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<blockquote data-quote="Stormborn" data-source="post: 1532457" data-attributes="member: 14041"><p>I am unfamiliar with that particular work, but am a fan of the genre. I have a couple of suggestions:</p><p></p><p>If you would be willing to consider non-d20 material then I recommend Unknown Armies from Atlas Games. Much of it was inspired by the works of Tim Powers and similar writers and is a good example of roleplaying in the genre. It does require heavy role-playing, BTW, since much of magic is free form and all combat is dangerous, players interested in a hack-n-slash dungeon crawl or are not very good ad libing are not going to like the game.</p><p></p><p>If you want d20 rules, there are a few options. I would recommend a skill based magic system, there are several floating around. OldDrewId's from his Medallions Story Hour is a good homebrew example, and the file is available in the story hour thread.</p><p></p><p>With magical realism storytelling becomes a key component. Beyond that, it all depends on how "real" you want your magic, how prevelant, and how powerful. If you cut down on access to spell components, make your players describe the casting, and make sure they have to role-play eating a spider to cast "Spider Climb", even traditional high fantasy DnD type magic can have a more realistic feel, a la d20 Modern's Urban Arcana.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 1532457, member: 14041"] I am unfamiliar with that particular work, but am a fan of the genre. I have a couple of suggestions: If you would be willing to consider non-d20 material then I recommend Unknown Armies from Atlas Games. Much of it was inspired by the works of Tim Powers and similar writers and is a good example of roleplaying in the genre. It does require heavy role-playing, BTW, since much of magic is free form and all combat is dangerous, players interested in a hack-n-slash dungeon crawl or are not very good ad libing are not going to like the game. If you want d20 rules, there are a few options. I would recommend a skill based magic system, there are several floating around. OldDrewId's from his Medallions Story Hour is a good homebrew example, and the file is available in the story hour thread. With magical realism storytelling becomes a key component. Beyond that, it all depends on how "real" you want your magic, how prevelant, and how powerful. If you cut down on access to spell components, make your players describe the casting, and make sure they have to role-play eating a spider to cast "Spider Climb", even traditional high fantasy DnD type magic can have a more realistic feel, a la d20 Modern's Urban Arcana. [/QUOTE]
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