Fenris-77
Small God of the Dozens
So I'm working on a system agnostic supplement that treats the traces of magic (i.e. casting) as a forensic clue that can be folded into investigations. I have lots of vectors of interpretation, but I'm soliciting suggestions because no one brain can come up with all the ideas.
I'm going to expand a little bit so people can get the gist of what I'm trying to do. There are lots of games out there where investigation and magic are both in play. Call of Cthulhu, most modern urban fantasy, plus a lot of actual fantasy (especially things that aren't laser focused on dungeon play). The funny thing about all those games is that they treat magic like it's not real. Don't get me wrong, the effects are real, but the process of casting spells leaves no trace or imprint on the setting itself. It disappears like dust on the wind (cue the Kansas backing track). So I think there's real value in changing that basic assumption.
What if magic did leave traces that can be read and interpreted (by PCs especially)? My main inspiration here is the Rivers of London novels and the concepts there of vestigia and signare. The first is a magical trace that identifies the magic used, and the second is the magical signature of the person who cast the spell. I'm calling those same two ideas Residuum and Imagos so that Ben Aaronovitch doesn't come after me with a cease and desist order.
The basic idea of the supplement is that I have a whole bunch of random tables that can generate evocative descriptions of residual magic, and a slim set of mechanics that let PCs detect those traces. Plus a whole bunch of ideas about how to tie those two things together in a whole bunch of ways depending on the game you are running.
I've come up with a bunch of ways to deploy this idea in various sorts of games, but system agnostic is hard, so if anyone else has cool ideas I'm all ears. Anything I use will get you a credit in the published PDF. The other reason I posted this idea si that I'd love to have people think about how they'd use the idea in their own games. I'm happy to expand on the mechanic at need. Anyway, I'd love to hear what people think.
I'm going to expand a little bit so people can get the gist of what I'm trying to do. There are lots of games out there where investigation and magic are both in play. Call of Cthulhu, most modern urban fantasy, plus a lot of actual fantasy (especially things that aren't laser focused on dungeon play). The funny thing about all those games is that they treat magic like it's not real. Don't get me wrong, the effects are real, but the process of casting spells leaves no trace or imprint on the setting itself. It disappears like dust on the wind (cue the Kansas backing track). So I think there's real value in changing that basic assumption.
What if magic did leave traces that can be read and interpreted (by PCs especially)? My main inspiration here is the Rivers of London novels and the concepts there of vestigia and signare. The first is a magical trace that identifies the magic used, and the second is the magical signature of the person who cast the spell. I'm calling those same two ideas Residuum and Imagos so that Ben Aaronovitch doesn't come after me with a cease and desist order.
The basic idea of the supplement is that I have a whole bunch of random tables that can generate evocative descriptions of residual magic, and a slim set of mechanics that let PCs detect those traces. Plus a whole bunch of ideas about how to tie those two things together in a whole bunch of ways depending on the game you are running.
I've come up with a bunch of ways to deploy this idea in various sorts of games, but system agnostic is hard, so if anyone else has cool ideas I'm all ears. Anything I use will get you a credit in the published PDF. The other reason I posted this idea si that I'd love to have people think about how they'd use the idea in their own games. I'm happy to expand on the mechanic at need. Anyway, I'd love to hear what people think.








