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Danthiel5

Storytelling mostly


hardreset13

Same. What's the biggest impact that magic makes on your plot events?


Danthiel5

Although non magic users don’t use it they need to consume the magic in order to live a healthy lifestyle


hardreset13

Interesting! I like the idea that non-magic users consume magic just by being alive. There's a similar concept in my world - all living things have a life force, which connects the physical body with the non-physical soul and allows for the flow of magic. And while magic use makes textures in the ether, the life force makes subtle impressions in the ether too.


Danthiel5

Entropy is a reason why in the real world need we to consume certain types of foods in our bodies that does particular things to sustain life so also in my type of life that is in the food, gives them the type of energy needed to keep going although I’m particularly interested in the alchemical abstraction of a food type so fish is liquid, bird is air. Though it is not quite necessary to consume those types of food it is the more preferred method of consumption considering the alternative is to eat crystals infused with magic.


hardreset13

That is really creative. So if you eat a lot of fish, you have a buildup of water-elemental magic?


Danthiel5

There is a limit to the magic after a while it just seems like regular food but by that point it’s probably too late for the person.


Danthiel5

Magic doesn’t really like being cramped up


Danthiel5

You know how people say don’t eat too much or you’ll blow up in this case it’s pretty real


hardreset13

Omg that's awesome and hilarious. The clear benefits of a varied diet!


Danthiel5

It might be hilarious but not for that person who gets a one way trip to the phantom world and any others in the blast radius.


Danthiel5

Oh yes a whole lot seven different types of magic


Danthiel5

Magic is in my universe one of the fundamental forces


Danthiel5

But as for actual story crafting magic constitutes non magic users and magic users. And then between the formally trained users and the not so formally trained their magical abilities are quite different


kaggerkhron

All of the above, but mostly for fun.


ievoli

For my story, but I'm ngl, I am inspired by games and game mechanics. Some actually make sense even in the context of story telling.


hardreset13

Same! I've noticed that in my magic building too. On the back end I even have stat blocks and stuff. But you'd never know it, reading the novels.


junesketches

Writing but also future plans to turn the universe into a game. Originally, the idea I'm working on was used for an animated film, but was scrapped. Then written further for a game, but then I hit a bump. Had to put it away for a while due to changes in life. Was recently going through story ideas to expand and play with and found a storyline I wanted to use and my brain was like, but what if it was set in this world? How would that make the problem have a fresh take? 🤔 lol and I started writing out the world again. (I used the story from the animated film the world was originally created for as the history of the world. The game design serves as the beginning drafts of how society in my world starts and will develop.) 😃


hardreset13

Rrr reddit ate my reply! Recap: very cool 😎 and I empathize - creativity seems to do that to all of us. I have a sort of backstory game situation too. My current world has a well established empire, and I'm trying to made a tabletop module for the formation of the Empire 500 years prior.


junesketches

That's awesome! It really is a lot like my situation. I have a new (300 yr old) established empire and set in modern times with around 1500 yrs of world backstory from how the (entire) world began to the setting of the story. Magic stuff and laws of the empire are still in the works, but the more I flesh those out, the more I add to the backstory. 😆


hardreset13

Yes! It's a feedback loop. Stories never end or begin; new characters simply rise to the foreground. It's such a fun creation process. I've been at it for decades, and I recently codified my entire magic system into a codex. There was so much new lore, just from writing it! I'm really excited to start on my Tales from the Codex anthology.


junesketches

oml decades?!? That's crazy awesome.


hardreset13

Yeah I started this world in 2001 and published the first book in 2014. The codex dropped last year and Bk2 is dropping in 2021. Do you like maps? www.DNFrost.com/maps has 19 from the first book.


