home *** CD-ROM | disk | FTP | other *** search
- Xref: sparky alt.magick:3468 rec.games.frp:24185
- Newsgroups: alt.magick,rec.games.frp
- Path: sparky!uunet!zaphod.mps.ohio-state.edu!usc!sol.ctr.columbia.edu!The-Star.honeywell.com!umn.edu!lynx!lacerta.unm.edu!cipher
- From: cipher@lacerta.unm.edu (Rev. J. B. Bell)
- Subject: Real magick in RPG's
- Message-ID: <49fm2x@lynx.unm.edu>
- Date: Wed, 22 Jul 92 22:31:14 GMT
- Organization: Universal Life Church of Secular Humorism
- References: <memo.531728@cix.compulink.co.uk> <1992Jul21.042303.944@eskimo.celestial.com> <1992Jul21.170904.29698@henson.cc.wwu.edu>
- Followup-To: rec.games.frp
- Lines: 107
-
- (This should probably be the last article to crosspost to alt.magick
- and rec.games.frp. If you're going to discuss theory, please followup
- to alt.magick only. If you're going to discuss how to work in stats,
- when die rolls are appropriate, whether Diddling & Dithering is better
- than BURPS, that should go to rec.games.frp. {Actually the latter bit
- should go to .advocacy, but anyway.})
-
- In article <1992Jul21.170904.29698@henson.cc.wwu.edu> n8743494@rowlf.cc.wwu.edu (The Stranger) writes:
- >In article <1992Jul21.042303.944@eskimo.celestial.com> victim@eskimo.celestial.com (Tony Garton) writes:
- >>
- >>The reference to D&D type magick does bring up an interesting question
- >>since I am an avid RPG gamer. Does any RPG exist that uses a magick
- >>system confined to
- >>'real magick'? My gamemaster allows one of our chars (a gypsy fortune
- >>teller) to use a quabbles deck for divination in the game. I think that
- >>magickal rituals could be handled based on skill, time involved, work
- >>involved in assembling components, etc. I think a game of this type
- >>might go a long way toward educating the gaming populace about real
- >>magick.
- >
- >There is already several RPG that have such a system. GURPS has a system
- >where each spell is learned seperitly with seperit skill levels for each
- >spell. Shadowrun has something simular. They both do not had the spell-
- >caster froget the spell after they cast it, more realistic IMHO. However
- >they both have a limiting facter on the spellcasters so one doesn't cast
- >fireballs all day.
- >
- >Personaly I am glad that some of these fantisy spells do not execst. Can
- >you imagen a squad of spellcasters at the beck and call of a goverment?
- >Not a nice imige.
- >
- >The Stranger
- >
-
- This is a pet project of mine, and for those who are interested, I
- recommend _Real Magic_ by Isaac Bonewits. Take it with a grain of
- salt, of course, but as far as a "unified magick theory," including
- gods and religion, this work is the best I've seen so far. For more
- detailed stuff I recommend _Magick in Theory and Practice_ by Aleister
- Crowley and _Liber Null & Psychonaut_ by Peter Carroll. These books
- show what can be done when a mage is operating from the assumption
- that all magick comes from a common source.
-
- So far I have figured that magickal ability can conveniently be
- reduced to three relevant statistics on which one can base die rolls
- and additional, more specific skills:
-
- 1. Attunement. How "at one" you are with a god, the Universe or Tao,
- Chaos, etc. I recommend making it a very general stat, with
- specialties for particular circuits like gods, religions, particular
- magickal paradigms, etc. This affects the power of magickal work, and
- influences and is influenced by the personality of a mage. (Or
- priest, or whatever. Can I please use "mage" generically? Thanks.)
- It is a general state of being. It tends to manifest as luck.
-
- 2. Focus/Lock/Meditate/Gnosis ability. As is suggested by the
- variety of terms, this also lends itself to specialization. It
- represents the ability to transcend ordinary reality and get into
- contact or union with nonordinary states. Ritual trappings help this,
- and distractions like getting shot at would make for a penalty. This
- is "where" mages do their work. People with an extraordinarly high
- score in this stat have nonordinary states available to them at all
- times, and may even integrate higher dimensions into ordinary reality,
- allowing them to perform feats like bilocation, time travel, and so
- on. One would specialize similarly to Attunement.
-
- 3. Ego/Personal Power. This is the extent to which a mage is a
- universe unto themself; it may alternately represent a mage's ability
- to travel from one universe to another, depending on whether you
- subscribe to the infinite universes theory or not. Practically
- speaking the difference is academic--are there an infinite number of
- channels on irc, or do they get created by dint of our travelling to
- them? Who cares? This power can be used more easily than that gained
- by being very Attuned; the classic psychic of science fiction is not
- necessarily Attuned, but may have a lot of ego power. It is more
- physically and mentally draining to use this power than to invoke
- power from other planes or gods, and its effects are usually less
- spectacular.
-
- Now naturally these divisions are completely false; on top of that,
- what I consider real magick tends to have probabilistic rather than
- Newtonian effects, so working it into a game is tricky, to say the
- least. A GM who is good at improvisation will be the best at reffing
- this kind of magick, since the variables are almost beyond
- comprehension. The mage's desires need to be worked in with what the
- circuits "want", and all meshed together in a bizarre web of
- synchronicity which, properly done, is very, very funny, but not
- usually to the character going through it.
-
- In my experience, doing this within an ordinary system such as AD&D or
- GURPS is next to impossible; but I do invite brave experimenters to
- please share their results.
-
- A caveat: highly intensely done role-playing can have peculiar events
- on the real world. I suspect that putting very realistic magick into
- an frp (or sci-fi or whatever) game could have some "spillover"
- effects. Discussion is also invited on this idea.
-
- In experiment and humor,
-
- --Rev. J. B. Bell
-
- --
- "Before you shoot off your mouth, try placing your foot in it. At least
- that way, you'll know _why_ you shot yourself in the foot."
-
- --Lefty (lefty@apple.com)
-