Post by hengest on Sept 13, 2021 10:52:11 GMT -5
I have been brushing up against this idea for a little while now, but only noticed it and thought of the name "soft magic" tonight. "Areal magic" might be another name for it.
Rather than simply working on tone and "spirit of place" or "sense of place" as I tend to, I want something for the ref or worldbuilder to hold on to if necessary. "Soft magic" is the thing to hold on to. It probably works between values 5 and 8 in my system here, but of course you could use it without reference to any of that or within that system but outside that range.
By soft magic I mean an (often) areal magic of place, variable in extent (forest clearing to entire valley, or perhaps even wider, a whole mountain range). The magic should be limited in place (even if the place is large) but effectively unlimited in time. The valley has these properties, otherwise unaccounted for, that make it distinct from the area around it. These properties might
Further, the magic might wax and wane with natural processes that humans can observe, such as the phases of the moon, the tides, or day and night. For example, a given clearing might have healing properties at night but none during the day, or the other way around (like the area "Erana's Peace" in the game Hero's Quest / Quest for Glory I). Or something else entirely, sinister, detectable by characters, or not.
For a more involved system, the magic / area might respond to the actions of sentient creatures. Micro-actions (those taken by PCs or others in a given instance) or macro-actions (plans put into motion for a village, town, or kingdom) might summon, or tend to summon (random table possible) a certain response, supportive or destructive, from the area.
More ideas and examples to come, I hope.
Rather than simply working on tone and "spirit of place" or "sense of place" as I tend to, I want something for the ref or worldbuilder to hold on to if necessary. "Soft magic" is the thing to hold on to. It probably works between values 5 and 8 in my system here, but of course you could use it without reference to any of that or within that system but outside that range.
By soft magic I mean an (often) areal magic of place, variable in extent (forest clearing to entire valley, or perhaps even wider, a whole mountain range). The magic should be limited in place (even if the place is large) but effectively unlimited in time. The valley has these properties, otherwise unaccounted for, that make it distinct from the area around it. These properties might
- imitate the familiar effects of Vancian magic in some way (bonuses, healing, etc.)
- encourage or suppress certain behavior
- encourage or suppress certain phenomena
- do something quite different (you decide)
Further, the magic might wax and wane with natural processes that humans can observe, such as the phases of the moon, the tides, or day and night. For example, a given clearing might have healing properties at night but none during the day, or the other way around (like the area "Erana's Peace" in the game Hero's Quest / Quest for Glory I). Or something else entirely, sinister, detectable by characters, or not.
For a more involved system, the magic / area might respond to the actions of sentient creatures. Micro-actions (those taken by PCs or others in a given instance) or macro-actions (plans put into motion for a village, town, or kingdom) might summon, or tend to summon (random table possible) a certain response, supportive or destructive, from the area.
More ideas and examples to come, I hope.