Go Back   EN World D&D / RPG News > General RPG Forums > General RPG Discussion

General RPG Discussion Discussion of all RPGs and non-system-specific topics. DM/GM/player issues, settings, etc. Rules discussion belongs in one the forums below.

 
Share LinkBack Thread Tools Display Modes
Old 22nd December 2008, 10:14 PM   #241 (permalink)
Registered User
 
Join Date: Aug 2008
Posts: 236
nightwyrm Hobgoblin Soldier (Lvl 3)
May I suggest that what people calls "magic" is simply stuff that they can't explain. To ancient people, lightning is magic and a power wield by the gods because they can't understand its cause. Curses were thought to work because people didn't understand germ theory and how people got sick.

Once you can clearly provide a mechanistic explanation of cause and effect, "magic" becomes tech. That is not to say that tech is not mysterious to the layperson. I don't know very well how my computer works and I doubt very much if anyone on this board completely understands quantum theory, but we wouldn't call them magical. I go to the tech support when my computer breaks down, but if I had completely no understanding of modern technology, I might as well call them witch doctors.

Magic is tech in D&D and many other RPGs is because the books provides the rules for magic. They have to, in order to make the game work. You mix bat guano and a few words and you get a fireball. Completely mechanistic with clear cause and effect. Even if the magic rules include a chance of failure everytime someone casts a spell, the player knows why the spell failed (you rolled poorly).

In a "magical" world, the world is whimsical. An inhabitant don't know or understand why the world works the way it does. He cannot establish mechanistic cause and effect. He may not even believe that you can understand the cause and effect in that world.

In a "tech" world, the world is orderly. A person may not know or understand exactly the rules by which the world works, but he knows that there are rules. If something happens that he can't explain, he knows that it's because of his lack of knowledge of the rules of the world, not because the world doesn't have any rules.
nightwyrm is offline   Reply With Quote
Old 22nd December 2008, 10:22 PM   #242 (permalink)
Registered User
 
Join Date: Mar 2002
Location: Philadelphia
Posts: 5,174
Mallus Gnoll Huntmaster (Lvl 5)
Quote:
Originally Posted by Gentlegamer View Post
I think what Jack7 is saying could be made by analogy to how the Force was described in the original Star Wars films compared to how it was described The Phantom Menace.

I think he may have a point there, but I won't attempt to apply it to RPGs, specifically D&D.
That's actually quite good. Allow me to extend it a little.

In fantasy fiction and film people prefer magic to be like the Force as it was described in Star Wars. In fantasy RPG's like D&D, people prefer magic to be like the Force as it was described in The Phantom Menace. Because in a fiction and film we are vicarious participants in the action. We can sit back and enjoy the mystery. But when we're gaming, we are direct participants. Our choices decide the outcomes. We want magic quantified, so we can both use it and defend against opponents using it against us.
__________________
"We're pimps and killers, but in a philanthropic way." -- Boyd, Dollhouse.

The Chronicle of Burne, and Some Others of Lesser Importance: Updated 05-17-2009! Current episode: Flight of the Philip.

The Port on the Aster Sea
Our 4e setting. It's a heartbreaking work of staggering genius!

Last edited by Mallus; 22nd December 2008 at 10:27 PM..
Mallus is offline   Reply With Quote
Old 23rd December 2008, 02:53 PM   #243 (permalink)
Registered User
 
ExploderWizard's Avatar
 
Join Date: May 2008
Posts: 2,332
ExploderWizard Bugbear Strangler (Lvl 6)
There are two separate instances regarding the feel of magic as it pertains to D&D play. The first is from the perspective of the player and the second is from the perspective of a fictitious character within a fantasy world.

To the player at the table, that sense of wonder at discovering magical items and thier function when first encountering them is difficult if not impossible to maintain. Experienced players are familliar with the workings of such items after years of play and so the standard array of items become all too ho-hum and expected. Keeping the player mystified by the workings of magic requires a constant influx of non-standard magic to keep them guessing which can amount to a lot of work.

