lawrence.whitaker Posted May 22, 2012 Share Posted May 22, 2012 Some more preview pages are now up on our website. This time focusing on the magic systems. Quote The Design Mechanism: Publishers of Mythras Link to comment Share on other sites More sharing options...
lawrence.whitaker Posted May 22, 2012 Author Share Posted May 22, 2012 Looks like there's a technical bug on our web hosting service as the link is displaying a 404 Error. Trying to resolve this ASAP. Quote The Design Mechanism: Publishers of Mythras Link to comment Share on other sites More sharing options...
Jarulf Posted May 22, 2012 Share Posted May 22, 2012 Seems to work now Quote Link to comment Share on other sites More sharing options...
lawrence.whitaker Posted May 22, 2012 Author Share Posted May 22, 2012 Yes, I've reloaded the file and its working on my Mac, PC and tablet so, hopefully, problem solved. Quote The Design Mechanism: Publishers of Mythras Link to comment Share on other sites More sharing options...
nclarke Posted May 22, 2012 Share Posted May 22, 2012 Not working for me with either Chrome or Firefox. Quote Nigel Link to comment Share on other sites More sharing options...
lawrence.whitaker Posted May 22, 2012 Author Share Posted May 22, 2012 No, it seems to have gone down again. I've escalated this to our host's technical support. There's clearly something screwy happening with their sites. Quote The Design Mechanism: Publishers of Mythras Link to comment Share on other sites More sharing options...
nclarke Posted May 23, 2012 Share Posted May 23, 2012 Worked this morning. Thanks. A quick read through and I'm very impressed, clear descriptions, nice formatting, very readable fonts, the sidebars readable but not intrusive. Someone has done a very good job on layout. Nigel Quote Nigel Link to comment Share on other sites More sharing options...
RosenMcStern Posted May 23, 2012 Share Posted May 23, 2012 Apart from technical questions, the changes I see sound extremely positive. I still have to see the details, but I really like the concept of "Duration of one scene" introduced in Folk Magic. Similarly, the sacrifice mechanics sound way more adherent to how divine worship works in real religions. Overall, it sounds like the already-big improvements present in Legend have been taken to a new height with some more [brave] departures from some holy cows of old mechanics. Quote Proud member of the Evil CompetitionTM Link to comment Share on other sites More sharing options...
nclarke Posted May 23, 2012 Share Posted May 23, 2012 Isn't 'Duration of One Scene' what 4e Encounter powers are? When I get a chance I'll have to sit down and read the sample material later this evening. Quote Nigel Link to comment Share on other sites More sharing options...
lawrence.whitaker Posted May 23, 2012 Author Share Posted May 23, 2012 Isn't 'Duration of One Scene' what 4e Encounter powers are? When I get a chance I'll have to sit down and read the sample material later this evening. Never played 4e (or even done more than skim it), but I suppose the idea isn't so far removed. The idea is to keep working magic effective in its context. Let's say the characters are going off on a broo-hunt. The action starts with them entering the Vulture County badlands and the scene begins with them trekking through a canyon. The Gm knows that the scene may involve a combat but much depends on various skill rolls beforehand. The characters therefore have an opportunity to prepare any magic beforehand knowing they might be walking into an ambush. Traditionally your Bladesharp spell might only last a few minutes before needing to be re-cast. Using the scene as a participatory time element, RQ6 treats the successfully cast Bladesharp as effective until the scene terminates, rather than a fixed, specific-spell duration. So, after 20 minutes of negotiating the canyon and failing to spot the broo ambushers, the combat starts. The characters might be taken unawares, but prepared Bladesharped weapons are still effective. The scene ends when the combat finishes, book-keeping is done, and the action/story shifts. Not all spells benefit from scene-based durations. Some have active concentration requirements and some, of course, are instantaneous and must be cast in-situ. The scene-based duration is there to more easily handle spells requiring low, background concentration spells, that don't require dedicated concentration, need a specific duration based on magnitude, or are instantaneous. Is that similar to 4e? Quote The Design Mechanism: Publishers of Mythras Link to comment Share on other sites More sharing options...
RosenMcStern Posted May 23, 2012 Share Posted May 23, 2012 Never played 4e (or even done more than skim it), but I suppose the idea isn't so far removed. The idea is to keep working magic effective in its context. Let's say the characters are going off on a broo-hunt. The action starts with them entering the Vulture County badlands and the scene begins with them trekking through a canyon. The Gm knows that the scene may involve a combat but much depends on various skill rolls beforehand. The characters therefore have an opportunity to prepare any magic beforehand knowing they might be walking into an ambush. Traditionally your Bladesharp spell might only last a few minutes before needing to be re-cast. Using the scene as a participatory time element, RQ6 treats the successfully cast Bladesharp as effective until the scene terminates, rather than a fixed, specific-spell duration. So, after 20 minutes of negotiating the canyon and failing to spot the broo ambushers, the combat starts. The characters might be taken unawares, but prepared Bladesharped weapons are still effective. The scene ends when the combat finishes, book-keeping is done, and the action/story shifts. Not all spells benefit from scene-based durations. Some have active concentration requirements and some, of course, are instantaneous and must be cast in-situ. The scene-based duration is there to more easily handle spells requiring low, background concentration spells, that don't require dedicated concentration, need a specific duration based on magnitude, or are instantaneous. Is that similar to 4e? No. 4e "encounter" powers are effects that you can use once per scene, but their duration is still expressed in rounds, so you have to check at the end of each round whether the effect has expired. This kind of approach, instead, avoids bookkeeping and speeds things up. Though it might trigger the "Let us cast Bladesharp, just in case" syndrome. Quote Proud member of the Evil CompetitionTM Link to comment Share on other sites More sharing options...
