At long last, another note on RPG design

Feb 15, 2007 00:07

One of the things I've been trying to find an elegant approach to is to highlight, game mechanically, the notion of personal consequences of magical actions. Some people have embraced Magic as madness, and Magic as disease, and Magic as drug.

But to my mind Magic is just a metaphor for all kinds of power. It's abstracting what money and politics, ( Read more... )

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shadefell February 15 2007, 15:55:26 UTC
I like the idea of performing a balancing act with magic.

Maybe leave it arbitrary, up to the Game Master and players to wrangle what acts fall into which category? Just lay down some basic ground rules and let them hammer out the specifics?

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