DarkTerra.com

DarkTerra.com

  • October 16, 2019, 01:16:23 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

Complete Site redesign. New theme, new software, new Logo! Please register if you want to download the rules!  If you need to email the Admin, click here

Darkterra is a Pen and Paper role playing game, developed by avid gamers with decades of experience with a vast array of gaming systems. The system is fast paced, but realistic, and every single action can be resolved with the rolling of 2 dice. 

Pages: [1]   Go Down

Author Topic: Fantasy/Magic Module  (Read 7452 times)

Gil

  • Guest
Fantasy/Magic Module
« on: October 16, 2006, 05:19:55 AM »

I know we talked a little about this on Sat. but I wanted to get a topic started for when we get serious about this :).
Logged

Athion

  • Administrator
  • Warrior
  • *****
  • Offline Offline
  • Posts: 140
    • DarkTerra
Re: Fantasy/Magic Module
« Reply #1 on: October 16, 2006, 07:12:11 AM »

Awesome Idea :)

I might just make a "DarkTerra: Multiverse" forum for when we get to that point (when more people are posting that is :) ).
« Last Edit: October 16, 2006, 07:36:40 AM by Athion »
Logged

Jorek

  • Contributor
  • Mutant
  • **
  • Offline Offline
  • Posts: 12
Re: Fantasy/Magic Module
« Reply #2 on: October 16, 2006, 07:14:04 AM »

I really don't see how it would be a problem to do. All the mental mutations could be spell effects. Racial issues can be dealt with by the special abilities.
Logged

Athion

  • Administrator
  • Warrior
  • *****
  • Offline Offline
  • Posts: 140
    • DarkTerra
Re: Fantasy/Magic Module
« Reply #3 on: October 16, 2006, 07:22:44 AM »

Yup, and we were talkng about a spell point based system, so maybe INT = Spell points (or some formula thereof) :)

Although, we could even stick with the model we have now for mental mutations, where each succeeding spell is weaker than the one before it...

I kind of like spell points though :)
Logged

Gryffyn

  • Contributor
  • Warrior
  • **
  • Offline Offline
  • Posts: 64
  • Sweet frickin' Orion slave girls!
Re: Fantasy/Magic Module
« Reply #4 on: October 16, 2006, 08:27:32 AM »

A magic system could be awesome and I don't believe it would be hard or impossible to create or implement.
Logged
...And now for something completely different.

Gil

  • Guest
Re: Fantasy/Magic Module
« Reply #5 on: June 04, 2007, 05:55:58 AM »

How about something like MagicTerra for that module and setting?
Logged

Athion

  • Administrator
  • Warrior
  • *****
  • Offline Offline
  • Posts: 140
    • DarkTerra
Re: Fantasy/Magic Module
« Reply #6 on: June 04, 2007, 09:18:57 AM »

I like that... it tells you thre is magic involved, without tying it to a specific genre (such as fantasy).
Logged

Gil

  • Guest
Re: Fantasy/Magic Module
« Reply #7 on: February 21, 2008, 03:30:23 AM »

Thinking seriously about this again, just wanted to say that  :P
Logged

Athion

  • Administrator
  • Warrior
  • *****
  • Offline Offline
  • Posts: 140
    • DarkTerra
Re: Fantasy/Magic Module
« Reply #8 on: February 21, 2008, 04:43:26 AM »

OutStanding!

To be honest, I have been thinking about the game in general... we need to get together and get some gaming done. Plus if you start writing some on this, it will get me motivated to do some more too :)
Logged

Gil

  • Guest
Re: Fantasy/Magic Module
« Reply #9 on: March 26, 2008, 01:36:06 AM »

Were you ever able to find your notes that you wrote down on this from our discussion?
Logged

Athion

  • Administrator
  • Warrior
  • *****
  • Offline Offline
  • Posts: 140
    • DarkTerra
Re: Fantasy/Magic Module
« Reply #10 on: March 26, 2008, 03:39:56 AM »

Yes, but they were pretty sketchy Here is what I found on my thumbdrive (I think I may have handwritten some stuff though, because I remember us talking about more stuff than just this) :

DT Magic System

2 Types : Inherent and Learned.

Inherent :

Low power level, one actual “ability much like a mutation.

Learned :

Schools of Magic test the student… skill based magic/schools will then provide the spell for X$  this allows the GM the ability to control where and when spells will enter the game

Wild type magic that is inherent… but powerful. Inherent Mages (called Wild Mages) cannot learn learned magic.
Logged

Gil

  • Guest
Re: Fantasy/Magic Module
« Reply #11 on: March 26, 2008, 04:40:51 AM »

Cool, that is something to start with and it might jar my memory on where my thoughts were headed at the time :)
Logged
Pages: [1]   Go Up