How to Make a Magic System BACKWARDS

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  • Опубликовано: 22 дек 2024

Комментарии • 10

  • @martapowaka5804
    @martapowaka5804 20 часов назад

    How this channel is so underrated? I was so suprised when I saw number of subscribers. Now you have one more 😊😊

  • @claudiaborges8406
    @claudiaborges8406 3 часа назад +1

    Start with the plot device, then break the eff out of it

  • @PixelPenGamer
    @PixelPenGamer 22 часа назад +1

    Hm, this is a very good step 0 to have in mind, and it avoids a lot of the pitfalls of trying to add a story to an existing magic system. Just saying that magic items are what is needed for magic already gave me a full history of how that was discovered and how it evolved, just surging through my brain!
    But then again, I suppose that having a system first can offer a different sort of story, created out of existing constraints?
    Edit: Subbing for a very well put-together video!

  • @haananiiz725
    @haananiiz725 День назад

    Hi Brian, I’m working on a TTRPG inspired by The Lord of the Rings, The Chronicles of Narnia, The Pendragon Tales, Eragon, and A Song of Ice and Fire. My goal is to create a “low magic, high fantasy” experience, but I’m not sure how to approach that balance.
    I want to ensure the game appeals to players who enjoy having access to magic, but without making them as overpowered as spellcasting classes often are in D&D. Instead, I’d like to present mages, witches, and sorcerers as rare and extraordinary figures deeply woven into the world’s lore. To achieve this, I’m considering limiting players' access to magic-perhaps by removing the traditional spellcasting classes or restricting them to very low-level spells.
    What do you think? Do you have any advice or ideas on how to refine this concept?

    • @tarvoc746
      @tarvoc746 День назад +1

      I'm working on a high fantasy setting inspired by the migration period and the early middle ages where magic is common, but really powerful magic is rare. Seems kinda similar to what you're describing.

    • @haananiiz725
      @haananiiz725 23 часа назад

      @@tarvoc746 It's definitely similar. So you are going to take the “very low-level spells” way?

    • @tarvoc746
      @tarvoc746 22 часа назад +1

      @@haananiiz725 In a way, yes. My idea was to take everyday cultural practices and infuse them with magic, not least because they're often tied to a kind of playful superstition anyway. For example, the Frisian word "Schnack" refers to a kind of semi-formalized small-talk in which small everyday stories are exchanged and light-heartedly discussed in order to lighten the mood in social situations. So since there are already certain formalisms associated with that, I figured that in a fantasy world, something like this could involve weaving little ritualized magical formula into the chat that cause participants and listeners to relax, and thus lighten the mood magically. Another example (also Frisian in origin) is a tea ceremony believed to be able to slow down time, which I figured could actually have an effect like that in a world where magic is real.

    • @brianlazarow2206
      @brianlazarow2206  17 часов назад +1

      A very interesting balance of elements. For a TTRPG like this the big issue you need to tackle is determining how much you want magic to play into problem solving and combat. I personally, in a setting like this, would say that while magic is everywhere, it is extremely hard to harness and use it. Part of what could make it hard to use is that it is fundamentally wild and chaotic but also natural. Thus utilizing it can be like trying to tame a wild animal. I think including something like a Wild Magic table for when a spell fails or crit fails would give that feeling of that risk-reward and harnessing something wild and dangerous.

  • @johnebbers5170
    @johnebbers5170 23 часа назад +4

    Don't have anything to say specifically just commenting for the algorithm

  • @JayQwery
    @JayQwery День назад

    Great point. My whole system im building springs from a Intiutive vs Analytic framework.
    This is from dissecting the archtypes of the Academic Wizard vs the Storyteller.
    Wizard constuects spell through focused study of first principles. I wanted this psuesciency based arcane to be rewarding as possible for a "intelligence" based caster. Deep study, organized strucurred spells, precision, and certainty are what dominate this sphere.
    Whereas a Storyteller or Bard is purely intuitive. Meaning is imbedded in story. So a bard need not directly understand how their magic works. They simply have to intiut the meaning and focus on the group. I wanted these charismatic casters to be focused on social maneuvering and assiting tue emotions of the group.
    Now its gotten some mechanical crunch but mostly its just a compass to look at the range these things create. All starting with this analytical vs intuitive magic.