Friday, March 25, 2022
Introducing a project: Some art, some thoughts
Wednesday, March 23, 2022
Lord of the Rings and MERP - Iron Crown Enterprises [review]
1. Strength
Sunday, February 27, 2022
Schools of magic
From the gamist point of view, there are plenty reasons to divide magic into colors in an RPG
- increased replayability
- increased difference between various PC casters
- increased customization and sense of identity. Say that novice wizards start with one color, expert can add a second and masters can add a third That makes for organic character customization which comes up through gameplay, not at character creation. Much more if you pair it with all or some spells being "found" in-game.
- different types of wizards build world. Factions, tensions, zones on the map that belong to ones or others. The whole Kanto is built over making zones for each pokemon type, but the same can be said about Ravnica.
- the opportunity to create different legendary spells or magic items tailored to specific types, which can be quested for by their respective PCs. This type of "item hunting" is one of the best things you can have when you play a sandbox.
And, lets face it, I want to create something inspired by Pokemon Magic since ages. It's one of the best examples of good gameplay-oriented worldbuilding in history, and there is a lot to steal from it.
After thinking a lot about this, I think that the correct number of schools for my project should be around four or five in the book, with around 10 spells each (lets say: 6 basic, 2 expert and 2 legendary). But instead of closing them in a wheel (as MTG does) keep it open so one could create custom schools or spells around any concept one should want (chronomancy, technomancy, etc. Sense of taste not included) while still being compatible with the existing lists. As I was doing my research, I found out that the uneven GLOG does "in spirit" much of what I am striving to do, but of course, I am going to do it my way anyways.
So, first of all, lets see some examples of magic schools portrayed elsewhere.
You got eight of them in post-3e D&D: abjuration, alteration, conjuration, divination, enchantment, illusion, invocation, and necromancy. This particular case is interesting because types are defined mostly around their "role" in game: alteration and illusion are suited for adventuring tricks, conjuration and invocation are more suited for combat, with necromancy having a very defined use. To put it in a way, wizards are much more "pigeon holed" in what they can or cannot do.
Pokemon, on the other hand, is divided by theme (lightning, plant, water, etc) but the role of every theme is mostly the same: beat the other guy down.
Magic the Gathering's five colors fits nicely between both examples: Colors have a solid definition in theme, and while all of them can take you to "zero life" they play wildly differently. And while they have limitations and specializations, they feel like they are built around a theme in-game and not around utility in a design room as 3e D&D does.
Ideally I want to conceive five wizard schools and try not to rip off MTG straight in the process. Five is a curious number to base something, as there are much lesser correspondences than with the number four (four directions, four elements, four seasons, four quadrants on an X/Y graph); though it is used on chinese systems (earth-metal-wood-water-fire) or japanese ones (wind-fire-water-earth-void). Also japanese use a five season calendar that divides summer into a rainy and a dry season.
So, to begin with, here is a table in which (you/I) can roll up some wizard schools. Your school spell list gets one spell for each type below, but for one that is unknown to them (roll). Two other types get one and two extra spells respectivelly, for a total of 10 spells. A school with three types of offensive spells is likely to be a very quarreling faction, while one that focus on alter the self or alchemy will look more like a sect of cultivators.
1 offensive (damage + certain status alterations)
2 healing (damage and or status alterations, including death)
3 divination (prophecy, ESP, commune-style questions, etc. Tapping into the "hidden" side of everyday things, such as travelling through mirrors or speaking with animals, also goes here)
4 summoning (other entities, forces or objects)
5 enchanting (alter things and people, also non-violent combat moves such as sleep)
6 altering the self (transformation or other power ups)
7 alchemy (preparing potions or other consumables, probably buffed in uses to compete with instant spells)
8 protection (any kind)
Now, roll two or three times for the themes of the school. These will help you give form to the spell list, and hint which forces or mythological animals power your advanced spells. Just forget for a while that these are the official pokemon types.
1. Fire
2. Water
3. Grass
4. Electric
5. Ice
6. Fighting
7. Poison
8. Ground
9. Flying
10. Psychic
11. Bug
12. Rock
13. Ghost
14. Dark
15. Dragon
16. Steel
17. Fairy
18. Normal
Suit yourself to choose what each of this words mean. Fairy in the pokemon game is used mostly as mind-alteration (which make more sense on the Psychic type IMHO) but it can be interpreted in a more open way and make it about fate, bending space and time and other works of elves and demigods. It feels natural to expand Ghost into necromantic/exorcist territory, while type: Normal is probably best used as representing animals and other beasts (druidic style)
Now roll twice for your thematic colors
1. Red
2. Blue
3. Yellow
4. Orange
5. Purple
6. Brown
7. Black
8. Green
9. Pink
10. Indigo
11. White
12. Emerald
13. Lavender
14. Turquoise
15. Gold
16. Silver
17. Bronze
18. Cyan
19. Magenta
20. Go monochromatic. You can always choose this instead of any result. If this is your only result, roll again.
EDIT: link to Dont worry, I've got a Sword where the author has worked on the same topic.
