Sunday, September 10, 2023

New Magic System in Far Away Land (part 2)


(This is the second post on the new magic system in FAL). In recent years, I have been fascinated with procedurally created worlds and systems, the replayability in video games like #Minecraft and #Dwarfortress, to name a couple of the procedural games I have spent way too much time on, specifically. In a TTRPG, I am really intent on players being able to create stories and narrate as much as possible during play. I think it is an easy way to get players involved in the game and give them a sense of ownership and agency over their interactions and actions. It gives them that wonderful moment to shine and be the center of attention. That feels good.

I wanted a magic system that reflected this style of play, so in the second edition FAL Enchiridion, I have done away with the spell lists of old and replaced them with a more freeform system. The goal here was to allow players to come up with their spells and definitions based on the type of character and play they want. The system uses two keywords, a descriptor (like provoking or weakening) and an effect (like plume or blast). With this two-word combination, the player then uses the guidelines provided to determine the spell specifics. So, while a freeform system, it is not necessarily an on-the-fly freeform system, as spells do require preparation. In play, the system has been incredibly rewarding and fun to test. Spells now feel intimately linked to the PC and grow with the PC over time, not just in the number of dice rolled and damage but in actual descriptions and effects. Also, as a side note, the descriptors and effects don’t need to be the name of the spell (like weakening plume), they are simply the ingredients providing direction for the spell.

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