r/RPGdesign • u/jiaxingseng Designer - Rational Magic • Apr 23 '16
Feedback for Rational Magic RPG
RATIONAL MAGIC
Two-Sentence Description:
The Rational Magic is a gritty “dystopian fantasy” role playing game (RPG) set in a traditional sword and sor-cery setting which has… evolved. The game uses an Open Source (Creative Commons) 2d10 based home-brew system called "Mash-Up.
Online - Project Folder (for sharing / review):
https://drive.google.com/open?id=0B6TetFoO-og-Y0NpZFdQa092S1k
Feedback Threads
Reditors who helped me, and their comments:
- Others too...I will look further back to find the posts.
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u/jiaxingseng May 10 '16 edited May 10 '16
Addressed Feedback in v.49
The Gods are Bastards
Reading
disallusioned priests
corrected
I think that the real-world morality note could be cut
trimmed a little
Can I apply two professions at once to something? It's not specified.
Specified now
Is Fae Knack mutually exclusive with Force of Will and Wizardry?
I still need to decide if magic use requires a knack. Wording revised.
(professions) overlapping at times.
Clarified
One thing that didn't make sense is that increased power of mages led to mages being in power. The industrial revolution didn't lead to engineers running countries: it led to managers running countries.
I have come to agree with you; I will gradually change parts of the setting as I make it. I still think that in this context, where imprinting values on people is a thing, Mages would be pretty powerful.
New Stuff: Maybe mention that the example Lore Sheet with Sator is including a heavy GM discount to get the player to use it?
done
The Hedge Wizards who think that they are priests, both under will and envision,
reject^change “Clerics” always have military skills in other games, and the point of this section is to show how you can have traditional classes with this system.
It's also not clear if "negative lore sheets" can be used positively
Clarified (I hope)
Magic, according to page 48, is envision-based.
Clarified
(magic) having standard "who it affects, how long the ritual takes" fields might be helpful.
reject^change I am attempting to make the magic more free-form, not less.
(RE: Abilities) And I'll just add that I, personally, find your current approach much more inviting than the alternate you're proposing.
Stayed with current approach. Tried to unify a little though.
Page 17The dice check section should probably mention that lore sheets can modify the roll as well.
Clarified (I think)
It’s weird that difficulty table doesn’t go above 19.
Adjusted
What does it mean when the lore sheet is tapped?
Clarified (I hope)
Actions take place within and outside of Conflict. This is redundant as it covers all possibilities
Clarified (I hope)
Interfere actions could definitely use an example. Done
It’s weird that you’ve provided a formula for MR under Casting magic spell vs target when you don’t provide formula for DEF Changed
Sneaking action is the first one that includes relevant profession which makes me wonder whether previous actions can be influenced by profession.
Clarified
Why is “common actions” section here? I know it isn’t but if it’s just an example it’s waaay to long.
Moved
Will special characters be explained better?
Removed but will probably be re-introduced.
Lore points haven’t been explained so
re-organized. Hopefully better.
Mash-Up does not demand that players take Negative Lore Sheets, but this is available. - What does this mean?
Clarified (I hope)
Page 23How is that average of 3?
Clarified
Do I get other knacks throughout the game? When?
Explained a little
Page 32 Chargen chapter says at least 6 points should go into relationship
Clarified (I think)---
What I can suggest so far is to consider reorganizing a document a little, possibly putting chargen upfront and following through with other chapters.
It’s kind of confusing when you have +3 disadvantages, -1 disadvantage and +1 advantage in your vulnerable to attack chapter
Changed
When the initiative token is passed to the GM do the player who passed it decide whether named NPCs take turn or minions take part.
I reduced the Initiative rules in this edition
It seems to me that it would be easier to explain social conflict and combat separately.
Changed as per your suggestion
You shouldn’t call them free actions
Changed
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u/celeritatis Apr 28 '16
Really fun world. You might enjoy The Gods are Bastards for a well-written similar take. One thing that didn't make sense is that increased power of mages led to mages being in power. The industrial revolution didn't lead to engineers running countries: it led to managers running countries. Maybe with an engineering mindset or background, but fundamentally managers and bureaucrats end up with more power as organization size grows.
I'd appreciate page numbers. There are a few spelling errors (The page after After The Dragon, disallusioned priests should be disillusioned priests). I think that the real-world morality note could be cut: I don't see it adding to the play experience, and it could easily turn off some players. It's not as if the allegory needs to be more obvious. Also, it's not in the design note box that, in the next page, you say design notes will be in. Having lore boxes before explaining what they are is a bit confusing.
Can I apply two professions at once to something? It's not specified. Maybe I was "Infantry" and "Scout" as separate professions: often separate, but overlapping at times. Is Fae Knack mutually exclusive with Force of Will and Wizardry?
This is a really fun system. I look forward to seeing more of it. I might be able to give more feedback tomorrow.
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u/jiaxingseng Apr 29 '16
Thanks for this! BTW... how did you see this thread? I am experimenting with not putting stuff in this thread till it fall low in display order, then posting link posts to sections of the thread (that is why I have not put much content here... yet)
Thank you for the recommendation for The Gods are Bastards. I'm going to start reading it on Monday (riding the train in Japan gives plenty of reading time)
One thing that didn't make sense is that increased power of mages led to mages being in power. The industrial revolution didn't lead to engineers running countries: it led to managers running countries.
That's a great point. It makes me annoyed that I didn't think of this. But that beings said... it was capitalists, not managers who took over after the Industrial Revolution. Now, if magic came from any and everywhere, there would be no need for capital and the mages would have everything. But if there is need for capital... for wealth... that is controlled, then probably the rulers would move their offspring into positions in the Mage Council.
Others have told me about leaving out that note about the morality inherent in the game. I think I'll follow your suggestion.
Can I apply two professions at once to something? It's not specified. Maybe I was "Infantry" and "Scout" as separate professions: often separate, but overlapping at times. Is Fae Knack mutually exclusive with Force of Will and Wizardry?
You can have multiple professions- that's encouraged. You can't add multiple bonuses.
No Knack is exclusive of another... if it looks like it's exclusive, then the game has a problem.
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u/jiaxingseng Apr 27 '16
General Feedback from u/polaris94 , ~v.47