Arts

You are currently browsing articles tagged Arts.

Welcome back!

The elder Futhark, oldest Germanic writing system.
Image via Wikipedia

Have you ever noticed that advertising people are totally in love with fonts to express their messages? Have you ever wondered why? Ok, me either. I typically tune out commercials and skim past ads in magazines and on web pages… But I recently saw a couple of posts about typography that made me do some thinking…

Where do fonts come in handy in gaming? It’s a simple thing in most modern word processors or drawing packages to select one of the typically hundreds of installed fonts on a system. And if you’re like me, you’ve probably collected even more over the years. Then again, maybe not – I’m kind of weird.

Just off the top of my head, I came up with a few ideas for where to use fonts:

  • Though developing entire languages is often impractical, sometimes a font can be a cheap substitute… and if you’re consistent, you can use the same font for any pages/notes/letters your PCs find in a particular language so they KNOW – “oh! this is in Draconic and I don’t read it, so I’ll have to give it to Bob, our scholar…”
  • Wingdings is a simple enough way to encode a message so it takes some enterprising player a while to decrypt a particular encryption, but not so difficult that it becomes tedious. A little homework for your players is sometimes a good thing.
  • I’ve seen runes (Viking, Gothic, Celtic, hieroglyphs, cuneiform, etc.) that can make VERY cool ancient scripts if you’re in a hurry.
  • And if you combine the font/language idea with the runic idea, you can end up with a Rosetta Stone of your own that allows a scribe among the party to know how to translate from a particular long dead language of runes to one of the languages they know and then translate from that to common…

Really the ideas are endless. And of course fonts make printed documents look better too. [grin]

So back to those web articles that prompted this… they’re on the Smashing Magazine website in a couple of parts – “The Beauty of Typography: Writing Systems and Calligraphy of the World” and “The Beauty of Typography: Writing Systems and Calligraphy, Part 2“. Though Smashing Magazine deals with the art and technique of website design, these two articles provide amazing insight into the art behind a particular typography system that transcends the web.

If you’re interested in fonts, typography, or want to tackle the daunting task of creating your own writing system for a game – I’d encourage you to take a look at those two articles for inspiration. They have amazing details on Asian, European, Hebrew, and other forms of writing. Definitely worth taking a look anyway.

How do YOU use fonts or typography in your games? Leave a comment and share your ideas!

–Fitz

Enhanced by Zemanta
VN:F [1.9.3_1094]
Rating: 0 (from 0 votes)
  • Technorati Favorites
  • Facebook
  • Twitter
  • Digg
  • Delicious
  • Share/Bookmark

Tags: , , , , , , , , , , , , ,

After 15 years or so of working on the Moebius Adventures system as we designed it way back when, it’s nice to have your eyes opened by intelligent players who can provide constructive criticism from a different perspective. Instead of approaching the game as a static memorial to a fallen comrade, it should remain vibrant and alive as Sean would have wanted it. (You can see some of the previous playtest articles here, here, and here.)

Rules TextUsing these simplified and revamped rules, I’m going to go back to my “Wizardry 101″ concept and see how things shape up with a built-in, quick start set of rules for combat as well as how to handle some introductory magical concepts. Once I get the quick start rules module written, I’ll apply it to a slightly tweaked sample adventure and throw it out there so I can playtest some more and ask you kind folks to look at it and provide feedback as well.

Does anyone have any war stories about playtests? I’m interested in first-hand testing as well as testing from outside groups. I hope to learn from these stories and maybe even write up an article on best practices if I get enough feedback.

Anybody? Anybody? Bueller? Bueller? Either leave me a comment here or send me an e-mail at fitz (at) moebiusadventures (dot) com. I’d love to hear from you.

