Gaming and Pagans
13 May 2005 13:00![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
So one of the workshops we're planning to do at FSG, thought up by
divalion, is a discussion about the crossover between gaming and Paganism. So I'd like to here from both gamers and Pagans.
What games have particularly interesting and/or unique Magic systems or have an interesting take on religion?
For the Pagans, have you adapted ideas from games into your spiritual and/or magical practice and if so what ideas from what games?
For those that are both, have you brought ideas from your spiritual and/or magical practice back into your games?
Any other thoughts on the subject?
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What games have particularly interesting and/or unique Magic systems or have an interesting take on religion?
For the Pagans, have you adapted ideas from games into your spiritual and/or magical practice and if so what ideas from what games?
For those that are both, have you brought ideas from your spiritual and/or magical practice back into your games?
Any other thoughts on the subject?
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Date: 13 May 2005 17:40 (UTC)UA treats magic as not something you do but something you are.
Shadowrun treats magic as a new field of science- there are predictable laws, but occasionally something eats you.
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Date: 13 May 2005 22:21 (UTC)no subject
Date: 14 May 2005 04:32 (UTC)no subject
Date: 13 May 2005 18:10 (UTC)Chivalry & Sorcery: The Rebirth
mages, priestly mages & priests.
Yes, the structure as presented in book 2 is highly catholicized but the base underlying structure does work for pagan faiths.
(I'm working on the clarification book, so sue me.)
I'll go into more detail if requested.
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Date: 13 May 2005 19:23 (UTC)no subject
Date: 13 May 2005 19:27 (UTC)*eg*
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Date: 14 May 2005 00:02 (UTC)no subject
Date: 13 May 2005 20:13 (UTC)I was playing a wizard in a D&D campaign, and after I cast a "sleep" spell, I actually did fall asleep, pretty much instantly.
Talk about your powerful magick!
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Date: 13 May 2005 21:42 (UTC)EarthDawn (Origionally FASAm, now Living Room Games, and a New Zeland company producing Earthdawn Classic) Every Hero in the manefistation of the high level of magic, channeled throught a personal worldview of the Adept. Act contrary to your Discipline, and the magic leaves you until you do something to 'atone'. Actual Spell-Caster (Wizard, Illusionist, Elementalist, Nethermancer) can get complicated, as you get to shake off the gloss of the Physical Adepts, and start 'seeing' Threads and Patterns. One of my favorite parts was the way Legendary Weapons evolved thro participating in Legendary Events.
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Date: 14 May 2005 04:30 (UTC)no subject
Date: 14 May 2005 05:56 (UTC)no subject
Date: 13 May 2005 22:30 (UTC)There was this game about playing medieval mages whose title I can't for the life of me remember... WW ended up buying it and taking some of the ideas for the WoD- the Tremere were originally one of the mage orders in that game...
Personal experience: I've been fascinated with hermetic magick for a long time, but I learned more about it from studying to play MacGregor Mathers in a LARP than I ever did for years before. And now I'm playing another Scottish Hermeticist (fictional this time) in a LARP campaign.
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Date: 13 May 2005 23:58 (UTC)no subject
Date: 14 May 2005 04:31 (UTC)And if you look at how it's structured, Mage is just a simplified AM. (I think it suffers for this, but a lot of people prefer Mage, so I could be wrong.)
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Date: 14 May 2005 05:58 (UTC)