To a character within a fantasy world magic will be as wonderous as it is rare and unknown. If the vast majority of magical items are available for sale or can be constructed by the typical adventurer then what was once magic simply becomes designer gear. 3E brought about this style of magic with the detailed item creation rules. Suddenly any adventurer with the right feats, and resources could make items that were magical, and functional. Made to order gear became standard (RAW only-subject to individual tweaking) and thus wonderous items became standard gear, not only to the players but to their characters as well.

I remember a section on magical items from the 1E DMG that talked about the rarity of or even unique nature of certain items. It was suggested that perhaps only a few or even one of certain items might exist within the campaign world. Lets take a typical wonderous item such as a pair of boots of speed for example. Suppose these items were crafted long ago by a famous elven wizard. Only three pairs are known to exist and one of those pairs is owned by a well known retired adventurer. While exploring a ruined city, the PC's discover a pair of these boots in the lair of some beastie. How valuable and treasured a find will this be? On the other hand if these boots can be cranked out by a party member with some time, gold and a Keebler elf sweatshop then they will probably get tossed in the pile of other goodies to sell because everyone in the party who wants such an item probably already has it.

The 4E design that was supposed to put an end to the reliance on magical gear could have made magical items actually magical again but it didn't. Magic items are still just designer gear like they were in 3E with a narrower selection of must have slotted items and larger percentage of add-hoc doodads. If you add the ability to squish unwanted gear into magical poop to fertilize other items with then its easy to see where the magic has gone.

That ooh-ahh feeling from simple magic items may be next to impossible to get back for the players but making magic rare and not so easily obtainable can help bring back that feeling for the characters.
ExploderWizard is offline   Reply With Quote
Old 23rd December 2008, 04:08 PM   #244 (permalink)
Registered User
 
Ydars's Avatar
 
Join Date: Mar 2008
Location: Birmingham UK
Posts: 660
Ydars Hobgoblin Soldier (Lvl 3)
I know what people are saying about how difficult it is to make magic mystical in a game but the point is, I feel other games manage it much better; take Ars Magica for example!

Here magic somehow feels more authentic and mystical because there are a set of laws of magic that must be contended with, as if magic is indeed a mystical and ill understood force. These laws are also vaguely patterned after historical/cultural perceptions of magic that seem "right" like the law of arcane connection; you need a hair or object owned by someone to affect them with a spell if you can't see them.

I think D&D magic could be made much more mystical, indeed I have my own system to do so, so that magic itself almost becomes another character in the story.
__________________
I don't know half of you, half as well as I should like and I like less than half of you, half as well as you deserve!
Ydars is offline   Reply With Quote
Old 30th May 2009, 03:13 PM   #245 (permalink)
Registered User
 
EroGaki's Avatar
 
Join Date: Dec 2007
Posts: 245
EroGaki Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Ydars View Post
I know what people are saying about how difficult it is to make magic mystical in a game but the point is, I feel other games manage it much better; take Ars Magica for example!

Here magic somehow feels more authentic and mystical because there are a set of laws of magic that must be contended with, as if magic is indeed a mystical and ill understood force. These laws are also vaguely patterned after historical/cultural perceptions of magic that seem "right" like the law of arcane connection; you need a hair or object owned by someone to affect them with a spell if you can't see them.

I think D&D magic could be made much more mystical, indeed I have my own system to do so, so that magic itself almost becomes another character in the story.
I would be very interested in hearing more about this system of yours. Magic could use some vitality these days. Especially 4th Edition magic.
__________________
Enemies are the price of Honor.
~Zeddicus Zu'l Zorander, Wizard of the First Order

Fear. Fear attracts the fearful. The strong. The weak. The innocent. The corrupt. Fear. Fear is my ally.
~Darth Maul

No. Try not. Do... or do not. There is no try.
~Yoda

I don't want the Tyranny of Fun to become one of PF RPG's design principles. That's 4e's province, and I'd happily leave it that way.
EroGaki is offline   Reply With Quote
Old 30th May 2009, 03:53 PM   #246 (permalink)
Registered User
 
