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#ttrpg #ttrpgredlist
Culture. Faith. Education.
This, we think, should be what determines what kind of magic a character has access to in games where magic exists. Rather than having magic be an open book where all spells are available to choose from,
where your character is from, where they were trained, and what beliefs exist should determine what's available and what isn't. You follow the Goddess of Peace, you don't get harmful spells. You're from a desert region, you might get a lot of fire, sand, and wind spells.
We had a character from an Arabian-like kingdom, so when we made a magus, we restricted elemental spells to fire and wind. The character had a few other spells to round things out (extra movement, buffs), but we decided that most of the spell list was out-of-bounds.
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#ttrpg #ttrpgredlist
For us, a good RPG is one that allows you to explore the setting, in any way you wish, and support you in that goal. The mechanics should be able to support this desire, and the characters you want to make within the confines of the setting.
If the game doesn't have a setting, it needs to support the players (and game master) in the genre of the game - a fantasy RPG supports playing in a fantasy world, a cyberpunk RPG supports playing in a cyberpunk world.
And we believe, a good RPG needs to be able to provide the group options. For example, a cyberpunk game should provide support for street level, corporate, military, gang, media, entertainment, or sport-star characters. (Cyberpunk 2020, and Shadowrun, are excellent for this).
Read 22 tweets

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