Monday, 8 April 2019

Taste of things to come - Miracles and Improvised Spells

A few times I've found myself in an RPG saying "man, that one power I didn't take could be really useful in this narrow situation we are currently in". It's usually a game with a diverse move / power set, things like Godbound, Mage the Awakening, or even Fellowship. It's not just "I missed the roll by 1, I wish I had that extra +1", but more interesting powers like "being able to transform into someone else" or "being able to trace back emotional resonance of someone being murdered". For most systems, you would be pretty much out of luck, but some games let you have a taste of the powers you can wield before you buy them.

Godbound's Miracles


Godbound is a game where you play as an epic hero empowered with divine Words - portfolios of power like "Dragon", "Sorcery" or "Intoxication". A lot of your powers come in form of Gifts - codified powers you can use easily like breathing fire, or flying. However, the game also encourages you to use Miracles - improvised magic that either copies the power of an existing Gift or creates a new power from your portfolio. So if you had the Word of Dragon, you could miracle breathing fire if you don't have that Gift, or you could, say, spread terrors in the hearts of men at your sight.

All of your magic if fuelled by one resource - Effort. Using Gifts is usually free, or costs you a bit of Effort for the Scene, but Miracles are always more expensive and don't last as long as actual Gifts. Taking a Gift of flight would let you fly forever for free, while a flight Miracle would drain your Effort and you could only do it for a Scene.

Overall, it's a very versatile system that lets you improvise the solution you need whenever the situation comes up while still rewarding you for committing to certain powers.

Mage's Creative Thaumaturgy


Mage is a game where you play as the titular mage - a mortal imbued with the True Magic. Magic is divided into a few Arcana (Life, Matter, Space, etc.), and codified into Rotes (fixed, known spells). You can cast the Rotes pretty easily and often for free, but you can also try Improvising with Creative Thaumaturgy.

An Improvised Spell usually costs a bit more Mana than a Rote, and you have to work harder to get it to work, but you can easily mimic the effect of any Rote or improvise your own and even combine a few Arcana.

For example, calling lightning from the sky is a simple Forces Rote. However, if you want the spell to go off in the future when your target will be walking down the street, you would be combining Forces (lightning), Time (trigger condition) and Space (remotely targeting a specific target).

All in all, Mage allows and encourages you to go wild with its Magic system, while letting you commit some of your favourite spells into Rotes as needed as well.

Conclusions


Mage and Godbound both feature interesting systems that allow you to tap into powers you might not yet have bought, or improvise new powers as needed. Systems like these could be fun in a lot of other RPGs, like Fellowship, Legacy, Stars Without Number, etc. Few people would want to spend their precious XP on a shark repellent, but that one day when you actually do face off a shark, you just might want to pay premium to have it right there and then.

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