[Torg] Design Decisions (Magic Axiom, 10 of 10)
Jasyn Jones
jasynj at gmail.com
Fri Feb 5 20:42:50 EST 2010
I'm preparing to post the new Magic axiom chart on my Storm Knights site. These are two sidebars I added, to explain some of the changes.
Why Traditions?
One of the strengths of the new Magic axiom is the sheer variety it enables. From primitive superstitions to overpowering wish magics, the new chart is rife with ideas that enable gamemasters, players, and writers to explore new cosms and new characters.
Differentiation is important: if every cosm has the exact same type of magic, there is nothing significant to distinguish a Cyberpapal mage from his Ayslish counterpart. In most sourcebooks, the original designers of Torg tried to distinguish one cosm’s magic from another’s.
There was the spell magic of Aysle, the mystical Occult of Orrorsh, the technomagic of Tharkold, Nile’s Mathematics, and the theme magics of Core Earth. The new Magic axiom seeks to support the same variety and extend it.
In the new Axiom, each unique variety of magic is a Tradition. Cosms can have many Traditions or one (or none, at an Axiom of 0). Traditions let the new chart support the extant magic systems of Torg.
It also allows the importation of Magic systems from other games. As Dungeons & Dragons wizards are different from Deadlands hucksters and Earthdawn mages, the Axiom needs to recognize and support such differences.
Last, Traditions exist in the real world. Vodoun is different from Kaballah, which differs from Enochian magic, geomancy, and Pythagorean magic. Each of these different magical systems are Traditions, and the Axiom allows for them to exist in-game.
Traditions exist in Torg, the real world, and other roleplaying games. The new Magic axiom had to allow for their existence as well.
Why 0-21?
The original Torg axiom charts were numbered from 0 to 33. Despite this, there were a number of holes—the charts were simply incomplete. One of the goals of revising the axiom charts has been to fill in the holes.
Yet, during this process, it has become clear that having 34 benchmarks for each axiom is simply overkill. The complete charts were less usable, not because of bad content but because of information overload. There was just too much information to amass comfortably.
With 34 benchmarks, the differences between each axiom level were small, in some cases imperceptible. They tended to blur together in an indistinct mess. As a result, the many realities tended to blur together as well, especially if their axiom rating was close to that of another cosm.
In comparison, this Magic axiom is clear, distinct, and usable. Each axiom level has its own feel, its own flavor. Even cosms that differ by only one point are distinctly different. It makes it easier to differentiate realities, which makes it easier to build a variety of well-defined realities.
Having 22 benchmarks makes the axiom easier to understand. It makes it more useful as a system to describe and differentiate realities. Taken together, these make it easier for players and gamemasters to understand and play in each reality.
This reasoning holds for all the axioms, not just Magic. The next revisions of the other axiom charts will use 0-21 benchmarks as well.
Jasyn Jones
jasynj (at) gmail (dot) com
"To strive, to seek, to find, and not to yield."
Ulysses, Alfred Lord Tennyson
Check out my Torg webpage, Storm Knights:
darleyconsulting.com/games/stormknights/
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