| strayshift |
I'm thinking of writing an adventure set in a FRPG prison, which the characters have to escape from.
So my question is: How do you think the existance of magic would affect crime and punishment?
In theory major crimes could be solved with divination magics and spells such as Geas/Quest could be used to ensure people didn't escape. But these are often high-level spells and there are 'counter-measures' one could take like non-detection so this isn't fool-proof or commonplace.
Your thoughts please.
| Fabius Maximus |
| 2 people marked this as a favorite. |
Crime & Punishment by Keith Baker.
The rule material is 3.5, though.
| Terquem |
You know I've always taken a different attitude toward Divine Magic, than most people, I suppose, and it is beginning to irritate me.
I’ve been running games, in a fantasy world I created as a child, for a long time and have had to think about the simple change in a worlds reality if every third level cleric can cast a couple of healing spells a day (not to mention all of the information gathering spells that are the topic of this question), and from very early on, from the description of the spell acquisition mechanics in the first edition AD&D rules, I have taken the position that just because a player wants to have a spell prepared, doesn’t mean they will be able to prepare that spell. Ultimately it is the will of the Deity that must be considered.
So, for instance, in my setting you will not find a cleric, of any level, that can cast Raise Dead, except for every one year out of eight, and then only if the God your character is praying to, thinks it is a good idea to bring that other character back.
And to automatically assume that all the PCs of the world can demand answers to their questions, simply because they have the levels necessary, is, in my opinion, disingenuous. There must be times, situations, when and where the Gods think that giving you the easy answer is not in your best interest.
Now Arcane magic, in my opinion, should have its own impediments, after all, the energy required to manifest the spell’s power must come from somewhere, and who’s to say that the channels between “here” and “there” aren’t watched and monitored for abuse buy some otherworldly powers who have their own agendas, who might not let the players always get what they want, simply because the rules make it possible.
In the end, for me and my setting, it’s not about GM “abuse” or “player privilege” it is trying to come to a consensus, among all the participants (myself and the players) that what is allowed to be done is conducive to making a believable, interesting, challenging, fun, and memorable experience.
| Cranefist |
Games with realistic plots like prison breaks, murder mysteries, crime and punishment, riddles, puzzles, sieges, adventures and so on and on are way better and make much better sense from levels 1-5. In my opinion, the game starts to suck past level 6.
But level 6 is amazingly epic. One dude cutting down 20 or 30? Awesome.
Just end it there. Then you don't have to worry about the dead coming back.
| cmastah |
Crime & Punishment by Keith Baker.
The rule material is 3.5, though.
Awesome link to awesome book is awesome. :)
While intended for the OP, thanks for the link, I'd never have found this book otherwise and it really is amazing.