What’s your favorite system for magic or magicesque mechanics?
What’s the most unique system you’ve seen?
Google+ community from Dec 2012 to March 2019
What’s your favorite system for magic or magicesque mechanics?
What’s your favorite system for magic or magicesque mechanics?
What’s the most unique system you’ve seen?
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I don’t know how unique it is, but the World of Dungeons Magic system is my favorite.
I don’t know how unique it is, but the World of Dungeons Magic system is my favorite.
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).
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).
(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.
(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.
Jason Cordova what about it do you like so much? Also, how does it stack up to Lutes’ freebootersagic system in your opinion?
Jason Cordova what about it do you like so much? Also, how does it stack up to Lutes’ freebootersagic system in your opinion?
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?
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?
It’s been over a decade, and I’d mostly be re-writing what’s under the Abilities (Spheres) and Game Mechanics (Paradox) section here: whitewolf.wikia.com – Mage: The Ascension
It’s been over a decade, and I’d mostly be re-writing what’s under the Abilities (Spheres) and Game Mechanics (Paradox) section here: whitewolf.wikia.com – Mage: The Ascension
Thanks Gatz, I’ll check it out
Thanks Gatz, I’ll check it out
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.
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.
I still think Ars Magica did an amazing magic system. It was also a kind of base of WoD Mage.
I still think Ars Magica did an amazing magic system. It was also a kind of base of WoD Mage.
For a quick and dirty system to let folks “do magic” like the inspirational source material for Monster of the Week, I dig Use Magic and Big Magic.
For a quick and dirty system to let folks “do magic” like the inspirational source material for Monster of the Week, I dig Use Magic and Big Magic.
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)?
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)?
To me – any regimented magic system is a kind of science. I like flexible systems personally. I like MotW Use Magic and Big Magic because it’s pretty flexible but super simple.
To me – any regimented magic system is a kind of science. I like flexible systems personally. I like MotW Use Magic and Big Magic because it’s pretty flexible but super simple.
I think a trad gamer or first time player of a game that has flexible magic will think the same thing, ‘this is broken.’
Why isnt it broken?
I think a trad gamer or first time player of a game that has flexible magic will think the same thing, ‘this is broken.’
Why isnt it broken?
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.”
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.”
have to say shadowrun, once you got some karma to spend you could do a huge variety of things
have to say shadowrun, once you got some karma to spend you could do a huge variety of things
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.
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.
The spell creation system in Dragonlance SAGA Fifth Age was really cool.
The spell creation system in Dragonlance SAGA Fifth Age was really cool.