[Design] Magic: An Initial Sketch
David Cake
dave at difference.com.au
Sat Dec 3 10:17:03 UTC 2005
At 3:42 PM -0800 2/12/05, Lev Lafayette wrote:
> In traditional cultures (slavery and
>feudalism), magic becomes split into - to use the
>Rolemaster terms - Channelling (supernatural,
>priests), Essence (paranormal, wizards) and Mentalism
>(psychic, mystics).
Personally, this doesn't really work for me much at all. Its
a grand reductionist classification scheme for those things that by
their nature fit poorly such schemes, and its imposing a single
cultures view on the world.
Many religions would strongly claim that their religious
practices fit none of these categories. the category of psychic is
essentially a modern concept, and one with relatively little
connection to mysticism. Mentalism and bodily control have nothing to
do with each other in many schemes. What are here clearly subdivided
into Essence and Channelling are indistinguishable in many schemes
(classical theurgy, for example).
I think you'll have much better results if you take out the
grand classification scheme with its implied 'three sizes fits all'
cosmology, and just have the concepts of achievable effects and
methods, and magical traditions with are able to access some subset
of those achievable effects and methods via their individual
techniques.
Its worth noting that the neat overarching schemes of games
like RuneQuest, Ars Magica, etc almost all start to splinter once
they hit actual cultures. Best to avoid that road at the start.
At 3:42 PM -0800 2/12/05, Lev Lafayette wrote:
>Like language itself (and like Ars Magica) the
>practise of magic can be summised a noun/verb
>combination. The nouns are limited according to the
>elements; Earth, Wind, Fire, Water and Aether (or, to
>use the Japanese, Chi, Fu, Ka, Sui and Ku, or the
>Hindu Bhoomi, Vayu, Agni, Jala and Akasa) and the
>humours; Sanguine, Choleric, Phlegmatic, Melancholic.
>Actions on these nouns Perceive, Transform, Create,
>Destroy and Control (it would be really good if I
>could find correlations with the Chinese ways, but
>it's not there :/).
There are dozens of such classification schemes. A commitment
to any single one, no matter how universal it seems, will have
incompatibility problems with some others.
Its a difficult problem, and there are multiple strategys.
You can just declare solidly that one is true in game, and others are
approximations or minor variations. You can explicitly say some rules
are cultural dependent, and you'll write new rules for new cultures.
Or you can come up with rules for dealing with multiple
classification schemes.
At 3:42 PM -0800 2/12/05, Lev Lafayette wrote:
>The problem with monotheism denying the validity of
>other magical traditions it was simply par for the
>course that people began raising the question of the
>validity of *any* magical tradition whatsoever. From
>the 18th century onwards, the magical hold on the
>universe gradually dissipitated leaving few creatures
>and examples of Spirit left.
>
>Neat, eh?
>
I think in game cosmological explanations for why magic fades
away are unnecessary and don't really add to the game, myself. Unless
your characters are actually going to live long enough to see the
process happen, and its for some reason important to you to have your
fascinating fantasy universe become mundane as they do so, there is
no need for it. And do you really want to make it in game canon that
the universe becomes less interesting?
Cheers
David
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