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The World of Inzeladun/Conan d20 Forum
General Discussion
January 20th?
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<blockquote data-quote="Bob_Probst" data-source="post: 3259918" data-attributes="member: 28113"><p>On Magic: The problem I see with ubiquitous magic is that it ceases to be "Magical". It's just technology. [insert graceful transition here] I like Divination spells of all sorts. Divination is one of the root magics in our system of myths, its removal would harm the feel of the game. The problem is with its mechanical use in a game. Mythical divination gave vague hints, cryptic messages and visions of things that may or may not be. It's difficult for a GM to give just the right mystery to divination results; you either get something that is completely opaque to the players or you get the answers handed to you. I don't have a solution, just some thoughts on the matter.</p><p></p><p>Rules (@ Mark): I'd prefer to not know the rules. One problem (and I think we've discussed this before) is that RPGs have become so rule dependent that you lose your spontaneity. You really don't need to know how to resolve an attack or an attempt to climb or jump; pull your nose out of the book and just do whatever you think you should do. The GM can tell you what to roll and interpret the results. Of course, character creation will need a lot of guidance but just create a vision for yourself and let someone who knows the rules tell you how to create it.</p><p></p><p></p><p>OK, I'm in for the 20th but I'll have a 15 month old in tow and he doesn't like to sit still for long. I'd almost prefer to play in your kitchen/den, Vince, where he can run about a bit and I can still keep an eye on him . . . he also likes to pull books off of shelves.</p><p></p><p>I'll be playing a grumpy shipwright.</p></blockquote><p></p>
[QUOTE="Bob_Probst, post: 3259918, member: 28113"] On Magic: The problem I see with ubiquitous magic is that it ceases to be "Magical". It's just technology. [insert graceful transition here] I like Divination spells of all sorts. Divination is one of the root magics in our system of myths, its removal would harm the feel of the game. The problem is with its mechanical use in a game. Mythical divination gave vague hints, cryptic messages and visions of things that may or may not be. It's difficult for a GM to give just the right mystery to divination results; you either get something that is completely opaque to the players or you get the answers handed to you. I don't have a solution, just some thoughts on the matter. Rules (@ Mark): I'd prefer to not know the rules. One problem (and I think we've discussed this before) is that RPGs have become so rule dependent that you lose your spontaneity. You really don't need to know how to resolve an attack or an attempt to climb or jump; pull your nose out of the book and just do whatever you think you should do. The GM can tell you what to roll and interpret the results. Of course, character creation will need a lot of guidance but just create a vision for yourself and let someone who knows the rules tell you how to create it. OK, I'm in for the 20th but I'll have a 15 month old in tow and he doesn't like to sit still for long. I'd almost prefer to play in your kitchen/den, Vince, where he can run about a bit and I can still keep an eye on him . . . he also likes to pull books off of shelves. I'll be playing a grumpy shipwright. [/QUOTE]
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