What do you look for in a game setting? Part 2
Hopefully you've enjoyed the two short samples of life in the world of Immortals' Wake…
This is the beginning of a series of articles/discussions that will ultimately result in publishing a new Moebius Adventures book that includes rules for magic as well as magical races such as elves or dwarves.
Image via WikipediaAt a very high level, magic is simply an observable instance of the usage of forces existing in a particular world, belief system, universe, or plane of existence. Magic may be used by nature, gods, wizards, priests, spirits, or anything or anyone else naturally or skillfully adept at using a particular type of magic in a particular context.
For example, let’s take the ever popular “ball of fire” spell. This could manifest in a number of ways, but I’ll just list three here for discussion purposes.
What I want to avoid doing is assuming that all magic works the same. Initially in Moebius Adventures, we went the common route of creating 100s of spells in a variety of different schools of magic. This is great if you want a laundry list of possibilities, but not great for having a fluid, more adaptable and creative magic system.
The goal for the revised magic system is to provide methods for defining what the goal is to be (i.e. setting fire to something), a context (i.e. a wizard, alchemist, or magical naturally-occurring storm), and a method (i.e. willpower, knowledge and ingenuity, or the randomness of nature).
How we make these fit together into a coherent whole is a topic for another day.
That said, I’m interested in what YOU think. How should magic work? GMs and Players often have very different views on this topic.
Leave me a comment and let’s get the discussion rolling!