Adventure writing month. July 2nd 2008 With reference to http://forum.rpg.net/showthread.php?t=402949 I'm going to try writing one a day. Let's see what happens! Game 1: The laws of Magic. Scenario: The mighty mages of a world meet to forge its destiny. Or: Who would win, Elminster or Gandalf? Realising that unfettered magic will lead their world surely to ruin, the mightiest mages hold a grand council. Their stated intention: To agree upon a set of laws that will govern magic and keep the world safe. Their real intention: To ensure that a loophole exists which will allow them to rule all of creation. Setup: Each wizard is described primarily by the types of magical laws they would like to see enacted. Each player is heartily encouraged to bring their own wizard from any game system they can think of. They would like to make the laws of magic as similar to that system as they can. They should also each be given the same small number of items of power which grant them power and can be traded. Use index cards. (Each player should have the same number - the example characters have three) Play: The GM takes the part of Trianoma - an apprentice, of no grand power in her own right, but a persuasive organiser who happens to be completely immune to the powers of others. She set up this meeting, and will ocasionally act to put it back on track. The meeting itself takes place in a wholly malleable realm - each speaker may reshape it as they see fit. Mainly, the idea is to let the players make speeches and argue. But sometimes you'll have to bring the discussion back to the topic at hand. Start the game off with the contentious proposal: "That no magick may be greater than the wielder" Do the discussion and voting and so on. End by revealing rules 5 and 6. Rules: 1. If a law of magical is supported by all the players, then it becomes a true physical law of the universe. Written in runes of fire upon the codex of creation. It can not be rescinded. 2. If you can't get quite enough votes to make it unanimous - try bribery. Sell your items of power for the support you need. 3. Whilst a law is under discussion, you can bring a motion of pun-pun. If you can show that, by using the law, a mortal can achieve total ultimate power and godhood then you have the flaw and can propose an additional law which blocks this path. 4. If an issue cannot be peacefully resolved, then the opposing sides nominate champions. These champions then compete by naming the magicks they throw at one another, in a fashion similar to the naming game. If one champion falters, they may either concede, or their side may burn an item of power to keep them in the game. { game of names, for those unaware of it: First player names an effect, the other player names a counter - and so on. You're not allowed to repeat yourself - doing so is a concession. Eventually one player or the other runs out of ideas. The original is a game of shapechanging, typified in the Disney 'king arthur' cartoon film. } 5. When the time is up, each player gets to name their path to ultimate cosmic power - under the chosen rules. Of those who can do so without getting booed down, the one with most remaining items of power wins. 6. Second place, however, goes to whomever has the rules most similar to their desired rules - and the one with most items of power, in case of a tie. Some sample mages: Gandalf the White, of the Maia. Items of power: The white stallion of Rohan. Orcrist the scrying stone. The one ring. Desired laws of magic: 1. That magic shall be granted only by the gods. 2. That evil intent shall rebound upon the caster. 3. That magic shall require great study. Slow to rouse to anger, but mighty, Gandalf likes to pose as a somewhat innocuous messenger. (Tolkien, of course) Sparrowhawk. Items of power: The name of a mighty dragon. The wish stone. His shadow. Desired laws of magic: 1. That magic shall be a power you are born with. 2. That using power incurs risk. 3. That magic shall require great study. Foolish sparrowhawk. The mightiest archmage of his generation; he who binds dragons - released his shadow and was pursued to the edge of the world. (Ursula le Guinn, 'A wizard of Earthsea') Elminster. Items of power: A stupid floppy hat. A pocket gold dragon. The blue goddess of magic (also in his pocket) Desired laws of magic: 1. That anyone can learn magic. 2. That magics effects be precisely defined. 3. That magic should be controlled by a band of enforcers who all wear floppy hats and play the harp. Complete git, total Mary Sue, fond of throwing around blue fire. (DnD) Merlin. Items of power: Excalibur. Camelot. King Arthur. Desired laws of magic: 1. Magic belongs to those born of it. 2. Magic can only be used in the service of others. 3. Magic incurs great cost. (Le Morte d'Arthur)