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Worlds of Design: The Rules of Magic
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<blockquote data-quote="aramis erak" data-source="post: 8470647" data-attributes="member: 6779310"><p>Ars Magica, just like it's offspring, Mage, has both rote ("formulaic") and on-the-fly ("spontaneous") magics...</p><p></p><p>I've run Ars, and found that many players don't cope with the actual limits it has - there are a huge number of benchmarks, and they don't make sense to everyone. Plus, spontaneous magic is much harder.So it's often that players stick to their formulaict</p><p></p><p>In Barony/Arabian Sea Tales, magic is very "soft." It wasn't a huge issue for the players... but they also kept it very thematic, because they were very comfortable with improv. (Everyone in that group was an experienced and competent GM; it makes a big difference, IME.)</p><p></p><p>In Hero, it was no issue - players came up with spells they wanted, most of which were variations on D&D magic. (I used the Mystic Masters multipower approach.) No spontaneous, but doing such is possible... lots of players talked about gadget pool as magic, but none have used it in my campaigns.</p><p></p><p>In DL5A, it was a problem for some, not for others - the mechanics are straightforward, build it on the fly, spontaneous at little penalty... but not directly linked to AD&D magic, and that was the issue for my players last I ran a campaign of it. They saw DragonLance and expected AD&D magic.</p><p></p><p>Pendragon, like DL5A, it's build on the fly from a short list... but the penalties for magic on the fly are severe... even life-ending. Worse, even prepared magic is slow, so players are reluctant to play it. Tho', done right, it can be incredibly potent, and the few who have played casters have enjoyed doing so, because it laser focuses them on the key problem of the adventure as their magical target.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8470647, member: 6779310"] Ars Magica, just like it's offspring, Mage, has both rote ("formulaic") and on-the-fly ("spontaneous") magics... I've run Ars, and found that many players don't cope with the actual limits it has - there are a huge number of benchmarks, and they don't make sense to everyone. Plus, spontaneous magic is much harder.So it's often that players stick to their formulaict In Barony/Arabian Sea Tales, magic is very "soft." It wasn't a huge issue for the players... but they also kept it very thematic, because they were very comfortable with improv. (Everyone in that group was an experienced and competent GM; it makes a big difference, IME.) In Hero, it was no issue - players came up with spells they wanted, most of which were variations on D&D magic. (I used the Mystic Masters multipower approach.) No spontaneous, but doing such is possible... lots of players talked about gadget pool as magic, but none have used it in my campaigns. In DL5A, it was a problem for some, not for others - the mechanics are straightforward, build it on the fly, spontaneous at little penalty... but not directly linked to AD&D magic, and that was the issue for my players last I ran a campaign of it. They saw DragonLance and expected AD&D magic. Pendragon, like DL5A, it's build on the fly from a short list... but the penalties for magic on the fly are severe... even life-ending. Worse, even prepared magic is slow, so players are reluctant to play it. Tho', done right, it can be incredibly potent, and the few who have played casters have enjoyed doing so, because it laser focuses them on the key problem of the adventure as their magical target. [/QUOTE]
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