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Showing posts from July, 2011

Magic and Aether

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The following is a short bit of flavor that may (or may not) explain how magic works in my home-brew fantasy world of Terren. It's based on stuff I wrote here. The Elements The material world is comprised of five elements. The first four, called the corporeal or lower elements, are earth, air, fire, and water. These elements, combined in various pairings and ratios, are the building blocks that make up everything in the physical world. The fifth element, called aether, is sometimes known as the celestial or higher element. Aether, like air, is invisible and largely intangible. It does not exist on its own, but instead can be found within other things. A man's body is made of flesh (earth), blood (air), bile (fire), and phlegm (water); his soul is made of aether. Without the soul, the body is just an empty husk. Therefore, aether is the spark of life. Tied closely with the concept of aether is an invisible energy scholars call mana. In simplest terms, mana is a kin

Thoughts on Marvel Super Heroes RPG (Part 2)

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I have a long-running joke with a friend of mine. It basically boils down to mocking the way one creates characters in the Marvel Super Hero RPG . The version that I owned really pressured players to assume the role of the established heroes of the Marvel comic books (at least, it seemed to 12 year old me that it did). The trouble is, no one I know wants to do that in a super hero game. They want to make their own guys. It's more than half the fun. Don't get me wrong. It's neat to bump into established supers from time to time. While powerful NPCs are vexing in D&D, in a comic book game it's a treat to battle Doc Ock or meet the Human Torch at Applebee's. As far as running those characters, though? Heck no! I want to make my own. In Marvel Supers , at least the version that I owned, character creation was relegated to a back section. It was written as if the authors never expected you to actually use it. It was also completely random. Everything fr

Thoughts on Marvel Super Heroes RPG (Part 1)

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As I posted a while ago, I ran into a group of guys playing the old TSR Marvel Super Heroes game down at the food court. They invited me to play, but work commitments kept me from accepting their offer until today. Let me preface by saying that I had fun. The GM did a great job of making me feel like I was playing in a living, breathing comic book world that was unfolding all around my character. There was a lot of sandbox gaming going on, with a whole bunch of leads popping up all around us. We could have gone and investigated any of them and I'm sure they all would have turned up a bunch of adventures. I say that because I don't want it to seem like I didn't enjoy gaming with this friendly group of guys. I really did. However, I'm not sure that Marvel Supers is my favorite game. This is likely to be a longer post than it needs to be. I'll try to keep it to two parts. I used to own the Marvel Super Heroes Basic Boxed set. Man, did I save up and w

Thoughts on Cleric Magic

One of the things I've always tried to do is take a look at the way D&D rules work and tried to adapt my world to fit those assumptions. That doesn't mean that I won't alter or houserule something that doesn't jibe with some setting detail that I'm particularly attached to, but I'm not interested in changing 30 plus years of D&D tropes unless I have a darn good reason. Better to flex my world to fit the rules. Cleric magic has always struck me as a good example of this kind of strangeness. With a few exemptions, clerics and magic-users (wizards, mages, whatever you want to call them) cast spells pretty much the exact same way. I think we can all agree that the D&D cleric is primarily based on the idea of a medieval Christian crusader, perhaps with some extra powers (i.e. spells) tacked on from various mythological and literary sources. Nowhere that I've read, however, do miracles work like D&D magic. So how do they work, why, and what do

House Rule Tolerance

In conversation with another gamer that I chanced upon here in South Korea, he mentioned that he's not really a D&D fan. Instead, he seems to prefer games with a more storytelling, less random aspect to them. While not exactly my cup of tea, I don't believe in the One True Way or the dreaded Wrongbadfun. Thus, I was interested to hear a bit about his games of choice. He mentioned that, while he likes certain games, he prefers to run a system of his own invention. This got me thinking about our own tolerance for house rules and experimentation in RPGs run by other people. While I'm as obsessive a tinkerer as they come, I have always found it important to try to adhere to the core of the rules as written for whatever game I'm GMing at the time. When I add houserules (and I do), I try to keep them in the spirit of the original system and only add them for good reasons. This idea also applies to setting/genre tropes that may or may not be part of the rules. If