Hereticus's Avatar
 
Join Date: Mar 2009
Location: Vermont
Posts: 385
Hereticus Kobold Slinger (Lvl 1)
I miss my Eversmoking Bottle.
__________________
"Democracy must be something more than two gnolls and an elf voting on what to have for dinner."
Hereticus is offline   Reply With Quote
Old 30th May 2009, 03:54 PM   #247 (permalink)
Registered User
 
FireLance's Avatar
 
Join Date: Mar 2002
Location: Singapore
Posts: 5,787
FireLance Snaketongue Initiate (Lvl 7)FireLance Snaketongue Initiate (Lvl 7)
Quote:
Originally Posted by Hereticus View Post
I miss my Eversmoking Bottle.
Why? You've got the Internet, haven't you?
__________________
FireLance is offline   Reply With Quote
Old 30th May 2009, 04:08 PM   #248 (permalink)
Registered User
 
Hereticus's Avatar
 
Join Date: Mar 2009
Location: Vermont
Posts: 385
Hereticus Kobold Slinger (Lvl 1)
Quote:
Originally Posted by FireLance View Post
Why? You've got the Internet, haven't you?
?????
__________________
"Democracy must be something more than two gnolls and an elf voting on what to have for dinner."
Hereticus is offline   Reply With Quote
Old 30th May 2009, 04:37 PM   #249 (permalink)
Registered User
 
FireLance's Avatar
 
Join Date: Mar 2002
Location: Singapore
Posts: 5,787
FireLance Snaketongue Initiate (Lvl 7)FireLance Snaketongue Initiate (Lvl 7)
Quote:
Originally Posted by Hereticus View Post
?????
Possibly the closest thing you can get to a never-ending stream of hot smoke in real life.
__________________
FireLance is offline   Reply With Quote
Old 30th May 2009, 05:00 PM   #250 (permalink)
Registered User
 
Hereticus's Avatar
 
Join Date: Mar 2009
Location: Vermont
Posts: 385
Hereticus Kobold Slinger (Lvl 1)
Quote:
Originally Posted by FireLance View Post
Possibly the closest thing you can get to a never-ending stream of hot smoke in real life.
Ahhh... thank you, I agree completely!

We did alot of interesting things with the Eversmoking Bottle, including provide cover for ourselves.
__________________
"Democracy must be something more than two gnolls and an elf voting on what to have for dinner."
Hereticus is offline   Reply With Quote
Old 31st May 2009, 12:13 AM   #251 (permalink)
Registered User
 
Doug McCrae's Avatar
 
Join Date: Jul 2004
Location: Glasgow, Scotland
Posts: 4,345
Doug McCrae Orc Berserker (Lvl 4)
Quote:
Originally Posted by Andor View Post
If there is no wonder, and no mystery it isn't magic, it's science with newts and circles instead of cogs and circuits. If I want to play with science I don't need an RPG, I have a garage and a soldering iron.

If you don't want magic in your game, you shouldn't be playing a fantasy RPG. Period. Play a SF game, play a modern day game, play a historical game, play an alternate historical game where you explore the ramifications of a chinese expedition introducing horses and gunpowder to south america before the spainiards arrive.

Do not however whine that a fantasy game has magic in it, because that is the whole freaking point!
There's a paradox here. A major part of rpgs is the tendency to define, to categorise, to enumerate, to systematize, to represent numerically. In short, to make the unknown known. If magic means unknown or mysterious and magic is the essential part of fantasy then the term 'fantasy rpg' is an oxymoron. It's impossible. You can have a fantasy novel or a movie, but not a fantasy rpg.

Maybe the answer to the paradox is - only the GM should know the rules. Or maybe the only truly magical rpg can be one where there aren't any rules. But I think for a lot of rpg players mastering the rules is a big part of the draw.
__________________
The female tiefling's horns are not 'handlebars'.
Doug McCrae is offline   Reply With Quote
Old 31st May 2009, 12:40 AM   #252 (permalink)
Registered User
 
Join Date: Sep 2004
Posts: 72
Nagol Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Doug McCrae View Post
There's a paradox here. A major part of rpgs is the tendency to define, to categorise, to enumerate, to systematize, to represent numerically. In short, to make the unknown known. If magic means unknown or mysterious and magic is the essential part of fantasy then the term 'fantasy rpg' is an oxymoron. It's impossible. You can have a fantasy novel or a movie, but not a fantasy rpg.

