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When Demons Intrude (Wandering Monsters 10/23/13)
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<blockquote data-quote="Li Shenron" data-source="post: 6207091" data-attributes="member: 1465"><p>Yes indeed, there are spells the mere presence of which can change the tone of the game and the style of the story.</p><p></p><p>I don't think changing how those spells work is the key. Having those spells in the game as-is means the game is in "summoning is trivial" mode. You could e.g. add expensive/rare or story-based spell components to make them more important, but what would you get? That they become in fact more important, so you just shifted the game to "summoning is special", and you have at the same time made the "summoning is trivial" mode impossible. It's one or the other, and if you add only minor complications to the spells, you probably get neither mode, because the complication/expense is just an annoyance to those who want it trivial, and not enough for those who want it special (unless you're lucky to find exactly the perfect idea).</p><p></p><p>If it was for me, I would just put a visible "OPTIONAL" label beside spells that can change the campaign tone (other examples are <em>Identify</em>, the resurrection series, <em>Wish/Miracle</em>...), then tell in a sidebar how the game changes with or without such spell, or with or without a strong story-based requirement for example.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6207091, member: 1465"] Yes indeed, there are spells the mere presence of which can change the tone of the game and the style of the story. I don't think changing how those spells work is the key. Having those spells in the game as-is means the game is in "summoning is trivial" mode. You could e.g. add expensive/rare or story-based spell components to make them more important, but what would you get? That they become in fact more important, so you just shifted the game to "summoning is special", and you have at the same time made the "summoning is trivial" mode impossible. It's one or the other, and if you add only minor complications to the spells, you probably get neither mode, because the complication/expense is just an annoyance to those who want it trivial, and not enough for those who want it special (unless you're lucky to find exactly the perfect idea). If it was for me, I would just put a visible "OPTIONAL" label beside spells that can change the campaign tone (other examples are [I]Identify[/I], the resurrection series, [I]Wish/Miracle[/I]...), then tell in a sidebar how the game changes with or without such spell, or with or without a strong story-based requirement for example. [/QUOTE]
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