Well, it's been a very busy couple of months since I last updated.
We've had an assessment for each class so far and at the moment I'm waiting on getting the results back for a couple of them that were submitted recently.
The biggest challenges to date have been the board game we had to make - from scratch, and the first modelling assignment. We had to model a house, then UV and texture it.
The board game assignment was a blast. It was really interesting to actually build something like that from the ground up, to play test it, tweak it, test it some more, tweak it again, change it back when the tweak didn't work and then find a new one. We also had to do the art direction on the game which was great fun. I really enjoyed putting all that together and having a unified theme that ran through the entire game along with (almost) all the game pieces. The final result is one I'm really happy with, now I just hope that it gets a good mark.
The house modelling I really enjoyed. Given that is what I want to do once I complete my degree that should come as no real shock. Learning Maya has been a bit of a learning curve as it isn't the most user friendly piece of software I've ever used, but once you get your head around it, it isn't too bad. UVing on the other hand is a painful process, BUT, I now have a much better understanding of it. Creating the texture once the UV map was done wasn't too hard but there were a few little things you had to keep an eye out for.
I was really happy with the model I made (an Urzua Cofre house) which had a few tricky little sections in it to model and texture, but I'm quite pleased with the result as it looks pretty close the images I based it on.
Current projects include a couple of groups, one creating a text adventure using Quest which is ticking along quite nicely and the other where we have to create a short video/animatic. My group has gone with a bit of a mashup taking Noir and Urban Fantasy, smooshing (technical term) them together and subverting some of the tropes. Been working on putting the finishing touches on the character concepts tonight with input from my group partner as well as start to put together the panels that will be used to make the animatic - though ours will be slightly different in that we won't be animating it but putting audio to it instead - dialogue, sound effects, all that stuff. Should be a bit of fun once it's done.
So, enough chit-chat, time to get back to the grind stone.
A random blathering of thoughts, ideas and opinions on things that appeal (or don't) to me. I have no real idea of what I'm going to say, so stick around as it should be an interesting ride.
Pages
Friday, 16 May 2014
Sunday, 23 March 2014
The Power of The Tale
As a family, we play games. Some of them we play together and some we play as individuals. We play games on our computers, our phones, our tablets, our TV and on our table. My wife and I have been gamers since we were kids and it was one of the things that has been a constant in our relationship right from the start. Because of this our son has been introduced to games from a very young age as well, both tabletop and digital varieties.
I'd been playing GuildWars 2 for almost 12 months when Warhammer: Age of Reckoning announced it was closing down. My wife (along with her mother and grandmother) then needed something else to play. Given I was already in GW2 and it has a good population density along with plenty of PvE and PvP options they decided to come across. We also purchased a copy for our son - he'd spent the last couple of years playing DDO and LOTRO with me and we thought it would be nice for him to be able to play with all of us - and it's been great!
He's picked it up like a duck takes to water (which is no surprise), and he's switched from using the arrow keys to WASD which has even given his grandmother the impetus to switch that that as well. He's learned his class (he's playing a Ranger as his main - just like daddy) and he does very well with it. He can quite happily wander around the world, doing quests, participating in world events and finding the vista's and skill challenges dotted around the place. We also introduced him to the "story quests" that begin when you first create your character and continue through until you reach the level cap.
Jump forward to a few weeks ago. It's a Saturday afternoon and we are all playing, the boy and I have been grouped up for a bit to do some events and then he goes off to do his story quests while I go and do some crafting. He's up to the level 71 quest (Liberating Apatia), so he travels to Mount Maelstrom to help rescue an NPC that you group up with a few times in previous quests. Unfortunately the rescue doesn't quite go as planned as Apatia has been corrupted by the evil you are fighting and instead you have to release her from her suffering (at the end of your blade). Once done you then go back to her home town and proclaim the legend of Crusader Apatia.
We didn't realise the impact these actions had until later that night.
My wife and I were sitting watching some TV when we realised we could hear someone crying. We went into the boys room and there he was, sitting up on his bed, tears streaming down his face. We calmed him down and asked him what was wrong. It took a while but he was finally able to tell us that he hadn't wanted to kill Apatia, he wanted to save her but he couldn't. As you can imagine this tugged on the heartstrings in a major way. We had a long discussion about the game and the decisions that they have to make to tell the story. We also decided that it would be a good idea to for him to have a break from GW2 for a little while.