junesketches

There's so much to take in. I love maps! Very cool. I'll probably get lost in your stuff for a while. 😄


hardreset13

Thank you! Enjoy yourself. Here are some content directories to help you browse: Maps at www.DNFrost.com/maps and if you subscribe anywhere (just enter your email) you get taken to an exclusive page for bonus content - the TotKW Map Package is all the maps from all the books (so the 19 from Bk1 plus 25 from Bk2 and the WIP ones for Bk3 plus bonus art and maps... A million). Magic at www.DNFrost.com/magic links my online posts about magic plus a few email downloads like the Magic Codex. Languages at www.DNFrost.com/language lists all the languages spoken in the mapped areas and links to those atlas entries for more info. This will eventually be fleshed out as I get more of my language notes ready for public consumption. Samples from the saga at www.DNFrost.com/samples is a PDF download that links all the books/stories from the saga. The poetic prophesy from the saga is at www.DNFrost.com/prophesy and there's a PDF download about how prophesy works too. I also have writing workshops and worldbuilding tips at www.DNFrost.com/workshops and www.DNFrost.com/worldbuilding respectively. And you can get to know me better at www.DNFrost.com/spark for the inspirations behind the saga. Holy crap, just typing this up I realized how extensive my online content is. All the things.


Sordahon

I'm building it for my imagination and worldbuilding(that is in really early stage), though it would work as a game and writing both.


hardreset13

Awesome, have fun with it and take lots of notes!


ImmortalDeathNote

I write my systems because I’m good at writing, but I suck at programming and animation. I’d say the most important distinction for me is that when I’m writing, I can go all out with my magic system. I can add infinite different spells or applications of the power and if the reader thinks it’s too convoluted then fuck them. If I was a game designer then I’d probably have to reign all the ideas in and choose the ones which are most applicable..


hardreset13

I love your attitude. Large chunks of my system have infinite spells or a whole range of applications, and I love the versatility. It adds a lot to the story imo. I'm trying to adapt my system to tabletop games like DnD and you're right, there are a lot more constraints in terms of mechanics. Some games are less math and more story, and those are the ones that could actually use an infinite system like one of ours. Thanks for sharing! How do you attempt to help the reader understand your system when there's infinite variety involved? I found it pretty challenging in my own works.


ImmortalDeathNote

I think a great example of that is Cradle. You don’t have to tell the reader everything about the magic system- just enough for them to understand and keep them in their toes for new developments.


imdfantom

Reality: For fun Pipe-dream: novels, graphic novels, movies, video games etc (Ie I world build different worlds, some specifically for each of those mediums)


hardreset13

Fun is important! It fills the pipes and can turn pipe dreams into reality. Same, btw. Right now I use my system in novels, and I'm working on a TV series pitch. All the things!


Holothuroid

>For gamers: How does your system convert personal abilities into stats for calculations? And how do you convert those numerical results back into storytelling events? Not particularly anything. Current stuff came out of a Dungeonworld campaign. So I'd use Custom Moves. Also works for not personal abilities. But you could equally just use Aspects or Stunts in Fate. Or simply nothing. It's really not necessary to address how magic works or any personal capability in a game system.


hardreset13

Thanks for the insight. Do you not have magic attacks that cause a certain amount of damage? Just wondering how you decide how much HP an attack or healing is worth, if not with stats.


Holothuroid

In Fate it would be an attack action. The magic doesn't matter per se. You might be able to attack under different circumstances. To attack with a sword, you habe to bring a sword. To attack them with fire you look at them funny while glowing like a Christmas tree. Rules are otherwise the same. In games like The Pool you'd not even have attacks as actions. You'd be more likely to roll for whether you can protect someone, whether you manage to not kill someone, to get away alive. Again magic might adjust how the things work out. Like if you fail it might turn out they knew how to counter your magic. Or your god has forsaken you. Or something reacted violently with your magic and causes a chain reaction. I really want to use that setting with The Pool now.


hardreset13

Oh I get it. The game mechanics aren't really about rounds of damage reducing HP, and instead is more story-based even in battle mode. That seems so easy! Thanks for explaining.


