Mechamancy...Explain It to Me.

Ulric

First Post
I been looking at the reviews for EnWorld's "Mechamancy". Problem is, after reading all the reviews I can find, I still don't understand what Mechamancy is.

One of the reviewers (catsclaw227) says, "Mechamancers empower devices with magical power, allowing even those not proficient with the magic to use the device."

What does this mean?

Let's take, for example, a clock (and why not as the book is called "Mechamancy: The Clockwork Magic").

If I build a clock, mechanically, where does the magic come in? Is it the magic that actually gets the clock to function?

Why would this be necessary? Because I can build a clock but not a battery? Because I can build a clock but not the windup component of the clock? So, as a result, I need magic?

Or, is Mechamancy, where I build a clock, then, through magic, I embue it with an ability that is spell-like? So, maybe, when my mechanically created clock hits twelve o'clock, it automatically turns an entire room purple or something (<--my idea, and I'm claimin' it :) ).

Again, explain "Mechamancy" to me...

Oh, and while you're at it, explain "The Fantastic Science" to me too. I even read the pages on LULU for this one...and I still don't know what the fantastic science is either. All I got out of those pages was that normal technology was difficult in the fantastic science world, because magic kept interfering with it.

NOTE: in my own mind, for my own evil purposes, I'm trying to create a cool system of interaction between technology and magic beyond just "magic makes that train move".
 

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Mechamancy items are created by spellcasters and can be used by anyone.

FS devices can only be used by the creator (and other technologists who invest xp and a lot of time to master new devices beyond their given allotment). They are also not magic per se and magic can be used to make them fail.
 

My honest opinion is that Mechamancy has a bit of an identity problem. The same rules are used for making clearly non-magical things, like wind-up clocks, and for super-tech things, like mechanical monsters and lightning guns. And the rules are just for making devices that anyone can use. It's sort of like having a book to assist you in pricing items which anyone can buy, and giving rules for if your characters want to craft those things.

The Fantastic Science is more my style of game book. Instead of making technological items like magic items (cost to create, anyone can use), it makes them like spells (if you take the right class, you automatically gain some at each level, and only people who know what they're doing can use them). The flavor here is that magic inherently messes with technology, making it break down like the classic idea of 'gremlins,' so only someone trained to purify technology can actually get these devices to work. It's a cool idea that I think plays really well.
 


Ulric said:
...build a clock, then, through magic, I embue it with an ability that is spell-like.... So, maybe, when my mechanically created clock hits twelve o'clock, it automatically turns an entire room purple or something. In my own mind, for my own evil purposes, I'm trying to create a cool system of interaction between technology and magic....

So, neither Mechamancy or the Forbidden Science is anything like my idea quoted above.

Okay then. I'm creating "Craftology" right now.

Craftology--or whatever better name you'd choose to call it--is the abilty to craft items that actually combine magic and technology. Like I said, it would be like a clock that was created to actually BE MAGIC, and it would be more than a normal clock, and could be used by gain the intended magic results.

The Art would be in the technological creation of magic items. It would be more than just putting a spell on a book or some other item. The technological crafting of the item would work as a tool of and in compliment with the magic side of the item.

So think of any crafted item. Heck, think of anything modern if you want. Take, let's say, a computer. You must be skilled technologically to create a computer AND ALSO skilled in the use of magic to create an embued computer.

So, just off the top of my head, everytime you hit a key on the keyboard of a Craftological computer, you enact a particular magic spell in the village.

The number of possibilites and combinations is endless.

Just to finish up with my understanding of Mechamancy and the Fantastic Science, what are some of the mentioned items in these books? And what is special about them? Or are they just normal items that only a person skilled in Mechamancy or the Fantastic Science can make in a world where these two arts operate?
 

Ulric said:
Okay then. I'm creating "Craftology" right now.
No, you are rephrasing the concepts of Sorcery & Steam/Dragonmech/Mechamancy/Fantastic Science/Chaositech/etc. and calling it something else, just like dozens before you.

The combination of magic and technology is about putting something together with logical cohesion and extracting something fantastical from it. Clockwork in, fireball out. It is not so abstract.
 

JustKim said:
The combination of magic and technology is about putting something together with logical cohesion and extracting something fantastical from it. Clockwork in, fireball out. It is not so abstract.
Exactly. But, according to the input I've just gotten about Mechamancy and Fantastic Science, that isn't what these two arts/books/ideas are about. Correct me if I'm wrong.

1) Mechamancy focus on a system for the creation of basically non-magical items of technology in a way that will compliment and not ruin the typical D&D magically focused world.

2) The Fantastic Science focused on a world where magical energy wrecks technology so a person must become a "technologist" to get technological items to work...items that would work just fine in our world where magical energies don't screw items of technology up.

Now Chaositech, yes, this is closer to the combination I'm talking about. But even Chaositech isn't exactly the same as the system I'm imagining.

Chaositech is focused on magical/technological items that are powered by an unknown, not understandable magic/power whose source is some evil force from another plane. But the crafting of the items, yes. This is much closer to what I'm thinking about....on the darkside. Because the items are powered by "chaos", you get all kinds of interesting and usually bad, surprise actions from the items.

If I create a magical music box via Chaostech, it will work just fine for a while, but one day I might open it up and it will play a song from hell, or maybe eat my hand, or make me love a demon. That's the cool thing about it...and the nature of "chaos" tech.

But what about the good side?

What if I want to create a magical music box that I don't have to worry about? One that will inact some magic that is always good, or always predictable, or which will only create occasional surprises that aren't chaotic in nature?

What RPG system is in place for doing that?

The are plenty...hundreds...thousands...probably tens of thousands of these types of items in D&D/RPG worlds, but what system or Art is in place to teach and explain their "technological" creation?

NOTE: I'm not claiming to have created a new system (that makes me laugh), simply pointing at what I see as a lack in known products. If anyone knows of any such products, please mention it here in this thread. Until then, I'm going with "Craftology". In our world it's where woman get together and scrapbook or create cheap jewelry and then pretend there's something magic about it. HA HA.
 
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Honestly, I like the Mechanomancy (sp?) rules in Ascension of the Magdalene by Atlas Games much better. Not only do they seem more focused where intent is concerned, but the mechanics are wonderfully evocative of secret magics (and should be, as the adventure in question is a D&D/UA crossover).
 

Ulric said:
1) Mechamancy focus on a system for the creation of basically non-magical items of technology in a way that will compliment and not ruin the typical D&D magically focused world.

They can be either magic or technology with examples of each. Some random examples- goggles that allow the use of identify, detect secret doors, and see invisibility; mechanical clock; astronomic telescope; wings for individual flight and a mechanical firefly the size of a small dog.

2) The Fantastic Science focused on a world where magical energy wrecks technology so a person must become a "technologist" to get technological items to work...items that would work just fine in our world where magical energies don't screw items of technology up.

No, the psuedo physics that FS uses allows magic like effects. It is magic, just different magic. There are ray weapons (one that hits the round before), permanent alchemical treatments, a rope tying machine, gills, robots (3 types including the temporary one), an ornithopter and a hell of a lot more examples.

What if I want to create a magical music box that I don't have to worry about? One that will inact some magic that is always good, or always predictable, or which will only create occasional surprises that aren't chaotic in nature?

That depends on who you want to use the box. If just the creator, FS, if anyone, MM.
 

Thanks for the clarification DMH. Now that sounds more like what I was hoping those products were originally--and apparently are. I'll think I'll buy the bundle. They sound sufficently diverse and adaptable. Cool.
 

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