This also got me to thinking about the nature of narrative in games, be it single player or multi-player games, and the impact that it can have on the player. One of the best examples of this in my opinion would be Bioware's Mass Effect series. The decisions you make through that game have a direct and long lasting impact not only on the characters but also on the world. This goes some way to explain the furor at the end of the ME3. Players invest very heavily in their character and the stories they create with it. We are more aware of it in single player games but it's there, just below the surface in MMO's as well. The attachment people feel to their characters in things like WoW, Everquest or even DAoC is there. These characters have evolved over years in most cases and while people won't talk about it, they care about them deeply - keeping folders of screenshots, writing fan fiction about their exploits or commissioning artists to create artworks depicting them.
Bioware was also at the forefront of making the narrative an integral part of Star Wars: The Old Republic. I played this when it first came out and while there were teething issues (like pretty much any MMO release) the narrative structure was there and worked I feel, very well. This brings us to GW2 and the way the developers have created an engaging story through their "Living World" content and the story quests. The Living World concept is not new, but the extent to what GW2 has gone is. Whole content arcs built around a developing story that keeps players engaged rather than an annual expansion pack that gets players back for a few months until they have completed the new content is, in my view, the way forward.
I have no doubt that in the future, we will see more and more games that have deep and engaging narratives that are just as important if not more so than the combat mechanics or flashy graphics. And when developers get all these things together, that's when the magic really happens.
I'd been playing GuildWars 2 for almost 12 months when Warhammer: Age of Reckoning announced it was closing down. My wife (along with her mother and grandmother) then needed something else to play. Given I was already in GW2 and it has a good population density along with plenty of PvE and PvP options they decided to come across. We also purchased a copy for our son - he'd spent the last couple of years playing DDO and LOTRO with me and we thought it would be nice for him to be able to play with all of us - and it's been great!
He's picked it up like a duck takes to water (which is no surprise), and he's switched from using the arrow keys to WASD which has even given his grandmother the impetus to switch that that as well. He's learned his class (he's playing a Ranger as his main - just like daddy) and he does very well with it. He can quite happily wander around the world, doing quests, participating in world events and finding the vista's and skill challenges dotted around the place. We also introduced him to the "story quests" that begin when you first create your character and continue through until you reach the level cap.
Jump forward to a few weeks ago. It's a Saturday afternoon and we are all playing, the boy and I have been grouped up for a bit to do some events and then he goes off to do his story quests while I go and do some crafting. He's up to the level 71 quest (Liberating Apatia), so he travels to Mount Maelstrom to help rescue an NPC that you group up with a few times in previous quests. Unfortunately the rescue doesn't quite go as planned as Apatia has been corrupted by the evil you are fighting and instead you have to release her from her suffering (at the end of your blade). Once done you then go back to her home town and proclaim the legend of Crusader Apatia.
We didn't realise the impact these actions had until later that night.
My wife and I were sitting watching some TV when we realised we could hear someone crying. We went into the boys room and there he was, sitting up on his bed, tears streaming down his face. We calmed him down and asked him what was wrong. It took a while but he was finally able to tell us that he hadn't wanted to kill Apatia, he wanted to save her but he couldn't. As you can imagine this tugged on the heartstrings in a major way. We had a long discussion about the game and the decisions that they have to make to tell the story. We also decided that it would be a good idea to for him to have a break from GW2 for a little while.
This also got me to thinking about the nature of narrative in games, be it single player or multi-player games, and the impact that it can have on the player. One of the best examples of this in my opinion would be Bioware's Mass Effect series. The decisions you make through that game have a direct and long lasting impact not only on the characters but also on the world. This goes some way to explain the furor at the end of the ME3. Players invest very heavily in their character and the stories they create with it. We are more aware of it in single player games but it's there, just below the surface in MMO's as well. The attachment people feel to their characters in things like WoW, Everquest or even DAoC is there. These characters have evolved over years in most cases and while people won't talk about it, they care about them deeply - keeping folders of screenshots, writing fan fiction about their exploits or commissioning artists to create artworks depicting them.
Bioware was also at the forefront of making the narrative an integral part of Star Wars: The Old Republic. I played this when it first came out and while there were teething issues (like pretty much any MMO release) the narrative structure was there and worked I feel, very well. This brings us to GW2 and the way the developers have created an engaging story through their "Living World" content and the story quests. The Living World concept is not new, but the extent to what GW2 has gone is. Whole content arcs built around a developing story that keeps players engaged rather than an annual expansion pack that gets players back for a few months until they have completed the new content is, in my view, the way forward.
