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A pseudo-scientific explanation of magic
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<blockquote data-quote="Mallus" data-source="post: 2337201" data-attributes="member: 3887"><p>Damn, The Universe beat me to Zero-Point Energy. I suppose that's to be expected...</p><p></p><p>Anyway, that's neat background rationale for a magic system, JD, but I've always been interested in what comes next. Now that you have an underlying theory, the trick is to derive a set of ramifications from said theory that directly relate to the game mechanics/common spell effects. Preferably a small, easy-to-manage set. </p><p></p><p>For instance, healing seems pretty tough to pull off under this rationale, Maybe healing spells temporarily reverse time's arrow and actually undoes the wound (they would need to cast immediately after the damage was done). Sometimes they go wrong and the target begins to age backwards, a la Rachel from Simmon's <em>Hyperion</em>.</p><p></p><p>Fly, Reverse Gravity, Slow, etc. can all work off temporarily overlying the local gravitational rules with those from another brane. Again, this goes awry sometimes, creating fantastical crap like null-gravity zones, or floating mountains.</p><p></p><p>Outsiders are just entities from another brane. These Outsiders don't need to be limited to traditional depictions of alien horrors, either. Less tenticular, more conceptual. Sentient, polyhedral clouds that can reduce the speed of light to 45 MPH. Or demonic number systems that threaten a kingdom's currency. Perhaps exposing terrestrial creatures to energies from outside their home brane can slowly turn them into Outsiders. </p><p></p><p>I need to drink much more coffee, get some work done, and come back to this. I'm interested in any kind of structuring tool designed to add more flavor an RPG's magic system.</p></blockquote><p></p>
[QUOTE="Mallus, post: 2337201, member: 3887"] Damn, The Universe beat me to Zero-Point Energy. I suppose that's to be expected... Anyway, that's neat background rationale for a magic system, JD, but I've always been interested in what comes next. Now that you have an underlying theory, the trick is to derive a set of ramifications from said theory that directly relate to the game mechanics/common spell effects. Preferably a small, easy-to-manage set. For instance, healing seems pretty tough to pull off under this rationale, Maybe healing spells temporarily reverse time's arrow and actually undoes the wound (they would need to cast immediately after the damage was done). Sometimes they go wrong and the target begins to age backwards, a la Rachel from Simmon's [i]Hyperion[/i]. Fly, Reverse Gravity, Slow, etc. can all work off temporarily overlying the local gravitational rules with those from another brane. Again, this goes awry sometimes, creating fantastical crap like null-gravity zones, or floating mountains. Outsiders are just entities from another brane. These Outsiders don't need to be limited to traditional depictions of alien horrors, either. Less tenticular, more conceptual. Sentient, polyhedral clouds that can reduce the speed of light to 45 MPH. Or demonic number systems that threaten a kingdom's currency. Perhaps exposing terrestrial creatures to energies from outside their home brane can slowly turn them into Outsiders. I need to drink much more coffee, get some work done, and come back to this. I'm interested in any kind of structuring tool designed to add more flavor an RPG's magic system. [/QUOTE]
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