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General Tabletop Discussion
*TTRPGs General
The Sort of TTRPGs You Want More (and Less) Of
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<blockquote data-quote="Aldarc" data-source="post: 7926874" data-attributes="member: 5142"><p>At first glance, this seems like Blue Rose, where there is a prevalent lack of blasting magic. It's typical magic covers things like psychic powers, divination, elemental shaping, animism, and meditation. Blasting magic does exist, albeit as dark, corruptive "sorcery." However, it is a setting where is magic is more akin to talents or powers, so it is "at-will," but cast against fatigue checks. </p><p></p><p>I get this. One of my favorite summoning mages I have seen has been in Invisible Sun by the Goetic "class." Every time that you summon a creature (e.g., demon, spirit, angel, fey, etc.), the summoner has to negotiate the cost and task. I too would enjoy - for certain settings and/or games - a greater weight to the magical process and distinctions between magical types. </p><p></p><p>For one campaign setting idea that I brainstormed, I wanted to toy with a world where the constellations embodied divine figures, astrology was real and suggestive of a person's nature, fate, and divine favor. And star priests served as astrologers and astronomers who divined the future, portents, and divine will from the stars, used astrology to play matchmakers, and called upon the astral heavens for blessings. </p><p></p><p>So I also would definitely be interested in something other than just repackaged D&D-style spell slot magic. </p><p></p><p>I do agree that it remains a solid game. What I would probably prefer is something more akin to a True20 version of the AGE system. Blue Rose (AGE) is probably the closest version, as its magic system most closely harkens back to how it was in Blue Rose/True20, but I don't see FAGE going in that direction.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7926874, member: 5142"] At first glance, this seems like Blue Rose, where there is a prevalent lack of blasting magic. It's typical magic covers things like psychic powers, divination, elemental shaping, animism, and meditation. Blasting magic does exist, albeit as dark, corruptive "sorcery." However, it is a setting where is magic is more akin to talents or powers, so it is "at-will," but cast against fatigue checks. I get this. One of my favorite summoning mages I have seen has been in Invisible Sun by the Goetic "class." Every time that you summon a creature (e.g., demon, spirit, angel, fey, etc.), the summoner has to negotiate the cost and task. I too would enjoy - for certain settings and/or games - a greater weight to the magical process and distinctions between magical types. For one campaign setting idea that I brainstormed, I wanted to toy with a world where the constellations embodied divine figures, astrology was real and suggestive of a person's nature, fate, and divine favor. And star priests served as astrologers and astronomers who divined the future, portents, and divine will from the stars, used astrology to play matchmakers, and called upon the astral heavens for blessings. So I also would definitely be interested in something other than just repackaged D&D-style spell slot magic. I do agree that it remains a solid game. What I would probably prefer is something more akin to a True20 version of the AGE system. Blue Rose (AGE) is probably the closest version, as its magic system most closely harkens back to how it was in Blue Rose/True20, but I don't see FAGE going in that direction. [/QUOTE]
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