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12597675
Hey /tg/ after yesterday's thread about /tg/ projects that have faded into obscurity before
ever getting finished I started reading through the 1d4chan list of homebrews that /tg/
never finished. One particular homebrew that caught my eye was the one about a magic
school named scholomance. How about we try and restart this project, get it finished
and live up to /tg/s famous record of getting shit done!
Archived threads:
http://suptg.thisisnotatrueending.com/archive/1818204/
http://suptg.thisisnotatrueending.com/archive/3858116/
1d4chan article:
http://1d4chan.org/wiki/Scholomance
I can't be assed to read anything other than the 1d4chan article, but it seems pretty
>> shitty.
>>12597853
>>
Not doing anything for me. Seems like it might make for an interesting Harry
Potter deconstruction book, but not so much else.
>>12597834
Don't think you read it very close.
It's grimdark as fuck. Murder of other students is all but encouraged (so long as
you're good enough to not get caught). Magic is dangerous - when casting a spell, if
you fuck up, you could easily get yourself killed.
The described magic system itself is all kinds of fucking cool. You're just a shitty
>>
magic student, so you can't just make things happen - instead, you have to go about
using ritualized magic to mitigate the difficulty of casting the spell, such as using
objects that resonate with the spell's concept. Don't migate it enough, and the spell
won't work properly (fireball will just fizzle, the binding circle won't hold the
summoned demon) - but migate it TOO much, and overshoot the spell's difficulty,
and it'll work too well (fireball becomes a raging inferno that likely consumes the
caster being the obvious example).
That's just off the top of my head, I haven't read these threads in months.
What i was thinking was that, seeing as we dont have any of the crunch, we dont
>> have any of the documentation people made and we have no way of contacting the
creators, it would be easier to start by wiping the slate clean and starting again,
using ideas from the old threads.
>> So /tg/ rewrites the school of Necromancy in the WoWverse for standard TT
gaming? Alright.
>>12597873
A few more things which popped into my head: As important as magic skill is, it's
not the only tool you'll need - a few well placed words in the right ears can do just
as much as an artifical monstrousity. Manipulation, alliances, backstabbing - all
necessary parts of the Scholomance lifestyle. Even if you're not engaging in
intrigue yourself, you must beware of higher students who intend to use you as a
pawn in their own games.
Also, the castle itself serves as a character - the castle is practically infinite,
stretching as far as anyone has ever ventured. Though one must be ware - reality
seems less stable the further you venture from the populated area....
>>12597880
Actually a lot of the basic crunch (though not how it would be holistically
implimented alongside character advancement) is already in those threads. Some of
>>
it is too good to throw away. I'll see what I can dig up...
>>12597890
>Implying wow didn't take that name from folklore
>>12597890
http://en.wikipedia.org/wiki/Scholo
>>
mance
hurpaderp
>> >>12597900
didn't you just describe VtM?
>>12597930
Sort of? The social/political aspect is certainly there in both games. But playing this
sort of game as an immortal vampire is certainly different from doing it as a
>> university student, I'd think. Especially given the how different the world would
work.
Even if it is similar, so? It's not like there cannot be two games involving social
dickery.
You know, I'm beginning to think that this setting would pretty good for an RPG,
but COMPLETELY FUCKING AMAZING as an MtG set. The academy itself
>> would be a pocket plane, with high-level mages being planeswalkers. Spells
invented by Scholomance mages would form the core of the set, so it would
obviously be instant and sorcery-heavy, but there's room for shitloads of
summoning too.
I guess you could accomplish the feel of the mechanics by using various
artifacts/other permanents with cost reducing abilities, then overpricing sorcies and
instants. That doesn't really cover the part where you might mess up your 'math' (I
use that term as loosely as possible) and have the spell fail.
>>12597984
>>
I envision it more as the apprentice mages being summonable creatures,
representing the players being "higher-level powers" playing out proxy duels
through these minor mages.
I think we need to avoid the problem that plagues many /tg/ homebrew projects of
trying to throw too many ideas into the fluff and having a 'Thats cool, throw it on
>> the pile' mentality with regard to the system. We need to structure the fluff and the
crunch. First of all we need to work out how characters work, what stats will you
have? there's the obvious proficienciesin various schools but what about stats that
help with the backstabbing and intrigue side of things?