EDIT 2: 8 Schools of Magic by Reckless Dweomer
Tuesday, February 8, 2022
The Gender of Magic
Thursday, January 27, 2022
Magic system sketch v2
After all this time, I've still haven't found a magic system that I like 100%. This is the current iteration I am working now. Numbers are made to fit with this other previous work, though they can work with any rules using roll-under, under a magic stat such as wisdom or intelligence.
Wednesday, January 19, 2022
initiative without rolls
Happy new year! it feels like its been a long time without posting. Or maybe its just my feeling. This blog has been boosted like x 10 in visitors since Alex Schroeder mentioned me in his blog (its not like I had many before lol) and I should be making only hIgH qUaLiTy posts from now on.
I want to take an entry to talk about my initiative houserule, and why I like it so much.
Basically, unless there is surprise, initiative goes to the side whose has the single member with more max HP, and only in case of a tie I randomize it.
Additionally to this, I don't do the "one side acts, then the other side acts" thought it would work perfectly I guess. I complicate it a little further by making the side who acts choose one member which acts (for the monsters, the GM chooses) and then, after the action, a member of the other side acts; and this goes on until everyone involved has taken its turn. Arrows and Spells can be shot reactivelly (spells require an armor-based roll to work in time) but doing so it consumes the turn of the shooter/caster.
I've been playing like this in my last campaign and I've accostumed myself a lot to it; to the point that I don't think I am going back. Combat is much more swift (much more combined with the "no damage, just take a Hit Die" houserule), and also it makes interesting effects in game:
Having a Fighter in the party is suddently much more important. His instincts help everyone to take the lead on a fight, even if he doesn't fight himself: Maybe he just grabs the initiative so the thief can do something first. Tougher monsters are also scarier, because their sheer "speed". Suddently it also matters in which turn of the watch the monster appears: if the fighter is asleep, the monster can get a great advantage.
The "alternate sides" thing also adds an element of strategy for the players, something that its often missing from combat when a game makes the fights a little bit abstracted. Using this (also abstract) ways to control combat gives PCs more buttons to press which, in my opinion, adds a +1 to old D&D.
Sometimes I like to distinguish swords from the other weapons because they add a little bonus to HP only for initiative purposes. They are the weapon of heroes after all.
And thats it.
I want to note that it is also possible to make a much more gamist initiative without rolls, and I found out by playing pokémon this last weeks.
In the GBA games, initiative works like this: both trainers choose their movement at the same time, then the pokemon with most speed acts first. Stats are very granular, so having a tie is very rare.
Certain movements have priority over others, regardless of speed. For example, taking a potion or changing pokemon goes always before any attacks (there is but one attack AFAIK that specifically strikes before retiring the pokemon). Some attacks have a "quick" tag that makes them go before the enemy, and there are slow attacks too, which work the opposite way.
It could very easily be ported to tabletop by assigning a sort of speed stat (dexterity is the easiest) and then listing which kind of actions have priority over others. This very choice can lead to very different combat systems and tones (for example, if healing has priority over attacking, if spells go first or last, etc).
Offtopic: If you speak or understand spanish and like the game, I reccomend you this awesome Team Rocket Edition hack by Dragonsden. You play as a Team Rocket recruit acting parallel to Red and Blue in the original Game Boy games. The lore of the game is so good that its really a pity that its not "official", I am really enjoying it!
Monday, December 20, 2021
make your own anime
I want to test the rpg principles I talked about on the previous entry, and I needed a spark. So I re-made an old table for making your own anime; and then I will try to make an RPG out of it! hahaha.
If you want to join, cross the first letter of your last name with the month you were born and find out yours. Write a short summary of the plot and describe 3 to 5 main characters (you can use behindthename for finding some names quick). The idea is that if Samurai Champloo and Cowboy Bebop could hypotetically be made rolling on a similar table, we can come up with similarly awesome 26 episode animes.
Asteroid |
January: Gospel |
Barrel roll |
February: Serenade |
Cultist |
March: Noir Jazz |
Dragon |
April: Mantra |
Emerald |
May: Boogie |
Frontier |
June: Fugue |
Galley |
July: Sōkyoku |
Hadou-ken |
August: Blastbeat |
Istari |
September: Synthwave |
Judoka |
October: Shoegaze |
Kaiju |
November: Blues |
Lancer |
December: Dub |
Midgar |
|
Ninja |
|
Oasis |
|
Pyramid |
|
Qilin |
|
Raygun |
|
Shoggoth |
|
Transhuman |
|
Underworld |
|
Valkyrie |
|
Witching hour |
|
XI century |
|
Ys (city of) |
|
Zombie |
|
I will roll with a dice myself, because I already set up the table knowing my own month and name lol. Optionally, you can add the words Hotel or Squad to whatever name you get, after or instead the second word. Post results!