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Deacon Blues
06-20-2005, 08:46 AM
I figured this belonged here more than in the Magic Burner folder.

Sorcery as written in BW implies a particular metaphysics to the world: this is what the universe is made of (Fire, Water, Anima, etc), this is how it can be altered, etc.

If you want to create a setting with a different metaphysics (to pick a few names at random: Life, Time, Spirit and Substance), how would you make the spells for it? Are there any guidelines for judging appropriate Obstacles and Actions?

I've taken a look at the Abstractions rules, and I think I could fudge some workarounds through there, but I wanted to see if there wasn't anything else I should turn to first.

Kaare Berg
06-20-2005, 09:54 AM
There are one way to look at it, emotional attributes, based on faith. But take a look at the Abstractions. What you are proposing to do is to change the element bit, impetus, range, duration and all that can remain the same.

Why re-invent the wheel?

Deacon Blues
06-20-2005, 10:55 AM
Why re-invent the wheel?Heh. ;)

You're right; all I'm really changing are the Elements. But the elements have different Obstacle and Action costs, so I'll need to shoot from the hip on what the appropriate Aspect costs would be for my New Elements.

Also: is it possible to reverse-engineer the costs of the spells in the Character Burner (which are finalized and everything) with the costs of creating a spell through Abstraction? I tried a little bit of it this morning before work, but couldn't quite get the numbers to jive.

Kublai
06-20-2005, 12:02 PM
The spells in the book were made with the Abstraction chapter. Make sure you are also using Sigils!