Zit Posted May 23, 2012 Share Posted May 23, 2012 Though it might trigger the "Let us cast Bladesharp, just in case" syndrome. I agree with this. The scene shall be carefully defined and limited to avoid this. In the exemple above, if the scene is the exploration of the canyon, the "just in case" syndrom will certainly be triggered. We all know our players. For the bladesharp, the GM could state instead that the scene is the actual fight, which the bladesharp is actually usefull for, not the full exploration. The "context" of bladesharp is the fight. If the the spell is cast long before and is not in use, it shall dispel after a while. I still like the "scene duration" principle, which makes things faster, easier and more logical. Is this extended to other magics ? After all, if a spirit or a god agrees in helping somebody, it shall help for the scene (ex: the merchant god for a full bargain session), not for a fixed amount of MR. Quote Wind on the Steppes, role playing among the steppe Nomads. The running campaign and the blog  Link to comment Share on other sites More sharing options...
lawrence.whitaker Posted May 23, 2012 Author Share Posted May 23, 2012 I agree with this. The scene shall be carefully defined and limited to avoid this. In the exemple above, if the scene is the exploration of the canyon, the "just in case" syndrom will certainly be triggered. We all know our players. For the bladesharp, the GM could state instead that the scene is the actual fight, which the bladesharp is actually usefull for, not the full exploration. The "context" of bladesharp is the fight. If the the spell is cast long before and is not in use, it shall dispel after a while. I still like the "scene duration" principle, which makes things faster, easier and more logical. Is this extended to other magics ? After all, if a spirit or a god agrees in helping somebody, it shall help for the scene (ex: the merchant god for a full bargain session), not for a fixed amount of MR. Yes, its up to the GM to frame the scene and decide what applies and how. You can classify a scene as just a combat or as long as the above example. Depends on the circumstances. It might lead to some Let's Cast Just In Case, but I don't see that as a major issue. They still have to succeed in the casting roll. And it does extend to other magic types - not just Folk Magic. Quote The Design Mechanism: Publishers of Mythras Link to comment Share on other sites More sharing options...
nclarke Posted May 23, 2012 Share Posted May 23, 2012 (edited) 4E has spell durations of Encounter (5 minutes or until the encounter ends), until the end of the caster's next turn, and until the end of the target's next turn. As 4e is very combat oriented the spells are too. My comment was mostly flippant, but your exposition was very welcome. I see one poster has confused the duration encounter with the once per encounter usage for 4e spells. I was opurely talking of the duration. Edited May 23, 2012 by nclarke added extra comment Quote Nigel Link to comment Share on other sites More sharing options...
RosenMcStern Posted May 24, 2012 Share Posted May 24, 2012 It might lead to some Let's Cast Just In Case, but I don't see that as a major issue. Well, even if it does, it is still better than the old "holy cow" of duration expressed as a fixed number. Quote Proud member of the Evil CompetitionTM Link to comment Share on other sites More sharing options...
nclarke Posted May 24, 2012 Share Posted May 24, 2012 A few "Let's Cast Just in Case" as the heroes traverse a section of the path laden with potential ambush sites will give them a sense of well-being that can be punctured by the advent of an attack as the potential ambush site is left behind. Hit and Run attacks using missiles will deplete MPs just fine as the heroes keep trying to close as well as maintain magical defences. Quote Nigel Link to comment Share on other sites More sharing options...
fmitchell Posted May 24, 2012 Share Posted May 24, 2012 FWIW, I like durations of "one scene" or "one combat" instead of game-minutes or game-hours. The duration of a combat round itself is a bit vague, so precise units of game time add more bookkeeping without any real benefit. Resource management is all the rage among "old-school" gamers, but if the GM wants to track hours of lamplight or rations at all a rough notion of when they'll run out will suffice. Also, just browsing the preview, I like how Mysticism is shaping up. The few rare discussions of Mysticism I've unearthed made it sound unplayable, either a useless waste of time or an ultimate transcendence of time and space. The preview suggests a system distinct from Folk Magic or the other types that's subtle enough for other magicians to sneer at but potentially as profound at high levels as sorcery or divine magic. Quote Frank "Welcome to the hottest and fastest-growing hobby of, er, 1977." -- The Laundry RPG Â Link to comment Share on other sites More sharing options...
