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How to use "True Names" in roleplaying
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<blockquote data-quote="Chonicler" data-source="post: 430913" data-attributes="member: 8316"><p>Earthdawn is different from Earthsea. Earthsea is the world for the novels by Ursula leGuin, and Earthdawn is the world for the roleplaying game set in the pseudo-medieval fantasy era of Shadowrun. (oops, there goes a metaplot secret). It's ~4000 (I think?) years before the post-modern era in Shadowrun. Magic in the Earthdawn world works on the Mayan cycle (oops, there goes another metaplot secret); there are 6 'worlds' (eras) so far, our non-magical world being the fifth, the Shadowrun world being the sixth, and Earthdawn being the fourth - in a gross oversimplification, magic is only present in the 'up-cycles,' the even-numbered ages.</p><p></p><p>However, I'm not familiar with Earthdawn so I couldn't tell you how true names work. I can say, however, it has a much more arcane and mystical feel (as it seems to me, anyway) than D&D's number-crunching "OK, I attack with my magic <em>longsword +1</em>."</p><p></p><p>Back on the topic of true names, however, I'd suggest that they act as a <em>planar binding</em>, except you don't need a magic circle to keep the creature from attacking, and you gain a large bonus on your charisma check to negotiate - true names shouldn't give you absolute control, but they should make it difficult enough for the creature to oppose you that it wouldn't want it to be commonly known.</p></blockquote><p></p>
[QUOTE="Chonicler, post: 430913, member: 8316"] Earthdawn is different from Earthsea. Earthsea is the world for the novels by Ursula leGuin, and Earthdawn is the world for the roleplaying game set in the pseudo-medieval fantasy era of Shadowrun. (oops, there goes a metaplot secret). It's ~4000 (I think?) years before the post-modern era in Shadowrun. Magic in the Earthdawn world works on the Mayan cycle (oops, there goes another metaplot secret); there are 6 'worlds' (eras) so far, our non-magical world being the fifth, the Shadowrun world being the sixth, and Earthdawn being the fourth - in a gross oversimplification, magic is only present in the 'up-cycles,' the even-numbered ages. However, I'm not familiar with Earthdawn so I couldn't tell you how true names work. I can say, however, it has a much more arcane and mystical feel (as it seems to me, anyway) than D&D's number-crunching "OK, I attack with my magic [I]longsword +1[/I]." Back on the topic of true names, however, I'd suggest that they act as a [I]planar binding[/I], except you don't need a magic circle to keep the creature from attacking, and you gain a large bonus on your charisma check to negotiate - true names shouldn't give you absolute control, but they should make it difficult enough for the creature to oppose you that it wouldn't want it to be commonly known. [/QUOTE]
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