This post has been de-listed
It is no longer included in search results and normal feeds (front page, hot posts, subreddit posts, etc). It remains visible only via the author's post history.
I am working on a neo-noir, detective game that has magic (Vantavit: City of Lies, for those interested). In it, there are five types of magic, only three of which I've play-tested and worked with, but I have someone interested in one of the others, and I am trying to finally noodle on how to really make it pop.
In the game, the base magics (arcanism, mysticism, and illusionism) are skill-based, and players need only have points in various magical skills in order to perform their magics. It works well for the very off-the-cuff style of magic and using things "in the moment." There is, however, the capability of distilling magics down and turning them into relics (i.e., magic items) that can be used at a later time or by those without any inherent magical ability.
My issue is in creating the other two types of magic: weaving and naturalism. The former is essentially being able to take the fundamental elements of a "spell" (there are no set spells, but folks know what that means, so we'll use the common definition here) and imbuing various articles of clothing with that spell. Need a coat that protects you from the awful winter storms that hit the city? Have a weaver create a dust jacket using an arcanist spell to prevent cold damage. The mechanical system around that, though, needs to be different from the others because you can't just *poof* weave something in a moment and use it right then and there like you can with the other three magical schools.
Option A
I can create a mechanical process slightly parallel to the crafting system I have and use it for weaving. I'm not sure that this feels as fun, but I could be wrong. Currently in the game, to craft a thing, you simply need time and resources. So you're not using your skills like the other magics, and you can use the item later at any time (though it does "degrade" over time and needs repairs). From a design perspective, it's simple, and it fits with an already-create scheme.
Option B
Create something new. I'm honestly unsure of what this could be. Having played a host of other games, I haven't found anything that really strikes me as fitting with the theme or my intent, so I'm curious about creating something unique that stands out. It could be, too, that it would suit naturalism, which is magic about conservation and ecology using the same base elements of the other magics but just for other means (and also not using the skill system but more fetishes and amulets and such).
Ask
I am specifically looking for mechanical suggestions. System suggestions are great because I learn well from reading other designs, and I'd greatly appreciate that. Personal suggestions are great, too.
Subreddit
Post Details
- Posted
- 1 year ago
- Reddit URL
- View post on reddit.com
- External URL
- reddit.com/r/RPGdesign/c...