I have no doubt that in the future, we will see more and more games that have deep and engaging narratives that are just as important if not more so than the combat mechanics or flashy graphics. And when developers get all these things together, that's when the magic really happens.
Thursday, 20 March 2014
Interesting Game Mechanics
As you can imagine things have been pretty hectic over the past few weeks what with Uni starting and all that. I haven't done much more than read the things I need to read, learn to use my Wacom tablet and do my best to start drawing stuff.
The assessment for one subject is to prototype a board game. This can be any number of different things as long as it fits within one of four themes we've been given. Gotta love working within constraints so make you think outside the box - pun intended. Part of this is looking into the inner workings of games to see what makes them tick, be it a table top game or a video game. One of the games mentioned in one of the readings was Mirrors Edge which was released back in 2012 I believe.
Recently I picked up a copy on Steam so I could have a look at the setting, the story line, and one specific aspect of the game play - parkour. Mirrors Edge is all about running around a near future city that has a definite dystopian touch (just read the "news reports" that appear on screens around the place), but this running isn't down down on street level. Oh no, you run and jump and climb around the rooftops - leaping from building to building, grabbing pipes to shimmy up or down, balancing on beams that span yawning chasms between buildings, sliding under low hanging air con ducts or using the cranes constructing new buildings as your personal freeway.
All of this is done in first person view, but with a twist. Unlike most first person views, in all of this running, jumping and sliding, your hands an feet come into view. And making a jump from the side of a building to a narrow ledge above you can really get the heart racing. Miss and you plummet numerous floors to your rather crunching demise. It's not a pleasant way to go.
Below is short bit of footage I captured showing you making your way across the rooftops.
The assessment for one subject is to prototype a board game. This can be any number of different things as long as it fits within one of four themes we've been given. Gotta love working within constraints so make you think outside the box - pun intended. Part of this is looking into the inner workings of games to see what makes them tick, be it a table top game or a video game. One of the games mentioned in one of the readings was Mirrors Edge which was released back in 2012 I believe.
Recently I picked up a copy on Steam so I could have a look at the setting, the story line, and one specific aspect of the game play - parkour. Mirrors Edge is all about running around a near future city that has a definite dystopian touch (just read the "news reports" that appear on screens around the place), but this running isn't down down on street level. Oh no, you run and jump and climb around the rooftops - leaping from building to building, grabbing pipes to shimmy up or down, balancing on beams that span yawning chasms between buildings, sliding under low hanging air con ducts or using the cranes constructing new buildings as your personal freeway.
All of this is done in first person view, but with a twist. Unlike most first person views, in all of this running, jumping and sliding, your hands an feet come into view. And making a jump from the side of a building to a narrow ledge above you can really get the heart racing. Miss and you plummet numerous floors to your rather crunching demise. It's not a pleasant way to go.
Below is short bit of footage I captured showing you making your way across the rooftops.
I also came across another title - Remember Me - that also uses elements of parkour in it's play. Like Mirrors Edge, Remember Me is also set in a dystopian universe, and like all good cyberpunk stories it is you against the faceless corporations. What made me want to check this title out though was something else. In Remember Me you have the ability to reorganise people's memories, allowing you to change what they remember as true and thus manipulate them in order to achieve your goals. A really interesting concept, like the use of parkour, and one that works quite well.
What this shows is that there are plenty of under utilized ideas out there ripe for the picking, it just takes someone willing to take a punt on it.
Monday, 24 February 2014
Rider Review: Shark Speed R MXV, Dainese Carbon, Axo 9 to 5.
Thought I'd revisit something from the dim, dark 00's.
Back when I got my Buell, I was a member of Netrider.org, an online motorcycle group and forum. One of my roles within the group was I edited the newsletter that was emailed out to every member. We would include "rider reviews" on just about anything to do with motorcycling - gear and equipment, locations and of course, bikes.
Given that my bike is currently having some work done on it today, I was given a loaner and thought it might be a nice way to revisit old times by doing a quick review on the new gear I got recently.
So, let's begin with the new gear.
