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"Oddities" in fantasy settings - the case against "consistency"
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<blockquote data-quote="Faolyn" data-source="post: 9256068" data-attributes="member: 6915329"><p>Only if the PCs actions warrant it (what if they're really clever about not using their magic in obvious ways) or the GM forces the issue.</p><p></p><p>You seem to be assuming D&D-style fireballs, but that's a big assumption. Look at Mage: the Ascension, where you're <em>required </em>to make your magic as unobtrusive as possible. If you want to shoot a lightning bolt at a target, that's <em>bad</em>; it causes Paradox. If you want to subtly rearrange reality so that a car crashes into a utility pole and causes the power lines to snap and one of them to hit your target, thus electrocuting them, that's fine, because it <em>seems</em> to be a mundane event. </p><p></p><p>And in D&D, most spellcasters are going to have access to a very large number of spells that do all manner of things. That's not true in other games; in many games, you only get a handful of spells, if that. In SWADE, for instance, you're probably not going to start with more than three or four spells (and often less), and it's unlikely you'll learn more than a dozen over the course of the entire game. </p><p></p><p>If your last mage only knows a couple of spells that have a relatively small number of uses, the game is <em>not </em>going to revolve around them. The other PCs are going to be far more useful in most situations.</p><p></p><p></p><p>Because you, the GM, are not required to write adventures about it. Maybe <em>you</em> only play in completely open sandboxes, but you have to realize that's not the case with most games.</p><p></p><p>And maybe the cause of magic's dying is well-known. Maybe magic died when the last dragon was slain, or when the Orb of Magic was broken in order to seal the rift that led to the chthonic Netherworld, or when the God of Icky Things slew the God of Magic. There's no question of dying/rebirthing magic unless you, the GM, make it so. If the players want to chase dead ends, then it's up to you to decide if you want them to waste everyone's time or if you want to just outright say "hey, guys, there's no way to bring magic back. This is a post-magipocalyse game."</p><p></p><p></p><p>That player was a jerk then, because your character decisions are not up to other players to <em>force</em>. Especially not with mind-rape magic like <em>charm person. </em></p><p></p><p></p><p>Yes, it is. <em>This is bad behavior. </em>You shouldn't be tolerating this at your table.</p><p></p><p></p><p>So <em>forcing </em>a player to have their PC stay at home and <em>forcing</em> a player to continue playing a PC they don't want to are both OK, but actively choosing for your <em>own </em>character to act as a bodyguard is not OK? So, you're fine with things that affect others as long as they don't affect you, personally? Wow.</p><p></p><p></p><p>And that would be <em>dumb </em>move on your part. It's no more sensible for you to go adventuring then it is for a last mage to be adventuring.</p><p></p><p></p><p>Which would also be a jerk move, because part of the game is to work as a <em>team</em>, not to betray each other like that. And again, maybe your games are filled with people who don't understand or care about concepts like teamwork or consent, but most games are <em>not </em>like that.</p><p></p><p></p><p>And most gamers actually <em>care </em>about their characters to not just shrug their shoulders like this.</p><p></p><p></p><p>At this point,t he only thing they haven't thought through is why they would want to play at a table like yours.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9256068, member: 6915329"] Only if the PCs actions warrant it (what if they're really clever about not using their magic in obvious ways) or the GM forces the issue. You seem to be assuming D&D-style fireballs, but that's a big assumption. Look at Mage: the Ascension, where you're [I]required [/I]to make your magic as unobtrusive as possible. If you want to shoot a lightning bolt at a target, that's [I]bad[/I]; it causes Paradox. If you want to subtly rearrange reality so that a car crashes into a utility pole and causes the power lines to snap and one of them to hit your target, thus electrocuting them, that's fine, because it [I]seems[/I] to be a mundane event. And in D&D, most spellcasters are going to have access to a very large number of spells that do all manner of things. That's not true in other games; in many games, you only get a handful of spells, if that. In SWADE, for instance, you're probably not going to start with more than three or four spells (and often less), and it's unlikely you'll learn more than a dozen over the course of the entire game. If your last mage only knows a couple of spells that have a relatively small number of uses, the game is [I]not [/I]going to revolve around them. The other PCs are going to be far more useful in most situations. Because you, the GM, are not required to write adventures about it. Maybe [I]you[/I] only play in completely open sandboxes, but you have to realize that's not the case with most games. And maybe the cause of magic's dying is well-known. Maybe magic died when the last dragon was slain, or when the Orb of Magic was broken in order to seal the rift that led to the chthonic Netherworld, or when the God of Icky Things slew the God of Magic. There's no question of dying/rebirthing magic unless you, the GM, make it so. If the players want to chase dead ends, then it's up to you to decide if you want them to waste everyone's time or if you want to just outright say "hey, guys, there's no way to bring magic back. This is a post-magipocalyse game." That player was a jerk then, because your character decisions are not up to other players to [I]force[/I]. Especially not with mind-rape magic like [I]charm person. [/I] Yes, it is. [I]This is bad behavior. [/I]You shouldn't be tolerating this at your table. So [I]forcing [/I]a player to have their PC stay at home and [I]forcing[/I] a player to continue playing a PC they don't want to are both OK, but actively choosing for your [I]own [/I]character to act as a bodyguard is not OK? So, you're fine with things that affect others as long as they don't affect you, personally? Wow. And that would be [I]dumb [/I]move on your part. It's no more sensible for you to go adventuring then it is for a last mage to be adventuring. Which would also be a jerk move, because part of the game is to work as a [I]team[/I], not to betray each other like that. And again, maybe your games are filled with people who don't understand or care about concepts like teamwork or consent, but most games are [I]not [/I]like that. And most gamers actually [I]care [/I]about their characters to not just shrug their shoulders like this. At this point,t he only thing they haven't thought through is why they would want to play at a table like yours. [/QUOTE]
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