magic summaries world description Arrona description game proposal

What's Going On Here?

The basic idea behind this system is to create a campaign-world built up around player input. Here's how it should work: each player will sketch out and develop a magic system. They'll be free to brainstorm a bit with each other to get an idea of how their systems relate to each other, and effects that this might have on the game's world, though they don't have to do so. Ultimately it'll be the GM's responsibility to develop the context of the systems a bit more, smooth out the edges, and design a setting that includes the magic systems of each player. Once this bit is done, the players each design a character who practises within their own magic system, while the GM works out an appropriate campaign.

Caveat: anything stated explicitly should be suffixed by 'unless you have a great idea for a roleplay hook based on the contrary, in which case talk to me about it.'

What, a party of five mages? How many magic missiles does an adventure need?

I probably don't have to go over this, given that I'm hoping to try it out with mature gamers who have broad ideas about what 'role-playing' means, but: You can make your magic system do whatever you want. This explicitly means that you don't have to follow the D&D standard of magic-users being bad with weapons but always ready with a fireball. If you want you can have a style of magic specifically designed to make you an unusually awesome swordsman - or a style that de-emphasises combat entirely. The style of magic you design will have a large effect on the style of campaign play.

Isn't this an awfully lengthy character-creation process?

On the whole, I think that people relish and enjoy the character-creation stage, so I don't have a problem with extending it. But yeah, I acknowledge that a lot of that enjoyment lies in anticipation, and might be detracted from somewhat if people didn't expect the actual gameplay to be as good. Still, I think that the process of exploring one's own parameters should make for decent gameplay.

There's no points system here! Won't people just horribly overpower their own style?

Well, I'm trusting them not to, because that would just make things lame. If I feel that an aspect of a style might be over-the-top, I'll try and negotiate with the player to restrict it; I don't expect this to happen due to wilful munchkinism, though.

Isn't this kind of ambitious, given that you haven't got a great deal of recent GM experience?

In a word: yeah. It may turn out that this is more than my tiny brane can handle, or I may be persuaded that I should really get a bit more practise in first. In which case I'll put this on hold, pick up a rulebook for a more sensible RPG and run a campaign in that. Which I wouldn't mind at all; I'm just fairly compulsive about big complicated ideas and enjoy playing with 'em.

Are you going to be using any system for character stuff beyond the magic system? Other skills, physical attributes, that kind of thing?

Depends on what the players want, really. I'd like this to be rules-light but I don't object to a basic structure at all. If people feel more comfortable with a roughly d20-based framework we can do that, or something more like the light system inky used for his Mystery oneshot (list 6-10 significant attributes, rank them Terrible to Superb, write a paragraph about why). Alternatively, the world may suggest things once it's developed. We'll see.

What are the players actually going to be doing? I don't want to design a magic style that's mostly about really, really good cooking if we're just going to be killing kobolds.

Again, that'll be to some extent determined by initial player input. If you don't want to spend hours dealing with the internal politics of your School, you can set up a self-invented Tradition; if you want to spend as much time as possible flirting with NPCs, you can design your Style accordingly. However, it's probably safe to assume that there will be some amount of inter-Tradition politics / negotiation / intrigue, at least some combat (hitting things makes RPGs more fun), and some problem-solving / tactics / investigation stuff.

Some guidelines on describing things:

Things you can safely assume:

Terms

A style is a type of magic; it may have many and various effects, but it works in a unified fashion - deriving its power from the same source, operated by the same pseudo-physics - and generally has some kind of cohesive theme.

A tradition is an approach to one or more styles. It includes cultural associations, techniques, knowledge, theories, rituals, all that stuff. More than one Tradition might be associated with a style.

A school is an organisation that practises a Tradition. More than one school may practise the same Tradition.

This is not in-character terminology - it's just going to be used to set things up. Once you've constructed things you can call 'em whatever you want.

If you're still interested at this point, head on over here for some slightly more defined ideas about how you might want to lay out your magic system.

magic summaries world description Arrona description game proposal