First up is the Shark Speed R MXV Sauer helmet. It is considerably lighter than the old Shark I had (a Carl Foggarty replica) but due to new rules the clip mechanism on the chin strap has now been replaced by the Double D ring system. This is a little bit of a pity as the clip system worked wonderfully and meant you could do up your lid without having to remove your gloves, but the powers that be have deemed this a safer alternative. The Speed R has a very wide viewing angle (the widest of any helmet so they say) and with the few I compared it to I'd have to agree. The visor uses an allen bolt to adjust the stiffness of the visor - no ratchets or anything here, just a very smooth action. The visor is held closed by a small pin on the left hand side that the visor clicks over. It seems to hold it very tightly closed and there is no movement at high speed. When the visor is left open this is very noticable wind noise and a high pitched whistling. I tend to ride with my visor up a lot and so this can be very annoying. Like a lot of new helmets the Speed R also has the retractable sun shield built in (think of it like the dark visor that slides down into place on a fighter pilots helmet). This works really well and I've stopped wearing sunglasses under my lid.
With the visor closed the is very little wind noise and the ventilation with the chin vent open is much better than what I was used to with my old helmet. All in all, I'm very pleased with the Shark Speed R MXV Sauer helmet. Retail price is around $450 to $500.
Second on the list are the Dainese Carbon Cover gloves, so named I expect for the carbon fibre knuckle guards and inserts. Very comfortable to wear, good ventilation and typical Dainese quality. Retail price is around $130 to $140.
Lastly, the Axo Striker 9 to 5 Boots. These low cut boots wear just like a pair of shoes. My last pair of boots were Alpine Star boots that were brilliant but have finally come to the end of their life. These Axo's are quite comfortable but have taken a little getting used to. The ratchet spool and stainless steel laces system works really well (it's been used for a long time on mountain bike shoes I was told) and has now made it's way into motorcycle boots. The main reason I went with these was that I don't want to have to carry a spare pair of shoes to Uni (if I can help it), and a full boot can be quite uncomfortable to wear all day if you aren't on the bike. The fit is a little wider than I'm used to (I have quite a narrow but long foot) but this hasn't proven to be an issue - a thicker pair of socks seems to have done the trick. Retail price is around $160 to $170.
I also have an Ogio Stealth Mark 3 backpack but I've only used this once for a very short ride so far so I won't try to review that just yet, maybe in the next couple weeks once I've had a chance to give it a good going over.
And there you have it, a quick review of some new gear.
Back when I got my Buell, I was a member of Netrider.org, an online motorcycle group and forum. One of my roles within the group was I edited the newsletter that was emailed out to every member. We would include "rider reviews" on just about anything to do with motorcycling - gear and equipment, locations and of course, bikes.
Given that my bike is currently having some work done on it today, I was given a loaner and thought it might be a nice way to revisit old times by doing a quick review on the new gear I got recently.
So, let's begin with the new gear.
First up is the Shark Speed R MXV Sauer helmet. It is considerably lighter than the old Shark I had (a Carl Foggarty replica) but due to new rules the clip mechanism on the chin strap has now been replaced by the Double D ring system. This is a little bit of a pity as the clip system worked wonderfully and meant you could do up your lid without having to remove your gloves, but the powers that be have deemed this a safer alternative. The Speed R has a very wide viewing angle (the widest of any helmet so they say) and with the few I compared it to I'd have to agree. The visor uses an allen bolt to adjust the stiffness of the visor - no ratchets or anything here, just a very smooth action. The visor is held closed by a small pin on the left hand side that the visor clicks over. It seems to hold it very tightly closed and there is no movement at high speed. When the visor is left open this is very noticable wind noise and a high pitched whistling. I tend to ride with my visor up a lot and so this can be very annoying. Like a lot of new helmets the Speed R also has the retractable sun shield built in (think of it like the dark visor that slides down into place on a fighter pilots helmet). This works really well and I've stopped wearing sunglasses under my lid.
With the visor closed the is very little wind noise and the ventilation with the chin vent open is much better than what I was used to with my old helmet. All in all, I'm very pleased with the Shark Speed R MXV Sauer helmet. Retail price is around $450 to $500.
Second on the list are the Dainese Carbon Cover gloves, so named I expect for the carbon fibre knuckle guards and inserts. Very comfortable to wear, good ventilation and typical Dainese quality. Retail price is around $130 to $140.
Lastly, the Axo Striker 9 to 5 Boots. These low cut boots wear just like a pair of shoes. My last pair of boots were Alpine Star boots that were brilliant but have finally come to the end of their life. These Axo's are quite comfortable but have taken a little getting used to. The ratchet spool and stainless steel laces system works really well (it's been used for a long time on mountain bike shoes I was told) and has now made it's way into motorcycle boots. The main reason I went with these was that I don't want to have to carry a spare pair of shoes to Uni (if I can help it), and a full boot can be quite uncomfortable to wear all day if you aren't on the bike. The fit is a little wider than I'm used to (I have quite a narrow but long foot) but this hasn't proven to be an issue - a thicker pair of socks seems to have done the trick. Retail price is around $160 to $170.
