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Thread: Magic spells outside RPGs
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2014-09-20, 07:36 PM (ISO 8601)
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- Nov 2013
Re: Magic spells outside RPGs
Good point about teleporting in Wheel of Time, I hadn't thought about that so much. It does all tie into the overall point I was trying to make - how you handle powerful spells in your story is the important thing. There's nothing about D&D's magic system that makes it incompatible with story-telling outside a game. Any bits that are incompatible with the story you want to tell can just be cut off.
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2014-09-21, 03:46 AM (ISO 8601)
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- Apr 2009
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Re: Magic spells outside RPGs
It's not that it can not be done or that there are inherent problems with it. But in practice very few writers do so, even when they are writing stories set in a D&D world. There must be reasons for that.
(One possibility being of course, that they just plain don't like it.)We are not standing on the shoulders of giants, but on very tall tower of other dwarves.
Spriggan's Den Heroic Fantasy Roleplaying
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2014-09-21, 04:21 AM (ISO 8601)
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Re: Magic spells outside RPGs
Based on the lore and the mechanics, in D&D I posit that psionics is True, and Magic is just a bunch of superstitious ritual dogma attached to Psionics. That's why you get someone with mental potency who can generate spontaneous explosions of energy, and you get someone who can generate spontaneous explosions of only a specific energy type after a specific ritual format.
Sorcerers are what happen when psions are born and raised by people who believe in magic but not in psychism. It puts a fun spin on the tropes.
Splitting audiences isn't the problem, its when people use their taste for a particular type of story as some kind of arbiter of quality.
Magic shouldn't be about the caster's "power" it should be about their "knowledge".
Gandalf isn't mysterious and powerful because magic is mysterious. He's powerful because he knows more than you, and he has to be mysterious because if he wasn't then you'd know as much as him. You might say his power comes from him being a supernatural being, but that just makes him closer to the true nature of the world.
"Mystery" doesn't mean there isn't an answer, it means the answer is known to an elite but it something that you in theory could learn.
Actually. I find that Gandalf is mysterious because he is powerful and also powerful because he is mysterious. Both traits feed into one another. With only one or the other, you cannot get a Gandalf. My default explanation is to tell people to try and "play" Gandalf; they end up with an unsatisfying and stymied experience of running around and rolling knowledge checks and making FBI-style flow boards to connect clues, and it's not until someone takes that and provides an external POV does it even remotely resemble awesome and powerful. To them you left and came back having shifted the entire game board, but to you it's just a few spells and a few skill rolls.
That's more about the trope d the mysterious and powerful party member than about wizards in general though. This applies as much to the Doctor as to Gandalf; not nearly as fun to play.
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2014-09-21, 01:12 PM (ISO 8601)
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- Jan 2012
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Re: Magic spells outside RPGs
Great thread guys, thanks!
(The overlong argument over the semantics of Sanderson's 1st Law, not so much.)
KNOWLEDGE IS POWER, HIDE IT WELL.
Wait, you just said something above that completely ridicules what you said below:
My default explanation is to tell people to try and "play" Gandalf; they end up with an unsatisfying and stymied experience of running around and rolling knowledge checks and making FBI-style flow boards to connect clues, and it's not until someone takes that and provides an external POV does it even remotely resemble awesome and powerful. To them you left and came back having shifted the entire game board, but to you it's just a few spells and a few skill rolls.
That's more about the trope d the mysterious and powerful party member than about wizards in general though. This applies as much to the Doctor as to Gandalf; not nearly as fun to play.
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2014-09-21, 01:18 PM (ISO 8601)
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2014-09-21, 01:21 PM (ISO 8601)
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Re: Magic spells outside RPGs
There are some
psionsEspers in a setting I designed who believe that. It leaves them woefully unprepared to fight demon summoners (they continue to insist that the demons are psionically created by humanity's subconscious and not actual extra-dimensional creatures right to the end, while the mages believe that the Espers are actually just really ignorant tiefling equivalents and that all psionics is demonic in nature).
That's pretty much the only logical conclusion of a world which has psions and D&D sorcerers, which I why I prefer to just ditch the sorcerers and have psions and mages. I just use the word Sorcery to refer to pre-prepared magic, not to deliberately confuse D&D players but to be closer to real world historical usage of the terms (there's no etymological justification for the 3rd edition sorcerer/wizard divide). I'd rather say 'adept in sorcery' than 'master of the arcane arts' for tone reasons.
In fiction magic and psionics will always be arbitrary categories.
If I have a mysterious character in a story, they only way I can think of using that character's point of view is to create a side-story where they have a completely different role and all their motivations and limitations are very closely examined. Their actions in the original story where they were mysterious will be revealed to have been completely misunderstood and their actual capabilities will be a lot lower than appeared.
In an RPG group, you can just give the mysterious character to the player interested in role playing.
Most hilarious real world 'spell book' ever.Last edited by Closet_Skeleton; 2014-09-21 at 01:23 PM.
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When a man decides another's future behind his back, it is a conspiracy. When a god does it, it's destiny.