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The Dresden Files => DFRPG => Topic started by: potestas on June 21, 2014, 05:20:12 PM

Title: the laws of magic
Post by: potestas on June 21, 2014, 05:20:12 PM
has anyone modified or eliminated them to facilitate better game play? If you did modify them how? I think they are needed to enjoy the game in a dresden sort of way but if they are enforced even modestly most of your wizards will be wanted by the wardens. How have you modified them. If you havent and dont think they should be please don't respond; this is a thread for those that have or have thought about decent ways to balance it better.
Title: Re: the laws of magic
Post by: Troy on June 21, 2014, 07:04:23 PM
I don't understand.

Even modestly enforced people are Lawbreakers? How so?

I think most people follow the example of the novels and anything Harry gets by with, the PCs can get by with.
Title: Re: the laws of magic
Post by: potestas on June 21, 2014, 07:21:51 PM
I don't understand.

Even modestly enforced people are Lawbreakers? How so?

I think most people follow the example of the novels and anything Harry gets by with, the PCs can get by with.

i'll be more blunt. I dont like the laws of magic, there a nice story telling device for JB, but they suck for gaming (my opinion) I want to keep them for the story telling, but not as a rules that hamper what can be done. I dont care if you invade the mind of a human, wizards can or could always do this and if you cant your not much of a wizard. Wizards could always transform people into other shapes its a staple of being a wizard. But alas the rules of magic in the dresden world say nay you cant or the all powerful wardens will stomp all over you. so basically you are a wizard but you cant do anything that normal story wizards can do. Its JB world so he gets to write it how he wants. I dont have to agree or play it that way except....i dont want to divorce myself completely from the universe. So my game will not worry about the "rules" but to be a dresden universe they have to play  part. So my question was actually simple if you agree that the rules hamper the fun of playing a wizard but dont want to completely divorce yourself from the dresden universe, how do you do it?
Title: Re: the laws of magic
Post by: Hick Jr on June 21, 2014, 07:31:10 PM
I agree that some readings of the Laws are legalistic and can make playing a wizard a little unfun at points, and that the use the Wardens as unstoppable boogeymen is ridiculous-several named characters in the books easily evade the Wardens for decades at a time-but the Laws are a really useful device for the GM in that they keep wizards from being hilariously broken, gameplay wise.

I've never actually run a game, only played in them, but I tend to go with pretty fast-and-loose reading of the Laws, compared to some people's views. It seems to work just fine.
Title: Re: the laws of magic
Post by: Blk4ce on June 21, 2014, 07:42:54 PM
My problem with Laws is that in the game the are assumed to be fundamental laws of reality, like Newton or gravity. Reading the novels, I always thought that they were more like laws created by a goverment (the White Council). That much I can accept and like (cops, the wardens, uphold the law and protect innocents, let's be real, you feel safer with a law that makes invading minds a criminal act). But making it a law of reality, not only has so many holes and lessens the fun, there have also been cases where it isn't so strictly adhered by powerful wizards (example Rashid and Harry, in which Rashid acknowledges Harry's need for self-defence).
Title: Re: the laws of magic
Post by: blackstaff67 on June 21, 2014, 07:47:46 PM
The First and Seventh Laws are the ones PC's can most easily fall afoul of.  Before this is moved to Law Talk, I can only say that I hope the GM involved will warn people of their possibility of breaking a Law and not playing "gotcha!"

That said, I'm still keeping all of them.
Title: Re: the laws of magic
Post by: potestas on June 21, 2014, 08:04:13 PM
My problem with Laws is that in the game the are assumed to be fundamental laws of reality, like Newton or gravity. Reading the novels, I always thought that they were more like laws created by a goverment (the White Council). That much I can accept and like (cops, the wardens, uphold the law and protect innocents, let's be real, you feel safer with a law that makes invading minds a criminal act). But making it a law of reality, not only has so many holes and lessens the fun, there have also been cases where it isn't so strictly adhered by powerful wizards (example Rashid and Harry, in which Rashid acknowledges Harry's need for self-defence).

MY thoughts exactly, so i was wondering if anyone had worked up a playable solution. I wanted to make it revolve around self defense or if no one sees you do it then it didn't happen. It seems bookwise its something the powerful use to keep the weak from using their power in a way the strong do. Even a weak wizards is pretty much unstoppable for brief periods of time against normals.
Title: Re: the laws of magic
Post by: Hick Jr on June 21, 2014, 08:08:23 PM
The First and Seventh Laws are the ones PC's can most easily fall afoul of.  Before this is moved to Law Talk, I can only say that I hope the GM involved will warn people of their possibility of breaking a Law and not playing "gotcha!"

