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Help me accept psionics
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<blockquote data-quote="Roman" data-source="post: 3346277" data-attributes="member: 1845"><p>Heh, I am one of those individuals too. Guns, steampower, etcetera are 'features' that I do not like to see in my fantasy games. </p><p></p><p></p><p></p><p>For me, psionics has never been a problem to accept in fantasy games, though I do not allow it in all my games. </p><p></p><p></p><p></p><p>My psionic powers are to the best of my knowledge nonexistent, but I will see what I can do anyway. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>The core of the issue, I think, lies in the way you interpret psionics. Think of the various guises supernatural powers can take and how they can be acquired. Then ponder the potential fundamental sources of supernatural power in your campaign. What can we come up with? There are plenty of fantasy archetypes dealing with the supernatural. There are people who acquire their supernatural power through difficult rituals and invocations, and there are people who pray or bargain for supernatural boons to gods, spirits, demons or other entities. The correspondence of these two archetypes with Wizards and Priests is clear, but the fantasy archetype of people who gain their powers from the inside, using their own internal energy, draining themselves to produce supernatural effects are also compelling. That is precisely what psionics represents: Supernatural powers that originate in the inside of the individual, requiring his force of will to use and channel and draining him in the process. As such, psionics have nothing to do with technology or sci-fi, albeit they may also appear in such. Psionics have everything to do with supernatural powers generated from within rather than acquired from without. </p><p></p><p>You said we should not mention mechanics, but mechanics does pertain to flavour and I will mention it in such context only. When I design a world with multiple sources of power and want to differentiate them, how do I accomplish this? I find it best to use different systems, enabling the users of these supernatural powers to excel in different things. For me, at least, psionics serves this function well for the supernatural powers coming from the inside. In such a way, mechanics help to enhance flavour and distinctiveness of each source of supernatural power. </p><p></p><p></p><p></p><p>I hope that helped. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Roman, post: 3346277, member: 1845"] Heh, I am one of those individuals too. Guns, steampower, etcetera are 'features' that I do not like to see in my fantasy games. For me, psionics has never been a problem to accept in fantasy games, though I do not allow it in all my games. My psionic powers are to the best of my knowledge nonexistent, but I will see what I can do anyway. ;) The core of the issue, I think, lies in the way you interpret psionics. Think of the various guises supernatural powers can take and how they can be acquired. Then ponder the potential fundamental sources of supernatural power in your campaign. What can we come up with? There are plenty of fantasy archetypes dealing with the supernatural. There are people who acquire their supernatural power through difficult rituals and invocations, and there are people who pray or bargain for supernatural boons to gods, spirits, demons or other entities. The correspondence of these two archetypes with Wizards and Priests is clear, but the fantasy archetype of people who gain their powers from the inside, using their own internal energy, draining themselves to produce supernatural effects are also compelling. That is precisely what psionics represents: Supernatural powers that originate in the inside of the individual, requiring his force of will to use and channel and draining him in the process. As such, psionics have nothing to do with technology or sci-fi, albeit they may also appear in such. Psionics have everything to do with supernatural powers generated from within rather than acquired from without. You said we should not mention mechanics, but mechanics does pertain to flavour and I will mention it in such context only. When I design a world with multiple sources of power and want to differentiate them, how do I accomplish this? I find it best to use different systems, enabling the users of these supernatural powers to excel in different things. For me, at least, psionics serves this function well for the supernatural powers coming from the inside. In such a way, mechanics help to enhance flavour and distinctiveness of each source of supernatural power. I hope that helped. :) [/QUOTE]
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