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In A World Where Magic Exists...
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<blockquote data-quote="Raven Crowking" data-source="post: 5525858" data-attributes="member: 18280"><p>In one old issue of Dragon, there was an article on gypsies that included a random "tarot card reading" generator. Despite the fact that the players <strong><em>knew it was random</em></strong>, there was enough coincidence inherent in the game to make them <strong><em>believe it might not be</em></strong>. Hence, superstition can play a role even for PCs.</p><p></p><p>And who is to say that a sign to ward off the evil eye is not part of the saving throw process?</p><p></p><p>When the druid uses Speak With Animals to ask the horse who the killer was, and the horse says it was the Count, why wouldn't the Count counter with the obvious "It is well known that demons may interfere with such spellcasting, possessing the minds of creatures or garbling the words they speak, to cause harm among mortals. Clearly, either some creature means me ill, or there is some other cause at work, for that is not the truth."</p><p></p><p>And, even in a world where magic is understood by some enough to cast spells, some superstitions may well be true. Some cats may indeed fly to the dark side of the moon, and dreams may well be able to take you there. Carrying an iron nail in your pocket may provide some protection from magic (and this might not be obvious in a world where, as in earlier editions, many spells had random durations or results, allowing the DM to make adjustments with effects that are not immediately obvious). Carrying a greenstone might reduce the chance of wandering monsters (or increase the chance, or perhaps you were just unlucky?).</p><p></p><p>Superstition is rife in the modern setting. It should be equally rife in any game setting -- even those that take place in the far future!</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5525858, member: 18280"] In one old issue of Dragon, there was an article on gypsies that included a random "tarot card reading" generator. Despite the fact that the players [B][I]knew it was random[/I][/B], there was enough coincidence inherent in the game to make them [B][I]believe it might not be[/I][/B]. Hence, superstition can play a role even for PCs. And who is to say that a sign to ward off the evil eye is not part of the saving throw process? When the druid uses Speak With Animals to ask the horse who the killer was, and the horse says it was the Count, why wouldn't the Count counter with the obvious "It is well known that demons may interfere with such spellcasting, possessing the minds of creatures or garbling the words they speak, to cause harm among mortals. Clearly, either some creature means me ill, or there is some other cause at work, for that is not the truth." And, even in a world where magic is understood by some enough to cast spells, some superstitions may well be true. Some cats may indeed fly to the dark side of the moon, and dreams may well be able to take you there. Carrying an iron nail in your pocket may provide some protection from magic (and this might not be obvious in a world where, as in earlier editions, many spells had random durations or results, allowing the DM to make adjustments with effects that are not immediately obvious). Carrying a greenstone might reduce the chance of wandering monsters (or increase the chance, or perhaps you were just unlucky?). Superstition is rife in the modern setting. It should be equally rife in any game setting -- even those that take place in the far future! RC [/QUOTE]
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