Wednesday, April 28, 2010

Come Together, Coven Me

It's not uncommon. People are social animals. It stands to reason that magic will be a social event for people. Sure there will be loners, there always are, and as with any social context the morality of the majority or at least the strongest personalities will prevail, forcing some to reclusion for their nefarious deeds. There are many advantages to gather multiple spell casters together to work on a shared goal. We've already mentioned pooling points, magical essences, or mass quantities of will focused together as one reason. This is something that can even involve non-casters as well, depending on the setting. So, what are the other reasons for the joining of mystical forces? As with most things the first and easiest answer is logistics. These can be logistics of a martial type, but they can also be a matter of non-violent nature.

The first logistical need anyone might have is coverage. How much of an area does a spell cover? Even boosted the scale has to be less if cast by only one person. Aside from the raw size of the area multiple participants can achieve different shapes or configurations of coverage. The areas need not even overlap; the desired effect may be to affect multiple locations at the same time. Time itself can be another strategic obstacle overcome by more than one caster, especially for prolonged effects. This time-restraint may be a matter of fatigue in the short term or sleep in the long term. It may also be a matter of focus and attention that is mitigated by separate participants in a lengthy casting or ritual. Either the area or time factors are a matter of scale so don't forget to cover truly epic scales, or at least as epic as the setting allows.

Focus and attention are not limited to being maintained for long periods of time. One mind can only handle so many details at one time. Here is an opportunity to craft spells that are really impressive, like the Swiss clocks of spells. Again, consider the epic scale, dozens upon dozens of effects or a handful of effects on numerous targets. This can be devastation or construction, detriment or enhancement. Nuance is a good thing here. Layering might be a consideration as well as the tweaking of effects as they are created. Here the skill of the participants becomes important with less skilled casters doing the simplistic parts and the more skilled ones doing the tweaking, and certainly orchestrating it all. Where normally the novices would be given the grunt work only the more experienced members may have to power to shoulder the power requirements. It all depends.

Mood: relaxed.
Music: Come Together by Aerosmith and Legions by Stratovarius.

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Wednesday, April 14, 2010

Magic Power Point Presentation

When it comes to the mechanics of magic in a role-playing game two options rise to the top of the list as far as importance. The first is the number of points with which a character has access to for the casting of spells. The second as discussed last week is the time it takes to cast the spell. The points portion of the mechanics can be broken down into several factors that must be considered and balanced. It can be difficult to discern what to deal with first. There is the need to determine the number of points required to cast each and every spell. There is also the number of points to which any single character will have access. It makes sense to determine the spell costs first. Doing that requires starting with the low-end costs and building up to the more costly and thus more impressive and powerful spells, but how to weight them?

The cost of one spell compared to another should be based upon many different factors. These factors can include how long the effect of the spell lasts, how far the effect can be cast away from the spell caster, how large of an area the spell affects, and just how powerful is the effect? What determines how powerful or impressive a spell is? Does it depend on game factors like damage? Is it more powerful if it affects multiple people? Does it matter if it is flamboyant or a spectacle to see? Is it a matter of how much it bends reality and defies the known laws of physics? Is it about the way it can change the playing field and alter the storyline? This last is hard to quantify. Death is a game changing matter when it comes to the players, the protagonists of the story. How does a powerful spell affect the setting if too many can cast it?

Once at least a rough baseline is set for the cost of spells then a look can be taken at how many points to which a single character or player should immediately have access. Factors for consideration include how many spells in rapid succession should a player be able to cast? This will also require knowledge about the other types of characters available so that the spell cast does not run out of options long before his companions. How powerful is a starting spell caster? How should they progress in power? Both of these should be compared to other character types as well, to maintain fairness and promote players to choose a spell caster. From a points standpoint there is an advantage to having more than one spell caster in the player party. Leaving points aside are there other advantages to multiple casters?

Mood: eclectic.
Music: Soma City Ward by Slash and Kill or Be Killed by Twisted Sister.

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Wednesday, August 26, 2009

Just A Flesh Wound

The first game-changer that came to mind, and spawned this brief series of discussions, is one very much ingrained in fantasy settings. To a certain degree it has been built upon ruthlessly in video games so much that it is entirely a staple without which most of those games would not exist. The premise comes from the earliest of fantasy fiction, at least modern fantasy fiction--older fantasy tended more toward mythology to outright belief. It seems to have a certain home in D&D as well. Without this specific element in these fantasy settings the games would be very much changed. This game-changing factor is the ability to miraculously heal at accelerated rates. It can include regenerating limbs, psychic abilities to heal and perform surgery, and the staple fantasy resurrections.

