Skip to main content

TTRPG Tuesday: Channelers, I Call It

Hello and welcome back! Another post? So soon? How? Why? Don’t question it.  It’s a TTRPG Tuesday.

Today we’re revisiting the concept a few posts back where I proposed a magic system based on hosting spirits that consume you.  Since then I’ve attended my first Session Zero hangout, as well as a local TTRPG designer meetup here in Chicago, and have been very energized by the conversations I had in those spaces.  Session Zero in particular was great for iterating on the >1 minute’s worth of explanation I had for the magic system (which I’ve dubbed Channelers for the time being), which yielded many realizations, one being that this is inherently more horror-sympathetic of a system in feel and inspo than any of my usual stuff.  But the main exciting thing to come out of that convo, is Philosophies.  These stand in as classes/backgrounds, but have less to do with the combat role of a character (as the Spirits can shape that) and more to do with how the character views Spirits.

Crucially, no one is wrong about Spirits.  So in a typical story about malevolent beings that consume your sense of self, any cultists who worship those entities would eventually be proven to be suckers, manipulated by the Spirits.  In Channelers, what you believe about Spirits shapes how you interact with them and how they can affect you.  So our cultist equivalent, a Spirit-Worshipper, believes that there are some malevolent Spirits, but their Ancestral/Patron Spirit is inherently good - and so it is.  Hosting that particular Spirit will not harm the Channeler; but because the Spirit has nothing to feed on, the benefits are much smaller.

You also have of course the types of characters I initially envisioned, who are like warlocks, balancing a series of potentially deleterious relationships.  But there are also non-believers, who can accept magic but not that it comes from Spirits, and so they channel indiscriminately, paying the normal cost (perhaps even higher) for power that they have greater control over, and without the side effects/benefits.

This needs fleshing out of course, but synapses are firing and we are having a good time.  We’ll see if there’s anything more tangible I can build out of this.  The three Philosophies I’ve laid out so far, and perhaps one or two more? And say five basic Spirits and how the different Philosophies interact with them?

I like this, it feels more asymmetrical.  Off to noodle on this some more, til next time!



Comments

Popular posts from this blog

TTRPG Tuesday: Three Means Of Resolving

Hi it’s another TTRPG Tuesday! First of the year.  Let’s get right into it. Saw a challenge on Twitter to make some resolution mechanics.  I can do those! Here we go: Hand to Hand The player performing the action and the person running the game or otherwise opposing the action both put their dominant fists toward one another, bounce them three times to get a rhythm, and reveal a number with their fingers, 0-5.  Sum the two numbers, and if the number is greater than 5, subtract six, so that the final number is always between 0 and 5.  On a 0, the action fails catastrophically, on a 1-2 it fails, 3-4 it succeeds, on a 5 it succeeds spectacularly.  The player taking the action starts the game with all five fingers up on their non-dominant hand; after an attempt, they may lower fingers on that hand to add to the sum of the attempt. Ex. Alice attempts to seduce Cat’s character over to the coup conspirators.  They put their dominant hands together (right for ...

TTRPG Tuesday: Campaigning

  Hey it's TTRPG Tuesday, let's see if I get something written before sleep overtakes me. I'm still on that Channelers kick, but today I want to talk about a possible campaign path: The Magpie Offensive.  I see this as a military campaign where the PCs are conscripted, volunteers, or mercenaries for an army that is marching to quell Spirit threats and unite the region under a protectorate. There should be free RP sections as interludes between missions, and missions should be chosen by the party.  The army ensures loyalty with intangible rewards as well as artifact items. NOTE: This whole thing is being designed with the Rascal article on militarization in ttrpgs in mind. What is the thrust of the campaign? It's fundamentally one of conquest.  How do I encourage characters to question their presence and their complicity? How much interpersonal violence is an acceptable price to pay for environmental justice? How can party composition affect all this from jump? H...

TTRPG Tuesday: Channeling Curses

  Hey it's TTRPG Tuesday.  Well I’m gonna start writing one on a Tuesday.  We’ll see how it goes. Been doing a lot of writing on Channelers lately.  And this time is no exception! In particular, I’ve been wondering if there's room for a sixth Calling: the Haunted. The Haunted There are those who live with a Spiritual affliction: a family curse, intermittent possession, psychic wounds from exposure to a manifestation - whatever the cause, the Haunted lives with a power they can try to manage but never fully control.  The act of Channeling itself is risky, with twisted and unpredictable Techniques and Incarnations, and a tendency for the Haunted’s power to run away from them. The hidden truth of every Haunted is that they bear their burden because they believe they deserve it.  They may despise their state or try to suppress it, but they will remain cursed only as long as they believe, consciously or otherwise, that they should be.  If a Haunted eve...