[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [WW] RE: The magic discussion




In a message dated 6/14/01 5:27:08 AM, murdochm@redbrick.dcu.ie writes:

<< Im coming a bit late to this particular arguement but I agree with a lot of
the people on this list. I dont think that magic should be widespread, or even
common. It should be ritualistic and not easily cast. Im not a big fan of
spellcasting as I dont think of magic that way, and it really doesnt fit in
the scenario for Weird Wars. 

-- 
Stonewolf the mad

"Belief is not to notice, belief is just a faith
and faith cant help you escape"
 - Smashin Pumpkins - Thru the Eyes of Ruby >>

I just wanted everyone to know, that when I started this post about magic, I 
wasn't thinking about D&D caliber magic. I was thinking more along the lines 
of Deadlands. Deadlands magic is somewhere in between the D&D "There's a mage 
tossing a fireball at us" and the Cthulu "Anyone who touches magic is evil. 
EVIL EVIL EVIL!" approaches. If there gets to be too much obvious magic in a 
system it just gets silly, but on the other end of the spectrum, I don't want 
to completely deprive my party of arcane things. Something like a huckster, 
who has fairly powerful magic on his side, but is also equally hoseable is 
more of what I'm thinking about. Otherwise, the game would boil down to 
"We've got a sniper, a medic, a couple grunts, and an officer" as basically 
the formation of every single party. That would get boring reeeeeally quickly.

BTW, there's nothing wrong with D&D (tries to say this with a straight face, 
but fails).

Peter (there's more than one of us)