'allo...
I think two key concepts concerning the presence and use of magic can make any fantasy RPG better:
Keep the supernatural mysterious and frightening for the player as well as the character.
Fantasy games are terrible at making the supernatural something special. Every adventure has some magical component, characters can always count on finding some sort of magical treasure, every town has a church with spellcasting priests, and some games go as far as to have magic shops. Magic becomes just another technology, another commodity to be bought and sold. Some people like it that way, and that's fine.
Doesn't that take away the sense of wonder and danger that honest-to-goodness magic should give to characters?
And to get the characters to believe something, shouldn't it also be making the players feel that way as well?
The only real answer is greatly reducing magic appearing in the game world. Obviously trends are against that happening, and one has to ask why?
Is it laziness on the part of game designers and DMs that has avoided making 'mundane' and plausible adventures and rewards interesting and fulfilling for players?
Proliferation of magic isn't just a stylistic choice in a game, it has serious game consequences. Adventures and characters quickly get caught up in an arms race. Each magical menace or situation has to be a little bit more powerful, or a little bit more unusual, in order to seem like a progression from the last one. From there, players tend to think of a progression of a campaign based on the goodies and numbers on their character sheets. Once magic is a common thing to deal with, the game world becomes more unbelievable, and therefore more difficult for players to invest intellectually or emotionally in. A world with common magic simply won't resemble medieval Earth, period. It doesn't matter whether a medieval peasant believed there was magic or not... fact was they never really saw it, they were terrified of seeing it, and if they thought there was magic afoot, they burned it. Entire cultures would change and disappear if you added commonplace magic into a world. I think you're really running a non-technological sci-fi RPG if you have too much magic everywhere. Keeping magic rare and definitely out of everyday life allows for far more realism to base your game off of, which means less assumptions and guessing about the world itself and more concentration on playing the actual game and embarking on adventure.
Just because a player knows everything about the rules, it doesn't mean they should be able to master the magic rules.
In most games, rules for using magic are very clear cut. Players scope out the rulebook, know what to do and not what to do, and magic is just another tool in the box to play with. No sense of danger from the magician in using otherworldly forces, no worries from anyone else in the adventuring party that these forces could get out of control while they're around. If the players aren't taking the mysticism seriously, it's damned hard for them to make their characters do so.
The obvious answer is to make magic in the game unstable.
How does one make a more unpredictable magic system with rules that allow structure in play, but make sure nobody actually really masters magic within the game itself? Is this even a desirable goal?
I've got my ideas on the subject and that's how I'm proceeding with the magic rules for LotFP: RPG, but I'm interested in your take on things...
I think two key concepts concerning the presence and use of magic can make any fantasy RPG better:
Keep the supernatural mysterious and frightening for the player as well as the character.
Fantasy games are terrible at making the supernatural something special. Every adventure has some magical component, characters can always count on finding some sort of magical treasure, every town has a church with spellcasting priests, and some games go as far as to have magic shops. Magic becomes just another technology, another commodity to be bought and sold. Some people like it that way, and that's fine.
Doesn't that take away the sense of wonder and danger that honest-to-goodness magic should give to characters?
And to get the characters to believe something, shouldn't it also be making the players feel that way as well?
The only real answer is greatly reducing magic appearing in the game world. Obviously trends are against that happening, and one has to ask why?
Is it laziness on the part of game designers and DMs that has avoided making 'mundane' and plausible adventures and rewards interesting and fulfilling for players?
Proliferation of magic isn't just a stylistic choice in a game, it has serious game consequences. Adventures and characters quickly get caught up in an arms race. Each magical menace or situation has to be a little bit more powerful, or a little bit more unusual, in order to seem like a progression from the last one. From there, players tend to think of a progression of a campaign based on the goodies and numbers on their character sheets. Once magic is a common thing to deal with, the game world becomes more unbelievable, and therefore more difficult for players to invest intellectually or emotionally in. A world with common magic simply won't resemble medieval Earth, period. It doesn't matter whether a medieval peasant believed there was magic or not... fact was they never really saw it, they were terrified of seeing it, and if they thought there was magic afoot, they burned it. Entire cultures would change and disappear if you added commonplace magic into a world. I think you're really running a non-technological sci-fi RPG if you have too much magic everywhere. Keeping magic rare and definitely out of everyday life allows for far more realism to base your game off of, which means less assumptions and guessing about the world itself and more concentration on playing the actual game and embarking on adventure.
Just because a player knows everything about the rules, it doesn't mean they should be able to master the magic rules.
In most games, rules for using magic are very clear cut. Players scope out the rulebook, know what to do and not what to do, and magic is just another tool in the box to play with. No sense of danger from the magician in using otherworldly forces, no worries from anyone else in the adventuring party that these forces could get out of control while they're around. If the players aren't taking the mysticism seriously, it's damned hard for them to make their characters do so.
The obvious answer is to make magic in the game unstable.
How does one make a more unpredictable magic system with rules that allow structure in play, but make sure nobody actually really masters magic within the game itself? Is this even a desirable goal?
I've got my ideas on the subject and that's how I'm proceeding with the magic rules for LotFP: RPG, but I'm interested in your take on things...