Magic

From: Olof Nergard <Olof.Nergard_at_eu.pharmacia.com>
Date: Fri, 10 Oct 1997 16:08:25 +0100

     
     My 2 cents on magic systems.
     
     According to my view of systems there can be two different approaches 
     to designs of magic systems.
     

- Magical grammar which can explain the magic in detail.
- Storytelling approach which could be described as learning by
flavor. The first is best represented by Fantasy Hero/ Champions role playing game. Where everything about a spells, characteristics and skills costs character points and thus balances the whole. This approach have the advantage of just defining the effect of the spells and then by the magical rules design the power-level of the spell. It's then up to the GM to give flavors to the players. The second leaves the designing of spells and game balance entirely up to the game master and if he is weak leaves the inconsistent rules open for abuse. This could work very well if the characters don't insist on knowing how the magic works and to know the exact number of dice to roll for damage each time. But even the best game master would have enormous problems of devising new spells and effects at game time and still keep the game balance. Thus there are two separate discussions hidden in this discussion. These are which base system should one use and second how do the magical Glorantha work. For question number one I think one could use either Gurps, FH/ Champions or Ars Magicka to implement ANY magic systems so I think the discussion should concentrate on the magics of Glorantha regardless of stats. Thus are Spirit Magic learned from spirits and used as sorcery or do the spirits perform the magic for a small exchange of gift (drop of blood, spiritual force) What gifts do the gods require to perform the acts the characters want? Do the hero powers come as knowledge or as a mystical ability? Do the sorcerers manipulate the universe with their own will power (not the one discussed on hero quests) or do they have demons which acts like personal assistants. These are the questions I want answered. To illustrate the difference. If a sorcerer casts a spell and loses CON we are limited to the unbalanced language of RQ-rules. If a sorcerer casts a spell and is aged 5 years we are talking about how the magic affects our characters in Glorantha. /Olof Nergard - Uppsala Sweden ------------------------------

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