Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site x.UUCP Path: utzoo!linus!philabs!cmcl2!seismo!harvard!godot!mit-eddie!cybvax0!frog!x!john From: john@x.UUCP (John Woods) Newsgroups: net.games.frp Subject: Re: Limiting Magic Message-ID: <460@x.UUCP> Date: Thu, 4-Apr-85 17:18:53 EST Article-I.D.: x.460 Posted: Thu Apr 4 17:18:53 1985 Date-Received: Sun, 7-Apr-85 09:34:11 EST References: <1179@reed.UUCP> <26000002@siemens.UUCP> <12303@watmath.UUCP> Organization: Charles River Data Systems, Framingham MA Lines: 17 > magical potency). In the Niven stories, the manna in an area never > came back once it was used, so flagrant use of manna in a particular > region exhausted that region forever and magic would never again work > there. An interesting situation for a campaign...a world on the edge > of manna depletion, trying to survive reality. Images of a Swords and > Sorcery Morrow Project spring to mind... > Jim Gardner, University of Waterloo If I recall, in Niven's story, sacrifices would restore some quantity of manna to an area (I believe there were other ways, but that was the most effective, and it wasn't terribly so). Given that, it seems like you could work up a really good campaign (if you rate campaigns on dramatic tension). -- John Woods, Charles River Data Systems, Framingham MA, (617) 626-1101 ...!decvax!frog!john, ...!mit-eddie!jfw, jfw%mit-ccc@MIT-XX.ARPA You can't spell "vile" without "vi".