I don't really want to steer this too heavily toward effective systems for a Wheel of Time game, not because I wouldn't like to, but because I feel that on some level it's disrespectful toward readers who aren't familiar with tabletop role-playing games. From what I've gathered, this message board is more or less intended to be about theories and discussions that everyone who has read the wheel of time novels can participate in.
With that being said, however, there is a Wheel of Time d20 supplement out on the market. I'll use that as the basis for some of my explanations and leave the system discussion to this post and this post alone.
While I agree that your typical d20 system isn't fit to contain the Wheel of Time, I wouldn't discount the d20 system entirely. My friends and I have heavily revised and overhauled the d20 system by marrying concepts from additional supplements such as Big Eyes Small Mouth, The Black Company, Mutants and Masterminds, A Game of Thrones, The Generic Universal Role-Playing System, Blood and Fist (a lesser known d20 martial arts supplement), d20 Modern and D&D 4th Edition.
The trouble is picking the parts of the aforementioned systems that I want to keep and working to create something that holds to continuity. Essentially, I am working to build a system around the Wheel of Time using some of the basic frameworks provided by anything and everything that is d20, rather than attempting to cram the world of the wheel into a system that can't contain it.
I have never taken a look at Ars Magica, but I'm certainly interested in anything and everything that will give me ideas. As it stands, a great many of the issues that you and others have brought up, such as shock values, the codified nature of spells and a slew of other things have already been addressed and corrected. There are a surprising number of fascinating mechanics that work to implement solutions to these factors effectively in a d20 game.
I played Legend of the Five Rings for a while, but I didn't overly enjoy it. It was sweet and simple and the elemental theme was sort of neat, but the mountains of ten sided dice, the endless tallying of numbers and the limited selection of skills was all sort of a turn off for me. On a side note, my gaming group has adopted the term "explosion" (when a player rolls the highest possible result on multi-sided die and is rewarded by rolling it again and adding that number to the total) from that game setting and have made efforts to implement it into some of our current games.
If you or anyone else would like to take a look at some of the ideas I'm developing -- or if anyone feels that they have valuable input regarding tabletop role-playing and the wheel of time, you can feel free to contact me at the following e-mail address:
agelesspattern@aol.com
Thanks!
With that being said, however, there is a Wheel of Time d20 supplement out on the market. I'll use that as the basis for some of my explanations and leave the system discussion to this post and this post alone.
While I agree that your typical d20 system isn't fit to contain the Wheel of Time, I wouldn't discount the d20 system entirely. My friends and I have heavily revised and overhauled the d20 system by marrying concepts from additional supplements such as Big Eyes Small Mouth, The Black Company, Mutants and Masterminds, A Game of Thrones, The Generic Universal Role-Playing System, Blood and Fist (a lesser known d20 martial arts supplement), d20 Modern and D&D 4th Edition.
The trouble is picking the parts of the aforementioned systems that I want to keep and working to create something that holds to continuity. Essentially, I am working to build a system around the Wheel of Time using some of the basic frameworks provided by anything and everything that is d20, rather than attempting to cram the world of the wheel into a system that can't contain it.
I have never taken a look at Ars Magica, but I'm certainly interested in anything and everything that will give me ideas. As it stands, a great many of the issues that you and others have brought up, such as shock values, the codified nature of spells and a slew of other things have already been addressed and corrected. There are a surprising number of fascinating mechanics that work to implement solutions to these factors effectively in a d20 game.
I played Legend of the Five Rings for a while, but I didn't overly enjoy it. It was sweet and simple and the elemental theme was sort of neat, but the mountains of ten sided dice, the endless tallying of numbers and the limited selection of skills was all sort of a turn off for me. On a side note, my gaming group has adopted the term "explosion" (when a player rolls the highest possible result on multi-sided die and is rewarded by rolling it again and adding that number to the total) from that game setting and have made efforts to implement it into some of our current games.
If you or anyone else would like to take a look at some of the ideas I'm developing -- or if anyone feels that they have valuable input regarding tabletop role-playing and the wheel of time, you can feel free to contact me at the following e-mail address:
agelesspattern@aol.com
Thanks!
Channeling in the Wheel of Time
13/10/2009 10:25:02 PM
- 1135 Views
An "accurate" WoT game would be heavily, HEAVILY biased in favor of channelers
13/10/2009 10:54:04 PM
- 744 Views
Good idea - esp. since in Ars Magica, you have a "non-magical" character under your control, as well *NM*
16/10/2009 12:44:36 AM
- 309 Views
It's "no" to all the questions *NM*
14/10/2009 12:15:41 AM
- 342 Views
I still think 1a and 1b are "true
14/10/2009 03:41:30 PM
- 650 Views
Yes, this is my opinion too
14/10/2009 08:31:46 PM
- 636 Views
Some comments.
15/10/2009 04:13:49 PM
- 633 Views
Re: Some comments.
16/10/2009 03:15:36 PM
- 710 Views
Can't reply to all of these - many of these OP-discussions are heavy on the philosophy
16/10/2009 06:39:09 PM
- 661 Views
Re: Channeling in the Wheel of Time
14/10/2009 04:18:34 PM
- 676 Views
Notes on Wheel of Time Tabletop Systems
16/10/2009 01:07:25 PM
- 787 Views
Maybe Mage: The Ascension would work better. A vague, open-ended system would be better
14/10/2009 07:30:32 PM
- 611 Views
What is Hardened Air anyway?
16/10/2009 05:39:42 AM
- 664 Views
Re: What is Hardened Air anyway?
16/10/2009 01:19:14 PM
- 780 Views
Further note re: visibility.
16/10/2009 02:57:55 PM
- 604 Views
That was probably 'bending light', as Rand used on Egwene in Cairhien, no? *NM*
17/10/2009 06:52:21 AM
- 290 Views