This is a primer regarding the in-setting explanation of the hows and whys of magic in the milieu, and allows for Daily-Slot, Spell Point, and true Spontaneous Casting (of the Ars Magica/Lords of Fantasy sort) to all exist (among countless other variants and other methods) simultaneously on Urutsk.
LINK
Please let me know your thoughts on this.
Thank you very much,
A blog for The Urutsk Cycle and Related Subjects,
including the URUTSK: World of Mystery RPG.
Shipwrecked survivors of a galaxy-spanning empire (ruined when the core exploded) settle upon a wetlands world occupied by humans and other species. They then poke through ruins of their Ancient ancestors as they strive to regain space and then, starflight.
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Showing posts with label magic-user. Show all posts
Showing posts with label magic-user. Show all posts
Saturday, January 23, 2010
Monday, December 28, 2009
[Milieu][RPG] Rarity of Magic/k Response to SHARK-
SHARK, my reply exceeded the charactr limit of the comments section, so I have posted it here.
Let me begin by thanking you for continuing this dialogue. :)
The first part of my response will deal with the game as a game: Have you seen how steep the 'XP' curve is for purchasing magic in my system?
--I have a player whose character is perhaps 7th-Magnitude/Level, and he is still only capable of casting 2nd-'Level' spells, and not for lack of trying. Granted, he has slightly diffused his energies by pursuing established spell-use and Shadow Magicks, but when I recently asked him for a ball-park estimate of points he's spent toward the Arts, his answer was roughly 2/3rds the total 'xp' he has earned.
---I designed the system expressly for the purpose of allowing a magicker to gain many low-power spells, but to severely retard their matriculation through the 'spell levels'. Given that, what would you expect a PC or NPC be able to accomplish that would out-live his own existence save create new spells and leave them hidden away in a spell book or a few scrolls? :)
Given that the above applies to NPCs equally, most 'breakthroughs' in magic come in the form of daisy-chaining 0th - 2nd or perhaps at best, 3rd-'level' spells into more costly (although, often more useful) spells than 4th or higher ones, as the casting-costs are cumulative (easier to calculate using a Spell Point system than the so-called Vancian method).
Now, from a setting perspective: Urutsken tend to be fairly bigoted and xenophobic folk, and that is taken to the next level when dealing with individuals pursuing lost arts and mysteries. There is little in the way of inter-cultural exchanges regarding such esoteric subject matter, especially in light of the general populace' fear of aberrations, which mages most certainly are perceived as in all but the most stable of metropolitan areas.
--That, coupled with high death rates due to environmental factors of a relatively unfriendly planet, predation by Humanoids and Monstrous Beings, and human-on-human warfare, most folk of that mental calibre are put to good use reasoning-out the functions of Ancient technology, rather than allowed to selfishly pursue dangerous, unstable, and Monster-attracting practices.
---What few number who do learn more than a few parlour tricks are fortunate if they are able to sequester themselves (almost invariably alone, or at most with manservants and support personnel) in a reasonably safe redoubt in the Humanoid and Monster-infested wilderness, and escape the attention of any of the three (other humans generally see them as complicit in aiding the non-human forces in the world and beyond), and with such little power at their disposal in comparison to mages in other game-systems, often fail to stay alive in the process of their studies.
Now, on an institutional level, there is at least one international group, a true cabal, known as the Kherstic League, who, when they find practitioners, give them one chance to join, or they are slain, and the research absconded with. The League is the only game in town, as it were, and their aims are fairly simple and straightforward: control knowledge of the Imperial Magick which still operates, albeit in a damaged and unstable manner, to this day, and slowly release its applications (perhaps the term 'technomantic' is best, here) as human society becomes more stable and less likely to destroy itself, or summon Lovecraftian-level non-friendlies to dominate or devour humanity's best bastion amid the Shattered Stars.
--The secret of the Kherstic Shards is at once amazingly simple, and on the other hand, such a vast paradigm-shift (Teslan v. Edisonian, with the former being centuries ahead of his time, and the latter being short-sighted and conniving), that its revelation would likely destroy the fabric of global society, undoing thousands of years of reconstruction and re-integration virtually overnight. In essence, the League is willing to sacrifice the lives of (wilfully-)ignorant practitioners to safeguard the hope for a better, stronger future position for all of humanity, and see it once-again take its place as the masters of the sidereal realm.
---Moreover, many folk who (in other games) would become M-U's, instead become involved in technology and restorationist projects, and take great pride in their accomplishments, regardless if they give a hoot about Humanity, or simply enjoy the privileges and notoriety that comes along with serving the temporal leaders who facilitate their research. Now, add the fact that most of these folks are also working with the League, wittingly or unwittingly, and the circle is more or less complete.
If I have not addressed your questions, please let me know, and I will attempt to do so.
Best, :)
Let me begin by thanking you for continuing this dialogue. :)
The first part of my response will deal with the game as a game: Have you seen how steep the 'XP' curve is for purchasing magic in my system?