I also have an Ogio Stealth Mark 3 backpack but I've only used this once for a very short ride so far so I won't try to review that just yet, maybe in the next couple weeks once I've had a chance to give it a good going over.
And there you have it, a quick review of some new gear.
The week it all begins
Well, this week marks the end of my nice little break.
This week is O week!
And then everything "gets real", as if it wasn't real enough already. I've done everything I an do, and prepped as much stuff as I can for next week (which I will admit isn't much, but every little bit helps).
So, bring it on!
This week is O week!
And then everything "gets real", as if it wasn't real enough already. I've done everything I an do, and prepped as much stuff as I can for next week (which I will admit isn't much, but every little bit helps).
So, bring it on!
Friday, 14 February 2014
Drawing it all together.
Wow, what a month it's been. Hard to believe that in a couple of weeks Uni starts and everything I've been doing for the last 6 months or so will finally come to fruition.
In the last month I've finished up from my job and then the real work started. Had to get my bike back on the road so I will have transport to get to and from campus. I also asked the guys doing it to do a roadworthy on it as well as I had to (finally) change the registration over to Queensland which I got done yesterday.
I've also put in an application for Aus Study and dropped off the paperwork for that yesterday too. Add in all the sundry other little things that had to be done and it's been a very busy couple of weeks. There are still a few other loose ends to tidy up and O week starts in the last week of Feb, then all hell breaks loose.
I am really excited but the anxiety is starting to creep in now a little as well. I'm not second guessing myself but I have no doubt there will be a day when I come home, curl up into a ball and wonder what the hell I've done. At least I'm prepared (as much as I can be) for when that happens.
My son thinks me going to make games is awesome, and he's decided that is what he wants to do when he grows up. Of course, that changes on a regular basis - previously he wanted to be a teacher like my wife. I tracked down some software that will let him make 2D platform games which he's been playing with and making levels, now we just need to work out how to link them together.
My first textbook also arrived yesterday, one for my drawing class so that's another thing making it all very real.
But for now, I'm going to go enjoy my bike as there is yet another thing to be done today before I can put my feet up.
In the last month I've finished up from my job and then the real work started. Had to get my bike back on the road so I will have transport to get to and from campus. I also asked the guys doing it to do a roadworthy on it as well as I had to (finally) change the registration over to Queensland which I got done yesterday.
I've also put in an application for Aus Study and dropped off the paperwork for that yesterday too. Add in all the sundry other little things that had to be done and it's been a very busy couple of weeks. There are still a few other loose ends to tidy up and O week starts in the last week of Feb, then all hell breaks loose.
I am really excited but the anxiety is starting to creep in now a little as well. I'm not second guessing myself but I have no doubt there will be a day when I come home, curl up into a ball and wonder what the hell I've done. At least I'm prepared (as much as I can be) for when that happens.
My son thinks me going to make games is awesome, and he's decided that is what he wants to do when he grows up. Of course, that changes on a regular basis - previously he wanted to be a teacher like my wife. I tracked down some software that will let him make 2D platform games which he's been playing with and making levels, now we just need to work out how to link them together.
My first textbook also arrived yesterday, one for my drawing class so that's another thing making it all very real.
But for now, I'm going to go enjoy my bike as there is yet another thing to be done today before I can put my feet up.
Friday, 17 January 2014
Magical Theory
May years ago, and I do mean MANY years ago, back when the Bulletin Boards were king I was active on a few of them. One of these ran with a fantasy theme and had very active group of users who wrote stories and poems. The Admin encouraged us to write a variety of things and created a place for us to post our stuff where other users could read and comment, giving us feedback. The most popular thing I ever posted was a dissertation on magical theory "written" by the Archmage Karlin Marrick.
Jump forward to a couple of weeks ago when we were shifting rooms around at home and I found box of old papers and what-not. Going through them I found a number of pages from a notepad back when I worked for Australian Airlines (before they were taken over by QANTAS). Looking over it I found that it was what looked like a re-write of the original I'd done, expanding on some aspects and changing others.
Over a couple of hours I typed it up, cleaning up some of the grammar and trying to make sense of my own handwriting and where my brain was some 20+ years ago. There were even some notes I'd tacked on at the end on how this could be implemented as a magic system in a game which seems quite prophetic given my course of study this year.
