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Getting people to use Rituals

If immersion is not important to the campaign. Travel time, food, water, dealing with the npcs of a setting. Then rituals lose much of their utility.
 

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If immersion is not important to the campaign. Travel time, food, water, dealing with the npcs of a setting. Then rituals lose much of their utility.

This is true. If the rules suggest that keeping track of supplies, overland travel, encumbrance concerns, and talking to town guards should be skipped because they are not fun, then providing a list of rituals to deal with situations that get glossed over is meaningless.
 

Akaiku

First Post
This is true. If the rules suggest that keeping track of supplies, overland travel, encumbrance concerns, and talking to town guards should be skipped because they are not fun, then providing a list of rituals to deal with situations that get glossed over is meaningless.

Rituals still need to keep track of supplies (just component for the ritual instead). Encumbrance is easy, you have your token str 18+ person carry everything, and if not, you have a cart. Failing that, yes, people use the disk occasionally, but only to carry large stacks of cash.

And I haven't met a party that doesn't have the "talk to this guy" character in it.

How do rituals help with that?

Unless you really do push to make it a better idea to just magic away some situation, people will want to use their actual powers and stuff. The wizard can't solve every problem, so now parties form with a solution to every problem that doesn't need the wizard. Rituals become fluf and style that costs money that can be better spent on killing a foe or always being better at something.

Unless you gm fiat "Use ritual magic or you all die horribly". But bludgeoning people into using mechanics you like tends not to work well.
 


I'm A Banana

Potassium-Rich
Make rituals important to killing things and taking their stuff (or achieving the other goals they have). Force them to be used to be successful.
 

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