Reblog this post [with Zemanta]
VN:F [1.9.3_1094]
Rating: 0 (from 0 votes)
  • Technorati Favorites
  • Facebook
  • Twitter
  • Digg
  • Delicious
  • Share/Bookmark

Tags: , , , ,

In the Immortals’ Wake world, there is a character simply known as The Nameless One. For more than 2,000 years, he has roamed through populated and unpopulated areas, leaving a wake of destruction and bewilderment behind him. His is an extreme case of what I will call the “Road to Redemption.” Unfortunately for him, it’s a very long road along the lines of Groundhog Day.

monk_bwHowever, his story is not unique. There are others in our own histories and myths. The story of the doomed sinner wandering the Earth until the end of days is repeated throughout Christian legends. Cursed to live an eternity to pay for a single evil or thoughtless deed.

So what did this poor soul do? He was among the first to be Changed. The records from that age were long ago destroyed, but some pieces of the past remain. Scholars suspect that in the Time Before, there were many such beings – some of whom were truly Immortal and able to perform miracles both great and terrible. During the Time Between, a great war raged between Mortals and Immortals.

Not all of the Immortals were without conscience and wondered at the cost of such a rift between factions. Elle T’aibi began a movement to help the poor mortals caught in the middle. Jost, another Immortal, was tired of the war and among those swept up in this new movement. Together they, and others, wandered the lands, doing what they could to soothe fears and calm nerves, guiding people to start rebuilding their lives.

It was then she gained the nickname “Young Mother” for the way she handled people as delicately as children, speaking kind words and harsh for the best effect. She would coddle only so long and then those who came ot her for help would have to learn to live on their own again.

“All around were the distressed and mad, scared senseless by the thunder of the unholy Storm. The Young Mother, in the face of the Storm’s fury, aided those around her with a touch and soothing words. Witnesses who later became the first of her followers claim she glowed with a soft, divine light to lead them from the darkness.”

– Taken from the Book of the Beginning

T’aibi was a simple woman at heart, raised doing hard work on a farm and loving the family around her. She and others were swept up in the Storm of Change that led to the war. But even as her peace movement was just beginning, those around her seemed to gain insight and balance. The path she and her followers took often led into places of darkness. Without regard for her own safety, she took it upon herslef to enlighten these dark leaders to “The Way” – her philosophy of love, peace, and brotherhood.

“Adal’s lair, littered with the remains of his enemies, lay open to the Mother. With confident strides, she began to clear away the pieces until there was room to sit before his throne. For days, she said nothing and remained motionless. As though in a trance, Adal matched her for five days before descending. He embraced her and began repeating ‘I see! I truly see!’ over and over again…”

– Taken from the Book Between

Though immortal, she chose to pass into the beyond a hundred years after she had begun. Her body had become frail over time, and rather than construct a new body, a new vessel for her Spirit, she chose to take her place in the Maker’s House. For months, her followers mourned. But eventually they built her tomb, stone by stone. When it was completed, Pidae spoke the words that changed the world.

“We return you, Great Mother, to accept your place beside the Maker. While here, you opened our eyes to the love in the world and so we embrace our fellow man. In your memory, we shall continue to persevere with peace and faith. From this day on, we will spread your teachings to the ends of the earth, over seas, mountains, and plains…”

– Taken from the Book of the End

And so the church began. The 100 or so members of her flock spread the word far and wide. The first cathedrals were build soon after in her memory. Over time, many of the people accepted the word of the Mother’s Disciples and Priests as divinely blessed by the Mother herself.

Among those first Disciples was Jost, and he grieved for nearly one hundred after she died, wandering the places mankind still hadn’t discovered yet. When he returned to the world, only a few generations removed from The Mother’s message of brotherhood and peace, he was distraught to find her message twisted. Instead of a brotherhood of all mankind – Changed or not – those who were different, like the Changed, were cast out.

To stop the madness, he began a counter-culture, preaching the true words of the Young Mother as they were meant to be heard. But he was hunted again and again by those in power. Instead of stopping the madness, he fanned the fire, eventually causing an incident near the Mother’s tomb that he couldn’t forgive himself for. On that ill fated day, he slaughtered more than a thousand soldiers until he was the only one still standing.

