Sunday, October 28, 2012
Expanding on the Evolution of Magic
The more I build on the concepts I introduced in The Evolution of Magic, the more I love this concept. Magic really needs to be used more as technology is today in modern high action/adventure. Missions can center around a new form of magic - either better, faster or cheaper. Sending the players out to recover a stolen magic wand - a new proto-type or a potion capable of more or different results - These make great adventures. Think about your spy missions - Evil guy steals the new explosive and turns it over to his scientists so they can reproduce. This works perfect as “Evil guy steals new fire potion and turns it over to his alchemists”. Or it works as evil country’s necromancer escapes his handlers and is trying to bring the plans for the new hideous zombie to the “good guys” and someone needs to protect him. Or the beautiful herbalist is on the verge of developing a new herbal potion that will enhance farm yields, but the bad guys are planning on kidnapping her and taking her back to their country. Any spy plot will work. I guess my point is simply that too often magic is considered static in most games or campaigns. GMs come up with new, cool magic items, but they are mainly for the PCs to keep them interested. Magic that doesn’t specifically affect the PCs can make for good missions too. Maybe you already do these missions, but I really haven’t. If you haven’t, I think the best way to get the new ideas is to check out other system’s magic supplements. There should be tons of ideas there that your game hasn’t used, at least not yet. (Check out the Book of Wishes) This is just another in my eternal use of genre switching methods to liven up a game.