Difference between revisions of "Mage Wars PnP"

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(Created page with 'There is a Pen and Paper version of the Mage Wars RPG that draws on much of the same content.')
 
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There is a Pen and Paper version of the [[Mage Wars RPG]] that draws on much of the same content.
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The Mage Wars Pen and Paper game is similar to the [[Mage Wars RPG|MMO]] and draws on much of the same content, including the facet system, classes, etc. Throughout this section on the PnP, I will be reffering to many MMO(prefix MRGP for Mage Wars Role Playing Game) pages.
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==Preface==
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This game is based on the Course Books series and uses the same rules and settings. Since the Course Books were also written by me, anything you find in this game is considered cannon.
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All that being said, the system used here is simple and highly adaptable. Without a terrible amount of difficulty, you should easily be able to adapt this system to your own adventures. This is a free and open world, go and explore it!
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The Course Books is a long and diverse series, which builds on a lengthy history(though it is not on the official timeline, I have mapped the story all the way back to the beginning of time). The campaign setting for the game is The [[Mage Wars]], a brutal period of conflict and magic.
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==Storytelling==
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The key aspect of the game is storytelling, both by the players and by the game master. Combat and spell casting is the only part of the game with a clearly-defined rule system. The rest is based around storytelling and interaction between the player-characters and the game world created by the game master.
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The GM begins with a story outline for the whole campaign and a plan for each game play session. This may include exploration, combat, puzzles, or more. The plan should be flexible and able to change according to the player’s actions.
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The players, meanwhile, need to create rich and detailed back stories for their characters, complete with motivations and in-depth personalities. How the back story interacts with the over-all plot of the campaign will stand to be determined.
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Over all, players should work with the GM to weave a story. The game is not about competition and the GM is not the enemy. Ideally, this is a game to be played between friends, in a friendly environment. There is not “winning” or “loosing” here; the players and GM complete the adventure as a team.
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To that end, there are few rules for interactions beyond combat. In order to add some chance, a GM may at any time call upon a player to make a dice roll based on a given stat to decide success or failure in an incident. More often, however, the players should simply roll play through any given situation.

Revision as of 18:27, 6 December 2011

The Mage Wars Pen and Paper game is similar to the MMO and draws on much of the same content, including the facet system, classes, etc. Throughout this section on the PnP, I will be reffering to many MMO(prefix MRGP for Mage Wars Role Playing Game) pages.


Preface

This game is based on the Course Books series and uses the same rules and settings. Since the Course Books were also written by me, anything you find in this game is considered cannon. All that being said, the system used here is simple and highly adaptable. Without a terrible amount of difficulty, you should easily be able to adapt this system to your own adventures. This is a free and open world, go and explore it!

The Course Books is a long and diverse series, which builds on a lengthy history(though it is not on the official timeline, I have mapped the story all the way back to the beginning of time). The campaign setting for the game is The Mage Wars, a brutal period of conflict and magic.

Storytelling

The key aspect of the game is storytelling, both by the players and by the game master. Combat and spell casting is the only part of the game with a clearly-defined rule system. The rest is based around storytelling and interaction between the player-characters and the game world created by the game master.

The GM begins with a story outline for the whole campaign and a plan for each game play session. This may include exploration, combat, puzzles, or more. The plan should be flexible and able to change according to the player’s actions.

The players, meanwhile, need to create rich and detailed back stories for their characters, complete with motivations and in-depth personalities. How the back story interacts with the over-all plot of the campaign will stand to be determined.

Over all, players should work with the GM to weave a story. The game is not about competition and the GM is not the enemy. Ideally, this is a game to be played between friends, in a friendly environment. There is not “winning” or “loosing” here; the players and GM complete the adventure as a team.

To that end, there are few rules for interactions beyond combat. In order to add some chance, a GM may at any time call upon a player to make a dice roll based on a given stat to decide success or failure in an incident. More often, however, the players should simply roll play through any given situation.