Coupling the Flows: Power Equations 101
This is a beginning workbook for trainees in the magical arts. It teaches basic magical theory, including the scientific, mathematical side of magic. It also includes problems for the reader to work through on their own, power equations for simple spells and charms. A copy of this book will invariably be found in the library of any wizard or former apprentice. Go to Comment
Such is the unfortunate tragedy of transference from forum to site. Such a great piece of work is now comment and vote-less. But fear not, for while the dragons might return within the next thousand years, this post shall not lack a comment nor a vote for that long! 5/5 for such extensive and creative work. This is the sort of thing that will really flesh out your world if used properly. Go to Comment
Amazing. Something so simple and so taken for granted as a freezer, converted into a fantasy setting. While I might prefer it having a bit more story, you get the (very creative) idea across in a usable format. 5/5 Go to Comment
Something that was only briefly touched in the main article is that you must develop both language and culture together. Certain concepts will be more prominent within a language than others (and then there are some concepts that don't exist at all within a language). The perfect example of this is Latin. The culture has more than a few words for 'wind', denoting the various directional winds, which culturally had different personalities and were quite important in day to day life.
On the other end of the spectrum, the Romans had no philosophical language at all. None. Everything they developed a word for was physical in nature. Thus, all of the philosophical words within Latin were taken straight from Greek, because there was no Roman equivalent. But what if your imaginary culture hasn't had contact with philosophy, or a culture with such? Their language won't represent those concepts. Obviously this is an extreme example, but it shows just how language develops, both within a single culture and as cultures interact. Go to Comment
I like this article. Not sure why I haven't ever read it, since I've gone through before and read a massive amount of MH articles on GMing and World Development. All the more reason to keep on coming back. You never know what you'll find in the archives of the site.
My own little plug for Development at Start: Putting some thought into the makeup of your world can also help you put in the little things that help reinforce the consequences of what you chose to include. Not everything that gets a bit of screentime needs to be vitally important to the players. Some of it can simply help bring them deeper into the game world. Go to Comment
If you're looking for help with rules, you might try The Forge, or another similar site. There are a number of sites that focus around rule systems and mechanics in general. The aim of Strolens is content, not mechanics. We try to be as system-independent as possible. Alternately, registering and making a post in the forums about the setting might garner both some attention and help from Strolenites. Go to Comment
The article is rather dry, with a light amount of commentary. Unfortunately, I can't really give this much of a vote, simply because it's a C&P with no new content. Can we come up with some ideas for how to apply this information into our game worlds? Go to Comment
A typical wand with offensive capabilities (magic missiles, fire, fireball, lightning bolt) that was either damaged in combat or made just under par. When the wand is discharged, there is a 1 in 4 chance that it fires an additional 1d6 charges simultaneously or in rapid succession. Wands that shoot fire may incinerate innocents and friendlies, or burn whole buildings and even villages down. Those which shoot fireballs have a considerable radius, and lightning bolts that bounce upon contact with ground and stone can cause catastrophic random collateral damage. Those who have paid large sums for such a device may go seeking a refund, possibly even retribution.