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Spirit of the Century (Fate 3.0) - magic?

Started by Tom B, March 16, 2007, 05:34:27 PM

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Tom B

I'm considering using Fate 3.0 (based on the SRD) for a fantasy campaign, but there are two elements I'm having trouble with.  One is integrating a workable magic system that allows spellcasters a wide range of spells that they can create themselves.  Not impromptu spells, but specifically created spells.  Most of the recommendations on RPGnet and the Fate discussion group tend toward more esoteric and on-the-fly type magic.  I have a Fudge magic system I created a few years ago that I'm working on adapting to Fate 3.0, but I'm curious as to how others have addressed this issue.

Secondly, in SotC, there is really no provision for advancement.  It's discouraged.  Instead options are offered for changing up characters, replacing skills, switching proficiencies, etc., but not actual overall improvement.  I'm curious as to how others have handled this, as well.

Thoughts?

Tom B.
Tom B.

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"All that we say or seem is but a dream within a dream." -Edgar Allen Poe

C.W.Richeson

Here's what I did for my Eberron game.

New Skill: Magic (Arcane, Divine, Psionics)
Magic can be used to cast general spells of a difficulty set by the GM, just make a skill check.  Magic may be used as an attack skill.  Generally, magic is used to create effects of mild to moderate strength, such as a gust of wind, divination spell, or wall of stone.  At the GM's discretion a given use of magic requires the expenditure of a FATE point.

I then had Stunts for different schools of magic to represent the really powerful stuff.  I created a series of Summoning stunts, for instance, that are just the Companion and Minions Stunts from Leadership to represent summoned creatures.  Everything else is window dressing with, perhaps, a small in game effect (fire elemental automatically creates the scene Aspect "On Fire").

It worked just fine for my groups purposes, but no one was trying to abuse it or anything.  Some other folk, such as Bailywolf over on RPG.net, have made spells entirely Stunt based.  I think this is a fine choice, but it does result in a different magical style as spellcasters only cast a few spells over and over.  Easy if your character is a Summoning specialist, but hard if you want to play a generalist wizard.

Since you're asking for specifically created spells, I can only offer three suggestions:

Just make them Stunts and pattern them after existing Stunts.  This is likely the easiest option, though it's still tough in some cases (shapechanging, for instance).

Make the spell be an Aspect.  If the character uses magic to turn into a werewolf, then the player says "I'm shifting into a Werewolf" and uses FATE points to tag "Alternate Form: Werewolf" like crazy during the combat.

Allow for a Magic Skill and let the player have one or more spells per rank in Magic.  Set a Difficulty for casting these spells based on their utility and game effect.
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Tom B

Thanks for the suggestions.  I actually have a worksheet I developed that calculates the difficulty of a spell based on a variety of parameters.  I guess my main problem is deciding how characters can acquire new spells.  This ties in with my other issue on advancement.

How do you handle advancement in your Eberron game?
Tom B.

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"All that we say or seem is but a dream within a dream." -Edgar Allen Poe

C.W.Richeson

I don't, everyone is happy with their character.  Wish I could help there!
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Consonant Dude

Quote from: Tom BI'm considering using Fate 3.0 (based on the SRD) for a fantasy campaign, but there are two elements I'm having trouble with.  One is integrating a workable magic system that allows spellcasters a wide range of spells that they can create themselves.  Not impromptu spells, but specifically created spells.  Most of the recommendations on RPGnet and the Fate discussion group tend toward more esoteric and on-the-fly type magic.  I have a Fudge magic system I created a few years ago that I'm working on adapting to Fate 3.0, but I'm curious as to how others have addressed this issue.

I have just read (not played yet) SotC. But the first thing that came to mind as I read it was that I would have loved to see Artesia and Talislanta use Fate as their core system.

And thus the first thing that comes to mind is a magic system such as can be found in Talislanta. Talislanta's orders and modes could become skills and stunts, I suppose. Here's a demo of Talislanta 4th. I believe it describes the magic system a bit (although the full book is much better).

Can't help you with character advancement, sorry. Never been something I cared for.
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Tom B

Quote from: Consonant DudeI have just read (not played yet) SotC. But the first thing that came to mind as I read it was that I would have loved to see Artesia and Talislanta use Fate as their core system.

And thus the first thing that comes to mind is a magic system such as can be found in Talislanta. Talislanta's orders and modes could become skills and stunts, I suppose. Here's a demo of Talislanta 4th. I believe it describes the magic system a bit (although the full book is much better).

Can't help you with character advancement, sorry. Never been something I cared for.
I'll take a look at that.  Thanks.

For a lot of games, advancement wouldn't really be an issue.  This is a campaign that has lasted for nearly 10 years (off and on).  The growth of the PCs has been integral to their enjoyment of the game, and none of them closely resemble how they started.  So, I want to have the ability for their characters to continue growing and changing.

Plus...it's hard for a spellcaster to learn new spells if the character can't improve...
Tom B.

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"All that we say or seem is but a dream within a dream." -Edgar Allen Poe