>>12598004
Lay out a system, I'm sure /tg/ will follow. Here are my two cents though.
If you want backstabbing and politicking to be important tools in the setting, the
important thing is to limit the role of magic. Since you can potentially use it to
>> solve whatever problem you have, there need to be safeguards in place. I don't
think we need to go the Warhammer route and make it deadly and dangerous as
much as unreliable and prone to failure: if you make it so that a mage needs to
construct his spell, tailor it to the specific circumstances of the environment as well
as to the task he wants the spell to perform, for instance, you make casting more
complex. From there it's easy to limit spellcasting by making more powerful spells
increase in complexity and failure rate. This will incentivize players to seek out
other options for problem-solving.
>>12597993
Interesting. You could do it, but you'd probably need to introduce some sort of
social mechanic to use a cost, representing debts and obligations etc.
But in any case, I'm mostly interested in this an RPG setting, so I'm getting to work
on that.
>>12598004
Yes, I read that thread too. But the thing that kills most /tg/ projects ISN'T feature
creep - it's apathy.
Besides, I don't think you understand what I'm saying. The basis for this system is
practically already laid. All that we really need to do is relearn the stuff that's
spelled out in the threads, then assign the specific crunch values. That's not to say
we can't come up with new stuff, but I think it's pointless to ignore stuff that's
already done for us. I'm going to re-read all the old threads, then reguirgitate their
summarized mechanical contents into this one (...but I'll probably get some sleep
first).
Another thing that I remember: The spell creation system is ridiculously flexible.
You can create spells for almost any purpose. It just takes lots and lots of planning.
The system REALLY emphasizes preperation above all else - battles should
generally be decided before they even begin, by the weapons, countermeasures and
counter-countermeasures created ahead of time.
>>12598044
If we're following the ideas of the original (and I'm going to try, because I dearly
love the concept), intrigue isn't the focus of the setting, rather an inherent element.
>>
It's just something that happens, as a byproduct of the setting and the people who
inhabit it.
You should really read the threads. They're a pretty decent read, honestly.
>>12598068
>If we're following the ideas of the original (and I'm going to try, because I dearly
>>
love the concept), intrigue isn't the focus of the setting, rather an inherent element.
Yeah, and I'm saying it needs to be represented in the mechanics so that the players
don't magic their way through everything.
>>12598093
But the primary focus of the game is the intense back and forth battle of magic -
due to the flexibility of the magic system there are a million ways to attack your
opponent and a similar number of ways to defend yourself from his attacks. It just
happens that by persuading or conning a fellow student into the game, you may be
able to tip the balance in your favor, or just accomplish something with less risk to
yourself.
Consider the social dickery not a primary focus of the setting, but an extension of
the 'just as planned' mentality of the setting.'
That said, magic IS dangerous. As i've said a few times, if you miscalculate, you're
in trouble.
>> I'm going to bump this and wait for the guy who said he was finding all the crunch
from the previous threads.fr
Ok, having read through the threads a little I think it would be a good move to
>> scrap all that crap about immortal, insane humans working the grounds. It just
seems a bit stupid to me. Although if anyone wants to defend it I'm open to
suggestions.
>> im willing to help with what i can, just tell me what to do and i'll do it. I can write
moderately well, and i can map pretty well.
>>12602681
Actually, I think we should probably try and get a map of the school grounds going,
>>
if that would be possible. Although I dont know what needs to be included. Have
you read the archived threads? There is a lot of stuff there about the sort of
architecture and styles that are used in the school.
Alright, I've finished going over the threads (sorry for sudden departure last night -
>> I had a test I somehow forgot about. Talk about a cram session...). I'm writing
everything up, sit tight. Then we can pick and them, refine them, and work with
what we want
Well, I'm going to sleep for a bit now, if this thread is still up when I wake up I will
>>
keep posting in it otherwise I will just have to make a new thread, just in case I'll
archive this now.
