[freeroleplay] Re: Character Generation
- From: Edward Terry <eterry@xxxxxxxxxxxxx>
- To: freeroleplay@xxxxxxxxxxxxx
- Date: Tue, 06 Sep 2005 19:03:19 -0400
Pitt Murmann wrote:
On 06. Sep 2005, at 21:28, Edward Terry wrote:
[Everything is a skill.]
There would only be a few things which could not be acquired through
play. In most systems, the ability to use spells (or psionics or
superpowers) is probably one of these.
Do supernatural abilities necessarily have to be innate? What keeps a
character from Awaken such powers, either during the game session or
beyond?
That's certainly possible. It's even possible that a character without
any special abilities might be able to learn supernatural or psionic
abilities, or superpowers. I would say it depends on the campaign
setting (i.e. the universe) rather than the rules system.
Personally, I consider any system that varies from universe to universe
to be part of the campaign setting rather than part of the rules system.
Thus, my generic rules system does not have any rules for magic,
psionics, superpowers, or futuristic technology, and in fact does not
have any standard creatures or races. Instead, I plan to develop
several "plugins" for different types of campaign settings. I might end
up with three "standard" magic systems, two "standard"
futuristic-technology systems, and so forth. Individual universes might
have variations on these standard systems, or there might be large
numbers of universes which use the same standard system without any
variations (because they have the same laws of physics).
This approach also makes it easier to adapt existing campaign settings
to my rules system, because I won't change the magic system very much --
just enough to allow it to work within my rules system while preserving
the flavor and intent.
At least that's my theory. I haven't tested it yet.
Edward
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