As a result, he lost his mind. He wanders the world in a 50 year cycle, bringing death, pain, destruction, and change in his wake. He returns to the site where the cycle began – where his mentor and mother figure gave her life for a cause few if any remember, where he sacrificed his own mind so he would no longer be forced to remember what he had done for the person and ideal he held so dear.

What could end the infinite path of this immortal? What might shake him out of the cycle? Only time or The Mother will tell.

Reblog this post [with Zemanta]
VN:F [1.9.3_1094]
Rating: 0 (from 0 votes)
  • Technorati Favorites
  • Facebook
  • Twitter
  • Digg
  • Delicious
  • Share/Bookmark

Tags: , , , , , , , , , , , , , , , ,

What is Lesser Wizardry? Does it mean you’re less of a wizard than someone who practices something greater? Not at all.

Old BookThink of Lesser Wizardry as the training wheels for a beginning wizard. Lesser Wizardry provides an opportunity for apprentices and students to learn the basics of wizardry without setting their hair on fire attempting to cast a ball of fire at an opponent.

So what is Lesser Wizardry good for? All those little tasks that might not seem like much, but can do many things for a budding wizard:

  • Add a bit of flair to your appearance when you’re out in public, such as providing a well-timed breeze to ruffle your robes to get the attention of those around you or to make sure your clothes are clean, hair combed, and hair shaved so you always look your best
  • Handle those little onerous tasks such as cleaning the dishes or wrapping a gift perfectly every time
  • Make sure you always have a pen handy, never lose your place in a book, or get up on time for an appointment after a long night researching in the lab

Beyond that, there are those little tricks that might make your enemy’s day a little worse with just a little thought from you:

  • Distract an opponent just long enough to slip by unnoticed
  • Ensure that a rival mumbles at just the right time to not speak a spell correctly or when addressing a crowd of her peers
  • Turn a clean, tidy room into a disorganized mess to drive even the most well-adjusted neat freak over the edge

Lesser Wizardry is one of the oldest forms of magic known to the humanoid races. When the first wizards were trying to harness the magical energy of the universe, they were very cautious in their approach and used as little magic as possible. They didn’t want to do any damage for fear of destroying themselves in the process or incurring the wrath of the gods. After a while, it became a game for some wizards to see just how little magic they would need to create a particular effect.

These are the spells that wizards create to simplify things in their lab, ensuring that equipment stays clean and spell components are where they can be easily found. But don’t let that fool you. The most powerful wizards skilled in Lesser Wizardry can drive wizards skilled in other areas quite insane.

One of the best parts of casting Lesser Wizardry spells? No components to mess with! Each and every Lesser Wizardry spell relies exclusively on the focus and energy of the caster. No muss, no fuss.

Reblog this post [with Zemanta]
VN:F [1.9.3_1094]
Rating: 0 (from 0 votes)
  • Technorati Favorites
  • Facebook
  • Twitter
  • Digg
  • Delicious
  • Share/Bookmark

Tags: , , , , , , ,

In the beginning, there were wizards with spellbooks and monsters with special abilities. Then there were superheroes and villains with powers. But I never played in a campaign where there was a mix of traditional fantasy and super powers – so we created one.

Immortals’ Wake is a world in which magic, both arcane and divine, worked together to create Fire Symbol - Alchemya being with magical abilities – the power to control raw elemental energy. Why would they do such a thing you might ask? And why not stop with one experiment? A thirst for knowledge sometimes leads down some interesting roads.

However, these “Changed” as they came to be known, gained the ability to collect and manipulate the forces of water, fire, earth, air, and spirit. Think for a second about someone who could control these elements. Can you imagine the damage they could do? Then think about the good that could be done as well… You’re really introducing traditional comic book hero abilities into a fantasy world.

