I'm looking to create a new culture in my current campaign that lives in what I'll call a common-magic area (for whatever reason, in my case a McGuffin, there's heaps of magic), and I want to reflect ...
i'd like to ask you if any of you has ever played an rpg where players we're entitled to make their own spells, and how it turned to be. Also, i'd like some answer to a problem concerning this topic ...
In many roleplaying games the prerequisite to perform magic healing is knowledge, and during action it is mostly limited by magic capacity and sometimes time. Meanwhile the prerequisite to perform ...
When I work with settings that contain magic, whether traditional fantasy or others, I always perceive something of a tension when trying to portray the magic between the following factors: Magic ...
I'm running a game that's best described as "medieval fantasy," in the sense that we're actually trying to have the lives of people in the setting strongly resemble the historical Middle Ages. There ...
The RPG I'm currently developing is a d20 model, skill driven rules system. The mechanics of spellcasting center around spell effects and point cost for stamina (a universal energy pool for all ...
Magic in so many games is something mechanical and fully understood. Assuming I control the setting (and have a group of players willing to try new rules), how do I make magic something mysterious? ...