I have been working away on my current PBTA game about social justice wizards, titled Circles of Power. It’s a game about marginalized communities and the wizards who defend them against an oppressive society.
Some of the new tech in this includes..
1) A favour economy that the GM keeps track of secretly, which guides NPC reactions and community acceptance.
2) A very focused set of basic moves, with four available at the start of sessions and five during play.
3) Procedures for creating magical spells on the fly, inspired by the Warren’s innovate move.
4) Spell evolution and refinement as a replacement for experience.
I have produced a limited, signed and numbered print run for the Apprentice Edition, an ashcan version. It’s been pretty popular at Dreamation, Pax East, and Breakout con so far, which is why I am putting a handful of copies up for sale if people want to order them.
If you are interested in this new experimental PBTA game, check out the link below!
One of the key pieces of my current revision of Wizard World (my Ars Magica hack) was arriving at some spellcasting…
One of the key pieces of my current revision of Wizard World (my Ars Magica hack) was arriving at some spellcasting moves I was happy with. It’s been a big hit with early playtesters, but I’d love to hear feedback from the community.
Thanks in advance!
The baseline requirements for casting a hermetic spell are:
– About 10 seconds of clearly enunciated arcane words and gestures.
– A single target.
– The target must be clearly visible.
– The target must be within the distance the caster’s voice could carry (about 50 paces).
– The duration must be momentary or concentration.
Spontaneous Magic
When you spontaneously create a significant magical effect, build the spell using the process described in Crafting a Spell, then roll+Technique. On a 10+ the spell works exactly as you described. On a 7-9 the spell works but you must choose a mishap from the list below. The GM will interpret how the mishap manifests. On a 6- you lose control of the magic.
– The effect is weakened.
– You suffer strain (in addition to any you may have accepted in the casting).
– The magic draws immediate, unwelcome attention.
– The spell has a problematic side effect.
– You lose concentration on other spells you are currently sustaining (you can’t choose this if you aren’t concentrating on any spells).
– You gain +1 Warping.
Crafting a Spell
Begin by describing your intent and agreeing with the GM about the Technique and Form involved.
For each point of mastery in the spell’s Form you may make one choice from the list when you build your spell (each point of strain you accept allows you to make an additional choice). A – 1 score in a Form means you must accept 1 strain to cast the spell (and you may accept further strain to make further choices).
– Far – the spell can affect any target the caster can see.
– Area – the spell can affect an area rather than a single target. Once = an entire group or everything in a room; Twice = everything within a defined structure.
– Precise – the spell can be precisely controlled. This could be a small part of the target or select individuals within a group. May also apply if you are using Creo to conjure something or Rego to move something and you want to hit a target that is moving quickly or erratically.
– Persistent – the spell will persist for a while without requiring concentration. Once = 2 minutes; Twice = until the next sunrise or sunset (which ever comes first); Thrice = until both the new and full moons have set.
– Still – you can cast the spell without making obvious gestures.
– Silent – you can cast the spell without needing to speak in a clear, loud voice.
– Quick – you can cast the spell very quickly. When multiple magi cast spells at once, the spell with the most quick tags goes first.
– Penetrating – the spell will penetrate the target’s magic resistance. Powerful targets may have layers of magic resistance.
– Resilient – the spell is resistant to countermagic. Multiple applications make the spell progressively more difficult to dispel.
– Devastating – the spell will inflict terrible harm.
I joined my buddy John Brooks to attend #Dreamation.
I joined my buddy John Brooks to attend #Dreamation. We had heard a few things about it from other folks at Games on Demand. Played some good games, some mediocre games but the highlight was playing #TheWard, a new PBtA story game by Kevin Petker. This game models medical drama/comedies and hit the tone right on. While we took it the drama route, the game is flexible in all the best ways other PBtA games are but still felt wonderfully specific to the genre (saving lives, interpersonal conflict, the one nurse that keeps the hospital from falling apart). Magpie Games I can’t wait to play it again, even if I have to wait until #GenCon.
Anyone has any news on Rachel E.S. Walton ‘s The Long Orbit? This was supposed to be a stand-alone MH’s hack. I don’t think there has been any news on this for about a year or so. Hopefully Rachel is still planning on Kickstarting this.
PS: I’m crossposting this post with the Monsterhearts G+ community.