

That last one.
In so far as I have it put together at this point...
The gods in the game are loosely based on figures from celtic myth, but they really aren't intended to accurately reflect celtic religion (the pagan veneer). Partly because I didn't want it to, and partly because I would imagine that if the ancient celtic religion was still around in 1850, it would have looked a lot different anyway. But mostly because I didn't want it to.
Exactly what the gods are doesn't need to be defined right now. I'm keeping my options open there. (But if magic exists, then they might actually be gods, why not?) They have always been around, at least so far as anyone knows. Actual real-world religions do not exist (there are some passing resemblances, but that's about it). While there are several different fictional religions, they actually follow the same gods (though they may not realize that necessarily), they just go about it a little differently.

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On 7/29/2003 at 6:57am, permacultureguerilla wrote:
RE: help with magic?

Ever since Stargate, I've liked the concept of Ra. Before Ra, the "cartographed myth," I guess I could call it, is pretty obscure.

Thus: Any time I have an Earth-similar concept where Gods were in history, I start it with Ra, the sun god symbolized by the golden calf. Kind of a ringleader. Of course, then is Gaia- somewhat the opposite. Mother to all the other greek Gods. Perhaps Ra would have left egypt when the jews were no longer enslaved. I realize this has gone way off your intentions, and I don't know if it's all accurate.

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On 7/29/2003 at 7:16am, contracycle wrote:
RE: help with magic?

Okay. I can live with that definition. Call it anything you like. But is there really any difference between a traditional fantasy game (D&D for instance) and a superhero game if you apply those criteria?


Probably not, no, because trad. fantasy games are pretty much content free. So, I didn't make the reccomendation earlier, but have you read the Fantasy Heartbreakers articles? I think they are worth a browse.

http://www.indie-rpgs.com/articles/10/
http://www.indie-rpgs.com/articles/9/

Forge Reference Links:

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On 7/29/2003 at 11:20am, madelf wrote:
RE: help with magic?

I had this longwinded essay, but the stupid thing didn't post & I lost it. So to briefly make the same points....

Probably not, no, because trad. fantasy games are pretty much content free. So, I didn't make the reccomendation earlier, but have you read the Fantasy Heartbreakers articles? I think they are worth a browse.

I don't understand what you're saying here. I thought the point of your heartbreakers articles was that "traditional fantasy" games (ie: heartbreakers) were D&D based, & thus lacking in original content.
I don't see how this relates to the possiblity of defining D&D itself as a pseudo-medieval super-heroes game.

I'd also like to reassure you that my game is not a D&D derivitive. I (like every other gamer I've ever known) started with D&D, but I always hated most of it. The first time I DM'd, I wrote my "heartbreaker". It was a 4-page outline of changes to the rules. It got me by for a while, but D&D has done nothing but annoy me for a very long time.
This game (while I have no delusions about it being the innovation of the decade, or even the week) bears virtually no resemblance system-wise to D&D. (It's actually beginning to remind me more of Shadowrun in some ways, but even that's not really accurate as the complexity of Shadowrun is possibly even worse than D&D).
It is a fantasy game (by my definitions), it does have fantasy races, and the setting could probably be used in D&D pretty easily. It's intended to be a good fun swords & sorcery meets six-guns & steam pseudo-victorian fantasy game (because I like good old fashioned swords & sorcery, darn it ) and hopefully it won't break any hearts.

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On 7/30/2003 at 8:12am, contracycle wrote:
RE: help with magic?

madelf wrote:
I don't understand what you're saying here. I thought the point of your heartbreakers articles was that "traditional fantasy" games (ie: heartbreakers) were D&D based, & thus lacking in original content.
I don't see how this relates to the possiblity of defining D&D itself as a pseudo-medieval super-heroes game.


Thats part of it. It's also the case that there are a lot of standing assumptions taken from the D&D model and duplicated; its not just the fact that the content is often unoriginal, but that the pattern of content is unoriginal too. In fact the problem is most accute IMO when you see a game that clearly has got original ideras and they have been squashed into a very conventional framework.


It is a fantasy game (by my definitions), it does have fantasy races, and the setting could probably be used in D&D pretty easily. It's intended to be a good fun swords & sorcery meets six-guns & steam pseudo-victorian fantasy game (because I like good old fashioned swords & sorcery, darn it ) and hopefully it won't break any hearts.


Why does it have fantasy races? What particular effect are they there to achieve, or are they just there because Thats What RPG Is?

Similarly, why is you magic so balanced and prone to disastrous consequences? Is this in ordert ot detail a specific idea or principle, or just because of the chimerical "Balance"?