That said, I'm still keeping all of them.
Yeah, this should really be on the Law Talk sticky.

I think a lot of people's problems with the Laws arise from being forced to take the Power by their GM, which, because your average wizard is a 1 FP character, renders them an NPC. My groups handle the "changed personality" part with an Aspect switch-taking the Power is entirely voluntary and represent the wizard embracing the fact that they've broken that Law. For example, Harry wouldn't have First Lawbreaker because he's disgusted by the idea of killing someone with magic, but he would have an Aspect related to the fact that he broke a Law. Molly would have Third/Fourth Lawbreaker because she doesn't really see a problem with breaking into people's heads.
Title: Re: the laws of magic
Post by: PirateJack on June 21, 2014, 10:37:44 PM
My problem with Laws is that in the game the are assumed to be fundamental laws of reality, like Newton or gravity. Reading the novels, I always thought that they were more like laws created by a goverment (the White Council). That much I can accept and like (cops, the wardens, uphold the law and protect innocents, let's be real, you feel safer with a law that makes invading minds a criminal act). But making it a law of reality, not only has so many holes and lessens the fun, there have also been cases where it isn't so strictly adhered by powerful wizards (example Rashid and Harry, in which Rashid acknowledges Harry's need for self-defence).

This is so going to end up in Law Talk.

I'm not quite sure how you managed to come to this conclusion given that Harry talks about the stain of black magic in practically every book. It's especially noted once we hit Proven Guilty and have Molly's mistakes to observe. While the White Council may not have the Laws of Magic completely accurate, they haven't just made them up as a way to limit other Wizards' power. There is a fundamental cosmic force that stains the soul of Wizards who break the Laws; it's even visible under the Sight and through a Soulgaze.

I mean, this is one of the basic facts of the Dresdenverse. Denying the stain of black magic, to me, is akin to denying thermodynamics in the real world.
Title: Re: the laws of magic
Post by: Belial666 on June 21, 2014, 11:01:33 PM
Forget everything about the metaphysical part of the Laws for a moment and think about it this way;

1) Invading minds is forcing yourself into a person's most intimate parts without consent. Getting information from someone forcibly is like beating them up until they tell you. Changing people's minds forcibly is like lobotomizing them or doing shock therapy until you get the desired outcome.
1b) Believing that rape, torture and mutilation makes you what you are (wizard or otherwise) means you're dangerously, undeniably insane. Lawbreaker ahoy.


2) Transforming someone into less than human (such as a pig ala Circe) by force means a) they no longer have usable hands or upright position, b) they no longer have free will, c) they no longer are intelligent at the same level since they don't have a human brain.
2b) Believing that slavery and mutilation makes you what you are (wizard or otherwise) means you're dangerously, undeniably insane. Lawbreaker ahoy.


3)
Quote
if you agree that the rules hamper the fun of playing a wizard
Nope. The rules say that if you are a dangerous, undeniably insane guy with access to the equivalent of high explosives or worse and like to use them one of the following applies;
a) You've become dangerously insane on some level. If your stability of personality and free will (refresh) was not good to begin with (only had 1 point left) then you lose it and become a monster.
b) Dude, you're dangerously insane and have access to high explosives that cannot be taken from you. Even if you didn't degenerate into a total monster, the wizard secret police (and any police) will totally try to shorten you by a head.

3b) If you're having fun lobotomizing, mutilating and raping people, then chances are you already have Lawbreaker and don't know it. Better add it to your sheet - you might as well get the benefits along with all the negatives you have anyway.


4) Dresden is insane at some level. He recognizes it himself. It is even metaphysically confirmed multiple times in the series. That's not only because he broke some Laws but it did play a part. A big one.
Title: Re: the laws of magic
Post by: potestas on June 22, 2014, 01:42:41 AM
This is so going to end up in Law Talk.

I'm not quite sure how you managed to come to this conclusion given that Harry talks about the stain of black magic in practically every book. It's especially noted once we hit Proven Guilty and have Molly's mistakes to observe. While the White Council may not have the Laws of Magic completely accurate, they haven't just made them up as a way to limit other Wizards' power. There is a fundamental cosmic force that stains the soul of Wizards who break the Laws; it's even visible under the Sight and through a Soulgaze.

