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
Magic as Plot Device -- With Rules
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="Dausuul" data-source="post: 5029841" data-attributes="member: 58197"><p>Pretty much all the systems you listed above are "hazard systems," where spellcasters risk falling afoul of some mystical danger when they use their magic. To work well in play, I think any hazard system must adhere to the following:</p><p></p><ul> <li data-xf-list-type="ul">The hazard must be meaningful. If the PCs can easily shrug it off, it quickly becomes ignored.</li> <li data-xf-list-type="ul">The hazard must not be catastrophic. It's neither fun nor magical to arbitrarily lose your character to a botched die roll.</li> <li data-xf-list-type="ul">The player must have some control over the level of hazard faced, with incentives to "push" the hazard level higher in exchange for greater power.</li> <li data-xf-list-type="ul">The hazard must not demand that the GM produce new story elements on the fly; requiring the GM to do substantial creative work when the hazard triggers (in the middle of a gaming session!) is asking for boring and ill-conceived hazards.</li> <li data-xf-list-type="ul">The hazard must not arbitrarily alter the player's character concept, nor invite the GM to do so. Any permanent effects of magic use should be chosen by the player (at character creation, or during play). GMs and game designers often think it's funny to make PCs sprout tentacles. Players are generally less amused.</li> </ul><p>It's actually remarkably hard to come up with a system that meets these criteria. I think it can be done, though.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5029841, member: 58197"] Pretty much all the systems you listed above are "hazard systems," where spellcasters risk falling afoul of some mystical danger when they use their magic. To work well in play, I think any hazard system must adhere to the following: [LIST] [*]The hazard must be meaningful. If the PCs can easily shrug it off, it quickly becomes ignored. [*]The hazard must not be catastrophic. It's neither fun nor magical to arbitrarily lose your character to a botched die roll. [*]The player must have some control over the level of hazard faced, with incentives to "push" the hazard level higher in exchange for greater power. [*]The hazard must not demand that the GM produce new story elements on the fly; requiring the GM to do substantial creative work when the hazard triggers (in the middle of a gaming session!) is asking for boring and ill-conceived hazards. [*]The hazard must not arbitrarily alter the player's character concept, nor invite the GM to do so. Any permanent effects of magic use should be chosen by the player (at character creation, or during play). GMs and game designers often think it's funny to make PCs sprout tentacles. Players are generally less amused. [/LIST] It's actually remarkably hard to come up with a system that meets these criteria. I think it can be done, though. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Magic as Plot Device -- With Rules
Top