Tuesday, June 07, 2016

Space Wizards, revisisted

I had another thought on the "space wizards" notion.  The more I think about this, the more I like it better than the "they're all strange NPCs" idea after all.  What if there doesn't have to be any space wizard class at all?  What if space wizardry is a combination of enchanted items and rituals?  The way I do magic in my own m20 DARK•HERITAGE is to treat it somewhat like what you see in the writings of Lovecraft, where anyone can attempt to cast a spell if they research how to.  Ritual magic is merely the "highest level" i.e., most difficult spells that can be cast.  What if "hyperspace travel" or "astral realm travel" or whatever I get around to calling it, is merely ritual magic, and Navigators are most often dabblers in magic who simply are a bit better at casting ritual magic than anyone else?

I'm not really interested in introducing Sanity into what is essentially my Star Wars rule set, so the rules will require a bit of tweaking.  I'm not even sure that I want my ersatz Jedi to be the same thing as my space wizards—I actually think making it a variety of Expert is probably the best way to go (which means probably adding a new Affinity, which is simplicity itself.)  I'm still on the fence as to whether or not I need to develop a bunch of "spells" for these space wizards to cast or not, or if I can just wing it with some kind of astral travel that shifts an entire ship into the astral plane for travel.

I'm not going to literally whip up the rules right now in this post, but I think I've pretty much decided how they're going to look.

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