So, please enjoy this dissertation on magic theory (without the gaming notes).
Magic, as we know it, is a force or energy that surrounds all living things. Some areas of the world, such as sacred sites, holy ground, etc, have large amounts of this energy, more than is normal. The term used to describe a single unit of this energy is a “thaum”.
When “casting a spell” you must invest a certain amount of energy within the known framework to obtain the desired result. The energy to be invested will depend upon three factors.
1. The sphere that the spell resides in (there are 4 spheres which I will cover later).
2. The type of spell being cast.
3. How long the spell is to be sustained.
To put it simply, the more energy you invest into the framework, the more powerful the spell will be.
Through much trial and error, it has been found that the human mind can handle a small amount of energy (up to 30 thaums) in a virtually continuous stream. Constructs that require 30 to 70 thaums are the quite powerful spells we use, they are dangerous but if handled carefully they can be used quite frequently and with wonderful results. Those constructs that require 70 to 100 thaums or more are generally reserved for the master magicians, the extremely lucky or the suicidal (adding together the latter 2 you generally get the first anyway).
The 4 Spheres
When a mage casts a spell, it must be from within one of the 4 spheres: Earth, Air, Fire or Water. Mages of great power may be able to cast spells that have links to 2 or 3 of the spheres. It is possible to cast a spell with links to all 4 of the spheres but this is extremely dangerous.
Earth: This sphere deals primarily with the land, agriculture, herbalism, geology and the like. It also has a healing aspect.
Air: Spells dealing with illusions and misdirection, winds, gasses and flying are the mainstay of this sphere.
Fire: Destruction is this spheres influence, in all its forms but fire is the most obvious. It also deals with other forms of energy (electricity for instance) and heat.
Water: The water sphere is primarily a healing sphere, containing frameworks that deal with water and its control.
Learning the Art
Initially, to learn anything of the magical arts one must be formally taught. Generally this occurs in a town where a mage resides. The mage will tell the town elders that he is seeking an apprentice and once all the children from the town and nearby have been assembled the mage will then make his selection. This selection is usually based upon who the mage determines to be magically orientated (but it can also be based on which child the mage believes he can actually stand for any period of time). Once the selection is made and the new apprentice is entrusted to the mage for “a period so long as the teacher has instruction”. The apprenticeship is deemed to be over when the mage believes they have nothing left to teach the student, that the student has nothing left to learn from them, the student leaves of their own volition, or the mage kicks them out (mages tend to have notoriously short tempers when it comes to children). Once the student has stopped being taught formally then they may continue their education by themselves.
Another way to learn about the control of magical forces is to petition the University of Magical Science and Theory. If accepted, students can expect to spend almost the rest of their lives in the dank, dark corridors of knowledge learning the ins and outs of all the spheres (except for field classes of course).
The casting of spells
Throughout history the greatest of magicians have kept all their spells in a single large tome and if this was lost or stolen, so were they. This is one of the universes greatest lies. As we know, the mage keeps the spells in his or her head, or the framework at least. If a mage knows the framework of a spell then all they need to do to cast it is to fill it with energy. All the “mumbo-jumbo” that’s associated with spell casting is merely showmanship to impress the locals.
When casting a spell the mage merely chooses the appropriate framework then either energises it from his own personal cache or spends a small period of time amassing the necessary power required. Then the mage focuses this power through the framework to get the desired result. For example, Jorian of Kortoli wishes to light a candle. Being a new apprentice he hasn’t yet learned about his power cache so he must visualise the framework of the spell, concentrating a small amount of energy onto the candles wick. Then he must amass enough energy and focus it through the framework. If sufficient energy is focused then the candle will light, too little and the candle won’t light and too much and the candle will melt. No matter what the spell is, this format must be followed.
Energy Caching
This is one of the last concepts an apprentice learns. It is how to cache and use your own personal energy. If a mage so desires he may energize a spell from his own cache instead of amassing energy from his surroundings. This method is generally used when the mage doesn’t have the time to amass the energy required to cast a spell but it can also be used to sustain spells for a much longer time with less concentration.
When caching energy, the mage draws it in, in the same way as to energize a spell, but instead of focusing it through the framework it is instead “left hanging”, waiting to invest the framewok. It has been suggested that some mages have the ability to use this cached energy and restore it at the same time but this hasn’t yet been proven.
