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*TTRPGs General
Magic as Plot Device -- With Rules
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<blockquote data-quote="mmadsen" data-source="post: 5029716" data-attributes="member: 1645"><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><strong>Ravenloft</strong> offers a few interesting elements. Evil acts (and evil spells in particular) draw a <strong>Powers Check</strong> -- 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>Ravenloft's <strong>curses</strong> mix dramatic elements with game mechanics, giving penalties for less dramatic curses: a large penalty for mentioning game mechanics in the curse, another penalty for broad prohibitions (e.g. no spellcasting) rather than narrow (e.g. blinding headaches with every spell cast), another penalty for <em>not</em> tailoring the curse to the victim, another penalty for <em>not</em> including an "escape clause" (e.g. until kissed by a beautiful princess), etc. Naturally, there's a bonus for making a curse with your dying breath.</p><p></p><p>Rather than offering just one 3rd-level version of <em>bestow curse</em> (with bland effects: −6 to an ability; −4 on attacks, saves, and checks; or 50% chance of losing each action), Ravenloft gives examples of curses from embarrassing to lethal: <p style="margin-left: 20px"><strong>Embarrassing</strong></p> <p style="margin-left: 20px">Forked Tongue</p> <p style="margin-left: 20px">Blackened Hands</p> <p style="margin-left: 20px">Hair Turns White</p> <p style="margin-left: 20px">Hungers for Raw Meat</p> <p style="margin-left: 20px"><em>etc.</em></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Lethal</strong></p> <p style="margin-left: 20px">Torturous Death</p> <p style="margin-left: 20px">Immediate Transformation into Monster</p> <p style="margin-left: 20px">Must Kill Daily</p> <p style="margin-left: 20px"><em>etc.</em></p><p>You could make an entire spell system out of Ravenloft's curses.</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><strong>Call of Cthulhu</strong> makes spells fairly rare, generally creepy, and very costly to learn or cast. Players fear the <strong>Sanity</strong> cost of learning and casting magic spells.</p><p></p><p><strong>GURPS</strong>'s 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 (unpredictable) consequences. <em>"To draw too deeply on my Gift can lead to madness and death. Do not demand of me what you do not comprehend."</em></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 <strong>Buffy the Vampire Slayer</strong> 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 style="margin-left: 20px">Fails</p> <p style="margin-left: 20px">Works</p> <p style="margin-left: 20px">Works, but delayed</p> <p style="margin-left: 20px">Works, but weakly</p> <p style="margin-left: 20px">Works, but caster harmed</p> <p style="margin-left: 20px">Works, but wrong target</p> <p style="margin-left: 20px">Unexpected effect</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 <strong>D&D</strong> touches on "plot device" magic with its long history of the twisted <em>wish</em> spell. That's magic at a price.</p><p></p><p><span style="font-size: 9px">(I presented these thoughts at <a href="http://forum.rpg.net/showthread.php?t=56036" target="_blank">RPG.net</a> ages ago, but a <a href="http://www.enworld.org/forum/general-rpg-discussion/269287-interesting-article-about-magic-rpgs.html" target="_blank">recent thread</a> here at EN World reminded me of them.) </span></p></blockquote><p></p>
[QUOTE="mmadsen, post: 5029716, member: 1645"] 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? [b]Ravenloft[/b] offers a few interesting elements. Evil acts (and evil spells in particular) draw a [b]Powers Check[/b] -- 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.) Ravenloft's [b]curses[/b] mix dramatic elements with game mechanics, giving penalties for less dramatic curses: a large penalty for mentioning game mechanics in the curse, another penalty for broad prohibitions (e.g. no spellcasting) rather than narrow (e.g. blinding headaches with every spell cast), another penalty for [i]not[/i] tailoring the curse to the victim, another penalty for [i]not[/i] including an "escape clause" (e.g. until kissed by a beautiful princess), etc. Naturally, there's a bonus for making a curse with your dying breath. Rather than offering just one 3rd-level version of [i]bestow curse[/i] (with bland effects: −6 to an ability; −4 on attacks, saves, and checks; or 50% chance of losing each action), Ravenloft gives examples of curses from embarrassing to lethal: [Indent][b]Embarrassing[/b] Forked Tongue Blackened Hands Hair Turns White Hungers for Raw Meat [i]etc.[/i] [b]Lethal[/b] Torturous Death Immediate Transformation into Monster Must Kill Daily [i]etc.[/i][/Indent]You could make an entire spell system out of Ravenloft's curses. 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. [b]Call of Cthulhu[/b] makes spells fairly rare, generally creepy, and very costly to learn or cast. Players fear the [b]Sanity[/b] cost of learning and casting magic spells. [b]GURPS[/b]'s 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 (unpredictable) consequences. [i]"To draw too deeply on my Gift can lead to madness and death. Do not demand of me what you do not comprehend."[/i] 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 [b]Buffy the Vampire Slayer[/b] 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: [Indent]Fails Works Works, but delayed Works, but weakly Works, but caster harmed Works, but wrong target Unexpected effect[/Indent]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 [b]D&D[/b] touches on "plot device" magic with its long history of the twisted [i]wish[/i] spell. That's magic at a price. [SIZE="1"](I presented these thoughts at [url=http://forum.rpg.net/showthread.php?t=56036]RPG.net[/url] ages ago, but a [url=http://www.enworld.org/forum/general-rpg-discussion/269287-interesting-article-about-magic-rpgs.html]recent thread[/url] here at EN World reminded me of them.) [/SIZE] [/QUOTE]
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