Curious Changes Wrought by Wizardry: A Random Blogwagon Post
Alright, gonna try one of these blogwagon thingies. Participants are meant to determine various aspects of their blogpost by using random tables (a cute, thematic element, to be sure!) and I rolled a 1 – I need to post as soon as possible without proofing; a 7 – the post can be any length I want; and I drew a 2 of Spades meaning I must reference and link a post from Tales of the Grotesque and Dungeonesque.
Why randomness?
First, some throat-clearing. I like randomness in my games, or at least the potential for randomness. It keeps me on my toes as a referee and makes it harder to steer a game session in a way I want it to go. It can make the stakes of a situation more interesting. For example, if eating a dragon heart always gave a player +1 to an attribute of their choice instead of having a random table with good, bad, and neutral consequences, then it would always be correct for players to eat dragon hearts. And that's boring.
Magic should be more random.
I'm a pretty simple guy. I like my B/X (via OSE) and a lot of the D&D-isms, including the traditional Vancian magic system. Knowing that a first level magic-user's magic missile will strike unerringly for 2-7 points of damage makes things easy. However, having magic work in this predictable, mechanicist way can take the magic out of magic. As Steven Erikson has said, "Without mystery there is no magic; it becomes technology."
Looking through Tales of the Grotesque's and Dungeonesque's blogposts for this blogwagon, I latched onto Singular Curiosities which is a list of unique traits for differentiating characters of same class in simple games.
So, inspired by that blogpost, I thought I'd make a few random tables for magical effects that can bolt onto the B/X magic system. The goal here is to change characters in a way that no two first level thieves would be the same (after some magic encounters, at least!) and hopefully add a little bit of mystery back into magic.
Curious changes wrought by wizardry a/k/a the game stuff
When a character rolls a 1 on a save vs spells, roll 2d6 and consult the table:
Changes wrought by wizardry are dangerous and each roll on the table after the first has a cumulative -1 to the roll (e.g., -0 on the first roll, -1 on the second, -2 on the third, and so on).
Enough for now
Did I even write something when the parameters of the blogwagon? Has all of this been done before? Is it even good? Answer to all three: I dunno.
Listen, I rolled a 1 on the damn posting window. So this is what ya get.
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