Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 5/3/83; site ukc.UUCP Path: utzoo!linus!philabs!cmcl2!seismo!mcvax!ukc!tgm From: tgm@ukc.UUCP (T.Murphy) Newsgroups: net.games.frp Subject: fizicks in d&d Message-ID: <5047@ukc.UUCP> Date: Mon, 15-Apr-85 07:17:33 EST Article-I.D.: ukc.5047 Posted: Mon Apr 15 07:17:33 1985 Date-Received: Thu, 18-Apr-85 20:27:15 EST Organization: Computing Laboratory, U of Kent at Canterbury, UK Lines: 64 >net.games.frp.physics is a great idea! I'm a technical type, and i always >enjoy a game more when there is a semi-plausible physical explanation. >This also helps figure out tricky questions, such as mana depletion. I agree wholeheartedly with Mr. Kahn. To me, a system of physics governing magic is essential. The way I see magic is as a subset of an overall system of physics. In no way inconsistent with the normal laws of physics. This brings up arguments like the following: Argument: If you are invisible then all light passes through you so you aren't seen. But if this is so, then there is no light reaching your retina so you shouldn't be able to see. Counter argument: The invisibility spell is illusion/phantasm not alteration. So you are in effect invisible because Those who are affected refuse to acknowelege your presence (like a S.E.P. field). This is why it is negated when you attack (How can you ignore someone who is attacking you?).Discovery: So if you are invisible and you stand in front of a small object (a secret door, say) then your oponents should not be able to see it since they `refuse' to look at you. Answer: Try it and find out! Physics is still physics; the heat has to go somewhere after a fireball. You don't end up with such idiotic things like gunpowder not working for unexplained reasons (cf. Greyhawk by the Great Ghod Gygax). I prefer my players to know the how and why of the world they are living in so they can make intelegent decisions instead of stumbling around in the dark. I admire Niven's fantasy stories for their adhearence to the laws they set up and I get many of my ideas from him. Magic in my world is driven by taping the power flow from the positive material plane to the negative material plane. (I see these not as being the source of good and evil but as the source of light and darkness, no mysticism) Normal space has a certain permability to this power flow. Thus effectively causing your regions of high and low mana. An apprentice learns you to create micro- scopic gates to both planes and to chanel the power flow from one to the other (the notation black and white holes has just occured to me). The higher in level the larger the gate one can control. So a fireball is a split-second gate to the positive material plane 1mm cubed. This is effected by opening your gates and shutting the negative of just before the positive. Cold is a bit more tricky. You have to open a gate to the negative slightly larger that the positive and create a siphon effect. Sorry to be so technical but I find this type of discussion a large part of the enjoyment I get out of D&D. Of course those who run a hacking campaign or a `lets keep the players in the dark so I can fiddle it as I want' or a `I make it up as I go along' will probably find this /realistic/ viewpoint objectionable. Just to Theoretical Physics and Magic go hand in hand. {decvax,seismo}!mcvax!uck!tcdmath!jaymin Joe Jaquinta; c/o D.U. Maths Society; 39.16 Trinity College Dublin; Ireland -------------------- Please don't use reply. I don't live where this came from. Send mail to the above address.