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Author Topic: The Magic is Back!  (Read 7494 times)
Morgenstern
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« on: August 19, 2008, 09:40:39 AM »

This is a heads up that Spellbound: Seer just went into edits (making it's release date offically soontm) and at the same time Spellbound: Channeler is getting a make-over based on player and game control feedback we received from our first foray into contemporary magic. Highlights include new art, examples of Channelers and their magic in a variety of settings, streamlined spellcasting and spell descriptions, and additional information on playing a Channeler based on the Agent X format (all improvements folded directly into the Seer and future volumes).

Here's a look at some of the new guidance for incorporating magic into your campaign settings Cool.

USING SPELLBOUND IN PLAY
As Game Control, you can bring Spellbound into play as easily as throwing a switch. Simply apply the sorcery campaign quality and choose which schools of magic to include.

Sorcery (Season Only): Magic is real. Characters may gain levels in some or all of the spell-casting classes and may invest ranks in the Spellcasting skill, which governs the acquisition and use of spells (see page XX).

Sorcery unleashes powerful forces in the world. When using the sorcery quality, it's important to define how and why magic exist in the setting — where it comes from and how it manifests. Consider also how it’s harnessed and how it appears to the casual observer and sorcerers alike. Ask yourself what else changes because magic is real. Exploring these questions contributes to a powerful shared experience, so the more effort you put into answering them the more enjoyable everyone’s experience will be.

Source: Where does magic come from and what does it represent? Depending on the needs of the setting and the story, sorcery can be much more than traditional wand-waving magic. It can find its roots in nanotechnology scattered across the world, or even the across stars. It can be hidden knowledge or cosmic cheat codes harnessing quantum vibrations or unspoken secrets of the ancients. It can fuel comic book superheroes, psychics, or even avatars of the gods. Arthur C. Clarke posited that magic and technology will eventually be indistinguishable. The same is true of nearly any force that breaks the laws of nature.
Description: How is magic accessed? Is it a matter of rote memorization and disciplined study or a wild display of reckless bravado and passionate frenzy? What tools do sorcerers need to practice their craft? Do runes speak to them or must they don ritual masks to protect their souls from hateful spirits that grant them power? How does magic look, smell, taste, sound, and feel? Is it flamboyant or subtle? Is it accompanied by any special effects like unnatural weather, the scent of roses or the taste of sulfur, perhaps even rushes of discomfort or euphoria? Are there different flavors of magic — perhaps by School, perhaps even within each School? Do sorcerers wear any special or identifying clothing, jewelry, or other accessories? Are there organizations devoted to magic and if so, what are their views and goals?
Society: What’s the history of magic? Has it been around since the dawn of time, or was it newly unleashed upon an unsuspecting, unbelieving world? Is there one name people point to as the founder of the art? How common are sorcerers? Are they limited to certain social classes or castes? Who outside their circles of power know magic is real and how do they view it? What are common reactions when people see magic for the first time? What are the prejudices against and expectations of sorcerers in society? Consider the practical consequences of magic as well. How does it impact the economy? Can sorcerers create precious items, for example, or offer unique services? If so, are they an accepted facet of trade or a dangerous variable? How does magic affect transportation? Are there laws governing its use, and what are the penalties for breaking them?

Answering these and many other questions can help you build rich and plausible environments for adventure!
« Last Edit: August 19, 2008, 10:12:22 AM by Morgenstern » Logged

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« Reply #1 on: August 19, 2008, 10:01:51 AM »

woooooooooooooo  Grin Grin Grin Grin Grin

That is all.
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« Reply #2 on: August 19, 2008, 10:13:55 AM »

Now a seperate Spellcasting skill, and not a Profession focus?
Although I must say in my limited experience it would make little difference as spellcasters just pursue spellcasting foci anyway and ignore other aspects of the profession skill.

EDIT: Just to add - looking forward to it.
« Last Edit: August 19, 2008, 10:18:00 AM by spinningdice » Logged
Morgenstern
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« Reply #3 on: August 19, 2008, 10:20:47 AM »

Now a seperate Spellcasting skill, and not a Profession focus?
Although I must say in my limited experience it would make little difference as spellcasters just pursue spellcasting foci anyway and ignore other aspects of the profession skill.

Exactly. The separation makes magic a little more modular and some of the bonuses and interactions a bit more predictable. Further, Spellcastng is NOT a focus skill, so there are also less freebie bonuses.

