(09-03-2013, 01:28 PM)LilMomoshi Wrote: YAY! Discussion happened!
While I'm thinking of it, another thought, in relation to RP and game mechanics.
I've always taken the approach, in terms of power of my character and the skills they have, of directly relating this to the game. If they can't cast it in game, they can't cast it in RP. If it's a spell outside of their class (which, granted, will require some self-restrictions in this game) then they can't use it. Level isn't related to power, but it certainly is to skill and study, then.
How do you wonderful people approach this?
I do not think that it is wise to make your character power or skill directly related to the game mechanics. While it is true that it provides a certain common be for everyone to measure their power, it does not always work on the consistency department. Let us assume that my characteer is a proficient swordman, veteran of many battles and relatively old. But, for whatever reason, I do not level that character up beyond level 15. Then, due to reasons, he gets in a fight with someone else who happens to be level 50. How do I explain in a consistent manner with my backstory that he was little more than a piece of cake to defeat? Or how does the young level 50 justify that he raised from no skill at all (level 1) to being the best of the best (level 50) in such a short time? The only way to do so is to fall into Mary Sue-ism.
Additionaly, when magic is involved, using only spells that are allowed mechanically will result in cornering yourself and closing the door to interesting plot developments. Not to mention modt if not all of the magic skills are combat oriented as far as gameplay is concerned.
The best way to use magic spells and keep them lore-friendly is to see what is possible within lore. If the storyline shows that some odd mage can summon a demon from the void, then summoning demons from the void is stablished as possible in the universe. This does not mean it should be easy; only that it can be done.
Another thing you can do is take the mechanic skills and extrapolate them. If your thaumaturge can cast a fireball, he probably can cast a small flame to light the candles of his library. If your arcanist can use mathematics to cause biological damage to his enemies, then maybe he can give someone a cold with it. Or you could go bigger: if the thaumaturge can cast a fireballs, maybe he could cause a massive explosion, strong enough to level a whole building. Or to freeze it.
The problem with moving spells up in scale is that you have to come up with disadvantages. Maybe to level a whole building in one cast he has to prepare the spell with a ritual. Get reagents that are not easily obtainable. And then of course you have what other charactes might do to stop your thaumaturge. Maybe a conjurerr could prepare a ritual to cast a Turned Up To Eleven Protect spell to counter it, quiring his own long preparation.
You cannot do any of that if you stick to game mechanics as the one and only source of what is possible.
This leaves us with a problem: how do we measure character power, level or skill? How do we compare it to other characters for the purposes of roleplaying a fight?
The only solution is for the players to be on the same page, for them to have the same goal (storytelling), to know about each other's characters (hopefully by having roleplayed together before)... But more importantly to communicate and to use common sense.
I have found that using that last thing is ussually enough to warrant friendly interactions wiht everyone. Though there is always the problem of people who do not follow it. But then you try to communicate and come up with a resolution that will satisfy everyone.