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Phil's GD Wisdom, 1st Edition: RPG Magic on Wed Sep 17, 2008 12:39 am
Dictionary.com: Magic, necromancy, sorcery, witchcraft imply producing results through mysterious influences or unexplained powers.
NOTE: You can basically replace the word 'magic' in the following paragraphs with 'technology' or something similar to apply these arguments to a non-fantasy setting.
Magic is everything unknown, mysterious, and supernatural. So why do most RPGs make it so mundane and boring? Most of these games give the player three general paths: fighting, thievery, and magic. Each path is given equal weight. Though the paths may have different gameplay and sometimes different stories, they have roughly equal difficulty, and magic is presented as nothing more special than sword-fighting or picking locks. This means that magic, the supernatural, the divine, is no different from swinging a piece of iron.
Why???
Magic offers itself as a hugely engaging story element. We game designers should make proper use of it.
Imagine a game where the player is one of a rare class of people with magical abilities. In this game world, magic is a thing so rare that it is essentially mythical to most of the inhabitants. Your average NPC may not even believe in it, except as some far-fetched superstition. Magic users are rare and far-between, and magic items are the stuff of legend. The player begins the game without any ability or knowledge of the existence of magic or his abilities in it. A big part of the game's story is then the player's journey to discover what he is. This unknown factor in magic is what makes it interesting, and it is what will draw the player in. Spells come gradually, and their effects may not be entirely revealed all at once, and may change with time (or perhaps the player can modify them). Magic items are the objects of epic quests and are essentially priceless.
This also introduces an interesting social aspect to magic use. Since most NPCs hardly even believe in it, the player must be careful where he uses magic. If your average medieval Joe sees you flinging fireballs around, he may just think you're a witch and decide to burn you at the stake... or worse...
We need to draw the player into our world, and with this sort of magic system, we pique his curiosity, about the nature of his character, about the power and potential of his spells and his enchanted items. We also force the player (in a nice way) to consider the social impact on NPCs. If we've brought the player this far, then we're half-way there already.
PS - On a slightly more specific note, I think mana/magic points/force points should be done away with. Magic should simply drain stamina, just like using your muscles. This is both simpler (easier) and makes more sense (to me, anyway). One possibility of modifying spells could then be: Charging a spell up to provide more powerful effects but use more energy. Say you need to light a torch: Use just a smidgen of your fireball spell.
Say you need to roast a troll: Charge up for a second or two and throw a horse-sized fireball at the beast. At the same time, you have to be careful, because if you push too far, you'll pass out from exhaustion, or worse, die (which could be used as another cool story element).
NOTE: You can basically replace the word 'magic' in the following paragraphs with 'technology' or something similar to apply these arguments to a non-fantasy setting.
Magic is everything unknown, mysterious, and supernatural. So why do most RPGs make it so mundane and boring? Most of these games give the player three general paths: fighting, thievery, and magic. Each path is given equal weight. Though the paths may have different gameplay and sometimes different stories, they have roughly equal difficulty, and magic is presented as nothing more special than sword-fighting or picking locks. This means that magic, the supernatural, the divine, is no different from swinging a piece of iron.
Why???
Magic offers itself as a hugely engaging story element. We game designers should make proper use of it.
Imagine a game where the player is one of a rare class of people with magical abilities. In this game world, magic is a thing so rare that it is essentially mythical to most of the inhabitants. Your average NPC may not even believe in it, except as some far-fetched superstition. Magic users are rare and far-between, and magic items are the stuff of legend. The player begins the game without any ability or knowledge of the existence of magic or his abilities in it. A big part of the game's story is then the player's journey to discover what he is. This unknown factor in magic is what makes it interesting, and it is what will draw the player in. Spells come gradually, and their effects may not be entirely revealed all at once, and may change with time (or perhaps the player can modify them). Magic items are the objects of epic quests and are essentially priceless.
This also introduces an interesting social aspect to magic use. Since most NPCs hardly even believe in it, the player must be careful where he uses magic. If your average medieval Joe sees you flinging fireballs around, he may just think you're a witch and decide to burn you at the stake... or worse...
We need to draw the player into our world, and with this sort of magic system, we pique his curiosity, about the nature of his character, about the power and potential of his spells and his enchanted items. We also force the player (in a nice way) to consider the social impact on NPCs. If we've brought the player this far, then we're half-way there already.
PS - On a slightly more specific note, I think mana/magic points/force points should be done away with. Magic should simply drain stamina, just like using your muscles. This is both simpler (easier) and makes more sense (to me, anyway). One possibility of modifying spells could then be: Charging a spell up to provide more powerful effects but use more energy. Say you need to light a torch: Use just a smidgen of your fireball spell.

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