Maybe the answer to the paradox is - only the GM should know the rules. Or maybe the only truly magical rpg can be one where there aren't any rules. But I think for a lot of rpg players mastering the rules is a big part of the draw.
The other option is to damage the reliability of magic through the inclusion of a random element a la Wild Magic or Deadlands' playing card draw.

The player knows the game mechanism, but cannot make accurate predictions as to the final result.
Nagol is offline   Reply With Quote
Old 31st May 2009, 12:41 AM   #253 (permalink)
Registered User
 
Join Date: Aug 2008
Posts: 236
nightwyrm Hobgoblin Soldier (Lvl 3)
Holy thread necromancy!!
nightwyrm is offline   Reply With Quote
Old 31st May 2009, 12:48 AM   #254 (permalink)
Registered User
 
Doug McCrae's Avatar
 
Join Date: Jul 2004
Location: Glasgow, Scotland
Posts: 4,345
Doug McCrae Orc Berserker (Lvl 4)
Or have no rules for magic items and spells, only mundane activities. This would be the precise opposite of old school D&D which, bizarrely, precisely delineates magic while such activities as climbing trees and swimming in the village pond are left in the realm of eldritch mystery.

Or ban magic users. Pretty much the way Pendragon handles it, all the PCs are knights. Or ban magic users and magic items. But what would be the fun in that?
__________________
The female tiefling's horns are not 'handlebars'.
Doug McCrae is offline   Reply With Quote
Old 31st May 2009, 12:53 AM   #255 (permalink)
Registered User
 
Doug McCrae's Avatar
 
Join Date: Jul 2004
Location: Glasgow, Scotland
Posts: 4,345
Doug McCrae Orc Berserker (Lvl 4)
The way D&D handles magic as mystery is to make only the very high end stuff mysterious - artefacts, bizarre 10th level spells that were lost in ages gone. So magic (in the D&D sense) only becomes magic (in the sense of mysterious) when it's really powerful. The low end stuff, like +1 swords and magic missile spells? Just another kind of technology.
__________________
The female tiefling's horns are not 'handlebars'.
Doug McCrae is offline   Reply With Quote
Old 31st May 2009, 10:46 PM   #256 (permalink)
Registered User
 
Jack7's Avatar
 
Join Date: Aug 2007
Posts: 1,090
Jack7 Bugbear Strangler (Lvl 6)
Quote:
There's a paradox here. A major part of rpgs is the tendency to define, to categorise, to enumerate, to systematize, to represent numerically. In short, to make the unknown known. If magic means unknown or mysterious and magic is the essential part of fantasy then the term 'fantasy rpg' is an oxymoron. It's impossible. You can have a fantasy novel or a movie, but not a fantasy rpg.

Maybe the answer to the paradox is - only the GM should know the rules. Or maybe the only truly magical rpg can be one where there aren't any rules. But I think for a lot of rpg players mastering the rules is a big part of the draw.
Quote:
The other option is to damage the reliability of magic through the inclusion of a random element a la Wild Magic or Deadlands' playing card draw.

The player knows the game mechanism, but cannot make accurate predictions as to the final result.
Quote:
The way D&D handles magic as mystery is to make only the very high end stuff mysterious - artefacts, bizarre 10th level spells that were lost in ages gone. So magic (in the D&D sense) only becomes magic (in the sense of mysterious) when it's really powerful. The low end stuff, like +1 swords and magic missile spells? Just another kind of technology.
That's an interesting set of observations Doug and Nagol.

Personally I think it is based on the following technique(s) of displaying magic as a game concept in D&D. With artifacts and relics and so forth you have so many different kinds of magical effects that can be displayed that one has a hard time "guessing or knowing" what effect the item will manifest next.

That is to say high level magic items have a wide option choice of magical effects and displays, which adds to the mystery of the manifestation. It is not a simple one lever-one effect operation.

