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Re: (TFT) Apprentices
From: "Dominic Desrosiers" <firstname.lastname@example.org>
Subject: Re: (TFT) Apprentices
Date: Wed, 14 Jun 2000 10:25:10 EDT
I like what you have below. I guess the point I've been trying to get
across is this: All things are relative, seems pretty straight >forward,
but let me expand (ramble).
You have a guild in your example, this presupposes that magic is a
prevalent and accepted practice in your world, which is fine but >shouldn't
necessarily be a given.
You could have a world where magic is so rare that it takes a would be
apprentice a quest to find a mage and convince him to take the person on as
Like I said all things are relative, while rules like these are good to use
as guidelines, they shouldn't be written in stone for every >genre.
My 2 Cents,
This is perhaps why Rules Systems often come published with GameWorlds.
Then the stated guidelines are peculiar to that world and it would be easier
to see how it interacts and relates to the rest of society or environment.
On MundanoWorld, technology is in power. The concept of magic is ridiculed.
Perhaps in this world there is a "guild", but its really a loose group of
like minded henpecked fanatics (fanatic in the sense that they are willing
to go against the grain, consume great amounts of time and perhaps fight for
the knowledge they have.)
This would have a very different feel than Gandolphia World of Mages where
magic is in power and the mechanician guild is ridiculed. In this world,
mages will run the world and one politician only lives long if he has enough
defences or alliances.
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