Idiosyncratic or Personal Magic
Every mage, at some time in point in their life will spend time in research and development of new spells. This is formally known as Idiosyncratic Magic but is usually referred to as Personal Magic. Some of these spells may be passed on to apprentices but generally not as the frameworks were designed for a specific purpose and person.
Which Sphere can I learn?
There is no restriction on what sphere an apprentice can learn frameworks from, but you must begin with only one, which one is usually determined by the mage who holds your apprenticeship and would normally be the sphere you are most connected to. Where you grew up can have a definite impact on your connection to specific spheres. Mountainous regions link with most closely with Air, Lowland areas link with Earth, areas on lakes, rivers and oceans link with Water and desert and arid regions link with Fire. Your vocation will also lead you to certain spheres, for instance a Blacksmith would use both Fire and Earth spells.
The mechanics of it all
Every spell has a minimum amount of energy that must be passed through the framework in order to create it. If the spell is to be sustained it must be concentrated upon and the subject of the spell bent to the casters will. Some things are easy to control, others are much more difficult. Any object that was once living, a feather for example, will respond to the energy much faster and will require less energy than say a rock. This is somewhat dependant on the ability of the caster of the spell.
When an apprentice leaves their mentor they will usually have enough knowledge to cast 4 or 5 low level spells quite proficiently. This number depends upon whether the apprentice was asked to leave or left of their own accord. There is no known limits on the number of spells a person may know or the amount of energy they may invest in these spells, but by controlling more power you risk your own mind being torn apart if you don’t know how to control it properly. Safety limits are usually applied individually based on the skill of each apprentice.
Obviously the more often a spell is practiced the easier it will become to draw the necessary energy, control it and focus it. This means it will take less time to cast spells that are used frequently. As they say at the University – Practice makes perfect, if you survive.
A “spell book” isn’t really necessary as such, but most mages will keep a journal of new ideas, problems encountered and new and revised frameworks they are experimenting with. If they lose this it’s more of a nuisance than anything else.
Jump forward to a couple of weeks ago when we were shifting rooms around at home and I found box of old papers and what-not. Going through them I found a number of pages from a notepad back when I worked for Australian Airlines (before they were taken over by QANTAS). Looking over it I found that it was what looked like a re-write of the original I'd done, expanding on some aspects and changing others.
Over a couple of hours I typed it up, cleaning up some of the grammar and trying to make sense of my own handwriting and where my brain was some 20+ years ago. There were even some notes I'd tacked on at the end on how this could be implemented as a magic system in a game which seems quite prophetic given my course of study this year.
So, please enjoy this dissertation on magic theory (without the gaming notes).
Magical Theory
By
Karlin Marrick
Magic, as we know it, is a force or energy that surrounds all living things. Some areas of the world, such as sacred sites, holy ground, etc, have large amounts of this energy, more than is normal. The term used to describe a single unit of this energy is a “thaum”.
When “casting a spell” you must invest a certain amount of energy within the known framework to obtain the desired result. The energy to be invested will depend upon three factors.
1. The sphere that the spell resides in (there are 4 spheres which I will cover later).
2. The type of spell being cast.
3. How long the spell is to be sustained.
To put it simply, the more energy you invest into the framework, the more powerful the spell will be.
Through much trial and error, it has been found that the human mind can handle a small amount of energy (up to 30 thaums) in a virtually continuous stream. Constructs that require 30 to 70 thaums are the quite powerful spells we use, they are dangerous but if handled carefully they can be used quite frequently and with wonderful results. Those constructs that require 70 to 100 thaums or more are generally reserved for the master magicians, the extremely lucky or the suicidal (adding together the latter 2 you generally get the first anyway).
The 4 Spheres
When a mage casts a spell, it must be from within one of the 4 spheres: Earth, Air, Fire or Water. Mages of great power may be able to cast spells that have links to 2 or 3 of the spheres. It is possible to cast a spell with links to all 4 of the spheres but this is extremely dangerous.
Earth: This sphere deals primarily with the land, agriculture, herbalism, geology and the like. It also has a healing aspect.
Air: Spells dealing with illusions and misdirection, winds, gasses and flying are the mainstay of this sphere.
Fire: Destruction is this spheres influence, in all its forms but fire is the most obvious. It also deals with other forms of energy (electricity for instance) and heat.
Water: The water sphere is primarily a healing sphere, containing frameworks that deal with water and its control.