I mean, this is one of the basic facts of the Dresdenverse. Denying the stain of black magic, to me, is akin to denying thermodynamics in the real world.

the point of this thread wasn't law talk. it was how people who had already decided they didnt care for it changed it for their games. please stay on topic. If you play using the laws thats great i dont want to and I am looking for input from those who have found creative ways around them but still maintain some of the flavor of the laws.
Title: Re: the laws of magic
Post by: g33k on June 22, 2014, 04:25:23 AM
Yeah, this should really be on the Law Talk sticky.

I think a lot of people's problems with the Laws arise from being forced to take the Power by their GM, which, because your average wizard is a 1 FP character, renders them an NPC. My groups handle the "changed personality" part with an Aspect switch-taking the Power is entirely voluntary and represent the wizard embracing the fact that they've broken that Law. For example, Harry wouldn't have First Lawbreaker because he's disgusted by the idea of killing someone with magic, but he would have an Aspect related to the fact that he broke a Law. Molly would have Third/Fourth Lawbreaker because she doesn't really see a problem with breaking into people's heads.

+1,  and kudos for a nice elegant solution.

But (to the OP) I think you underestimate the importance of the Laws to the "feel" of the Dresdenverse.  Without the pervasive metaphysical tug of lawbreaking-temptation, the moral taint/stain, I think you risk discovering the gameworld has become a bit more of a generic MUF-pastiche.  That said, HickJr seems -- to me -- to have your solution.  Use the version of Lawbreaker that's Just-An-Aspect to reflect something accidental, involuntary, a last-ditch effort of self-defense or defense-of-helpless-innocents, and the like; use the Stunts to show that slide-toward-monsterhood that Harry often finds himself shying away from.

As for the "just get rid of the Laws" vibe I think I get... that just wouldn't feel like the Dresdenverse to me.  YMMV -- and obviously does!

- Steve, the g33k
 
Title: Re: the laws of magic
Post by: AstronaughtAndy on June 22, 2014, 03:47:20 PM
I think compels would be able to solve this.
Title: Re: the laws of magic
Post by: bobjob on June 22, 2014, 04:47:14 PM
I think a lot of people's problems with the Laws arise from being forced to take the Power by their GM, which, because your average wizard is a 1 FP character, renders them an NPC. My groups handle the "changed personality" part with an Aspect switch-taking the Power is entirely voluntary and represent the wizard embracing the fact that they've broken that Law. For example, Harry wouldn't have First Lawbreaker because he's disgusted by the idea of killing someone with magic, but he would have an Aspect related to the fact that he broke a Law. Molly would have Third/Fourth Lawbreaker because she doesn't really see a problem with breaking into people's heads.

This is essentially how I'm handling it in games that I run. I find it's a more elegant solution than "You broke a law but you're not embracing the fact that you did it? -1 refresh for you, you're now an NPC." 
Title: Re: the laws of magic
Post by: Mr. Death on June 24, 2014, 03:52:17 PM
I don't see any problem with the laws as they're written into the game. Given the clear metaphysical reality we see in the books, breaking the Laws of magic does change you and alter your free will, so that is reflected in the gameplay exactly the same way as taking on any other power does.
Title: Re: the laws of magic
Post by: Troy on June 25, 2014, 04:43:53 PM
Potestas, what aspect of the Laws of Magic do like? What would you be willing to keep in your game?

I will agree with some of the other posters and say that without the laws as-is... the game would feel different tha  the Dresdenverse we know and love.

One idea to grease the Laws would be to create penalties for I fractions other than death. Perhaps create a 3 strikes rule for the Laws or something.
Title: Re: the laws of magic
Post by: Taran on June 25, 2014, 04:45:31 PM
I use sponsored debt for the laws of magic
Title: Re: the laws of magic
Post by: Mr. Death on June 25, 2014, 04:49:55 PM
Something to bear in mind is that the death sentence isn't instant. It's not like if you whack a guy with magic a Warden is going to be waiting at your front door.

Like any other kind of cop, they have to find out about it first, and investigate. If it's a single offense and nobody reports you, you could get away with it.

But the thing is, breaking the laws does fundamentally affect who and what you are. It's not just about whether or not the Wardens show up, WOJ is that the force of nature known as magic genuinely does affect you depending on how you use it, and that's what's reflected both in the aspect change and in the refresh cost.

This is a series and world where breaking the laws of magic has a direct and tangible consequence, and removing the refresh cost runs counter to that. It's supposed to be a penalty. You might as well remove the limit on consequences because you don't want to play a game where getting injured makes it harder to do things.
Title: Re: the laws of magic
Post by: potestas on June 25, 2014, 05:54:08 PM
Potestas, what aspect of the Laws of Magic do like? What would you be willing to keep in your game?

