Worlds of Design: A Single Tweak

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Picture courtesy of Pixabay.
"It is not the strongest of the species that survive, nor the most intelligent, but the one most responsive to change." - Charles Darwin

The Mages of Reality​

Recently I was re-reading the fictional series Pillars of Reality by Jack Campbell. I classify it as a “young adult” series of six books that’s most science fiction with a little fantasy (mage prophecy) thrown in. I like it a lot if, enough to re-read it; I highly recommend reading Campbell’s Lost Fleet series and spinoffs.

But it was one aspect of the books that caught my attention in relation to game design. The “mages” in the books, who do things through the power of their minds, can detect the nearby presence of other mages, and always notice when a (powerful) spell is being “cast” nearby (hundreds of yards). Sometimes they can even recognize the identity of the individual caster. On the other hand, a mage can try to consciously cloak his presence so that he or she won’t be detected, though this doesn’t extend to “casting.”

How different would these abilities make most fantasy role-playing games, including Dungeons & Dragons?

Subtle Sorcery​

We previously discussed how the perception of magic is handled, and the implications thereof: Imagine if you’re on an adventure and your magic user (MU) is detected by someone that you don’t even know is there, simply because the MU exists. Or if not that extreme, imagine that whenever your MU casts a spell, any other spellcaster nearby knows that it’s happening and even has some notion of what the spell is at least in terms of strength/power. Even when you’re trying to hide in a crowd (in a city), your MU may be detected.

That simple change – that magic can be detected in a non-obvious manner – can make a big difference to how magic and adventuring works in your game. You, as a game designer, may be able to anticipate some of those consequences, but there are frequently unintended consequences with any big rule change in any game. The more experienced the designer, the more likely they are to anticipate those consequences. But this is a reason why we conduct playtesting, because a designer frequently won’t notice all the consequences, and we hope they will show up in extensive playtesting. Of course, that’s not always true.

Not So Subtle​

A famous example is the two-player board game A Few Acres of Snow that turned out after publication to have an always-correct solution (“Halifax Hammer”) not detected in playtesting. Fortunately it was possible to change the rules to suppress this, though occasionally an opportunity to use that solution still occurs.

Often when such an unintended consequence occurs, it requires a rule change if it's drastic enough (as with A Few Acres of Snow). In D&D, the movement of stinking cloud from second to third level in a new edition of the rules was done because people found too many powerful ways to employ the spell. (Some may think web ought to be moved as well.)

D&D players can ask themselves, what if there were no fireballs or lightning bolts? That would limit fantasy "artillery" immensely, changing tactics. What about no web or stinking cloud? What if long-distance communication spells were plentiful? D&D, and many fantasy settings in general, assume that communication is as slow as ordinary transport.

What if long-distance travel was common and safe? What if mind-reading (via spell) was widespread? What if ships could fly (oh, we’ve already done that one with Spelljammer; but there are lots of other ways to do it)?

Choose Your Weapon​

When new editions come along, it can be difficult to determine how much a game changes just by a few tweaks. Adding a new spell to a class list, changing a species’ classification, or changing how magic can seem like minor changes at first … until a battle pivots on a failed saving throw.

For game masters, it’s important to consider the implications of these changes; they can make a vast difference in how things go. Sometimes, the only way to find out what those changes are is to play through them. With the new edition of Dungeons & Dragons, we’re about to find out.

You Turn: What single change to magic in your game has changed your gameplay?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio


I first became interested in the idea that other mages know when you are casting from David Eddings' Belgariad in the 80's and I've always considered it as a mechanic since. I also liked the idea of "signature," so I incorporated that as well, though it doesn't come into play that often unless you are in a long term campaign against the same opponent(s).

In terms of effects on role play, it wasn't as dramatic for us as we thought. Players were a bit craftier in their spell use, which chewed up some time. Since it works both ways (kind of like having a permanent "Detect..." spell running), it becomes a global strategy where baddies do the same. I don't recall all the specific rules we had around this, but I do know we were trying to copy the novels, so there was some effort we could apply to be "quieter."

In general I like the idea of "feeling a tug in the weave" or "a disturbance in the force," but I agree that you have to really role play it out or you might find, as we did, that it didn't have as much effect as expected.
 


This is similar to how magic works in Warhammer Fantasy Role Play. Wizards and characters with the right talent can detect the winds of magic, and magic requires speaking. Wizards can attempt to cast subtlety, but take a penalty to their language magic cast (expect for gray wizards who can cast subtlety without penalty. Combined with miscast and corruption rules and the game setting, which involves a society where magic is strictly controlled and untrusted, with powerful religious organizations and witch hunters, it gives magic a very different flavor than in D&D.
 

Adding a new spell to a class list, changing a species’ classification, or changing how magic can seem like minor changes at first … until a battle pivots on a failed saving throw.
Speaking of minor changes...

A little change goes a long way. That's why I encourage GMs to take control of all their lists: spells, skills, monsters, classes, etc. It's your game, GMs. Don't let a game designer change it without your approval!
 

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