Re: Playing Animists

From: Jeff <jakyer_at_...>
Date: Tue, 17 Feb 2004 18:47:07 -0000

That's what I thought too.

> (My take on it is this: you get 'Common Magic 17', and this
> provides the basis for whatever common magic you start with. 10%
> of your time must be spent dedicated to your Common Magic, in
> totality. Dedicating more time to particular aspects of Common
> Magic doesn't make much sense to me: I envision Common Magic as
> the sort of "everyman's religious practices"; if it took up more
> than a tenth of your time, then you'd presumably follow some
> other religious practice.)

That's pretty much what I'm doing with them. You can join more than one - there are social benefits to joining a magical society (its not the Masons but you can usually get some help in a strange town...)  

> Not really, not. In fact, it might even anger members of the
> religious practice.

Only if you want. Common Magic is fairly casual, rules-wise, it would seem. It really is sort of like the old battle magic: You learn it but you may not stick around for Coffee and Cookies in the Fellowship Lounge afterwards.  

> Sure -- what you're describing is a workable system, but it
> demands active participation by the GM. A lot of groups don't
> have the same dynamics or a GM comfortable, creative, or
> assertive enough to do that. The percentage system is a mechanic
> that supports this practice because it focusses character
> development in accordance with the character's choices.

Yes. The % system is a fast and dirty rule - its there to help, especialy if you get a player who insists that being a member of Odayla, Orlanth AND Brotherhood of the Woods is much less than 60% of his time so why can't he join Humakt anyway?  

> I don't see a big deal with it, but if you're more comfortable
> dispensing with the percentage system and ensuring that the
> player's choices have consequences, I don't see a big problem
> with this.

Yes, its a case of 'what works for you' - just be mindful of play balance.

Jeff

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