Amazing accelerated healing may come about by different means. Psychic abilities to heal the body have been mentioned. There are healing spells and magical potions that restore health. There are salves, balms, tinctures, and other forms of arcane herbal and alchemical methods of healing not only bodily damage, but also removing disease and congenital defects. Changing genres there are advanced forms of science driven healing from chemicals and drugs, to nano-bot surgeons injected into the blood stream, to the melding of man and machine with cybernetics. What is important about these forms of healing is not the exotic nature, not the unnaturalness--that would be normal for the given settings--but the efficiency and speed at which they work.

Whatever the method, these forms of healing change the dynamics of the setting. Militaries with these capabilities are more aggressive and likely to go to war. Consider the turn around of injured soldiers. True bravery is less, but daring moves--manoeuvres and strategy--more common. Extreme actions are frequently taken because the risks are less. Safety and carefulness is less important. Permanent damage taken out of the equation alters the dynamics of fear as well. What happens when terrorists' victims can be raised from the dead? Or the terrorists themselves resurrected? Thought should be put into how people will try to counter superior healing and returning the dead to life. This kind of healing will also alter people's life spans, which changes the game in other ways.

Mood: calm.
Music: Deep Unknown by Stratovarius and Obsolete by Fear Factory.

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Fear Factory: Obsolete
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Wednesday, March 11, 2009

Anatomy of a Horror Setting #4-2: Arcanis Visicius Domini

Most of the questions, suggestions, and considerations that were a part of devising the setting for a modern magical horror still apply in the horror fantasy setting. The fantasy setting conventions and norms provide extra help as well as disadvantages to crafting the horror of the setting. Even some magic that was discounted is back on the proverbial table. The disconnect that the fantasy genre has with the modern, rational world immediately opens up avenues of horror that would be unwieldy or impractical in the modern magical horror setting. That disconnect also negates the impact of breaking the rational, which is often a major factor in supernatural horrors. In its place is the horror of the inevitable, the persistent threat looming overhead, lurking in every corner.

Magic of any great power or import should be kept out of the hands of the protagonists. This can be achieved by the requirements of magic or by maintaining strict moral lines. Material components and magical knowledge availability is limited not only by the environment but also by the greed for power of the magical caste, the wizards. Magic is nothing more than power in the setting and power is always jealously guarded. Corrupting power and the mad grab for it will direct much of the morality of the spell casters or the magic most commonly used. Beyond that magic can divided into direct black and white moral lines because the fantasy setting is more accepting of such mythos rules. Black magic will have evil requirements as well as evil results.

At the level of specifics fireballs and lightning bolts called down from the sky are fair horror fantasy game. Curses and geasa of terrifying kinds and results can be wonderful plot underliners giving the story a real mythological feel. Geasa is the plural of geas--a kind of magical obligation or prohibition like a taboo. In some cases the person is incapable of breaking the geas because they’re magically compelled. In other cases there are dire consequences to breaking the geas. As a facet of the setting curse bringing and geas infliction lead to other considerations and implications from the level of daily life all the way up to politics. The ever-popular zombie has its fantasy counterpart but requires a different touch. A matter of scale comes into play for this and other magic.

Music: Killed by Love by Alice Cooper and Welcome to the Machine by Motley Crue.

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Wednesday, October 15, 2008

Anatomy of a Horror Setting #2-20: The Final Conjurations

Let’s continue with our specific spells of horror. The first comes from a self-proclaimed Demon Lord of Pestilence. The spell was always unleashed upon one victim who was initially unaware of the dark magic worked upon them. A lone nomad with no home or tribe was the first victim. The nomad travelled far and wide. All that came in contact with the nomad would fall to the pestilence laid upon him by the spell. Three days after contact, with no warning signs, the disease would strike. It was a deadly wasting. The virulent contagion spread via contact as well as contaminating the water. Animals were not immune to it either. Wherever the nomad went, even taking to a life of hermitage, he killed off all the local game, forcing him to move on and spread it even further.

