Rational Magic – Conditions

In Rational Magic, Conditions describe a problem or difficulty that could effect a character, an item (e.g. weapon), or a Zone, mechanically increasing the difficulty of a tasks unless the you can role-play a reason why the Condition does not apply. A successful attack in Conflict will often inflict Conditions.

So, to trace the “design DNA” back to it’s source, Conditions are similar to consequence and “negative Aspects” in Fate, although I actually got the idea from a game called “Legends of the Wulin” (where I got the idea for Lore Sheets as well).  However, originally, Rational Magic was going to be a setting for D&D (and then Micro 20 and then Dungeon World , etc). D&D famously uses hit points.   I was never a big fan of using HP, but on the other hand, I appreciate not having to explain a new concept / rule to players, who all know what HP are.

BUT, in the Rational Magic game world, there is MIND CONTROL.  I needed a mechanic that would allow player characters to be affected by “mind control” attacks, without taking control away from players.

Since I was already committed to using Lore Sheets from Legends of the Wulin, I saw a good fit with Conditions from that game.  

Conditions create mechanical effects except if the player is able to: a) role-play according to the description and effect of the Condition, or ; b) role-play to show how the Condition does not hinder the character’s actions or does not apply.

Although you can role-play a reason for why the Condition does not apply to a particular task, your role-play must be logically consistent with the Game World narrative, or the GM may decide the Condition still applies and may apply a mechanical penalty.

Here is an example:

[Injured Leg. Aggress]. Role-Play Hints: Walks with a limp when not fighting. Dances funny, with one leg straight out.

EVERY “traditional gamer” who reads this always says “well… then players will always be able to avoid the mechanical effect of damage”.  The answer to this is…that is somewhat correct.  Conditions are exploitable by design.  The thing is, role-playing the effect of a Condition often creates a lot more in-game limitations than applying a modifier.  And if the GM thinks the description or role-play is not good enough, the GM can still assign a negative modifier.  

I feel with Conditions I have a decent and “narrative” damage mechanic that allows for a lot of in-game effects. Next week, I’ll post about how Conditions and Lore Sheets are used to create mind control effects in this game.

Rational Magic is a game of investigation, intrigue, and espionage set in a gritty “dystopian fantasy” world; a world that evolved from a traditional sword and sorcery setting. Rational Magic uses the Lore Role-Playing Game (RPG) System, purpose-built for this game.

You can see SRD here.  You can download the whole beta-version rule-book, play-test package, and Player quickstart rules at this Google+ folder.