Galethorn said:If those 17-20 people are legislators, or influential community leaders, though, you're effectively charming a lot more people.
AnonymousOne said:I have a better idea, how about the mages simply seize power themselves? Honestly, who is going to oppose them?
STARP_Social_Officer said:Which brings me to my question. How do you have a vibrant liberal democracy when magic can change people's minds so easily? It's possible to use spells like mass charm person, mass suggestion, dominate person, enthrall and fascinate, not to mention bardic music, on the hustings to influence how people vote. What's to stop a candidate casting a few charms when he's on his soapbox? Has anybody done anything like this before and what safeguards were in place (in-game or metagame) to stop this happening? Or did you not stop it happening, and simply have being charmed by a candidate as one of the many interesting quirks of a standard election campaign?
STARP_Social_Officer said:OK. Here's a way-out-one.
The campaign I'm working on right now is an update of my previous one. It's a steampunky setting with a healthy dose of film noir, so we have a culture based on the United States during the Depression. None of which is really relevant to my point, which is that the home city, and large tracts of the world, are now governed democratically.
Which brings me to my question. How do you have a vibrant liberal democracy when magic can change people's minds so easily? It's possible to use spells like mass charm person, mass suggestion, dominate person, enthrall and fascinate, not to mention bardic music, on the hustings to influence how people vote. What's to stop a candidate casting a few charms when he's on his soapbox? Has anybody done anything like this before and what safeguards were in place (in-game or metagame) to stop this happening? Or did you not stop it happening, and simply have being charmed by a candidate as one of the many interesting quirks of a standard election campaign?
STARP_Social_Officer said:OK. Here's a way-out-one.
The campaign I'm working on right now is an update of my previous one. It's a steampunky setting with a healthy dose of film noir, so we have a culture based on the United States during the Depression. None of which is really relevant to my point, which is that the home city, and large tracts of the world, are now governed democratically.
Which brings me to my question. How do you have a vibrant liberal democracy when magic can change people's minds so easily? It's possible to use spells like mass charm person, mass suggestion, dominate person, enthrall and fascinate, not to mention bardic music, on the hustings to influence how people vote. What's to stop a candidate casting a few charms when he's on his soapbox? Has anybody done anything like this before and what safeguards were in place (in-game or metagame) to stop this happening? Or did you not stop it happening, and simply have being charmed by a candidate as one of the many interesting quirks of a standard election campaign?
Kael said:It might be interesting to have magic be a large part of politics in a fantasy world. The OP stated that his world was based on the Depression era. Politics at that time were far from clean with political machines controlling corrupt politicians. Throw in political party affiliated spell casters using charm and suggestion spells to control voters and candidates or attempting to dispel the spells cast by wizards of opposing parties and you get a dark and gritty political campaign.