Suicide King
10-10-2008, 07:39 PM
My group is putting together the next setting we're going to play in. It's going to be a magical postapocalyptic setting. Meaning that society was once highly magically advanced (early renaissance tech, magic similar to Eberron and Forgotten Realms). We brainstormed up all these interesting things for magically inclined characters to do - recovering and tinkering with magical artifacts, draining magical items to boost their power and risk addiction (http://www.burningwheel.org/forum/showthread.php?t=6506), create new magic that doesn't risk causing a new apocalysm, etc. However, we didn't make up much for non magical characters to do.
How to solve this in game? I think we want to keep the option of making a non-magical character and having him be part of the group. The group will probably be a group sent out from a surviving enclave of the olden days - to find a great trove of magic items, recover useful resources and send them back, unearth lost knowledge, etc. Magically challenged individuals certainly have a place in such stories.
So how to balance out the nonmagical character in the group of magical characters? We'll likely be 3-4 players and it looks like at least 2-3 of those will want magicians of some kind.
I've been thinking of these options:
Give the non-magicians an extra lifepath. It makes sense, to take care of your valuable specialists, you send an expert in the world with them. Someone who is really good at keeping himself and others alive.
Raise the exponent limit of the non-magical characters, perhaps combining that with the extra lifepath above. If the enclave sends out it's magical experts (exp 5), then it certainly sends a master swordsman (exp 6) with them to keep them alive.
Don't do any of the above and just make sure that the non-magical character are essential in other ways. Make sure that they take affiliations that none of the magicians have, that they have essential skills they just can't do without (eg. Foraging, Survival, Mending). Make them essential to the group and the story, just not mechanically more powerful.
This is not concern about traditional game balance (of course the sorcerer can kill anyone with White Fire), but more about everyone having an equally interesting role. The magicians are going to get all these new interesting options and ways to influence the game, I want that to be balanced.
So am I just overthinking this too much? Should this simply be solves on the belief/situation level - making sure everyone has a role from the beginning, or is boosting the non-magical characters the right way to go?
How to solve this in game? I think we want to keep the option of making a non-magical character and having him be part of the group. The group will probably be a group sent out from a surviving enclave of the olden days - to find a great trove of magic items, recover useful resources and send them back, unearth lost knowledge, etc. Magically challenged individuals certainly have a place in such stories.
So how to balance out the nonmagical character in the group of magical characters? We'll likely be 3-4 players and it looks like at least 2-3 of those will want magicians of some kind.
I've been thinking of these options:
Give the non-magicians an extra lifepath. It makes sense, to take care of your valuable specialists, you send an expert in the world with them. Someone who is really good at keeping himself and others alive.
Raise the exponent limit of the non-magical characters, perhaps combining that with the extra lifepath above. If the enclave sends out it's magical experts (exp 5), then it certainly sends a master swordsman (exp 6) with them to keep them alive.
Don't do any of the above and just make sure that the non-magical character are essential in other ways. Make sure that they take affiliations that none of the magicians have, that they have essential skills they just can't do without (eg. Foraging, Survival, Mending). Make them essential to the group and the story, just not mechanically more powerful.
This is not concern about traditional game balance (of course the sorcerer can kill anyone with White Fire), but more about everyone having an equally interesting role. The magicians are going to get all these new interesting options and ways to influence the game, I want that to be balanced.
So am I just overthinking this too much? Should this simply be solves on the belief/situation level - making sure everyone has a role from the beginning, or is boosting the non-magical characters the right way to go?