--I have a player whose character is perhaps 7th-Magnitude/Level, and he is still only capable of casting 2nd-'Level' spells, and not for lack of trying. Granted, he has slightly diffused his energies by pursuing established spell-use and Shadow Magicks, but when I recently asked him for a ball-park estimate of points he's spent toward the Arts, his answer was roughly 2/3rds the total 'xp' he has earned.
---I designed the system expressly for the purpose of allowing a magicker to gain many low-power spells, but to severely retard their matriculation through the 'spell levels'. Given that, what would you expect a PC or NPC be able to accomplish that would out-live his own existence save create new spells and leave them hidden away in a spell book or a few scrolls? :)
Given that the above applies to NPCs equally, most 'breakthroughs' in magic come in the form of daisy-chaining 0th - 2nd or perhaps at best, 3rd-'level' spells into more costly (although, often more useful) spells than 4th or higher ones, as the casting-costs are cumulative (easier to calculate using a Spell Point system than the so-called Vancian method).
Now, from a setting perspective: Urutsken tend to be fairly bigoted and xenophobic folk, and that is taken to the next level when dealing with individuals pursuing lost arts and mysteries. There is little in the way of inter-cultural exchanges regarding such esoteric subject matter, especially in light of the general populace' fear of aberrations, which mages most certainly are perceived as in all but the most stable of metropolitan areas.
--That, coupled with high death rates due to environmental factors of a relatively unfriendly planet, predation by Humanoids and Monstrous Beings, and human-on-human warfare, most folk of that mental calibre are put to good use reasoning-out the functions of Ancient technology, rather than allowed to selfishly pursue dangerous, unstable, and Monster-attracting practices.
---What few number who do learn more than a few parlour tricks are fortunate if they are able to sequester themselves (almost invariably alone, or at most with manservants and support personnel) in a reasonably safe redoubt in the Humanoid and Monster-infested wilderness, and escape the attention of any of the three (other humans generally see them as complicit in aiding the non-human forces in the world and beyond), and with such little power at their disposal in comparison to mages in other game-systems, often fail to stay alive in the process of their studies.
Now, on an institutional level, there is at least one international group, a true cabal, known as the Kherstic League, who, when they find practitioners, give them one chance to join, or they are slain, and the research absconded with. The League is the only game in town, as it were, and their aims are fairly simple and straightforward: control knowledge of the Imperial Magick which still operates, albeit in a damaged and unstable manner, to this day, and slowly release its applications (perhaps the term 'technomantic' is best, here) as human society becomes more stable and less likely to destroy itself, or summon Lovecraftian-level non-friendlies to dominate or devour humanity's best bastion amid the Shattered Stars.
--The secret of the Kherstic Shards is at once amazingly simple, and on the other hand, such a vast paradigm-shift (Teslan v. Edisonian, with the former being centuries ahead of his time, and the latter being short-sighted and conniving), that its revelation would likely destroy the fabric of global society, undoing thousands of years of reconstruction and re-integration virtually overnight. In essence, the League is willing to sacrifice the lives of (wilfully-)ignorant practitioners to safeguard the hope for a better, stronger future position for all of humanity, and see it once-again take its place as the masters of the sidereal realm.
---Moreover, many folk who (in other games) would become M-U's, instead become involved in technology and restorationist projects, and take great pride in their accomplishments, regardless if they give a hoot about Humanity, or simply enjoy the privileges and notoriety that comes along with serving the temporal leaders who facilitate their research. Now, add the fact that most of these folks are also working with the League, wittingly or unwittingly, and the circle is more or less complete.
If I have not addressed your questions, please let me know, and I will attempt to do so.
Best, :)
Labels:
Ancient Wonders,
Imperium,
Kherst,
Kherstic League,
Mage,
Magic,
magic-user
Sunday, December 27, 2009
[Milieu][RPG] Brief: Rarity of Magic/k in the Urutsk Setting-
SHARK has posted this on his SHARK EMPIRE blog.
My solution was to make magic available to anyone, but make developing its use so costly (XP-wise) so as to dramatically narrow the potential number of dedicated practitioners, as well as retard their rate of matriculation through the 'spell-levels'.
--Urutsk has always had magickers of some sort, due to campaign event specifics, but even in the Latter Autumn era in which vectored thrust air transports, LASERS, and ELF-communications exist, those who could use anything more than the occasional elemental bolt or Mirror Image --both of which are outstripped by technological equivalents-- were a rare breed which kept their knowledge hidden.
As Humanity took to outer space and colonies were founded, many such worlds were used as remote demesnes, and the Art enjoyed a local resurgence, especially when space-age technology failed and the populations became cut off from pre-Imperial society.
It wasn't until Mid-Winter, when the Sphere of Stars/Suns was founded, that Magick was brought to the fore, although that golden 'age' only lasted 111 years. Yet, enigmatically, it is this very period that created what is known as 'magic' in the setting, throughout its full cycle...
My solution was to make magic available to anyone, but make developing its use so costly (XP-wise) so as to dramatically narrow the potential number of dedicated practitioners, as well as retard their rate of matriculation through the 'spell-levels'.
