Fudge RPG - Magic: Spells for Gramayre

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From: EtsMith

Date: Mon, 04 Oct 1999 00:17:33 GMT

Subject: Magic: Spells for Gramayre


   You Did State;

***
That being said, its boring and defeats the point of Gramarye if PC
mages never do anything new. The ideal set up as I see it would have a
short list of pre-made, generic effects. These would allow players new
to the system to start up quickly. But after a few sessions the "box"
would become uncomfortably small, and they would be motivated to try new 
effects. However, I'm not writing such a list so feel free to ignore me.
***

   I have been fiddling with the Gramarye of late, implementing a few nips 
and tucks to make things run a bit smoother. One of the best things I did 
was to codify and streamline the procedure for calculating mana cost so that 
an outline could fit on a one-sided cheat-sheet. With the procedure laid out 
right in front of them, my players have become -much- more creative in their 
spell use. Spell creation has become a game in and of itself in fact, as the 
players try to juggle modifiers and props to see if they can get the exact 
effect their looking for at minimum cost. I have been thinking of writing 
down a list of some of their more creative results and posting it.

   P.S. By the way, you folks may want to edit the "Subject" heading of 
these documents more often; the one I'm replying to had "Re:" listed five 
times.

                                        Insightful Yet Snippy.
                                        E.T.Smith

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