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Tyler Dion wrote:
> That's my question. When you came up with a character, how thoroughly
> did you flesh their paradigm? Did you come up with rules for what it
> could and could not accomplish?
>
> I'm curious, because I typically go no further than about the level of
> depth you'd find in a power's special effects in Mutants &
> Masterminds. I think it's due to wanting plenty of leeway when I would
> actually play the character.
I have always seen paradigm as integral to the character, and I develop
it at the same time as I choose the characters nature - after all they
both describe the character's belief. And this is essentially it - once
I have an idea of what the character believes, the actions necessary
to pull off the magic naturally follow, as do personal limitations.
How far do I go? Initially I try to write up the history and paradigm
description as far as I can put it into words. This tends to take 1/3 -
2/3 of a sheet of typed page, depending on the character and game. I
normally include some example rotes: these both set out the character's
magic style and also his magical priorities; they are very useful to
show your ST as they may disagree with you or want to make suggestions
or changes. Technocratic characters seem to require many more sample
rotes...
Of course a written concept never survives gameplay. However, all magic
the mage does should follow from the ideas layed down previously - the
ideas layed out originally are not restrictions, but a starting point.
Characters develop, in style, ability and knowledge, and in
high-pressure situations may push their limits - and thus as mages
expand them.
To summarise as best I can: I see a paradigm as a mage's personal
viewpoint on his magic. As we all know viewpoints change by experience
and interaction with others - the degree of change depends entirely on
the individual; and as we all know, mages have a tendency towards
hubris, where they believe they are absolutely right.
--
Picks-at-Flies
Save a kill spell to deal with this guy.
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