lawrence.whitaker Posted May 25, 2012 Author Share Posted May 25, 2012 The preview suggests a system distinct from Folk Magic or the other types that's subtle enough for other magicians to sneer at but potentially as profound at high levels as sorcery or divine magic. You've hit the nail on the head. Mysticism is deeply personal (a mystic cannot 'cast' any of his powers on another) and, at first glance, it seems both Magic Point hungry (it can be) and under-powered when compared with sorcery, theism or animism. However, clever use of a mystical path can yield some extraordinary results. It also lets you simulate a wide range of genres, from wuxia, through to a certain order of knights inhabiting a galaxy a long time ago and far, far away. Quote The Design Mechanism: Publishers of Mythras Link to comment Share on other sites More sharing options...
fmitchell Posted May 25, 2012 Share Posted May 25, 2012 Mysticism is deeply personal (a mystic cannot 'cast' any of his powers on another) ... It also lets you simulate a wide range of genres, from wuxia, through to a certain order of knights inhabiting a galaxy a long time ago and far, far away. Most of the "mystical" rules I've seen, notably Dragon Magic / Draconic Mysticism, looked just like Battle / Common / Folk Magic with a draconic theme and dire backlash results. I'm looking forward to seeing the whole Mysticism system (and the whole RQ6 book). FWIW, I've thought about my own rules for Mysticism, but only got as far as the basic themes I wanted to hit: control of self, progressive "immunity" to the veil of illusion (starting at magic and ending with basic physical principles), at least three paths based very loosely on Gnosticism (independence from the Fallen World), Eastern practices (martial arts and emotional/material detachment), and Sufism a/o Western religious traditions (visions and knowledge from union with the Ultimate Reality), and perhaps at least one "corrupted" path (e.g. manipulation of the Illusory World). Maybe I can build some or all that on top of the RQ6 rules. Quote Frank "Welcome to the hottest and fastest-growing hobby of, er, 1977." -- The Laundry RPG Â Link to comment Share on other sites More sharing options...
Pete Nash Posted May 25, 2012 Share Posted May 25, 2012 FWIW, I've thought about my own rules for Mysticism, but only got as far as the basic themes I wanted to hit: control of self, progressive "immunity" to the veil of illusion (starting at magic and ending with basic physical principles), at least three paths based very loosely on Gnosticism (independence from the Fallen World), Eastern practices (martial arts and emotional/material detachment), and Sufism a/o Western religious traditions (visions and knowledge from union with the Ultimate Reality), and perhaps at least one "corrupted" path (e.g. manipulation of the Illusory World). Maybe I can build some or all that on top of the RQ6 rules. Actually, the Mysticism rules as they stand will allow you to pretty much replicate all of that. All you need to do is decide on what combination of mystic talents you mix together to form each separate path. Quote 10/420 Â Â https://www.amazon.com/author/petenash Link to comment Share on other sites More sharing options...
Prime Evil Posted June 1, 2012 Share Posted June 1, 2012 It sounds like the mysticism rules will address a hole in the system - RQ has never really simulated these forms of "magic" very well. It will be interesting to see how you work them into Glorantha when you publish material for the setting. Quote Link to comment Share on other sites More sharing options...
lawrence.whitaker Posted June 1, 2012 Author Share Posted June 1, 2012 It will be interesting to see how you work them into Glorantha when you publish material for the setting. It'll certainly make dragonewt magic more evocative. Much depends, though, on the areas you look it. Not everywhere in Glorantha has a mystic tradition. Kralorela, some parts of Pamaltela, perhaps some small sects in Esrolia and Teshnos. Otherwise, theism dominates east of Ralios and a sorcery/theism mix dominates to the west. In the Lunar Heartlands you would have a weird amalgam of theism, sorcery and, possibly, mysticism depending on cultural traditions. Is Sedenya truly a goddess or a mystical representation of enlightenment and transcendance? Is the Moonson a theist, a sorcerer, a mystic or a mix of all three? How does Lunar magic truly work? All interesting questions to answer. Quote The Design Mechanism: Publishers of Mythras Link to comment Share on other sites More sharing options...
frogspawner Posted June 1, 2012 Share Posted June 1, 2012 How does Lunar magic truly work? All interesting questions to answer. ...but which you'll have to answer, if you're ever going to publish adventures involving Lunars. Looking forward to it! Quote Britain has been infiltrated by soviet agents to the highest levels. They control the BBC, the main political party leaderships, NHS & local council executives, much of the police, most newspapers and the utility companies. Of course the EU is theirs, through-and-through. And they are among us - a pervasive evil, like Stasi. Link to comment Share on other sites More sharing options...
lawrence.whitaker Posted June 1, 2012 Author Share Posted June 1, 2012 ...but which you'll have to answer, if you're ever going to publish adventures involving Lunars. Looking forward to it! Fortunately Moon Design's excellent Pavis book helps provide those answers. Quote The Design Mechanism: Publishers of Mythras Link to comment Share on other sites More sharing options...
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