1. Fluff
Okay, let's get started. First thing that occurs to me is that unlike the whole typical
Hogwarts style setup, Scholomance is a university, not a high school or whatever.
This is reflected in the huge degree of freedom students are granted. There's no
mandatory attendance for class - as long as you pass your finals/dissertions, you
can do whatever the hell you want.
>>
Speaking of which, the actual end of year event was not entirely established. The
general idea was that there would be something at the year's end that would
determine if the student passes or not (with failures meeting unfortunate ends, I'd
presume). Some people suggested that there'd be some sort of test that would be
carried out at year's end, with the actual content of the test being dependant on your
year. Personally, I prefered the dissertation model... to quote the original post:
>Are you aware of the concept of a University Dissertation? While at the end of
most 2-year courses (in England at least) students are graded on an extended essay
or presentation in which they attempt to answer a fundamental or poignant question
relating to their subject.
>I was thinking that for the Academy that this would be the only requisite for
passing the academic year; one must successful present one's paper or practical
demonstration to the examining body and they must deem it suitable.
>What happens between the start of the year and your exam is of no consequence,
lectures and classes will be run and help offered but it's entirely voluntary. What
you do and how you secure your... research material is up to you."
>>12604204
Second is the nature of the school itself. The Scholomance is basically a pocket
dimension that can be accessed from a number of hidden doors/gates/portals from
all over the world. We should also decide if it stretches across time as well
(meaning you could have people from all different time periods inside the school,
which personally seems a little silly to me). The school more or less just IS, rather
than being built. It's also an increadible mishmash of all sorts of architecture.
The basic maintence needs and other menial tasks are fulfilled by the bound souls
of failed students. The school itself is powered by a diabolic engine - quite literally
a demon bound to some sort of abominal machine. The staff of the school are
alumni who've decided they'd rather
stick around than return to the real world. There are a few awesome staff members
>> fleshed out
in the threads.
As previously stated, students do murder each other. Murder is not punished unless
you are discovered. Running to your teachers to tattle, however, is punishable.
Gotta solve your own problems. However, death isn't the only way to do things.
Just because you aren't explicitly discovered doesn't mean people won't find out
what you've done - magic's involved, after all. Having the reputation of a serial
killer will do wonder for your social life. And if you kill someone with the wrong
friends... better watch your back. In any case, more subtle methods will often
suffice. Domination, black mail, even just showing someone that you COULD have
them all have their uses.
There's more fluff (some loose stuff about demons and stuff) but I'm tired of this
part, so moving on to mechanics...
>Scholomance
>>
>Instantly think of the World of Warcraft
Dungeon
>> OP, You need the guy that ran a game of it. He had to fill in the space in the rules
and fluff to do it
Thread summarizer here. Had to take care of some shit. Gettin back to work.
>>12606168
Never heard of it.
>>12605527
I agree on the time part (though really you can have people from any point in
history inside scholomance - the school's OLD, and once you become an
>>
accomplished enough caster, death can be permanently denied. The biggest reason I
dislike the time idea is because it just makes things silly and looks like time
paradoxes in the making.
I personally like the infernal machine powering the school, but it's not really
important. It's just a small fluff detail. Feel free to disregard it, it's not at ALL
important.
Ok, I'm back. Looking good so far, I agree with the removal of the time travel bit,
>> doesnt really fit. Perhaps time could be slowed a little in the school though, it
strikes me that not many people would be in each year if they were only the people
from each earth year. Maybe one year in scholomancer is a centruy in our time?
>>12609223
1:100 ratio doesn't really work. I say the 1:10 ratio works. The eldest students are
from 70 years ago, which was 1940. Of course the staff members are older, from at
least 80 years ago if not longer, as seen with the Headmaster.
>> This does complicate things when you FINALLY graduate only to find the world
has changed. However I would say that Sorcerers unless killed can live for
centuries (perhaps 500 years).
The rules seem a bit wonky, with the mitigation, and while diceless systems do
work it's just that rules are needed. So unless OP or someone comes out with a
chart stating the rules of mitigation I propose tying it in a dice game.
>>12609223
>>
Just make time normal. Assuming you succeed, you're only in there for four years
unless you want to stick around.
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