[EN Pub] The Fantastic Science -- 24-page teaser!

I went from cool to ug to hmm while reading this thread. I didn't like the idea of spells as technology in Pulp Heros and I am still not sure. OTOH I just bought the Spelljammer boxset and this might be a very cool way of dropping spells while retaining magic. The same applies to Morningstar.

Is the book built around the idea of a template or series of templates that turns magic into technology?

Edit- also how much does alchemy tie into this?
 
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DMH said:
I went from cool to ug to hmm while reading this thread. I didn't like the idea of spells as technology in Pulp Heros and I am still not sure.

I'm not entirely sure what you refer to here. Just to be clear, "spells as technology" (i.e., magic as mass-produceable items useable by anyone) is not my book, it's Mechamancy, to which I made a comparison in an earlier post.

My book defines technology as something like a new spellcasting tradition - powerful effects available only to a select few, barring the fairly difficult production of more user-friendly devices (a process for which rules are provided). Thus, the sweeping societal changes of an Industrial Revolution-type scenario are not required, and you can introduce technology as an element in your game with changing the whole game world to account for its presence.

DMH said:
OTOH I just bought the Spelljammer boxset and this might be a very cool way of dropping spells while retaining magic. The same applies to Morningstar.

That would certainly work. You'd have somewhat weakened healing and no really powerful death effects, but that's probably not going to cause any huge problems. Plus, it would be a good excuse to get your players to do some research and make their own devices, as inventors are wont to do - the book includes extensive guidelines for adapting existing spells into devices, designing new devices, and researching these items in game.

DMH said:
Is the book built around the idea of a template or series of templates that turns magic into technology?

Something like Arcana Evolved's spell templates being used to make spells psionic? No, although that's really a pretty cool idea. Think of it more as an XPH where technology happens to be the power source rather than mind powers - technologists have their own strengths and weaknesses and independant effect set from other sorts of spellcasters.

That said, it's really easy to make a spell into a device, and vice-versa. And we're including a full Word document of the book in with the pdf download, so it's a simple matter to tailor a device list to give out to your players that includes all and only the devices whose effects you want in the game. I'm not familiar with Morningstar, but in Spelljammer that implies making a few new devices (better, converting the old 2e spells) to represent the unique elements of the setting - extremely long ranges, gravity issues, and the overall environment - and probably holding back the most powerful devices as surprises for your players. And surprised they will be, because very few of the devices are exactly like the well-known spells we're all familiar with.

In fact, the book happens to include a device that calls down a solar flare and a device that temporarily blots out the sun in a large area, so you already have two technological/plot devices that would go over well in Spelljammer (particularly in the Astromundi Cluster) ready to spring on unsuspecting players.

DMH said:
Edit- also how much does alchemy tie into this?

Technologists have the ability to craft alchemical items quickly and efficiently without magic by virtue of the Expert class ability (in the teaser) and their class craft points. A number of the expensive optional components used to temporarily boost a device's power are alchemical in nature. Several devices also require or aid the Craft (alchemy) skill. And, of course, Alchemy is one of the best Craft skills and a class that's encouraged to spend lots of ranks on Craft and Knowledge skills means that I expect most technologists will also be alchemists. However, skill at Alchemy is not required for the class in the way that, say, Perform is required for the Bard class.
 

Just as a side reference, Pulp Heros was the first minisetting in Polyhedron when it was merged with Dungeon. One of the classes was the steriotypical scientist of the golden age (the kind that knew little bits of all sciences) and the most important class ability is to make gadgets- spells as technology. Magic missle could be a ray gun or Chewie's crossbow thing from Star Wars or even a helmet that telekinetically projects pebbles.

Anyways, I will definately be taking a look at this when it is released.
 

DMH said:
Just as a side reference, Pulp Heros was the first minisetting in Polyhedron when it was merged with Dungeon. One of the classes was the steriotypical scientist of the golden age (the kind that knew little bits of all sciences) and the most important class ability is to make gadgets- spells as technology. Magic missle could be a ray gun or Chewie's crossbow thing from Star Wars or even a helmet that telekinetically projects pebbles.

Ah, yeah, that. I remember now. One of the "technologists as guys who make wands" classes. Those always annoyed me, for a few different reasons I won't get into lest I start ranting. :)

DMH said:
Anyways, I will definately be taking a look at this when it is released.

Thanks. I think I'm going to try to find some reviews of Morningstar now to see how that would go...
 




Hnh. Good thing RW decided to poke his head in here - he's got a better idea of our schedule than I do.

DMH - I finally got to look over all the Morningstar stuff. Sorry that took so long.

As far as using The Fantastic Science with Morningstar goes, the first consideration is whether you want to keep or replace the existing artificer, and the second is whether or not you want technologists to use the numina. So that gives you four options:

Keep the Artificer, Use the Numina
Numina control makes for as good an explanation for the activation point pool as any, so you're good to go there - just change the flavor text of the devices slightly to take account of the "elemental spirit" system of technological explanation. Then you need to decide on the technologist's role in the setting vis-a-vis the artificer. It looks to me as though your best bet is to cast artificers as the engineers to the technologist's research scientist - artificers stick to the well-known magical "sciences" and build devices that anyone can use, while technologists build the sorts of things that will be legendary in a thousand years or so, but that only they can really make sense of. The incredibly high-tech nature of the upper-end devices fits well with Morningstar's theme of a civilization that's at its very peak. For extra fun, make technologists an expression of the Canticle, and play up their ability to oppose magic-users. Their connection to artificers on the one hand and opposition to magic-uise in general on the other gives them an ambiguous role in the setting that could prove interesting.

Ditch the Artificer, Use the Numina
This one's pretty simple. Just fill in a technologist (or savant) everywhere an artificer would show up. You'd be well advised to make some more construct-creation devices, though, to help the technologist assimilate the artificer's niche more fully. Consider removing the antimagic devices so that the technologist can more completely be the hubristic advanced-engineering magic-users of the setting.

Keep the Artificer, Ditch the Numina
In this case you have technologists doing something completely other than the artificers that fills something of the same explanatory niche. I would present technologists as part of a civilization opposed to Brendir (I suggest the Lreans' Empire of Hrum Vaat), and play up the antimagic aspects of technology. Link them to the Canticle or not, as you like, but make sure that technologists and artificers reeaallly don't like each other. You can even keep the players guessing as to which tradition represents the future of the world, and that approach fits in with the "recasting the world" theme of Morningstar.

Ditch the Artificer, Ditch the Numina
This last option changes the setting up pretty significantly. Essentially, you would use Fantastic Science exactly as written and do all the fiddling on the campaign-setting end. Unless you're completely taken with the flavor text of the book (you never know ;) ), I wouldn't recommend this last option, although I could give some advice on this approach too if you're interested to see how I would play it.

Does that help?
 
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Wow, thanks! You didn't have to read the book just to answer my question (though I hope you liked it).

I think I will stick with a modified version of a (the animating numina still provides its gifts).
 

DMH said:
Wow, thanks! You didn't have to read the book just to answer my question (though I hope you liked it).

You're welcome! But I'm not that eager to please - I just read the pdf you linked me to, checked out the newsletters and other materials on that site, read the introductory chapter (it's in a free pdf at the company's website), and flipped through the book at my FLGS to confirm my impressions. (Okay, that sounds like even more, doesn't it? :p )

Anyway, I hope that helps (and that you decide to use the technologist in your game, of course).
 
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