It also sets a good standard for 'powers' in general. We've had them work like skills in almost every respect, so since they quack, waddle, and leave duck poo behind, we decided to call them ducks Grin.
« Last Edit: August 19, 2008, 10:36:04 AM by Morgenstern » Logged

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« Reply #4 on: August 19, 2008, 10:25:39 AM »

Good.

Hopefully this hits before I start a new game in (late) September.
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« Reply #5 on: August 19, 2008, 10:29:38 AM »

Yes, on that front, can you give us any idea how long the rest of the SPellbounds will be, and might we even see a Spellbound Mage?
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Morgenstern
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« Reply #6 on: August 19, 2008, 10:44:24 AM »

Our bold cadre of freelancers has completed a manuscript for Spellbound: Reaper - with a lot of the core concepts, templates, and formulas up and running, it's becoming less critical that I handle each spell addaptation personally. Once I have an opportunity to go over that document with a fine tooth comb, I'll be able to make some vague but probably accurate estimates. With the drive to get Fantasy Craft done, done, done, it'll be at least a month before I get the chance to give it the review it deserves. Ask again then Smiley.

Edit: Oh, you'll probably see a sample of the Mage fairly soon. However, the full class will be making it's first appearance in Fantasy Craft.

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Morgenstern
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« Reply #7 on: August 19, 2008, 10:51:58 AM »

Hopefully this hits before I start a new game in (late) September.

That seems very achievable at this stage *knock on wood*.
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« Reply #8 on: August 19, 2008, 11:09:48 AM »

Now a seperate Spellcasting skill, and not a Profession focus?
Although I must say in my limited experience it would make little difference as spellcasters just pursue spellcasting foci anyway and ignore other aspects of the profession skill.

Exactly. The separation makes magic a little more modular and some of the bonuses and interactions a bit more predictable. Further, Spellcastng is NOT a focus skill, so there are also less freebie bonuses.

It also sets a good standard for 'powers' in general. We've had them work like skills in almost every respect, so since they quack, waddle, and leave duck poo behind, we decided to call them ducks Grin.

Also, as folks at this year's seminar learned, the Profession skill doesn't exist in Mastercraft. Rather, you can make money with any skill during Downtime, a new campaign period/tool that solves many of the problems people have with mission structure. Smiley
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« Reply #9 on: August 19, 2008, 12:06:03 PM »

With no Profession skill, there is going to be an obvious change to the Rep/Net Worth part of the game. ...
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« Reply #10 on: August 19, 2008, 12:06:30 PM »

Quote
the Profession skill doesn't exist in Mastercraft
And how do you handle professions that can't be represented by skill checks?
Like Profession (Military)? Because using Tactics with it is, well, strange.

Or Profession (Poet).
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Morgenstern
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« Reply #11 on: August 19, 2008, 01:08:26 PM »

Quote
the Profession skill doesn't exist in Mastercraft
And how do you handle professions that can't be represented by skill checks?
Like Profession (Military)? Because using Tactics with it is, well, strange.

I could see a number of skills being fair for working in a military capacity - Search and Notice (guard duty and patrols), Intimidate (training recruits), Crafting (maintainence), Athletics (being the trainee), Ride (training others and courier duty), Tactics (supply, logistics, and HQ postings). In other words put the skills you use during the action to work for you during the quiet stretches, rather than spreading your skill points thinner trying to cover both.

For adventurers, money from downtime means mostly limited gigs in between their primary activites. Some type of steady "employment" might be covered by a fixed stipend/salary, rather than a rewards-relative-to-skill situation, but those tend to not leave a lot of time for spur of the moment adventuring.

Quote
Or Profession (Poet).

That one's easy Smiley. Impress, with a bonus from your interest in poetry. I could also see Sense Motive (insightful and moving), or Notice (flowery and detailed) as possible choices for some poets.
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Desertpuma
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« Reply #12 on: August 19, 2008, 01:12:48 PM »

So what about the Reputation/Net Worth Accomplishment check?
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Crusader Citadel

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« Reply #13 on: August 19, 2008, 01:25:14 PM »

So what about the Reputation/Net Worth Accomplishment check?

Gone. Reputation has always been earned by your on-screen accomplishments, but when you are no longer tied to a single Agency, being able to talk yourself up is a class ability-scale benefit. Legend contributes to this by providing a small but consistent boost for classes that are better at being known far and wide.
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Desertpuma
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« Reply #14 on: August 19, 2008, 02:00:16 PM »

So Reputation only Gear items are now harder to get and each class gains a benefit automatically....

Any way we can see it in the Workbench?
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