Ashley Cartwright
Villager
I'll passIt is much like Academia; you have a society that requires a controlled and proven way of doing something. Those that do not follow the prescribed method are shunned and seen as radicals.![]()
I'll passIt is much like Academia; you have a society that requires a controlled and proven way of doing something. Those that do not follow the prescribed method are shunned and seen as radicals.![]()
It is much like Academia; you have a society that requires a controlled and proven way of doing something. Those that do not follow the prescribed method are shunned and seen as radicals.![]()
What if each "faction" or "School" or whatevs... only had their one or two "special" spells?
Would it be a fun game of steal the spell? Hide your own special spells? other?
...room for things like "adventurers".
This brings up an interesting sub question to my original one =
Adventurers vs Telenovelaists
(That is to say, go on a quest folks - versus - stay in one spot and suffer drama folks) (D&D playloops versus Mage the Awakening perhaps)
Does either type need/benefit form Dynamic spells more or less?
Does ether type benefit from a specific variant of a mechanic of spell casting ?
It reminds me of the Wizard half of the Jakandor setting (Jakandor was originally conceived as a Barbarians vs Wizards setting, and while it got a little more nuanced than that it stayed pretty close). The Charonti had eight wizard guilds, based on the different schools. There was a common knowledge base of about 40 spells (most of level 3 or lower) but also a number of spells exclusive to each guild – mostly topping out at level 5 or so. A big part of the reason the Charonti were out exploring their former empire was to recover lost knowledge.While this sort of thing can be kind of cute, it only really works in a very rigid society where the individual schools can enforce their monopolies if need be, and those sorts of settings don't tend to have a lot of room for things like "adventurers".
What if each "faction" or "School" or whatevs... only had their one or two "special" spells?
Would it be a fun game of steal the spell? Hide your own special spells? other?
This brings up an interesting sub question to my original one =
Adventurers vs Telenovelaists
(That is to say, go on a quest folks - versus - stay in one spot and suffer drama folks) (D&D playloops versus Mage the Awakening perhaps)
Does either type need/benefit form Dynamic spells more or less?
Does ether type benefit from a specific variant of a mechanic of spell casting ?
...
Then there's The Incredible Hulk. Bill Bixby wanders from town to town, never in the same place for long. But rather samey challenges in each place. Most of the issues are solved by hulking out. i.e. he had 1 rote spell.
...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.