Spells to raise the dead as a zombie are easy to find. A nasty twist already lighted upon is to tie someone’s consciousness to his or her corpse. A searcher of ancient lore can find something more sinister in dusty forgotten tomes with pages that barely resist crumbling. There is a spell said to come from Mictlantecutli himself. The last to use the spell was a Death cultist. The victim was a traitor to the cult. The traitor was fed to a starving jaguar. The spell brought the traitor to the brink of death and then the traitor was healed within an instant, and given a short reprieve before he began to be eaten again, without the presence of the jaguar. The spell causes its victim’s murder to repeat over and over again in every excruciating detail for seven days and nights.

Blood feuds are as old as people. There is a spell that tries to bring them to an end. This spell curses anyone who kills or murders. The spell attracts non-corporeal entities to the murderer. The entities appear as the slain and are visible only to their killer. Much like a poltergeists these entities throw things, break things, violently--but not deadly--assault the killer, assault those who associate with the murderer, and create a terrible noise and ruckus. The entities cannot affect the physical world constantly and often have to build up to a good tantrum. The true power of this spell is that going forward the killer’s descendents who kill anyone accidentally, on purpose, or even in self-defence will suffer the wrath of a new entity as well as all of his or ancestor’s spectres.

Mood: exhausted.
Music: Day Job by Gin Blossoms and Department Of Youth by Alice Cooper.

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Wednesday, October 08, 2008

Anatomy of a Horror Setting #2-19: Spelling Horror

Let’s talk about some actual spells now. Rather than retread the usual ones how about something a little more original? First up, what villain hasn’t wanted to flay someone alive? It needs to be little more interesting though. Some ancient, angry, master of the arcane decided that it would be better instead to have a spell that caused his enemy’s skin to pull away from their muscles and stretch but not to tear open anywhere. The result was beyond painful and continuous. It led to a long agonising death due to internal bleeding. It had two added benefits dealing with the increased fear it caused. No ordinary man could achieve such a bizarre thing; it had to be the work of dark magic. It also looked really terrible, especially as the space between skin and flesh filled with blood.

Curses are popular. There’s endless itching, having no reflection, and permanent bad luck. A vengeful Mayombe (evil voodoo priest) decided to make an enemy’s life an actual living nightmare. He set upon this man a powerful curse to make him forever see everything as if it were dead and rotting. This extended to the man’s senses of touch, smell, and taste. Things that don’t exist capered and leered threateningly from nowhere and circled around in the man’s peripheral vision. Voices whispered constantly, saying terrible things and inviting the man to do terrible acts. The last bit was the worst. It constantly ate at the edges of the man’s sanity and tried to drive him to visit evil upon others. It caused the man great guilt long before he gave in to the voices.

Here is a twist on an old stand by. There is a powerful spell used to turn people into slavering, violent, monsters. However, a great and powerful being from another realm of existence, who was capable of great guile and viciousness, had a better idea. This nameless being came up with an alternative. It cast the spell upon some random man, who upon touching his beloved wife changed her. That night the man was awakened to see his wife change into a monster and run off into the night. He went after her, but the local villagers caught her slaughtering the neighbours. The husband found his wife just as the villagers moved to destroy the monster. The man had to chose to die with his beloved or to fight his friends and neighbours, even as true to the spell’s form she attacked them.

Mood: excitable.
Music: Losfer Words (Big 'Orra) by Iron Maiden and Silver Wings by Bruce Dickinson.

Iron Maiden: Powerslave
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Wednesday, October 01, 2008

Anatomy of a Horror Setting #2-18: Something Came Over Me

No matter what setting it happens in one of the most frightening things that can happen to a person is for them to be possessed. People innately need to feel in control, if of nothing more, than at least their own bodies and their actions. This is merely the first level of this insidious invasion. Invasion is actually the next level. Not only do the possessed have the vital loss of control, but also it is lost to something else, some invader--making it worse than mere mind control. At the next level there is a divergence that happens with two different kinds of torment possible. On the one hand the possessed person blacks out and does not know what happened when the invading force is in control. The other hand is that the possessed person helplessly watches everything that the invader is doing.

Fear of the unknown is one of the greatest fears. The imagination comes up with all sorts of vivid, frightening images. It sees endless actions and consequences as terrible, depraved, and terrifying as the imaginer is capable of thinking. The blacked out possessed suffers not only the indignity and shame of their uncontrolled actions, and the inability to stop it. They learn piece by horrible piece what happened, and have the looming dread of what is yet unlearned. By contrast the suffering is immediate for the possessed that witnesses it all. That awareness brings with it greater guilt that they cannot stop it. These aware ones may even know what will happen just before it does. Either they are tapped into the consciousness of their possessor or it gleefully tells them what horrors await.

