fireinthedust
Explorer
What do magic systems "say" through their design?
Looking at the different games, I'm wondering what they really say about what magic is supposed to be.
I'm also wondering what the best way to design a magic system would be, based on the idea of "you design it to work like the idea of magic you've got".
1) Vancian/D&D: cast and forget: Magic is ammo. Pack it and fire it, like magic arrows.
2) World of Darkness Mage: you write reality with magic. Mage as author/designer.
3) Vancian/DCC rpg: Magic is a powerful force barely chained by the will of the mage. Pick a spell and hope you can control it; select a bunch of these wild spells every day, and cast them over and over agin until you screw up and one leaves you ("forget" the spell until you rest).
4) 4e: spells/invocations/aegis/whatevers: you can do two types of magic whenever you want, but others you can only do once a fight, and others once a day, or until you take a nap. Spam the sleep spell.
5) Wheel of Time d20: You learn spells (er, weaves), and can cast a bunch, but if you want to cast more powerfully, or when you run out of "free" castings, you can overchannel at the risk of death or burning out/losing your magic. Mage as channel for power.
6) Call of Cthulhu d20 (I haven't seen the Chaosium game, oddly, in 14+ years of gaming): Magic is horrible secrets from the beyond that you can learn, but that corrupt your sanity to know them or cast them. You can know as many as you want (until you go insane) and cast as often as you want (until you're drained, or you go insane). Most spells seem evil by D&D standards.
7) True20: You know a few select powers, and can use them as often as you want. Using them can be fatiguing (skill check to avoid this) but otherwise you're free to keep going.
Any that I've not covered?
Looking at the different games, I'm wondering what they really say about what magic is supposed to be.
I'm also wondering what the best way to design a magic system would be, based on the idea of "you design it to work like the idea of magic you've got".
1) Vancian/D&D: cast and forget: Magic is ammo. Pack it and fire it, like magic arrows.
2) World of Darkness Mage: you write reality with magic. Mage as author/designer.
3) Vancian/DCC rpg: Magic is a powerful force barely chained by the will of the mage. Pick a spell and hope you can control it; select a bunch of these wild spells every day, and cast them over and over agin until you screw up and one leaves you ("forget" the spell until you rest).
4) 4e: spells/invocations/aegis/whatevers: you can do two types of magic whenever you want, but others you can only do once a fight, and others once a day, or until you take a nap. Spam the sleep spell.
5) Wheel of Time d20: You learn spells (er, weaves), and can cast a bunch, but if you want to cast more powerfully, or when you run out of "free" castings, you can overchannel at the risk of death or burning out/losing your magic. Mage as channel for power.
6) Call of Cthulhu d20 (I haven't seen the Chaosium game, oddly, in 14+ years of gaming): Magic is horrible secrets from the beyond that you can learn, but that corrupt your sanity to know them or cast them. You can know as many as you want (until you go insane) and cast as often as you want (until you're drained, or you go insane). Most spells seem evil by D&D standards.
7) True20: You know a few select powers, and can use them as often as you want. Using them can be fatiguing (skill check to avoid this) but otherwise you're free to keep going.
Any that I've not covered?