Tag Archives: Magic

6d6RPG: Magefest Playtest Digest

So what did we learn from last night’s big magic test? It Works! (Mostly) The key test was the locus mechanic which handles on-going spells. When a spell is cast, the caster places one or more cards into a stack to form the locus. This locus can then be moved around and effects either people [...]

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6d6 RPG: Testing Magic

Magic systems are a real pain in the derriere when you are designing universal game mechanic. The problem with magic is that it has to be, well, magical. And that means something above and beyond the normality which, for the game designer, means breaking your carefully balanced physics engine. Those mechanics that nicely model real [...]

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The Magic of #Twitterville

The creative writing exercise that is #Twitterville continues over Twitterville.org. This week’s challenge is magic. In a fantasy city in a fantasy world, magic is going to play a significant role in the life of the inhabitants but can you create plot hooks and background material on the subject in just a 140 characters? The [...]

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Optional Rules for Fantasy Magic Failure

I voiced my wish to see some chance of spell failure in D&D in my recent post about Fantasy Magic. Having been called out by Bonemaster I have put together my suggestions as to how to use spell failure. My plan is not to make it a frequent or lethal event, just a way of [...]

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Origins of Magic in a Fantasy Roleplaying World

In my recent article about fantasy magic I complained about the lack of any explanation for the phenomenon of magic in D&D. Now to be fair to Wizards of The Coast, the more recent editions of the game have a greater emphasis on the system itself and progressively less on ideas and content if you [...]

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