In Mutant City Blues
players choose their super-powers based on a chart called the Quade Diagram. First players pay points for a starting power. They can then purchase linked
powers. Jumping to connected powers costs less than correlated ones, skips can be
purchased, and certain flaws can be taken or bought past. The diagram itself
comes from the fiction of the setting: powers are genetic and fall into regular
patterns. But the Quade Diagram doesn’t simply serve as a structure for
character creation. It also acts as a rubric for analyzing a scene. For
example if investigators find evidence of magnetic powers and acid spitting at
a location, they can infer that two distinct criminals were involved,
based on how far apart those two power sets are. It can be useful for eliminating
or restricting a suspect pool.
I love the idea of the Quade Diagram (though my friend Gene
Ha disagrees with some of the organization). I’ve wondered if that could be
usefully applied to other situations: the talents or effects of demons
perhaps or maybe something for a world of battling crazed psychics (ala Double Cross). For a long time I’ve tried
to figure out how it might be used with a fantasy game. In particular a city
guards game, with an emphasis on investigation. Lorefinder, the GUMSHOE adaptation to Pathfinder, takes a more conventional approach. Could a diagram be done and would it be useful?
With the new Guards of Abashan game just beginning, I
decided to give it a try. All of this is fairly preliminary, but you can see
the diagram I put together below:
The game itself is our homebrew, with the latest version of
the magic system. We’ve used that form of magic in three campaigns so far. The actual
mechanics borrows from a couple of sources: Greg Christopher’s rethinking of Ars Magica and The Black Company/True Sorcery. Any spell has a rough effect based on the combination of method
(what your trying to do) and medium (what you’re trying to do it to or with). Players
learn those individual combinations as 'spell's but can modify then on the fly. To begin a Wizard picks one of the eight Schools of Magic. They’re shown as octagons
on the sheet. That school defines the character’s starting spell. Players then branch out from there- buying connected
spells. Shifts to other areas (designated by red lines) cost slightly more.
OK? So what does that do? Well it gives a little flavor and
organizes the magic buying for PCs. It allows them to make some interesting decisions
in advancement. Beyond that I’m hoping that will be a kind of fun resource in
play. If they find evidence of X spell, they can make some judgments about the School
or power level of that caster. I’m usually leery of reference charts and
external material. But I think the chart’s easy enough to use that it won’t get
in the way and slow things down. Instead it adds color and gives a puzzle
sub-system for play. At least that’s how I picture it- we’ll see how it
actually goes. One of the problems with this concept is that I had to
invest the time in building the chart to actually try it out. I hope it doesn’t
end up looking too much like a GURPS Magic
pre-req chart.
Just looking at it before I put it
into play, I see a couple of things. First, I went with the 8 method/16 mediums to create symmetry. I might want to go back and take a look
at that in order to reduce the size of the chart. Second, everything’s a
straight line with balanced costs, the only difference being the red line
jumps. I wonder if playing with that would add some texture or just complicate
things. Third, the original Quade Diagram includes weaknesses as well. I wonder
if there might be some way to do that with magic: perhaps particular components
or ritual requirement.
I should note that this chart just covers non-divine magic.
I have another system for that where you roll a skill to get evidence about
divine magic used. It does strike me that, depending on the world-building, you
could muck with this in a number of ways. Suppose all magic comes from
particular gods; they could be the starting poles in a magic structure. Or how
about magic based on different races- with different sympathies tied to lineage
(or families of magic).
Anyway, I’ll post more once I’ve seen this in play a few
times.
Some more details on the system behind this for those who want to see the crunchy bits.
Some more details on the system behind this for those who want to see the crunchy bits.
Hey! I think the blog http://ilovecharts.tumblr.com/ would love this magic diagram.
ReplyDeleteWould you mind if I submitted it to them?
p.s. the diagram is awesome.
sure.
DeleteVery cool. I hope you can sketch out the mechanics a little more for those of us without a Ars Magica / True Sorcery background.
ReplyDeleteI also like it because it has a Book of Malazan flavor, and I've longed to see a magic system like that described in RPG terms.
Sure- I'll post that tomorrow. It is pretty simple so it might be a little basic for some games.
DeleteReally like this. It's like the skill power charts in Final Fantasy 13!
ReplyDeleteI take it you have to follow the arrow, you can’t go backwards? So the same Wizard can’t get to most of the chart. Can you pick a new starting spell later?
ReplyDeleteAh, very good question. No, that's more of a mis-illustration on my part. Originally when I did the red arrows I didn't realize you could change the color, so I made them look different. Then I figured out how to make them red, but I forgot to go back and change the arrow's appearance. All the lines and arrows are two-way in this.
DeleteSo just to be clear, I could go from control animal to sense animal? Or strike plant to imbue animal to defend animal?
ReplyDeleteThere's a direct line between Control Animal and Sense Animal. Strike Plant also goes directly to Defend Plant. You can go either direction on those lines.
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