Learning the Art
Initially, to learn anything of the magical arts one must be formally taught. Generally this occurs in a town where a mage resides. The mage will tell the town elders that he is seeking an apprentice and once all the children from the town and nearby have been assembled the mage will then make his selection. This selection is usually based upon who the mage determines to be magically orientated (but it can also be based on which child the mage believes he can actually stand for any period of time). Once the selection is made and the new apprentice is entrusted to the mage for “a period so long as the teacher has instruction”. The apprenticeship is deemed to be over when the mage believes they have nothing left to teach the student, that the student has nothing left to learn from them, the student leaves of their own volition, or the mage kicks them out (mages tend to have notoriously short tempers when it comes to children). Once the student has stopped being taught formally then they may continue their education by themselves.
Another way to learn about the control of magical forces is to petition the University of Magical Science and Theory. If accepted, students can expect to spend almost the rest of their lives in the dank, dark corridors of knowledge learning the ins and outs of all the spheres (except for field classes of course).
The casting of spells
Throughout history the greatest of magicians have kept all their spells in a single large tome and if this was lost or stolen, so were they. This is one of the universes greatest lies. As we know, the mage keeps the spells in his or her head, or the framework at least. If a mage knows the framework of a spell then all they need to do to cast it is to fill it with energy. All the “mumbo-jumbo” that’s associated with spell casting is merely showmanship to impress the locals.
When casting a spell the mage merely chooses the appropriate framework then either energises it from his own personal cache or spends a small period of time amassing the necessary power required. Then the mage focuses this power through the framework to get the desired result. For example, Jorian of Kortoli wishes to light a candle. Being a new apprentice he hasn’t yet learned about his power cache so he must visualise the framework of the spell, concentrating a small amount of energy onto the candles wick. Then he must amass enough energy and focus it through the framework. If sufficient energy is focused then the candle will light, too little and the candle won’t light and too much and the candle will melt. No matter what the spell is, this format must be followed.
Energy Caching
This is one of the last concepts an apprentice learns. It is how to cache and use your own personal energy. If a mage so desires he may energize a spell from his own cache instead of amassing energy from his surroundings. This method is generally used when the mage doesn’t have the time to amass the energy required to cast a spell but it can also be used to sustain spells for a much longer time with less concentration.
When caching energy, the mage draws it in, in the same way as to energize a spell, but instead of focusing it through the framework it is instead “left hanging”, waiting to invest the framewok. It has been suggested that some mages have the ability to use this cached energy and restore it at the same time but this hasn’t yet been proven.
Idiosyncratic or Personal Magic
Every mage, at some time in point in their life will spend time in research and development of new spells. This is formally known as Idiosyncratic Magic but is usually referred to as Personal Magic. Some of these spells may be passed on to apprentices but generally not as the frameworks were designed for a specific purpose and person.
Which Sphere can I learn?
There is no restriction on what sphere an apprentice can learn frameworks from, but you must begin with only one, which one is usually determined by the mage who holds your apprenticeship and would normally be the sphere you are most connected to. Where you grew up can have a definite impact on your connection to specific spheres. Mountainous regions link with most closely with Air, Lowland areas link with Earth, areas on lakes, rivers and oceans link with Water and desert and arid regions link with Fire. Your vocation will also lead you to certain spheres, for instance a Blacksmith would use both Fire and Earth spells.
The mechanics of it all
Every spell has a minimum amount of energy that must be passed through the framework in order to create it. If the spell is to be sustained it must be concentrated upon and the subject of the spell bent to the casters will. Some things are easy to control, others are much more difficult. Any object that was once living, a feather for example, will respond to the energy much faster and will require less energy than say a rock. This is somewhat dependant on the ability of the caster of the spell.
When an apprentice leaves their mentor they will usually have enough knowledge to cast 4 or 5 low level spells quite proficiently. This number depends upon whether the apprentice was asked to leave or left of their own accord. There is no known limits on the number of spells a person may know or the amount of energy they may invest in these spells, but by controlling more power you risk your own mind being torn apart if you don’t know how to control it properly. Safety limits are usually applied individually based on the skill of each apprentice.
Obviously the more often a spell is practiced the easier it will become to draw the necessary energy, control it and focus it. This means it will take less time to cast spells that are used frequently. As they say at the University – Practice makes perfect, if you survive.
A “spell book” isn’t really necessary as such, but most mages will keep a journal of new ideas, problems encountered and new and revised frameworks they are experimenting with. If they lose this it’s more of a nuisance than anything else.
Subscribe to:
Posts (Atom)