Re: Magic-User Options
Posted: Fri Feb 15, 2013 8:32 am
I've never really put this into words, but when it comes to supplements, I prefer each supplement to be either "prescriptive" or "constructive."
A "prescriptive" supplement should provide, at most, one way to do things. It should be possible to use the supplement in its entirety without wrecking your game.
A "constructive" supplement should provide materials and advice for DIY changes to your game. Any supplement that provides more than one way to do things is constructive.
When a supplement is prescriptive, it can contain many more or less unrelated rules; if constructive, it should focus on the one thing its constructing.
When I created Combat Options, and accepted Thief Options, they were both prescriptive. You don't have to use all of either, but you can, and if you do, you haven't broken anything. This is why I'm so resistant to adding alternatives to Combat Options... I want that supplement to stay prescriptive. The proposed Criticals and Fumbles supplement is constructive, and it's perfect in its way because all it does is provide options for the criticals and fumbles mechanic. I would resist absolutely combining them.
Why does this matter?
I can start a game, and say, "I'm using Combat Options, Thief Options, Gnomes and Half Humans" and I don't have to say more. If I choose to omit some features, that's a few extra words. If I want to use a constructive supplement, I have to say a lot more about how I'm using it, but if I'm using one I'm ready for that.
My main problem with Magic-User Options is that it's constructive. I had envisioned releasing a prescriptive Magic-User Options supplement of my own design, but I procrastinated too long... my fault.
Smoot, I agree with your assessments 99%. The magic bolt power is an exception. Adding spells (even spells of levels not previously in existence) is not a "change" as you have said. Different weapon proficiencies are, as are different armor options. But the magic bolt power is something the rules have never had, so they definitely are a change.
Changes aren't "bad" but they do change the nature, the very feel, of the game, and thus must be evaluated on that basis. Fictional wizards can and do run out of magical options, especially in more classic stories; this is the model I had in mind when I put the game together, and I dare say the model the original authors of the first RPGs were working with.
A "prescriptive" supplement should provide, at most, one way to do things. It should be possible to use the supplement in its entirety without wrecking your game.
A "constructive" supplement should provide materials and advice for DIY changes to your game. Any supplement that provides more than one way to do things is constructive.
When a supplement is prescriptive, it can contain many more or less unrelated rules; if constructive, it should focus on the one thing its constructing.
When I created Combat Options, and accepted Thief Options, they were both prescriptive. You don't have to use all of either, but you can, and if you do, you haven't broken anything. This is why I'm so resistant to adding alternatives to Combat Options... I want that supplement to stay prescriptive. The proposed Criticals and Fumbles supplement is constructive, and it's perfect in its way because all it does is provide options for the criticals and fumbles mechanic. I would resist absolutely combining them.
Why does this matter?
I can start a game, and say, "I'm using Combat Options, Thief Options, Gnomes and Half Humans" and I don't have to say more. If I choose to omit some features, that's a few extra words. If I want to use a constructive supplement, I have to say a lot more about how I'm using it, but if I'm using one I'm ready for that.
My main problem with Magic-User Options is that it's constructive. I had envisioned releasing a prescriptive Magic-User Options supplement of my own design, but I procrastinated too long... my fault.
Smoot, I agree with your assessments 99%. The magic bolt power is an exception. Adding spells (even spells of levels not previously in existence) is not a "change" as you have said. Different weapon proficiencies are, as are different armor options. But the magic bolt power is something the rules have never had, so they definitely are a change.
Changes aren't "bad" but they do change the nature, the very feel, of the game, and thus must be evaluated on that basis. Fictional wizards can and do run out of magical options, especially in more classic stories; this is the model I had in mind when I put the game together, and I dare say the model the original authors of the first RPGs were working with.