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Mage Guild initiation tests...
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<blockquote data-quote="Janx" data-source="post: 5152557" data-attributes="member: 8835"><p>That's not a bad idea. Kinda similar to the Test that wizards had to go through in DragonLance.</p><p></p><p>I might not call it the Mages Guild, given that you've got a Sorceror. I might think the 2 classes might seperate themselves, as they have differing disciplines.</p><p></p><p>In my campaign, I called it the Circle of Magic (or just The Circle), but then, there were no Sorcerors. But that's just fluff.</p><p></p><p>You could do a little research to see what DragonLance did, not just the Raistlin specific test. I could have sworn there was a table or something. I do have the Dragonlance Adventures book from way back then...maybe it says something. I'll look after I post this...</p><p></p><p>I used duelling for my monk school of martial arts (which had ranks outside of the class levels, so PCs were encouraged to keep up by going back to the monastery).</p><p></p><p></p><p>A wizard vs. wizard duel in a special "damage is fake" arena might work. it certainly could be used to honor duels to resolve disputes.</p><p></p><p>The dungeon with friends is probably an OK test. It certainly involves the part (no need for a seperate session, or having idle players).</p><p></p><p>You might also try a mini-dungeon, which is really the setup for a puzzle that the candidate must solve. Less time spent, more meaning to the player, since they did it themselves.</p><p></p><p>The DL tests were meant to be both mental and emotionally stressing. You can get some of that, by telling the player once he's in it, that it's a lethal test. That'll apply mental pressure. The emotional part only works if you make the player make a hard choice they are emotionally invested in. You don't have to make it stick, so if you force him to choose between the lives of 2 PCs, it can turn out that neither mattered, the test was that he make a choice (or even better, refused to choose, thus condemning himself).</p><p></p><p>By that, you basically make a test that has no true wrong answer when it comes to the Choice, despite what the player thinks. Instead, the direction he chooses determines the boon or curse he is granted. In raistlin's case, he got hourglass eyes.</p></blockquote><p></p>
[QUOTE="Janx, post: 5152557, member: 8835"] That's not a bad idea. Kinda similar to the Test that wizards had to go through in DragonLance. I might not call it the Mages Guild, given that you've got a Sorceror. I might think the 2 classes might seperate themselves, as they have differing disciplines. In my campaign, I called it the Circle of Magic (or just The Circle), but then, there were no Sorcerors. But that's just fluff. You could do a little research to see what DragonLance did, not just the Raistlin specific test. I could have sworn there was a table or something. I do have the Dragonlance Adventures book from way back then...maybe it says something. I'll look after I post this... I used duelling for my monk school of martial arts (which had ranks outside of the class levels, so PCs were encouraged to keep up by going back to the monastery). A wizard vs. wizard duel in a special "damage is fake" arena might work. it certainly could be used to honor duels to resolve disputes. The dungeon with friends is probably an OK test. It certainly involves the part (no need for a seperate session, or having idle players). You might also try a mini-dungeon, which is really the setup for a puzzle that the candidate must solve. Less time spent, more meaning to the player, since they did it themselves. The DL tests were meant to be both mental and emotionally stressing. You can get some of that, by telling the player once he's in it, that it's a lethal test. That'll apply mental pressure. The emotional part only works if you make the player make a hard choice they are emotionally invested in. You don't have to make it stick, so if you force him to choose between the lives of 2 PCs, it can turn out that neither mattered, the test was that he make a choice (or even better, refused to choose, thus condemning himself). By that, you basically make a test that has no true wrong answer when it comes to the Choice, despite what the player thinks. Instead, the direction he chooses determines the boon or curse he is granted. In raistlin's case, he got hourglass eyes. [/QUOTE]
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