And as such, these powerful individuals are often called Demons by those who mistrust the destruction the Changed often bring with them. Initially, newly Changed have little control over their abilities. Freakish fires or floods may cause huge swaths of damage during the Change. Or whole buildings may be swallowed by the Earth. What do you tell the innocents who may have lost their lives or property after such an event? “Sorry” barely scratches the surface.

What can they do with Fire? Destruction comes to mind. Simply redirecting the power of a campfire or torch to set other objects aflame, take the heat and warm up an opponent’s metal weapons or armor, or simply launch a ball of fire at an opponent to do as much damage as possible. Then reverse it. Imagine a powerful elemental Fire mage who could draw the flames from a housefire or forest fire, or draws the heat from a room to lower the temperature.

The scariest of these elemental abilities for me comes with those who can control Spirit. During one campaign, we had a character take the spirit of a person and place it in a plant, just to prove a point. During another, we had a character speak to the spirits in a haunted area and provide a shell for one of them to communicate with others. And in yet another instance, a character used Spirit abilities to travel in an Astral form and manipulate the dreams of an NPC. Remember Anne Rices’s novel The Body Thief? It’s no wonder mortals would be scared of these individuals.

Depending on the element, there may be physical changes as opposed to psychological changes in the individual as well. For example, an Earth Changed might become more angular or stony, with skin color adjusting to be more like the prevalent stones in the surrounding area. Fire Changed may simply have more anger management issues or attack their passions with more energy.

Each Changed individual may have a slightly different strength for their abilities as well. Some may be little changed by the experience, while others would then have the ability to speak with powerful Elemental beings in their own plane of existence. What would you chat about with a being made of pure Water? or Earth?

Like any fields of magic in the Moebius Adventures system, there are few limits – which leaves the power in the hands of the GM and his or her players. And like in all things, there are repercussions to holding such abilities.

Would you choose to be Changed? Or will you let the Fates make the decision for you? What would it cost you to become Changed? What would you pay to lose the abilities? These are all crunchy topics ripe for roleplaying.

Reblog this post [with Zemanta]
VN:F [1.9.3_1094]
Rating: 0 (from 0 votes)
  • Technorati Favorites
  • Facebook
  • Twitter
  • Digg
  • Delicious
  • Share/Bookmark

Tags: , , , , , , ,

A Kind of Magic…

Hi there…

No matter what form the magic takes – arcane, divine, or raw natural magic – it is a combination of concentration, ritual, and belief. Ritual components can be anything from gestures and words to actual physical or even spiritual elements. Physical components may even be tied to beliefs or holy symbols as opposed to simple material components like ash, gems, and so on.

Wizard with Staff (from Clipart.com)But all magic in Moebius Adventures boils down to three key bits – Intent, Components, and Concentration. As such, magic is VERY flexible.

Spell creation and research consists of having a conversation with your GM (or if you’re the GM, you can chat with your players or mutter quietly to yourself) about a few things:

  1. Does the spell come from an existing magical philosophy?
  2. What results are expected or what’s the intent of the spell?
  3. What are the specific components for the spell? Some of these may be dictated by the school of wizardry or magical philosophy chosen.
  4. And what level will the spell be? Not all realms of wizardry require levels, so this may be moot.

Let’s contemplate an example…

Example 1: “Flickum Bickus”

So let’s say that a wizard wants to create a simple spell to light a small fire when flint and tinder aren’t available. Think of Harry Dresden from The Dresden Files using his spell “Flickum Bickus” to light a candle.

This would fall pretty squarely into Lesser Wizardry. Lesser Wizardry deals with small magics and this would qualify as a small utility spell.