--Urutsk has always had magickers of some sort, due to campaign event specifics, but even in the Latter Autumn era in which vectored thrust air transports, LASERS, and ELF-communications exist, those who could use anything more than the occasional elemental bolt or Mirror Image --both of which are outstripped by technological equivalents-- were a rare breed which kept their knowledge hidden.
As Humanity took to outer space and colonies were founded, many such worlds were used as remote demesnes, and the Art enjoyed a local resurgence, especially when space-age technology failed and the populations became cut off from pre-Imperial society.
It wasn't until Mid-Winter, when the Sphere of Stars/Suns was founded, that Magick was brought to the fore, although that golden 'age' only lasted 111 years. Yet, enigmatically, it is this very period that created what is known as 'magic' in the setting, throughout its full cycle...
Labels:
Imperium,
Mage,
Magic,
magic-user,
The Sphere of Suns
Tuesday, April 14, 2009
[RPG] The Thief-
(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved
Here we have the fourth of four classes identified as Iconic in the D&D games:
Thief-
Fight Die: d4
[1st: 100]
Proficiencies-
Armours:
* Light
* Medium
[400]
Arms:
* Simple
* Martial
* (Exotic, each individually)
[300]
Attack Bonus: +1
[300]
Critical Tests-
* Lifeforce : +7 (-1 -100)
* Health : +7 (-1 -100)
* Vigilance : +6 (-1 -100)
* Concentration : +7
* Experience : +7
* Reflexes : +4
* Control : +5 (+1 +100)
[-200]
Technical Skills-
* 2740 for (7) Skills at listed %
* 178 for Stealth Attack
-------------------------------
3818 @ 1st-Level
With these four classes statted-out for the Point-Design, the question now becomes:
'What do I do with players who want characters that go over the 3k limit?'
Obviously there are at least two solutions, namely, allow them to 'pay-off' the overages before advancing; or, to provide players with under-cost characters additional DXP to enhance their characters.
But, I'd like to suggest that adventuring parties for many years have successfully operated on un-balanced synergy between the plain-jane fighter and the zealous but un-initiated clerics, aided by the sapper-skills of the highly trained thief, not to mention the artillery officers, the magic-users.
Once the XPs begin rolling in, the lower-cost fighter will advance more quickly, unless s/he begins to add-on non-textbook abilities, followed by the thief, cleric, and distantly by the magic-user. That, many old-timers will tell you, is natural balance.
My reason for creating the Point-Design system for an Old School Emulator (OSE) was to avoid the ever-increasing specialised NPC and Specialist classes, each with their own XP progressions, and new, difficult to adjudicate powers that could easily prevent an otherwise reasonable character from being permitted into a more standard 'btb' game.
Virually any ability from published back-in-the-day sources, or those of the retro/simulacra games of today can easily be modeled in the Point-Design system, even if it requires a change of view.
I hope this preview has served to pique interests and allay fears.
Here we have the fourth of four classes identified as Iconic in the D&D games:
Thief-
Fight Die: d4
[1st: 100]
Proficiencies-
Armours:
* Light
* Medium
[400]
Arms:
* Simple
* Martial
* (Exotic, each individually)
[300]
Attack Bonus: +1
[300]
Critical Tests-
* Lifeforce : +7 (-1 -100)
* Health : +7 (-1 -100)
* Vigilance : +6 (-1 -100)
* Concentration : +7
* Experience : +7
* Reflexes : +4
* Control : +5 (+1 +100)
[-200]
Technical Skills-
* 2740 for (7) Skills at listed %
* 178 for Stealth Attack
-------------------------------
3818 @ 1st-Level
With these four classes statted-out for the Point-Design, the question now becomes:
'What do I do with players who want characters that go over the 3k limit?'
Obviously there are at least two solutions, namely, allow them to 'pay-off' the overages before advancing; or, to provide players with under-cost characters additional DXP to enhance their characters.
But, I'd like to suggest that adventuring parties for many years have successfully operated on un-balanced synergy between the plain-jane fighter and the zealous but un-initiated clerics, aided by the sapper-skills of the highly trained thief, not to mention the artillery officers, the magic-users.
Once the XPs begin rolling in, the lower-cost fighter will advance more quickly, unless s/he begins to add-on non-textbook abilities, followed by the thief, cleric, and distantly by the magic-user. That, many old-timers will tell you, is natural balance.
My reason for creating the Point-Design system for an Old School Emulator (OSE) was to avoid the ever-increasing specialised NPC and Specialist classes, each with their own XP progressions, and new, difficult to adjudicate powers that could easily prevent an otherwise reasonable character from being permitted into a more standard 'btb' game.
Virually any ability from published back-in-the-day sources, or those of the retro/simulacra games of today can easily be modeled in the Point-Design system, even if it requires a change of view.
I hope this preview has served to pique interests and allay fears.
Labels:
cleric,
emulator,
magic-user,
Old School,
The Fighter,
the thief
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