Why does magic even exist at all, if its really Weird Science? How are you going to achieve a sword and sorcery feel if magic is no more significant than steam power? (which incidentally also has a chance of going horribly wrong and killing you).

The problem with Heartbreakers is that they have a nugget of gold buried under a mountian of dross, most of it brought about by dubious expectations about what is required in an RPG.

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On 7/30/2003 at 2:36pm, madelf wrote:
RE: help with magic?

Why does it have fantasy races? What particular effect are they there to achieve, or are they just there because Thats What RPG Is?

It has fantasy races for the simple reason that , for this particular project, that's what I wanted.
I certainly don't think fantastic races are necessary for fantasy, or for fantasy RPGs. I do think my game would be quite a bit different without them, and would not be the game I had in mind.

Similarly, why is you magic so balanced and prone to disastrous consequences? Is this in ordert ot detail a specific idea or principle, or just because of the chimerical "Balance"?

Actually my biggest concern is that my magic isn't balanced enough and will completely take over the game, changing the tone in ways I'm not looking for.
My magic system is the result of sitting down with pen & paper and asking myself, "What do I want magic to do, and how do I want it to feel?" What I have laid out here is the result of that. So you could say it's detailing a specific set of ideas.
The disastrous consequences are there to make people think twice. The possible consequences (and time factors to a lesser extent) are the only balance this magic system has. The skill to decrease the chances of those consequences, and the courage (or lack of sense) to risk, and endure, those consquences are all that seperates a mage from a sheepherder.

Why does magic even exist at all, if its really Weird Science? How are you going to achieve a sword and sorcery feel if magic is no more significant than steam power? (which incidentally also has a chance of going horribly wrong and killing you).

Well, for one...I'm not the guy insisting it's weird science. I'm just not worried about semantics. Call it science if you want, but it really isn't in my opinion, and it certainly isn't technological.
Producing technology usually involves things a little different than hand gestures, incantations and ritual sacrifices. And try producing a scientific effect with nothing but force of will. Add in the random factors, making the exact same outcome twice a row a low probability, and (by my definitions) you have an art.
Why does it exist? Because I want it to. And by the premise of the game, it's has always existed. Science and technology are the new kids on the block.
I can achieve a sword and sorcery feel (even if nobody uses swords) because it is a feel, not a fixed set of parameters. Steam does lots of things well. It runs machines, it powers transportation devices, it very efficiently does all the mundane things that magic doesn't do well at all. (and I believe steam, unless you're talking about a highly experimental device, is fairly relaible and predictable unless someone does something fairly stupid with it. Follow the directions, and it should be no problem. It, unlike magic, is very predictable)
On the other hand, even if you get into the exotic realms of steampunk, which I'm not yet sure if I want to do, steam is really very limited. It doesn't transport well, being big & bulky, so you can't use it everywhere. It is fixed in it's purpose. If you build a steam powered machine to do one thing, then that's what it does.
Magic can do pretty nearly anything you want it to, on demand. Magic is versatile, can be used anywhere, and needs no fuel or tools, or heavy equipment to carry it around. On the other hand, it's not nearly so predictable as steam power.
So I think magic and steam power will feel quite a bit different, they are most efficent at completely opposite tasks , and I don't think they'll get in each others way at all.

The problem with Heartbreakers is that they have a nugget of gold buried under a mountian of dross, most of it brought about by dubious expectations about what is required in an RPG.

I think equally risky is discounting elements of an rpg simply because they aren't what you would have done. For instance, you seem to be encouraging me to dump magic and fantasy races from my game, apparently because they simply aren't required. I'll grant you that the game could work without those. But it certainly wouldn't be the same game. It would be a victorian adventure game. It might still be good, but I'm not trying to make Sherlock Holmes the role playing game.
I'm trying to make my game. And my game has fantasy races and magic, not because they have to be there to make it a roleplaying game, but because they have to be there to make it the roleplaying game I intended.
I have no expectations whatsoever about what is required in RPGs. Requirement isn't the issue for me, only what I desire in that RPG.
The expectation that simply because a game has magic and fantasy races, it must be done out of ignorance, or assumption of "requirements" you don't agree with, is as wrong as the "heartbreaker" approach. Sometimes people may do things because they want to, not because they think they have to, or because it hasn't dawned on them that they could do it differently.

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On 7/30/2003 at 3:47pm, contracycle wrote:
RE: help with magic?

Sure. It's not impossible... thats why my first question to you was why the magic system was there and if it was there for a specific purpose. And I understood your answer to be generally No.