There are two ways that possessions happen in a magical horror setting. Possession spells allow someone’s consciousness to inhabit and control the body of another person. The tightest control comes form the magic being the possessor so that they can make sure everything goes as planned. A trusted bodyguard is required while the caster’s body is bereft of its intelligence. If the needs are less stringent the magic user may use an agent to be the controlling force of the possession. These agents can be other humans or summoned beings willing to entrust their bodies to others. The other way to possession comes from incorporeal beings that are naturally able to possess other beings. Brushes with the mind of an unnatural possessor are always an added terror.

Mood: impulsive.
Music: Public Animal #9 by Alice Cooper and Mr. Brownstone by Guns N' Roses.

Alice Cooper: School's Out
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Wednesday, September 24, 2008

Anatomy of a Horror Setting #2-17: Mind Games

In a magical horror setting the spell casters need to deal with the same sorts of logistical details in covering their tracks and maintaining a facade of a normal life, as do the empowered in a psychic horror setting. They share more of the strategic considerations beyond that though. In some cases, with the use of certain spells, they share the same abilities of control over others. The first case in point is controlling the minds of others. The magic user’s control over others comes in different forms with different levels of malleability. They can put people into trances where the individual stands or is recumbent and does nothing, not even think. They can make the individual do their bidding. This greater control involves anything from puppeting the person to possessing them.

The first step to most of these forms of controls is snatching the person, or otherwise getting them into the caster’s possession, so that they can work their magic upon them. Once the abduction is achieved, by whatever means, then comes the actual spell or ritual. These spells are just like any other, with any and all of the same requirements. The result of the spell is that the target person falls under the thrall of the caster. A prime example is similar to the control of hypnotic suggestion from the psychics where instructions need to be given to the enthralled. Then a trigger is needed to set off the execution of those instructions, unless what the controlled is supposed to be doing is ongoing. This trigger does not necessarily need to be implanted in the enchanted individual’s mind.

Spell casters have at their disposal spells in the limited, but exceeding useful, category of scrying. Here as with the psychic’s ability to astrally project within the material world, the caster can watch anything they want, anywhere that is not specifically protected from scrying. Since the magic user is watching they can trigger the hypnotic suggestions remotely. This forms a great layer of protection between the caster, the suggestions, and those who might otherwise easily see the influence under which that person is enthralled. This protection comes with some costs attached to it. The caster may not be able to scry at the appropriate time, the amount of control is limited, and the up front planning is heavy. One obvious alternative is to turn to a form of total control such as possession.

Mood: harried.
Music: Bestrafe Mich by Rammstein and Of All The Gin Joints In All The World by Fall Out Boy.

Rammstein: Sehnsucht
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Wednesday, September 17, 2008

Anatomy of a Horror Setting #2-16: Everything in its Place

There are many classic spells that can be cast when the setting is one of fantasy. In comparison, with a horror setting there is no basic set. Many of the fantasy spells need to be modified for a horror setting, if the specific spell even fits the mood and the grit of the setting. Some categorisations are needed first off. At the least, a good look at the purpose of the spell is needed, both from the view of the character using it, and from the greater view of the author, screenwriter, game designer, etc. The caster will want some spells that can be used in situations where it would be difficult or impossible to bring in equipment and gear to pull off the same feat. A spell caster might also want, and learn spells that are used to theatrical effect, which in turn can be used for intimidation.

Maybe the most ubiquitous fantasy spell is the fireball. The threat of using a fireball can be it own advantage. Spells to call down or fire lightning bolts are popular and fill the same niche as the fireball. Spells like these are used for intimidation and theatrical purposes in horror settings. Their destructive capabilities range from sub par to comparable with conventional means. Science and technology is destructive enough. However, the spell gains an advantage with its physical components. It can have no components, or at least none that make any scientific sense. Coupled with this lack of conclusive evidence they can be cast anywhere at anytime. Likewise, before the fact, the person cannot be caught red-handed, such as with someone carrying explosives or a weapon.

Spells that create darkness, or blinding flashes, or smoke can be great for escapes, to show off, and for a distraction. These simple spells have the additional advantage that they are readily dismissible as parlour tricks or stemming from other reasonable and scientific explanations. Some people who can cast spells may even use mundane means for such effects as these. It lends them plausible deniability. It also lends deniability to the reality of magic. Like all disinformation this is another tool in the character’s repertoire. In this case the disinformation helps them to get away with the things that they need to do that are frowned upon by the law. This leads back to the sorts of issues that came up in the psychic horror setting, dealing with deflecting blame.

