Re: Crystals & Truestone; improv; ridiculous?

From: David Dunham <dunham_at_...>
Date: Fri, 2 Jun 2000 07:32:57 -0700


David

At 07:35 +0000 06/02/00, hw-rules_at_egroups.com wrote:
> I've been contemplating how to translate them into the HW system.
> I have no problem with dropping magical effects that don't seem
> to translate well into HW, for example Spell Matrixes don't have to
> translate directly.

Spell matrices seem like items that let you cast a spell. If you lose the item, you can no longer cast the spell.

> My take on crytals is to treat them similiar to spirits. Each would
> have a "might" stat that can be used to increase AP's in a magical
> contest, i.e. one in which the character has a magical ability that
> would be used in. I can certainly see alternate variations, such as
> using it as an augmentation (although it would be hard to see it
> "failing" and giving a negative modifier).

Seems plausible, though it'd be nice if they were somehow different from just being fetishes for non-animists. I'm not coming up with anything else this morning, mind you...

> Truestone seems like it would normally store feats, ala the Issaries
> secret.

Truestone might be able to store magic in such a way that when you use it, you don't suffer ill effects from failing? (Not sure this really works.)

BTW, it's worth mentioning that most magic items give you an ability like "Magic item 12" -- we interpret this as loosely as any other ability, so my character made this roll to see if her magical boat would be fast, or if it would come when she whistled.

>>The improv penality is also supposed to be -3, not -5.

>That's a matter of dispute. :-)

The rules say -3. Places that are not in the core rulebook may say -5, but since the synopsis was prepared before the rules, it must be superceded.

But as Roderick points out, the improv penalty is supposed to be determined on a case by case basis (the only totally standard case being initiates improvising feats).

Alex

> > (Luckily, weapon ranks are an optional rule.)
>
> It's a rule of law, see pp. 144-148...

Nope. "To make equipment a factor of the game ... use the following simple rules." Thus, narrators who believe the preceding section (which has a typo and should read "equipment alone is not worthy of description"), wouldn't use the following rules.

Roger

> How have people been playing the case where two combatants call on the same
> God for aid in a direct competition?

I suspect in our game they'd blast each other with (the god's) magic and let the god sort it out...

Michael asked

> This is my problem with the whole 'narrative game' thing. If the system
> produces ridiculous results how the galloping Norah am I supposed to
> make my players feel as if they are there and involved in the action?

We played the game for over a year, and the only time we got ridiculous results was a consequence of a rule that's been changed.

David Dunham     A Sharp     david_at_...
Voice/Fax: 206 783 7404     http://a-sharp.com
Efficiency is intelligent laziness.

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