12 July 2013

3 things about Magic Realm

There are a few things about the Avalon Hill board game, Magic Realm, that have always been inspirational to me. I’ve made a number of stabs at adapting these to an RPG over the years.

Its size/strength/vulnerability/weight scale: Magic Realm measures these qualities on the following scale.

  • (N/—) Negligible
  • (L) Light
  • (M) Medium
  • (H) Heavy
  • (T) Tremendous

I assume Magic Realm wasn’t the first game to use such an adjective scale, but I’m pretty sure it was the first time I saw such a thing. Similar scales have since been used to good effect in a number of RPGs including Melanda, Marvel Super Heroes, Fudge, and The Ladder, to name a few.

Its combat attacks and maneuvers: Combat in Magic Realm revolves around three attacks and maneuvers.

  • Thrust hits charge
  • Swing hits dodge
  • Smash hits duck

There are a number of complications that make it more than just “rock, paper, scissors”. There’s something very appealing and evocative to me about the attacks and maneuvers.

Magic colors and rituals:

There are five colors of magic, each representing a different sort of spirit that causes a different sort of magic: White magic represents Power from on High, working beneficial magic; Grey magic represents Natural Laws, controlling nature; Gold magic represents Woods Sprites, working elvish magic; Purple magic represents Elemental Energies, twisting and reshaping reality; and Black magic represents Demonic power, working infernal magic.

Then there are eight rituals (represented by chits)...

Type I chits are Righteous invocations, Type II chits are Pagan rites, Type III chits are Elvish lore, Type IV chits are Energy-binding alchemy, Type V chits are Diabolic ceremonies, Type VI chits are Conjuring techniques, Type VII chits are Good Luck knacks and Type VIII chits are Malicious tricks.

1 comment:

Hedgehobbit said...

A great game that I have always wanted to but never been able to convert to a RPG.