(and I believe steam, unless you're talking about a highly experimental device, is fairly relaible and predictable


It all depends on the metallurgy, which is not so predictable. Its not the steam thats important, its the case that its in. There's nothing inherent to steam technology that could not have been built in the Bronze Age, barring reliable quality metallurgy.

If you build a steam powered machine to do one thing, then that's what it does.


Actually not true - all steanm engines do the same thing, which is drive a piston. The cotton mills, frex, had complicated systems of bars, pulleys, chains and levers to distribute the fiorce from the piston to mutliple machines on multiuple floors. You can almost always remove the actual steam engine as a distinct component and fit it to something else.

But anyway, the above is off the point.

I think equally risky is discounting elements of an rpg simply because they aren't what you would have done. For instance, you seem to be encouraging me to dump magic and fantasy races from my game, apparently because they simply aren't required.


Not exactly. Conceded, I do think races in RPG's are mostly dross and of little value in actual play. More specifically, my criticism is that I don't think theres a point in introducing a McGuffin unless the McGuffin is important.

The expectation that simply because a game has magic and fantasy races, it must be done out of ignorance, or assumption of "requirements" you don't agree with, is as wrong as the "heartbreaker" approach.


It would be if I had leaped to that assumption. But that is why I asked about what magic was there fore, and tried to discuss other games which have made magic more central to their play and setting.

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On 7/30/2003 at 4:36pm, madelf wrote:
RE: help with magic?

It all depends on the metallurgy, which is not so predictable. Its not the steam thats important, its the case that its in. There's nothing inherent to steam technology that could not have been built in the Bronze Age, barring reliable quality metallurgy.

True. Which is why I put in the qualifier about experimental devices.
I'm just assuming that steam, at this point, is a pretty well known quantity, and that knowing how much steam pressure you're going to apply you know how strong the tank has to be.
Actually not true - all steanm engines do the same thing, which is drive a piston. The cotton mills, frex, had complicated systems of bars, pulleys, chains and levers to distribute the fiorce from the piston to mutliple machines on multiuple floors. You can almost always remove the actual steam engine as a distinct component and fit it to something else.

Right, but with magic you can make the same "engine" do many different things without all the pulleys, chains and levers.
And by "machine" I was referring to the entire complex assembly. In the same way that a lawnmower or a sawmill are not the same machine, even though the both run off an internal combustion engine. The engine by itself really won't do anything.

Not exactly. Conceded, I do think races in RPG's are mostly dross and of little value in actual play. More specifically, my criticism is that I don't think theres a point in introducing a McGuffin unless the McGuffin is important.

I respect that view, and understand it. In this case I think the races are important. They are very much a defining element of the game. They were added very intentionally, and it would be a different game without them. Better, worse? I don't know. But definitely different than what I'm going for.
On the otherhand, If anyone didn't want to deal with the races...all they'd have to do is place the campaign in a country where the demi-human races are in the minority (therefore not a major controlling factor) and ignore them. I think it would be missing out on a lot of the fun, but it could be done.
The game could also be done by ignoring the fantasy race issue and treating the "races" as cultures, which I gather would be your preference.
I didn't do this partly because I think it would have made the setting too "real-world". I think the presence of the other races reinforces the idea that this is not our world, and should let me get away with less realism than might otherwise be expected.

Now I could also have tried to creat new races as opposed to basing them on the "cliche" fantasy races, but I've seen so many games that try to twist the cliches into something else and hide the fact that they're still the same old elf or dwarf with a stuck on disguise. It just looks pathetic and I didn't want to fall into that trap.
I've (once or twice) seen games with really unique races that didn't scream white-washed halflings (or whatever), but they need a ground-breaking concept to succeed. I didn't have a ground breaking racial concept, but I wanted races. So I figured why not go with the old standard and give them a little twist so they're not still D&D...but acknowledge the fact that they're still elves, gnomes, dwarves, etc. rather than hiding that fact.


It would be if I had leaped to that assumption. But that is why I asked about what magic was there fore, and tried to discuss other games which have made magic more central to their play and setting.

I was hoping that's what you were going for. It can be hard to tell sometimes from the swiftly written word, just what someone is trying to say.
I'm not sure I can really explain exactly why I want magic. I just do. And I want it to not be the exclusive domain of the well-trained or (even worse) the uniquely talented. There are rules that encourage the average Joe to not try magic, but there is nothing (other than good sense) to prevent him from actually trying it.
It's a different treatment of magic than what I've usually seen, maybe that's why I want to do it. It's not "traditional D&D type fantasy" and it's not "realistic fantasy", it's something more interesting than either one to me.
Maybe other people will hate it with a passion. But that's a chance I'll just have to take.

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