Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Saturday, February 6, 2021

Another kind of magic

I've already mentioned that I think too much about different ways of doing fantasy magic, so it should be no surprise that I'm at it again. Why do I enjoy doing this? Well, the idea of magic is so malleable, and ultimately, it's a literary concept, since it doesn't apply to anything real.  I'd argue that, by definition, magic is unreal.

Thus, the act of defining "magic" and even daring to tie it down with game mechanics is both seductive and frustrating. Seductive, because that which is innately mysterious is bound to attract curiosity, but frustrating because understanding is ultimately elusive.

Anyway, today's take on magic is to replace all those spells and magic items in traditional RPG fantasy with two tools: potions and scrolls.

That's the stuff

Saturday, January 2, 2021

A concept of magic

I'm always tinkering with rules and underlying concepts for "magic." Anyone who spends (too) much time working on these kinds of things starts to ask fundamental questions about imaginary concepts, which is obviously a strange undertaking. And this leads us to the perennial question of fantasy literature and gaming: what is magic?

I'm not going to try to answer that here, for a couple reasons. First, it's a subtle and complex concept, and I don't know if I want to go into that much detail in this place and time. But more importantly, it's a very wanky thing to do. So we'll save it for another time.

Instead, I'm going to talk about some ideas I had for a magic system. This was initially conceived for a Delta Green-like modern horror-fantasy campaign, but I think it can be easily adapted to an old-school swords-and-sorcery setting just as well. All we'd need to do is change a little of the window dressing.

I like my magic like I like my coffeeblack