Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Low magic vs. magic as a plot device
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="mmadsen" data-source="post: 1536390" data-attributes="member: 1645"><p>I'm definitely one of those people. I even started a thread on this exact same topic over on RPGnet, <a href="http://forum.rpg.net/showthread.php?s=&threadid=56036" target="_blank">Magic as Plot Device -- With Rules</a>:</p><p></p><p>A standard complaint about D&D magic (and much RPG magic in general) is that it doesn't feel magical; it's too tactical, too well-defined, too scientific. Of course, if it's not well-defined, it's hard to adjudicate within a game -- and at least part of D&D's allure is that it's a <em>game</em> with <em>rules</em>.</p><p></p><p>What are some straightforward, easy-to-adjudicate ways to get that "plot device" magic feel -- without losing game-ability?</p><p></p><p>Ravenloft offers a few interesting elements. Evil acts (and evil spells in particular) draw a Powers Check -- the Dark Powers may take notice and grant the evildoer a twisted boon to draw him down the Path of Corruption. (Star Wars has Dark Side points that achieve much the same thing.)</p><p></p><p>Curses have well spelled-out rules with bonuses for justification, a proper escape clause, etc.</p><p></p><p>Ravenloft also modifies many plot-crashing spells (most divinations, <em>remove curse</em>, etc.), forcing characters to do a little detective work, to quest for a cure to the curse or disease that plagues them, etc.</p><p></p><p>Call of Cthulhu makes spells fairly rare, generally creepy, and very costly to learn or cast. Players fear the Sanity cost of learning and casting magic spells.</p><p></p><p>GURPS' alternate <a href="http://www.io.com/~sjohn/unlimited-mana.htm" target="_blank">unlimited mana</a> rules offer a surprisingly elegant solution: instead of providing spellcasters with a hard limit (whether in terms of fatigue points, power points, or spell slots), it gives them a soft limit they can cross -- with (random) consequences.</p><p></p><p>Also -- and this may sound trivial -- it gives spellcasters quite a bit of power, but power that does not return completely overnight. Much of the mundane nature of gaming magic is in its trivial cost. If you make a D&D spellcaster's slot <em>monthly</em> rather than daily, you don't change his adventuring behavior much, but you explain why magic isn't quite so ubiquitous.</p><p></p><p>The recent Buffy the Vampire Slayer game goes out of its way to emulate the "plot device" magic of the show. One of the simpler mechanics it uses for this is a roll to see if a spell works flawlessly. A spell can do any number of things:</p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Fails</span></p><p><span style="font-size: 9px">Works</span></p><p><span style="font-size: 9px">Works, but delayed</span></p><p><span style="font-size: 9px">Works, but weakly</span></p><p><span style="font-size: 9px">Works, but caster harmed</span></p><p><span style="font-size: 9px">Works, but wrong target</span></p><p><span style="font-size: 9px">Unexpected effect</span></p><p><span style="font-size: 9px"></span></p><p>Thus, magic often comes at a price. Also, Buffy enforces strong "flavor" constraints: spells typically require research in an occult library, followed by long rituals with elaborate ingredients, etc. And, for a true "plot device" spell, the director can require a rare alignment of the stars (or whatever); it's actually encouraged.</p><p></p><p>Lastly, even D&D touches on "plot device" magic with its long history of the twisted wish spell. That's magic at a price.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 1536390, member: 1645"] I'm definitely one of those people. I even started a thread on this exact same topic over on RPGnet, [URL=http://forum.rpg.net/showthread.php?s=&threadid=56036]Magic as Plot Device -- With Rules[/URL]: A standard complaint about D&D magic (and much RPG magic in general) is that it doesn't feel magical; it's too tactical, too well-defined, too scientific. Of course, if it's not well-defined, it's hard to adjudicate within a game -- and at least part of D&D's allure is that it's a [i]game[/i] with [i]rules[/i]. What are some straightforward, easy-to-adjudicate ways to get that "plot device" magic feel -- without losing game-ability? Ravenloft offers a few interesting elements. Evil acts (and evil spells in particular) draw a Powers Check -- the Dark Powers may take notice and grant the evildoer a twisted boon to draw him down the Path of Corruption. (Star Wars has Dark Side points that achieve much the same thing.) Curses have well spelled-out rules with bonuses for justification, a proper escape clause, etc. Ravenloft also modifies many plot-crashing spells (most divinations, [i]remove curse[/i], etc.), forcing characters to do a little detective work, to quest for a cure to the curse or disease that plagues them, etc. Call of Cthulhu makes spells fairly rare, generally creepy, and very costly to learn or cast. Players fear the Sanity cost of learning and casting magic spells. GURPS' alternate [url=http://www.io.com/~sjohn/unlimited-mana.htm]unlimited mana[/url] rules offer a surprisingly elegant solution: instead of providing spellcasters with a hard limit (whether in terms of fatigue points, power points, or spell slots), it gives them a soft limit they can cross -- with (random) consequences. Also -- and this may sound trivial -- it gives spellcasters quite a bit of power, but power that does not return completely overnight. Much of the mundane nature of gaming magic is in its trivial cost. If you make a D&D spellcaster's slot [i]monthly[/i] rather than daily, you don't change his adventuring behavior much, but you explain why magic isn't quite so ubiquitous. The recent Buffy the Vampire Slayer game goes out of its way to emulate the "plot device" magic of the show. One of the simpler mechanics it uses for this is a roll to see if a spell works flawlessly. A spell can do any number of things: [Size=1] Fails Works Works, but delayed Works, but weakly Works, but caster harmed Works, but wrong target Unexpected effect [/Size] Thus, magic often comes at a price. Also, Buffy enforces strong "flavor" constraints: spells typically require research in an occult library, followed by long rituals with elaborate ingredients, etc. And, for a true "plot device" spell, the director can require a rare alignment of the stars (or whatever); it's actually encouraged. Lastly, even D&D touches on "plot device" magic with its long history of the twisted wish spell. That's magic at a price. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Low magic vs. magic as a plot device
Top