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General Tabletop Discussion
*TTRPGs General
Psionics: Yea or Nay?
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<blockquote data-quote="Sepulchrave II" data-source="post: 5243590" data-attributes="member: 4303"><p>I agree. Elric is a sorcerer. I think the D&D wizard is closest to the model of the Renaissance magus: Ficino or Pico della Mirandola would probably work best as wizards. They incorporate sorcery (in the classical sense of dealing with spirits or <em>maleficium</em>) into their practice, but they aren't tied to it alone. But tomes, systematized correspondences, formulae, replicable procedures (as opposed to mysteries or rites) etc. all mark a trend toward rational magic.</p><p></p><p>Notions of self-determination and free will are explicitly tied to this move; hence Pico's rejection of Astrology as "fate," although its correspondences are retained. Eventually the "genius" or "daemon" mutates into notions about the higher Self, transcendental Self or whatever. The source of the power is fully internalized. Psi can only really flourish in this environment. </p><p></p><p>Historically, sorcery (in the D&D sense) might be described as pre-1400s; wizardry as 1400s-1800s and Psi as post 1800 - allowing for considerable overlap. Depending on the historical tenor of a game, these elements will appear more or less convincing. The language of psi won't work very well in a Viking campaign. In the Iron Kingdoms or Eberron, it should work fine.</p><p></p><p></p><p></p><p>The sandestin is an interesting case. It appears in the <em>Lyonesse</em> trilogy as well, and hints at a species of magic which works regardless of other cultural or historical trends.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 5243590, member: 4303"] I agree. Elric is a sorcerer. I think the D&D wizard is closest to the model of the Renaissance magus: Ficino or Pico della Mirandola would probably work best as wizards. They incorporate sorcery (in the classical sense of dealing with spirits or [I]maleficium[/I]) into their practice, but they aren't tied to it alone. But tomes, systematized correspondences, formulae, replicable procedures (as opposed to mysteries or rites) etc. all mark a trend toward rational magic. Notions of self-determination and free will are explicitly tied to this move; hence Pico's rejection of Astrology as "fate," although its correspondences are retained. Eventually the "genius" or "daemon" mutates into notions about the higher Self, transcendental Self or whatever. The source of the power is fully internalized. Psi can only really flourish in this environment. Historically, sorcery (in the D&D sense) might be described as pre-1400s; wizardry as 1400s-1800s and Psi as post 1800 - allowing for considerable overlap. Depending on the historical tenor of a game, these elements will appear more or less convincing. The language of psi won't work very well in a Viking campaign. In the Iron Kingdoms or Eberron, it should work fine. The sandestin is an interesting case. It appears in the [I]Lyonesse[/I] trilogy as well, and hints at a species of magic which works regardless of other cultural or historical trends. [/QUOTE]
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