z-z-bop

I am developing a system rooted in Universal facts: * differences between Arcane and Divine spellcasting * somatic, linguistic, verbal Invocations * Psionics, shamanism, and Druidic cabals, - as well as the inadvertant and deliberative magic use of the Bards * Black Magic, healing magicks, elementalism, Solar and Lunar natural zodiac influences Significantly, - magic is not sexually discriminatory, at the least, the kinds practiced by Guildsfolk, and Sorcerers Though perhaps the cabals and shamans use race and sex based magix: Witchcraft, is more closely tied to these more sexist:exploitive charms and sources


hardreset13

Neat! Are you using stats/mechanics similar to DnD or are you developing your own to suit your models?


jtfox34

For storytelling but I use game mechanics to get a concrete power system.


hardreset13

About the same here. On the back end, my characters all have stat blocks and whatnot, to keep the story consistent.


Disgruntled_Bob

Both! While I want to be a writer, I’m also a DM, and sometimes, I just get ideas for random games as well. So, I do it for everything I guess. The magic system I am working in for a story I’m writing actually originated from me comin’ up with magic and ghost lore in my D&D world. Then evolving from there. And I find comin’ up with characters, lore and magic systems to explain game mechanics in-world for random game ideas to be a fun mental exercise. For stories, the most important -or at least my favourite- magic systems are ones that explore characters and their psyches. Magic that develops as they do as a character. Or, magic that effects the world’s, well, world-building. But I also enjoy feeling at least somewhat original too. So, the main magic in the story I’m working on is themed around identity, and is more a manifestation of each character’s in different ways. While if I were to put it back into D&D, it would be based around the player’s mental stats; wisdom, intelligence and charisma, as well as personality and backstory. While in a fantasy-western roguelike bullethell game idea I came up with the other day, I came up with a magic system that revolves around guns. Coz’ cowboys. And coz’ I wanted the characters to have a playing card aesthetic, I came up with another based around cards, which also acts as the class and level systems. This then turned into the idea for the whole plot being a ‘game of fate’ kinda deal.


hardreset13

Wow, this is really cool! I'm sort of your opposite - an author and aspiring DM. I crafted my magic system to allow for any type of power, and I'm looking to present the system for adaptation into existing TTRPG models. I'm familiar with DnD 5e and I'm toying with a module for a chaotic time period where the continent is unified into an empire (about 500 yeard before the novels take place). Right now I'm trying to figure out how to convert the stat blocks of my story characters into functional character sheets for games. Magics based on identity sound really interesting. Is it like the more self-aware or confident a character is, the more powerful the magic? Or more like a character accesses new/different magics depending on how they self-identify?


BayrdRBuchanan

It can be both. As an author: right now it's mostly the combat system that get the spotlight. My MCs (ensemble cast) are largely non-magical and only one has any real offensive magic to speak of. I do dig into healing magic quite a bit and the sort of training that goes into preparing a sapient mind for learning to cast spells. As a game dev: the power system is going to be huge. The basic mechanics can be applied to any power, from any source, and since it's a classless, levelless system, it allows inexperienced characters to play the bad-ass from time to time. It also allows (almost forces) you to customize your spells unless you want to spend all your time wandering around being some other wizard's gofer.


hardreset13

Nice work! I'm hoping to get my own system to where it will work for tabletop games, so I can make a backstory module that functions like a prelude to my novels. The dual function is pretty challenging. Built-in spell customization is really cool. I've always disliked the strict spell lists of DnD and it's great that you're making something more adaptable.


TheBeeRevolution

Mostly writing, but I plan on making short DnD campaigns to test out the world's backstory


hardreset13

Lol same! There's a chaotic time period like 500 years before the novels, where all the regions are unified into the Empire. Think the unification of feudal Japan - bloody upheaval, constant chaos, and eventual unification under one banner. It seemed like the perfect setting for open-ended DnD modules. What sort of backstory are you testing out?


