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RE: Constructive Discussion
Post originally by Chris Loizou at 2005-06-23 14:13:19
Converted from Phorums BB System
Pig Iron wrote:
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Okay, if you are still willing to answer questions about the game, I've got a few. I'm not trying to start any flame with them. Just trying to give you an opportunity to clear up some stuff. I know that there is an older review around, but I would rather have your own words on the topics.
1)With the number of fantasy rpgs available, what do you think makes the setting and system unique?
Well this is always a good one. there are a huge amount of excellent games out there each with their own uniqueness. For Cursed Empire the Points of Renown (PR) system is one of its stronger points: quality heroic roleplaying is rewarded with fame which in turn becomes a great double-edged sword: the character has more clout and sponsorship from his or her faction or order, but they also get hunted down more by enemy factions etc. The nice thing is is that a player may use this mechanic to their own advantage, i.e. an Assassin may wish to have very low renown and skulk around in the shadows, whereas it will be expected of a Knight to better their family's fortune and fame. Different characters will have different PR levels. It also gives an idea of where one fits in in the overall scope of the gaming world: am I a nobody or a hero?
The other unique point is the magic system, where players can go from a traditional type of spell casting game through to quasi freeform (see below).
2)In the system, how are conflicts resolved? Dice, cards, or is it diceless?
Confilct is resolved using Dice and a great deal of tactical thought.
3)How long does character creation take?
This varies. CE has come under some flack, especially 1st Ed as chargen was not as clear as it should be. 2nd Ed remedies this in many ways (I can detail if requested). Someone who knows the game can get a character up and running within 15-20 minutes.
4)The magic system sounds a little different than usual. Can you provide some more details as to how this works?
Cursed Empire provides a flexible magic resolution system, going from fixed spell lists through to quasi-free-form spell casting and creation.
The twenty Core Spell casting Classes/Subclasses are as follows:
Mages/Sorcerers (players can create their own rune-based magic):
The Mage
The Elementalist
The Enchanter
The Necromage
The Sorcerer
Priests:
The Healer
The Preacher
The Spiritual Slayer
Templedot
The Warrior-Priest
Druids:
The Alchemist
The Druid
The Druid-Priest
The Ritual Master
Darkuns: same magic as Priests but normally weaker):
The Darkun
The Darkun Champion
The Darkun Poison-Master
The Darkun Seeker
The Darkun Slayer
The Darkun Spy
Magic in the world of Thargos plays a preponderant role in creating the mystical and fantasy gaming atmosphere. Certain creature types and civilizations fear its' use, others however have built their lives and societies around it. Magic is fundamentally a philosophy, a particular way of perceiving life and a will to shape the outcome of situations and bend the latter to the will of the spell-caster.
Mages and Sorcerers are taught to think beyond the physical outer-shell of the environment that surrounds them. Their perception is tuned to focus on the energy that animates every creature, object, rock, tree etc. Everything has a place in the universe that is maintained or changed depending on energy or Essence interaction.
The power of any spell-caster resides in their ability to channel their own energy in order to upset or redress the balances of energy around them. Using Essence to influence the laws of gravity for example will have an impact on the speed of fall of a stone. Accessing both the earth's attraction and the mass of the stone will having multiplied effects. The stronger the spell-caster, the more they will be able to focus their energy on multiple targets simultaneously. Each energy pattern is locked or "stable", without which the object considered could not exist. The latter would take almost random form, with volatile effects.
The Spell-caster (Mage or Sorcerer) has to study ways of unlocking the energy within a contained environment, thus maintaining control over the object or creature considered, but being in a position to shift the physical attributes of the latter. The "keys" that are used to do this a composed of a series of symbols or runes, that represent the primary forces of nature. Every rune has a specific meaning and also calls upon a certain level of power or Essence. By preparing different combinations of runes, different keys can be generated with completely different effects in the physical world.One has to note that the art of magic is complex and dangerous if used by unprepared or novice individuals. A great deal of research is required by the characters in order to devise new spells, however the following chapter covers a series of "well proven" spells, or known spells.
The following rule applies, and any spell rune combination should adhere to the following logic:
The first series of runes should be linked to thought or the idea behind the spell: this prepares the ground for casting the spell by preparing the "controlled environment" necessary to unlock energy.
The second series of runes should be linked to the target object(s) and/or creature(s), thus clearly designating the areas of focus for the spell-caster.