Mood: dull.
Music: Bad Boy by Quiet Riot and Sharp Dressed Man by ZZ Top.

Quiet Riot: Condition Critical
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ZZ Top: Eliminator

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Wednesday, September 10, 2008

Anatomy of a Horror Setting #2-15: In All Things Balance, Or Not

The presupposition has been put forward that in a horrific magical setting there will be a moderate to great discrepancy in the quantity of evil versus that of good. This is especially true as it pertains to non-human beings. What has not been discussed yet is a matter of balance in the quality of power between good and evil, and to a lesser degree human and non-human. In the psychic horror setting there was frequent discussion about the balance of power. The power between the two moral sides was equal for the most part--there were no non-humans, negating that issue. Balance was something considered at practically every stage due to the great flexibility of the powers. This begs the following question. Why is there no talk of balance in the magical horror setting?

Magic is essentially an unbalancing thing. This is especially true of a world where the rules of science and physics hold sway. Since magic is an external force its limitations are not all that limited in terms of what it can accomplish. The actual limitations it has tend to be in knowledge, rather than power--though need not always be. For the sake of drama and conflict there are times of greater power upon which great miracles of light or darkness can be enacted, even when power is normally an issue. These high times of magic are used more often for evil. Good and beneficial acts mostly have low power requirements, or they are geared toward undoing evil magic. The horror nature of the setting also predicates that greater amounts of good energy are required to undo evil things.

The inclusion of non-human beings in a magic horror setting also needs to be inherently unbalanced overall. For them to be less powerful than humans, in the realms of magic specifically, puts them in a role as minion. This has its place, and numbers can make up for a lack of ability. When they are more powerful, such as when they are full-fledged devils, it puts them in the role of lead threat if not actually lead villain. These powerful positions call for them to be powerful, obviously, but beyond that can even require them to be a named individual. This means they are a renowned and specific creature, at least beyond the Earth. This renown on the surface may be as little as the being’s name appearing in an earthly magical tome, or that its name is whispered among those of power.

Mood: relaxed.
Music: Trouble by Material Issue and Lightning Strikes Twice by Iron Maiden.

Material Issue: International Pop Overthrow
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Wednesday, September 03, 2008

Anatomy of a Horror Setting #2-14: Of Good and Evil

The last section of the previous discussion about things from beyond presupposes that the morality of otherworldly creatures is evil. This is certainly advantageous to the creation of horror, but by no means is it a necessity. Inhuman beings can be starkly good or evil, or they can be more like humans and exist within the grey areas in between to the two. Likewise, horror also can have a distinct preponderance of evil in general. This goes beyond the usual narrative conflict of person versus person, or in many of these cases, person versus the supernatural. In the magical horror setting, more so than the psychic horror setting, the question of morality applies more directly to both the schools of magic as well as to the spells and rituals themselves.

Magic can be thought of as a force of super-nature--beyond nature as we understand it. If magic is such a thing then like gravity or magnetism it is neither inherently good nor evil. In such a framework the morality of magic, and of the spells cast using it, is entirely dependent upon the intent of the being bending the force to his, her, or its will. This need not be the way that magic is approached in a horror setting though. Magic can be something integral to the force of some being’s wills, which doesn’t change its moral dependency on the user. Alternatively magic can be directly a force of evil. It may be born of evil supernatural beings, or is an expression of chaos or entropy, or it may come about because evil is a distinct commodity or force all its own.

Magic need not be a singular force either. It is entirely possible to work with a world/setting view where there are two magical energies, good and evil energies. In such a case it is even more important to consider the power of setting up kinds of resonance between the energy being used, the modes and methods of the rituals, and the emotional state and intent of those harnessing the magic. A physical component such as a ritual sacrifice is then something more than just tapping into a battery. The sacrifice now imparts its qualities to more than just the formula of the spell; it infuses the entirety of the process. This in turn affects other parts of the setting. Following the theory that like attracts like leads to a need for some kind of balance, if only for the safety of the spell caster.

Mood: heavy.
Music: Power and the Glory by Twisted Sister and Children of the Damned by Iron Maiden.

Twisted Sister: You Can't Stop Rock and Roll
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Iron Maiden: Number of the Beast

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