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General Tabletop Discussion
*TTRPGs General
Is Magic Too Commonplace In RPGs?
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<blockquote data-quote="The Shaman" data-source="post: 2840738" data-attributes="member: 26473"><p>Since the options were yay or nay, I voted yes. I think my more inclusive answer is, "It depends."</p><p></p><p>I like magic to be rare, dangerous, and a bit unpredictable. The safe, reliable technological magic of core <em>Dungeons and Dragons</em> doesn't appeal to me - I prefer magic as presented in <em>Conan</em> RPG or <em>Call of Cthulhu</em>.</p><p></p><p>The two roleplaying games that I enjoy most are d20 <em>Modern</em> and classic <em>Traveller</em>. In d20 <em>Modern</em>, magical FX can be added or removed readily, and there are well-developed options on how magic can be incorporated into the game. I've hombrewed six different Modern campaigns and settings - one included incantation magic (along with sci-fi technology), one included psionics (with a bit of sci-fi tech), one included sci-fi technology, and three did not incorporate FX at all. (Of the three latter games, the genres were police-procedural, Wild West, and modern military.) None used <em>D&D</em>-style fire-and-forget magic. As far as magical monsters go, the incantation magic game included undead, but no fiends, magical beasts, or the like.</p><p></p><p><em>Traveller</em> includes psionics and sci-fi technology, but "magic" in the conventional sense of the word is not included in the core rules. I have introduced "supernatural" effects as plot devices and the odd, rare bit of super-advanced technology that are beyond explanation by current science, but no "spells" or spellcasters or magic items <em>per se</em>.</p><p></p><p>So, my qualified yes: I am much more likely to enjoy roleplaying games that have either rare or no magic.</p><p></p><p><strong>Mark</strong>, may I ask what prompted this question?</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2840738, member: 26473"] Since the options were yay or nay, I voted yes. I think my more inclusive answer is, "It depends." I like magic to be rare, dangerous, and a bit unpredictable. The safe, reliable technological magic of core [i]Dungeons and Dragons[/i] doesn't appeal to me - I prefer magic as presented in [i]Conan[/i] RPG or [i]Call of Cthulhu[/i]. The two roleplaying games that I enjoy most are d20 [i]Modern[/i] and classic [i]Traveller[/i]. In d20 [i]Modern[/i], magical FX can be added or removed readily, and there are well-developed options on how magic can be incorporated into the game. I've hombrewed six different Modern campaigns and settings - one included incantation magic (along with sci-fi technology), one included psionics (with a bit of sci-fi tech), one included sci-fi technology, and three did not incorporate FX at all. (Of the three latter games, the genres were police-procedural, Wild West, and modern military.) None used [i]D&D[/i]-style fire-and-forget magic. As far as magical monsters go, the incantation magic game included undead, but no fiends, magical beasts, or the like. [i]Traveller[/i] includes psionics and sci-fi technology, but "magic" in the conventional sense of the word is not included in the core rules. I have introduced "supernatural" effects as plot devices and the odd, rare bit of super-advanced technology that are beyond explanation by current science, but no "spells" or spellcasters or magic items [i]per se[/i]. So, my qualified yes: I am much more likely to enjoy roleplaying games that have either rare or no magic. [b]Mark[/b], may I ask what prompted this question? [/QUOTE]
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