34 thoughts on “What’s your favorite system for magic or magicesque mechanics?”

  1. Not sure about my favorite, but I like Unknown Armies, because it puts having power at odds with life in an indirect way (like constantly looking to sleep in places you never have before).

  2. Not sure about my favorite, but I like Unknown Armies, because it puts having power at odds with life in an indirect way (like constantly looking to sleep in places you never have before).

  3. (my exposure to magic systems is limited, so grain of salt…) Mage: The Ascension. Spheres were somewhat limiting (but I’m intimidated by the no-rails approach of WoD, but would like to try it out), but my favorite part was paradox backlash, encouraging players to come up w/ reasonable ways to bend reality, rather than outright breaking it.

  4. (my exposure to magic systems is limited, so grain of salt…) Mage: The Ascension. Spheres were somewhat limiting (but I’m intimidated by the no-rails approach of WoD, but would like to try it out), but my favorite part was paradox backlash, encouraging players to come up w/ reasonable ways to bend reality, rather than outright breaking it.

  5. Charles Gatz​ tell me more about the magic mechanics of Mage: TA and Paradox.

    Are they kind of free for, ie be here is the name of the ability/spell now be creative with how to use it?

  6. Charles Gatz​ tell me more about the magic mechanics of Mage: TA and Paradox.

    Are they kind of free for, ie be here is the name of the ability/spell now be creative with how to use it?

  7. My favorite magic system is still probably the Nobilis miracle system (specifically 3rd Ed). The duality between the more concrete (Domain) and more abstract modes (Persona) really helps to flesh things out since 2nd edition. It has created many a fond memory – like the time the Power of Hounds used a Persona miracle to multiply a single Shab-Al-Hiri roach by lending them the Hounds aspects of “comes in packs”. And using an Aspect miracle to survive the suddenly over-crowded cranial result.

    The most unique for me is probably the old BRP game Nephillim, which has its deeply ornate magic system where the month and day of the week can have a non-trivial impact on which sorts of spells you want to use, and more tellingly which strange beings you are willing to summon and bind. Nothing else I’ve seen has quite matched that attention to traditional Western occultism. Although I have eyeballed running a Nephillim game using a GUMSHOE mash-up, since Ken Hite’s writes about stuff does include enough Goetia and Alchemy to get close.

    My runner up is also a game designed by Jenna Moran, Weapons of the Gods. It attempts to make ancient Daoist alchemy an exercise in thinking a bit too much like one presumes an ancient Daoist alchemist might think. The result of this was one of my games ran aground on the debate of how best to mystically reverse a eunich’s modification in order to negate their enhanced ability with fire and fire chi. It was later reprinted with changes as Legend of the Wulin – but I’m not sure all of that magic system made the transition.

  8. My favorite magic system is still probably the Nobilis miracle system (specifically 3rd Ed). The duality between the more concrete (Domain) and more abstract modes (Persona) really helps to flesh things out since 2nd edition. It has created many a fond memory – like the time the Power of Hounds used a Persona miracle to multiply a single Shab-Al-Hiri roach by lending them the Hounds aspects of “comes in packs”. And using an Aspect miracle to survive the suddenly over-crowded cranial result.

    The most unique for me is probably the old BRP game Nephillim, which has its deeply ornate magic system where the month and day of the week can have a non-trivial impact on which sorts of spells you want to use, and more tellingly which strange beings you are willing to summon and bind. Nothing else I’ve seen has quite matched that attention to traditional Western occultism. Although I have eyeballed running a Nephillim game using a GUMSHOE mash-up, since Ken Hite’s writes about stuff does include enough Goetia and Alchemy to get close.

    My runner up is also a game designed by Jenna Moran, Weapons of the Gods. It attempts to make ancient Daoist alchemy an exercise in thinking a bit too much like one presumes an ancient Daoist alchemist might think. The result of this was one of my games ran aground on the debate of how best to mystically reverse a eunich’s modification in order to negate their enhanced ability with fire and fire chi. It was later reprinted with changes as Legend of the Wulin – but I’m not sure all of that magic system made the transition.

  9. Richard Rogers​ and everyone, are you a fan of magic because of the fluid and flexible nature of those moves? Do you like magic to have more of a narrative power vs a defined parameter (eg, magic missile: always 1D4+1 force dmg)?

  10. Richard Rogers​ and everyone, are you a fan of magic because of the fluid and flexible nature of those moves? Do you like magic to have more of a narrative power vs a defined parameter (eg, magic missile: always 1D4+1 force dmg)?

  11. to a “trad gamer”, I’d say, “Give it a shot”. I don’t argue mechanics with “trad gamers” because it comes from a point where they’re not curious about trying the game I’m running and it’s a waste of both of our time.

    For a first time gamer, I’d say something like, “Tell me what you want to do, and we can workshop it into a quick roll. Here are some suggestions in the move to get you started.”

  12. to a “trad gamer”, I’d say, “Give it a shot”. I don’t argue mechanics with “trad gamers” because it comes from a point where they’re not curious about trying the game I’m running and it’s a waste of both of our time.

    For a first time gamer, I’d say something like, “Tell me what you want to do, and we can workshop it into a quick roll. Here are some suggestions in the move to get you started.”

  13. Andrew Huffaker, I think the thing you’re missing about the Monster of the Week magic “system” is that there are, in fact, specific requirements, costs, and effects. They may not always be deterministic, but that allows for a lot of scope for specific traditions in flavor. The MC always has the option to make requirements, and the Spellslinger has “Combat Magic,” which suits the “roll 1dx+y” urge.

  14. Andrew Huffaker, I think the thing you’re missing about the Monster of the Week magic “system” is that there are, in fact, specific requirements, costs, and effects. They may not always be deterministic, but that allows for a lot of scope for specific traditions in flavor. The MC always has the option to make requirements, and the Spellslinger has “Combat Magic,” which suits the “roll 1dx+y” urge.

Comments are closed.