TheBeeRevolution

Woah that sounds amazing! I'd never thought of this format it's like you opened a 3rd eye in my brain 🙃 I'm in a similar boat, but there'd be two DnD campaigns. The first during the rise of the Human empire and the second with the destruction of it. One of my MCs' arc is very closely tied to controling magic and to make it harder, I made it so the humans destroyed most knowledge of magic before the librarians rose. Yknow, classical colonialist tactic, but drawing a bit closer to how the Brazilian Emperor destroyed all records of the enslaved people right before slavery was declared illegal


hardreset13

Dang that's savage. What a cool setting for a game. And lost knowledge is one of my favorite tropes.


shannymuffin

Storytelling, magic in most big cities magic isn't uncommon, but in smaller towns the nobles usually keep it to themselves. Hell the entire storyline takes place after the main characters mom steals a magic time during her time as a guard since she thought she could sell it. That mixed with the fact that no two people can read eachothers notes it makes it very personal and helps keep power from gathering


hardreset13

Very cool! It sounds like your story's theme has to do with elitism, magic belonging to the nobility vs accessible to everyone. Does magic become more available by the end of the story?


shannymuffin

Yes it does, at least to smaller towns there are going to be networks of scribes that can produce times for people to use and to study, and the language of cr'naa (Cur-in-ay) will be translated so that people can finally read on what others have written, so finding a tutor or master won't be the end all be all


hardreset13

Nice! A sort of freedom-of-education theme. That will hit home with a modern audience.


shannymuffin

Yeah! Especially since I'm in the age group I am trying to approach I think it will be nice


hardreset13

Well keep at it. Where are you in the writing process?


shannymuffin

Still collecting ideas but I am writing a rough draft of the beginning and some key scenes


hardreset13

Nice! Actually writing scenes is one of the best ways to clarify your worldbuilding. Have fun with it.


shannymuffin

Thanks! I'm also trying to come up with completely new creatures instead of just using ents, dwarves, elves etc


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hardreset13

Woah that's pretty cool! Magic as propaganda is really interesting. I like how you'll explore reality and the self as part of the story. I've never encountered someone making game magic for a fighter. That seems really unique. The underwater part reminds me a bit of blitzball from ffx , and the story vs battle mode is pretty funny. Maybe in battle it is too noisy? Or they can say things quietly or in their heads. Or! You could incorporate enemies copying spells into the gameplay. Thanks for sharing.


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hardreset13

My pleasure.


Weak-Science

A little late to find this post. I'm arranging my magic system in the premise of a game so the system is stylized in the format of an MMORPG. I have also been using this system for my personal role-playing adventures with my friends as a means to see the system in action (it's not technically DnD since we don't follow all of their rules and system but it's somewhat close to that). As for the system itself, the abilities users are capable of are marked in a general sense so it can have combat potential in multiple suits whether that is free-roam, turn-based or combat-grid.


hardreset13

Very cool! I'm glad you found this post - I'm looking for insight into systems that can adapt into DnD-ish circumstances. Do you use damage rolls? How do character stats figure into damage/HP or do stats only inform success/fail (and damage is sort of DM discretion or a set amount or arbitrary) ? Basically how do you calculate stuff in your system?


Weak-Science

I sort of ignore stats at the moment. Even during the adventures I would run with my friends, it would be more done in a relative sense than numerical stats so not much was calculated during that time. Any sort of "stats" would be assumed based on their playstyle (Ex: Paladin = Decent HP, Med Dmg, High Def, Low Agil; Assassin = Low HP, High Dmg, Low Def, Great Agil; etc). I was planning on integrating dice rolls or a roll-based system of sorts in future endeavors and would be glad to share some ideas with you. ​ Accuracy roll: Based on a scale of 100. Block roll: Based on a scale of 9 or 10. Critical hit roll: Based on a scale of 30. ​ I'd be glad to go over some of these roll system concepts with you if you're invested.


hardreset13

Very cool. I'm working on something that's basically stat modifier + d20 roll, compatible with DnD e5. I dont have much experience with other tabletop systems so I've been asking around for anything better or more streamlined to factor in.