Just to verify that, we take a look at the description of Lesser Wizardry. Lesser Wizardry philosophy is as follows:

“The energy exists around us, but never use more than you need. Minimalist magic created to test the waters of magic without annoying any possible powers that be. That was the beginning – and now it’s the major tenet of Lesser Wizardry. Nobody ever dies from or gets hurt by a Lesser Wizardry spell. These are the mundane useful mini-spells created by wizards through the ages to help them get through their day – mark a page, clean a stain, and so on.”

The results are also pretty self explanatory. The wizard wants to light a small combustible material as if it had been lit in a usual physical manner. Simple enough.

And for the spell components, as for all Lesser Wizardry spells, all that’s needed are “mystic words.” In this case, the name of the spell “Flickum Bickus” can actually become the spell’s component as a verbal component.

As far as the spell “level”, this is a pretty simple spell with a very small focus. The GM would most likely slot this as a first level Lesser Wizardry spell.

And voila, the player has created a new handy spell for use in and out of the lab.

Example 2: “Make Me Rich!”

Now let’s do a more complicated spell. For instance, let’s say that a wizard is getting greedy and wants to make himself rich. This is pretty vague, so we clarify a bit to say that he wants to attract wealth like flies to honey. This is still pretty vague and could fall into a number of categories…

If the wizard is very literal minded, they might use Runic Magic to create a runic phrase “Attract Wealth.” Unfortunately “wealth” is a very subjective term. If there were a “money” rune, the wizard would be able to create a runic symbol that would work as a money magnet, attracting coins into the spell’s area of influence.

A better fit might be Superstitious Magic. At a high level, Superstitious Magic preys on people’s beliefs to create magical effects. This might be likened to voodoo or certain forms of witchcraft. If the wizard is superstitious, he or she might believe that the powers that be would grant them wealth if the spell was cast.

This spell would only affect the target. And Superstitious Magic spells require a physical component as a focus that is sometimes consumed by the spell and a mystic ritual, typically involving some verbal element.

In this case, the wizard might bind his own hair around a gold coin, grip it in his hand, stare into a candle and call upon his ancestors to grant himself wealth. “Great ancestors I invoke thee to grant me this, grant my wish and fill my purse, enough to do my deeds, grant my wish and I will remember thee…”

As a GM, I would take this as a vague wish to powers beyond the wizard’s real control, unlike using a bit of will to light a flame. These powers may hear the wizard’s plea, yet choose to fulfill their supposed “obligation” in unusual ways. Perhaps the wizard will suddenly have a group of chickens appear in his yard overnight. The wizard could sell the chickens or keep them and sell the eggs, thus filling his purse. Or perhaps it might be a literal translation and some passer-by might press a coin into his hands while walking city streets. Or perhaps there would be consequences to fulfilling the request – finding a full purse left behind by someone seems fortuitous until you are pointed at as the thief who stole the purse in the first place and abandoned it where someone else might take the fall…

Conclusions

As you can see, there’s a wide range of possibilities here. One of the things I hope to do with the Moebius Adventures magic rules is to allow enough flexibility that players and GMs can roll their own magic systems. You like the “colors” magic in Brandon Sanderson‘s Warbreaker novel? Go with that. You want to do some Robert Jordan Wheel of Time weaving? Go for it. The sky’s the limit.

Ultimately the GM will have the power to veto or control some of the spell effects, as I’ve described a bit in the second example. But the freedom is there for creative gamers to come up with VERY interesting systems of magic.

There are twelve… Yes, twelve… schools of magic I want to cover in a variety of supplements. And then there’s Divine magic and its offshoots for various faiths and belief systems.

I can hardly wait to see what else folks come up with.

What do YOU think? Let me know what types of wizardry you’d like to see and I’ll try and c0me up with some ways that you might define them for your own Moebius Adventures game.

–Fitz

Reblog this post [with Zemanta]
VN:F [1.9.3_1094]
Rating: +1 (from 1 vote)
  • Technorati Favorites
  • Facebook
  • Twitter
  • Digg
  • Delicious
  • Share/Bookmark

Tags: , , , , , , , , , ,