Simple magical items, +1 swords and so forth, can't project that element of "the unknown or mysterious." Not with that system anyway. It's like you say, low magic is a simple mechanical or technological operation. It only usually does one simple thing, like an extremely simple machine.

I think you can change that by making low level magical items fluctuate in what they do, or by changing the way they "present helves" on occasion. They would still do mild things, by comparison to high level magic, but only one thing at a time, yet also various or changing things.

But I think you made a good observation and I like the idea of the paradox of magical-technology in D&D. I think it can be fixed, or at least changed, but I like the point.
__________________
Tome and Tomb
Jack7 is offline   Reply With Quote
Old 31st May 2009, 11:59 PM   #257 (permalink)
Set
Registered User
 
Join Date: Jun 2006
Location: Nashua, New Hampshire
Posts: 772
Set Hobgoblin Soldier (Lvl 3)
Quote:
Originally Posted by JRRNeiklot View Post
Nice try. The wand of fire from 1e could do burning hands, fireball, pyrotechnics, and wall of fire. Much more fun than any old wand of fireballs. A lot of 1e stuff was way more versatile than later editions.
And the generic flavorless '+1 sword' shed light like a torch and had a chance to be sentient and other powers.

Yeah, straw men meant to ridicule the OP aside, some of the old-school items like the Rod of Lordly Might and the Decanter of Endless Water did seem to be a bit more interesting than some of the newer Magic Item Compendium items that do this spell X times / day as a swift action.
Set is offline   Reply With Quote
Old 1st June 2009, 12:33 AM   #258 (permalink)
Penguin Herder
 
Nifft's Avatar
 
Join Date: Aug 2002
Location: New York City
Posts: 16,565
Nifft Bugbear Strangler (Lvl 6)
Okay, it's time we came clean here.

The magic that used to be found in all games has been steadily acquired by a handful of wealthy individuals, and now only makes its way into the games of the privileged elite. The rest of you just get boring cruft like "+1 sword"s.

This is just one reason why Sepulchrave II's game is better than yours. His group bought call options on magic early.

"Your childhood memories will be auctioned off next week", -- N
__________________
Brevity is the soul of wit, so trim your sig or look dumb.
Nifft is offline   Reply With Quote
Old 1st June 2009, 04:12 PM   #259 (permalink)
Registered User
 
Join Date: Jul 2008
Location: Boonton, NJ
Posts: 301
Mournblade94 Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by SPoD View Post
Not every person who picks up the game wants Mystery and Wonder. And it is easier for a DM who wants it to put it back than it is for a DM who doesn't to remove it.
Then why are they playing a game like Dungeons and Dragons? It is full of mystery and wonder.

Isn't that the point of playing it?
Mournblade94 is offline   Reply With Quote
Old 1st June 2009, 04:17 PM   #260 (permalink)
Registered User
 
Join Date: Mar 2002
Location: Philadelphia
Posts: 5,174
Mallus Gnoll Huntmaster (Lvl 5)
Quote:
Originally Posted by Mournblade94 View Post
Then why are they playing a game like Dungeons and Dragons? It is full of mystery and wonder.
It's also full of dull-and-functional wahoo like Magic Missile and a longsword +1

Quote:
Isn't that the point of playing it?
Not exactly.
__________________
"We're pimps and killers, but in a philanthropic way." -- Boyd, Dollhouse.

The Chronicle of Burne, and Some Others of Lesser Importance: Updated 05-17-2009! Current episode: Flight of the Philip.

The Port on the Aster Sea
Our 4e setting. It's a heartbreaking work of staggering genius!
Mallus is offline   Reply With Quote


Bookmarks

Tags
fantasy, item, magic, rpg

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


And yet another word from our sponsors
Visit Our Sponsors
Visit Our Sponsors... Again
Powered by vBadvanced CMPS v3.0.1

All times are GMT +1. The time now is 08:13 AM.


Site Contents © 2008 ENWorld
PHP Ajax Multimedia Web Framework © 2008 Digital Media Graphix
Powered by vBulletin® Version 3.8.0 Beta 1
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0

"Vault Data" powered by VaultWiki v2.5.1.
Copyright © 2008 - 2009, Cracked Egg Studios.