"Extra Motivation" - how to do magic in Genesys

By DarthDude, in Genesys

"Extra Motivation" was the title of the last Genesys article from 29th September (grrrr). So far we have sadly no infos aside from what we already knew from Star Wars. The major meat of the game is still shrouded in mystery though Genesys is already in print and we are in Q4 for some weeks. The success of the game will be determined by the way they resolve the specifics of each genre. But when we break down thos specifics into mechanical details those specifics can be handled universaly. If I cast a fireball or throw a grenade, the mechanical resolution will probably the same, it's rather the narration that differs. To enhance spells, add universal qualities to it, grant it universal magnitudes etc like it is done for the force in SW. What we know so far by the Runebound char sheets is, there are skills for different kinds of "magic usage".

My approach would be, grant a sizable pool of universal qualities you can aply to gear but also to supernatural effects like magic. In combination with a pool of universal talents (and enhancements like for force powers in SW) you would be literally able to really reproduce any desirable effect.

To play a bit with this approach, let us reproduce some classic non-combat spells with means described above.

Example from D&D:

Heroism: A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to bein g frightened a nd gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

I'd say here we have the quality of immunity to a certain kind of effect, in this case fear. And the boost of hit points, I would add one wound for every leftover success. This could be also a quality enhancing the wound threshhold.

How would you imagine the following spell from D&D with narrative dice mechanis?

Suggestion: You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

Any other ideas on depicting non combat spells?

Quite a number of buff spells could simply be of the variety "for each success, upgrade Skill X; for each triumph, upgrade the underlying characteristic". Heroism could be Discipline. Suggestion could be Charm.

I'm interested in hearing more about your universal qualities pools. How do you manipulate the qualities in terms of cost to use them/combine them. How do you gain new ones? If they're universal, can they really be combined on the fly? I find that idea very appealing, but it can lead to some analysis paralysis at the table.

Wow. Talk about coincidence.

Preview of Magic in GeneSys .

On 10/24/2017 at 8:00 AM, Dragonshadow said:

I find that idea very appealing, but it can lead to some analysis paralysis at the table.

To avoid it, have a session zero and go over the listings with people that want to be casters, and then my heavy handed (read basically require) way of avoiding it would be to have the pc playing a caster to write down several spells before hand to have ready. Spread sheets will be very powerful. Activate the qualities you want and get an output of difficulty

Essentially have them commit to a "hotbar" of abilities, perhaps with a teeny-tiny mechanic-based incentive for sticking to them?

I think the most important question to ask is: "What is magic in my game?"

The two extreme options are.

1. Magic is a handgun, a sword, shield or a utility belt. It is used like any other mundane weapon or tool. Do I put armour piercing bullets in my gun, do I use a sniper rifle or a shotgun. Those questions apply to magic and it's just as mundane. Magic is accepted as that in society and using it is not a problem in relation to society.

2. At the other end of the spectrum we have the mysterious magic, that is alien and inhuman. Using it is dangerous and unpredictable. It cannot be used as a handgun and even a mage will have to carry a weapon, because magic does not work for a quick draw situation. Magic requires study and experimentation, but even with that, the outcome is not 100% certain. Magic is not accepted by society and using it openly causes problems.

Consider two different spells, that could also be simulated as effects using a more freeform magic with two very different perspectives.

1. Fireball - a D&D spell. A typical example of a mundane bazooka spell using bat dung as ammo.

Quote

A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6 ) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack , or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Material Component

A tiny ball of bat guano and sulfur.

2. Acursed eye from CoC - a good example of less weaponized magic.

Quote

Casting time: 30 minutes

This spell can be used to see out of another’s eye socket. The target’s eye must first be removed in a ritualistic fashion, and a small piece of unwholesome flesh (gouged from the caster or another sacrificial victim) is placed in the empty socket; the victim, if aware, should make a Sanity roll (1/2 loss). The unwholesome flesh immediately binds with that of the victim. Over the next 1D10 hours a new eye grows. The victim is wracked with headaches during this period. Once complete, the caster can meditate, allowing him or her to see out of the victim’s new eye. It is possible for the victim to be unaware of the magic upon them (i.e. they do not remember the ritual due to insanity, or they were unconscious). Eventually, after 1D6+1 days, the new eye explodes, causing 7 damage to the victim. A ritual may reverse the original spell (see Cleansing Ritual, page 66), or the eye may be forcibly removed - causing 5 damage, plus a Sanity roll (0/1).

Using the first spell is the same as using a bazooka. Using the second spell is different. It's very specific in the application and just the idea of using the spell is a bit disgusting. It can lead to an in character debate as to the justification of using that spell even to do good.

Of course there are magic systems that lie between the two examples, but it doesn't really take a lot for the magic system to tip over and just become mundane weapons, despite the mysterious fluff text describing the spells. What people remember is range, damage and casting time after a while. Determing what you want your magic to be and feel like is the first step. Then an overall mechanic must be put in place to secure that idea, because otherwise it will never be more than a distant idea, once the dice start rolling. The magic system as presented in the preview seems like weapons and gadgets with different ammo and settings. That works fine for a lot of settings and if you like magic that way. But if you want magic to have some mysterious quality, it must be secured by mechanics, what you can do with magic, what the consequences of using it is, how easy it is to use and how society reacts to magic.

Edited by Gallows