The third series of runes should designate the effects of the spell or desired results/intent of the spell-caster. This series activates the complex energy interactions.
If this Magic grammar is not respected when preparing or casting a spell, anything could happen, and possibly put the spell-caster in a very volatile situation, even endangering his or her life and that of those around them.
In gaming terms, this approach offers a great deal of flexibility to the players and the M.T. Spell creation and research is an exciting challenge but has to be treated with great prudence as it is a fine art. The scope for players is boundless and offers hours of fun and creativity to all involved. At the end of the day, the M.T. has the final say on the reliability/feasibility of any spell created, but there has to be scope to progress this development as it is a major part of the role-playing game to be able to personalize ones' character as much as possible and surprise others with amazing new magic.
The basic rules that have to apply are the following:
No new spell created can be more powerful or as powerful for less magic points than an existing spell. This is because even if on paper a spell appears to be feasible for less MP's, the known spell has been tested time and time again, and is reliable for the required effects.
Using the spell Reading of Magic, a spell-caster can transmit the knowledge of a new spell another Mage/Sorcerer.
Although Druids and Priests can use magic, players of these characters cannot create their own spells. Their magic is of a slightly different nature, although derived from Mage/Sorcerer spells. A basic selection of available spells is provided in this chapter. The M.T can create spells for these classes using the same method as for the main spell-caster classes. This means that their cost in MP's will be similar to that of the Mage/Sorcerer spells, but that the use of spells by Druids and Priests is more limited, ensuring that these characters are on a level playing field, as the latter have developed more fighting skills.
Druids and Priests project their Essence by the use of physical gestures, based upon meditation, concentration and emotion. Each hand movement and facial expression has similar effects to the rune combinations. These are taught from one generation to the other or in monasteries (Priests). In fact the characters are not aware of the similarities with Mage/Sorcerer magic, but the fact is that their kind have found a different way of channelling their energy that has been mastered over a number of generations. Some hand-to-hand or martial art skills combine physical fighting and spell casting, with spectacular effects.
The use of magic is often associated with heresy, especially when Dark Magic is used (Necromancy, evil mind control spells etc.). In some regions, this type of spell-casting carries the death penalty making its' use exciting but risky. Magic is more present in large cities, even if most spells are carried-out behind closed doors. However, out in the countryside and most villages or hamlets, it is not as easily tolerated as superstition runs riot in these areas, and most inhabitants are less educated and aware. Druid or Priest magic is more common in such regions.
Optional Rule: The Rune Deck: How Does it Work?
· Players can bluff the power of their spells as the rune cards are laid face down on the gaming table. A player is alowed to lay down more cards than the spell as well as lay cards down and not even cast a spell. In RPG terms, the character is pensive, concentrating or even leafing through the pages of a book. This action should be roleplayed.
· Cards are laid face down then flipped over in “Real-Time” to cast the spell
· New Runes can be created then written down on the Blank Rune Card. Each Rune has a Magic Point (MP) cost. All Spellcasters can recuperate MP's through rest although (optional) low Sanity Point Characters suffer from nightmares and restless sleep so they get penalties for MP recuperation. I run this rule as I like the idea that evil deeds or mental trauma has a price to pay on healing and rest.
5)What sort of literary works influenced the creation of the setting?
Books:
Gates of Fire (Steven Pressfield) + Alexander.
Alexander Trilogy (Massimo Manfredi)
LOTR
Magician + following books(R.E Feist): excellent ascension of young characters, also handles growing up and the corruption of power brilliantly.
Illiad and the Odyssey (Homer): heroes of old.
Films:
300 Spartans (self sacrifice=most important theme for me in CE)
Gladiator: determination and revenge before eternal peace.
Alexander (Richard Burton & Colin Farell versions for very different reasons): complexity of the Military Genius: led to his own destruction but also pushed other men beyond their own limits through his leadership: visionary, well beyond his time.
LOTR trilogy: just pure fantasy genius and attention to detail: I had waited for this for a long time.
Blade I (goth kick ass action)
The Matrix (intrigue, action and twisted plot)
Poetry:
Baudelaire: dark, and dark and even darker: disover the dark side of ones existence.
Themes: heroics, self-sacrifice, the real evil is potentially in each and every one of us (Darkun epitomises this), loyalty and the corruption of ultimate power.
Hope this has helped.
Chris
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