Mark CMG
Creative Mountain Games
Ogrork the Mighty said:This is just a concept, but something about it appeals to me moreso than the neverending list of spells we see in D&D.
What if, instead of specific spells, the magic system created a framework that determined all the basics (i.e., damage, range, area of effect, types of saves, etc.) and then left it up to the individual players to create the actual magical effects? Talk about creativity!
(. . .)
Thoughts?
I ran a game in the eighties with a bunch of folks who didn't have any game books and had no interest in understanding how any of the rules worked. For someone who always liked some semblance of consistency and balance, this made a bit more work for me as the DM. I basically designed a freeform system for that particular game that allowed me to quickly assess what the player was describing and categorize it, then give it a level of power commensurate with the power of the character, adjusted in some cases by the power of those around him or the place in which the character happened to be. It was still pretty loose for the DM, me, but it was seemingly without any structure at all for the players, and I think they liked that a lot at the time.