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 Post subject: Re: General queries on the Magic System and creating a quick fix
PostPosted: Wed Feb 04, 2009 5:52 am 
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Ian.Plumb wrote:
On the other hand if the game is about how the player reconciles the way their character's SAs conflict under the current circumstance, how they compromise their SAs, or how they reconcile their character's SAs with those of another character, then magic is but a tool for impotence. When you have all the power but the situation renders you impotent then you have a mage's tale worth pursuing.


Ian, thank you for saying this. It was really an aha moment for me.

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 Post subject: Re: General queries on the Magic System and creating a quick fix
PostPosted: Wed Feb 04, 2009 7:33 am 
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Ian.Plumb wrote:
On the other hand if the game is about how the player reconciles the way their character's SAs conflict under the current circumstance, how they compromise their SAs, or how they reconcile their character's SAs with those of another character, then magic is but a tool for impotence. When you have all the power but the situation renders you impotent then you have a mage's tale worth pursuing.


Daeruin wrote:
Ian, thank you for saying this. It was really an aha moment for me.


Thanks for that, I appreciate the complement. TRoS isn't an easy game to play until you and your gaming group "get it". Then it is a great game. Part of what makes it hard is working out what the objective is in the game. Players often don't grasp at the beginning that the objective of the game isn't external to them -- it is internal. When the objectives are external -- save the Princess, find the traitor, whatever -- then having more power equates to performing better within the game. Therefore, there will be players who perceive having more power as being well on the way to completing the external objectives and therefore "winning."

The fact is, in TRoS, the objectives are internal. You rescue the Princess only if doing so is relevant to the story you want told through your character. The character's relative power is irrelevant in terms of the players capacity to tell the story they want to tell through their character. It only contributes in the sense that the player wants to tell the story about a powerful individual who ...

As such having more power contributes nothing on the path to "winning." It is just a facet of the character. And mages are just about always very powerful. Chances are their tale will involve failing in spite of the power, rather than succeeding because of it. I know which of those two possibilities looke\s most likely to be an interesting tale to me.

Regards,

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 Post subject: Re: General queries on the Magic System and creating a quick fix
PostPosted: Sun Feb 15, 2009 1:17 pm 
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Hey Ian, so I introduced your system into play tonight. The player who loves magic had his character meet with an unfortunate end, *shrugs* it happens. Then as he was writing up hi ne character he choose the Flaw Amnesia. I explained to him that that means I create his character instead of him. He didn't mind the idea so I took the character sheet whilst him and the other player went to have a smoke.

I decided to roll 1d10 for each of his stats (because I couldn't be bothered making up a character) so I did and I rolled some pretty bad physical stats, however as I was rolling the mental stats the dice came up good. It was at this point that the character began forming in my mind. An intelectual that has poor health. I decided to make him a paraplegic. This further develpoed him in my mind, I then thought about why he had amnesia, and decided on it being a result of experiments done to him, brain surgery and what not. It was at this point that I decided to give the player the Primitive Talents. For the game setting it is Psychic rather than Magic (We are playing in our Fallout/Gamma World setting).

The player is having a ball figuring out why certain things happen certain ways, however I have come to one problem, in the system you only loose 1 SP per success from your Spell Pool right? But what if some of those successes are from SA's? Say for example the player has a SP of 10, he decides to roll three dice to perform a TN 3 spell, however his Passion Love or whatever is firing so he gets an extra 5 dice. If he rolls 7 successes does he loose 7 dice from his SP or only the 3 dice he invested from his SP?

Cheers!

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 Post subject: Re: General queries on the Magic System and creating a quick fix
PostPosted: Mon Feb 16, 2009 7:24 am 
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Crow Caller wrote:
The player is having a ball figuring out why certain things happen certain ways, however I have come to one problem, in the system you only loose 1 SP per success from your Spell Pool right? But what if some of those successes are from SA's? Say for example the player has a SP of 10, he decides to roll three dice to perform a TN 3 spell, however his Passion Love or whatever is firing so he gets an extra 5 dice. If he rolls 7 successes does he loose 7 dice from his SP or only the 3 dice he invested from his SP?


The paraplegic psychic. That should give the player plenty of room to build the personality.

As to your question, the issue isn't clear. After all the rules say that your SAs add to your pool whether that is CP, SP, or MP. However you can't have the caster allocating no dice from their SP, fueling the spell from their SAs.

My solution would be to add the relevant SAs to the SP at the start of the scene, just like you do with the CP. Then have your caster roll as normal. At the end of the scene, for every spell successfully cast, reduce the caster's base SP by 1. Thus the caster has allocated 1 SP dice to each spell that was successfully cast, while the other successes came from the SAs.

Does that sound manageable?

The SAs should allow the character to do more within the scene. In this case it is spell casting. However the character shouldn't be able to come out of the scene with no hit to their SP. Even with the SAs firing their is a cost to casting magic (or psychic powers as the case may be).

Regards,

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 Post subject: Re: General queries on the Magic System and creating a quick fix
PostPosted: Mon Feb 16, 2009 4:59 pm 
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Ian.Plumb wrote:

Thanks for that, I appreciate the complement. TRoS isn't an easy game to play until you and your gaming group "get it". Then it is a great game. Part of what makes it hard is working out what the objective is in the game. Players often don't grasp at the beginning that the objective of the game isn't external to them -- it is internal. When the objectives are external -- save the Princess, find the traitor, whatever -- then having more power equates to performing better within the game. Therefore, there will be players who perceive having more power as being well on the way to completing the external objectives and therefore "winning."

The fact is, in TRoS, the objectives are internal. You rescue the Princess only if doing so is relevant to the story you want told through your character. The character's relative power is irrelevant in terms of the players capacity to tell the story they want to tell through their character. It only contributes in the sense that the player wants to tell the story about a powerful individual who ...

As such having more power contributes nothing on the path to "winning." It is just a facet of the character. And mages are just about always very powerful. Chances are their tale will involve failing in spite of the power, rather than succeeding because of it. I know which of those two possibilities looke\s most likely to be an interesting tale to me.

Regards,


This might be the best "what TROS is" post I've ever seen. Wow. Awesome.

Jake

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