Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site weitek.UUCP Path: utzoo!linus!philabs!cmcl2!seismo!hao!hplabs!hpda!fortune!amdcad!amd!turtlevax!weitek!robertp From: robertp@weitek.UUCP (Robert Plamondon) Newsgroups: net.games.frp Subject: Re: Limiting Magic Message-ID: <158@weitek.UUCP> Date: Sat, 6-Apr-85 23:13:42 EST Article-I.D.: weitek.158 Posted: Sat Apr 6 23:13:42 1985 Date-Received: Tue, 9-Apr-85 04:02:31 EST References: <1179@reed.UUCP> <26000002@siemens.UUCP> <12303@watmath.UUCP> <1883@sdcrdcf.UUCP> Organization: Weitek Corp. Sunnyvale Ca. Lines: 32 Most of the answers on "how to limit magic" are intrusive kludges that cause more problems than they solve. A better approach is to go back to first principles and ask some questions: 1. Is it a bad thing for mages to make magic items to help themselves? Admittedly, having player characters act intelligently can be a bit of a shock, but there's nothing WRONG about it. 2. If it IS clear that the quantity of magic items they can churn out is too high, you should reassess the magic creation rules in light of how you want magic to work. If magic is supposed to be technology by another name, then mass production, economy of scale, and other (revolting) things will be likely to work. If, on the other hand, magic is an obscure and difficult art, making magic items is likely to be time-consuming, erratic, and expensive. Just HOW time-consuming, erratic, and expensive it is is up to you. 3. Restrictions that are presented in terms of campaign-world problems, like materials costs or the time it takes to get something done, are more palatable than arbitrary rulings that a mage can't make more than x items without turning into a vegetable or something. 4. To simulate the arcane, hit-and-miss approach to magic, large portions of the rules should be kept secret from the players, which will force them to use trial-and-error, or steal other magicians' secrets. Robert Plamondon ..!decwrl!turtlevax!weitek!robertp