Yahoo! The Summer 2010 issue of Kobold Quarterly is overflowing with chewy gaming goodness. And if you’re just in the mood for some amazing art, cover to cover is full of spectacular full color and black and white art, starting with “The Paladin’s Treasure” on the front cover. We all knew Paladins were adventuring for something . . . → Read More: Magazine Review: Kobold Quarterly Summer 2010 Issue 14
Recently I’ve been reconsidering the role of magic in a roleplaying world and how a character might take advantage of it. In traditional RPGs such as D&D, Palladium Fantasy, GURPS, and so on, magic is a static thing. In the name of game balance, system creators have chosen to create schools of magic and assorted spells with their different requirements and effects.
This is great for beginning roleplayers, but can stifle creativity for more experienced gamers. What if I want to start from scratch?
Have you ever wondered what it would be like to be a wizard on your own? Perhaps magic is slowly returning to the world after millenia, or you discovered your talents by accident or someone taught you to use them, or maybe magic is outlawed as it is in the Camelot of King Uther Pendragon in the tv series Merlin.
What would that mean for magical research? It would be trial and error. It might be an environment where wizards horde their secrets or band together and share everything to oppose some greater evil or political power. Wizards might be on the run, trying things without the benefit of a lab.
Where would you begin?
I think personally, I’d start small. Think of the old chemistry sets we used to be able to get when we were kids. We could go to the garage, the basement, even our bedrooms and start mixing potions like mad scientists. Tinker and fail and see what made things tick…
Let’s think for a moment of the urban fantasy world of Jim Butcher‘s Harry Dresden. Harry was taught a few things early in life about magic, but a good deal of his knowledge over the years came from research and experimentation. How many of your wizard characters ever really did that? Think about the backstory you would have and the time between adventures you could experiment and try new things…
For example, let’s say your wizard knows some lesser magics. These are little utility spells that help in the lab or in life, but not much more. Let’s say your wizard wants to create a spell similar to Harry Dresden’s “Flickum Bickus” spell to light a small fire or candle when flitn and tinder aren’t available.
Can you create a spell, even a little one, in another big system for fantasy roleplaying? Ok, maybe Rolemaster or White Wolf’s Mage, but that’s about all I can think of from my experience.
Next time I’ll tell you how you’ll be able to do this in Moebius Adventures. Stay tuned!