Magic as a Narrative Tool (Guide): Difference between revisions
From Hofborg
(Created page with "Category:TOCCategory:Rules I can offer some thoughts on how I'm thinking of approaching the balance of magic to melee ... Aside from the fact that the guild about explains we are generally on the "low fantasy/low magic" side of the RP spectrum, I think the real issue is in how it feels in the RP. I would say that as long as magic solves less then a third of the guild's role-play troubles we are going to keep the feel we are going for. How that works out is up to...") |
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[[Category:TOC]][[Category:Rules]] | Hofborg is a low fantasy setting and thus we beleive that magic should solve less then a third of the guild's role-play troubles.<includeonly> [[Magic vs Melee (Rules)|Read More ..]]</includeonly><noinclude>[[Category:TOC]][[Category:Rules]] | ||
I can offer some thoughts on how I'm thinking of approaching the balance of magic to melee ... Aside from the fact that the guild about explains we are generally on the "low fantasy/low magic" side of the RP spectrum, I think the real issue is in how it feels in the RP. I would say that as long as magic solves less then a third of the guild's role-play troubles we are going to keep the feel we are going for. How that works out is up to everyone agreeing to share the story telling. | I can offer some thoughts on how I'm thinking of approaching the balance of magic to melee ... Aside from the fact that the guild about explains we are generally on the "low fantasy/low magic" side of the RP spectrum, I think the real issue is in how it feels in the RP. I would say that as long as magic solves less then a third of the guild's role-play troubles we are going to keep the feel we are going for. How that works out is up to everyone agreeing to share the story telling. | ||
Revision as of 00:10, 20 November 2022
Hofborg is a low fantasy setting and thus we beleive that magic should solve less then a third of the guild's role-play troubles. I can offer some thoughts on how I'm thinking of approaching the balance of magic to melee ... Aside from the fact that the guild about explains we are generally on the "low fantasy/low magic" side of the RP spectrum, I think the real issue is in how it feels in the RP. I would say that as long as magic solves less then a third of the guild's role-play troubles we are going to keep the feel we are going for. How that works out is up to everyone agreeing to share the story telling.
If we have one mage who is solving a third of the troubles and a new mage joins, the first mage needs to make room for the new arrival so they can get their RP. This is the same kind of "sharing the screen" we all need to do when we have more cooks or crafters, or scouts, or skalds then is strictly needed.
In these cases, I feel as if honest RPers will shift and adjust. The cook becomes the "better baker", letting the other cook become the "better brewer". As long as we are all sharing the screen and we keep the "magical solutions" less then 1/3 of the RP I will be happy.
If that doesn't happen, then I'll talk to the players involved about how they can better share the screen.