I will agree with some of the other posters and say that without the laws as-is... the game would feel different tha  the Dresdenverse we know and love.

One idea to grease the Laws would be to create penalties for I fractions other than death. Perhaps create a 3 strikes rule for the Laws or something.

I think the entire idea is wizard killing fun. So as far as this conversation goes, i am simply making them laws like mortal laws. given suffient reason or if no one is around to tell they can be violated. I am also going to assume higher up wizards break them with impunity enforcing them simply to ensure their own power. The blackstaff breaks them with no ill effects, everyone says its the staff but there is no ingame or inbook verification of this. Moreover even if you only allow one wizard to activily defend all wizards your order would be doomed long before it reached the 20th century. So for my game they are do as I say not as I do. the older wizards are strong enough that no one will question what they do unless they go overboard. Kind of like how ancient mi thought Harry didnt have the wisdom to be a member. he didnt know enough when to not break the laws. thats how I am going ot play it anyway. more fun that way
Title: Re: the laws of magic
Post by: Hick Jr on June 25, 2014, 05:58:40 PM
This is a series and world where breaking the laws of magic has a direct and tangible consequence, and removing the refresh cost runs counter to that. It's supposed to be a penalty. You might as well remove the limit on consequences because you don't want to play a game where getting injured makes it harder to do things.

This is the only thing I'm disagreeing with you about. I kind of despise the Lawbreaker power. Being forced to change one of your Aspects is an awesome way to represent having broken a Law: it changes a fundamental part of your character, you're pushed further down the dark path you started on (compels), you get hounded by wardens (compels), and you can be better at breaking that specific Law (Invokes, occasionally utilizing Taran's Sponsor Debt method). If a player in my game were to deliberately break a Law, I would make them change an Aspect, but I definitely wouldn't force them to take the Power itself, because losing a single refresh on a wizard is devastating and usually makes the character an NPC. The gamebook posits that you "loan" him the Refresh, forcing the character to take the power for real at the next Major Milestone, but that's stopgap at best. Like I said before- I think the Power represents a character like Grevane, someone who has embraced their breaking of that Law and does so again and again, eagerly and willingly.

There's also the issue of accidental Lawbreaking and being forced to then take the power by jerk GM's. I was in a game where a wizard's apprentice used a Weapon:6, fire-element "pain-ray" (based on this (http://en.wikipedia.org/wiki/Active_Denial_System)) spell to take down a couple of pure mortal gunmen. Except the GM compelled the Scene aspect AFLAME or something like that to force us to get the hell out of dodge, leaving the gunmen. Afterwards, he asked her what Power she was going to replace with First Lawbreaker, saying that she had used an immense Weapon rating on pure mortals, crippling them, and subsequently left them to die. She was furious, and the game fell apart afterwards because we couldn't agree on how we should handle what happened.


I think the entire idea is wizard killing fun. So as far as this conversation goes, i am simply making them laws like mortal laws. given suffient reason or if no one is around to tell they can be violated. I am also going to assume higher up wizards break them with impunity enforcing them simply to ensure their own power. The blackstaff breaks them with no ill effects, everyone says its the staff but there is no ingame or inbook verification of this. Moreover even if you only allow one wizard to activily defend all wizards your order would be doomed long before it reached the 20th century. So for my game they are do as I say not as I do. the older wizards are strong enough that no one will question what they do unless they go overboard. Kind of like how ancient mi thought Harry didnt have the wisdom to be a member. he didnt know enough when to not break the laws. thats how I am going ot play it anyway. more fun that way

I hope you understand that in this theoretical game, not playing a wizard would be moronic. Wizards are already far and away the most powerful character types by virtue of Thaumaturgy/Crafting alone. Removing the already easily-circumvented restrictions upon them will make them even more hilariously broken. If the First Law is gone, good luck with literally any mortal holding up for more than one exchange in combat with a wizard. Third and Fourth Laws gone means that any mystery immediately becomes a joke. Fifth Law means mega-minions, and even more devaluation of the murder mystery. I can't even imagine what a wizard with no Law restrictions would do to game balance.
Title: Re: the laws of magic
Post by: Mr. Death on June 25, 2014, 06:19:46 PM
This is the only thing I'm disagreeing with you about. I kind of despise the Lawbreaker power. Being forced to change one of your Aspects is an awesome way to represent having broken a Law: it changes a fundamental part of your character, you're pushed further down the dark path you started on (compels), you get hounded by wardens (compels), and you can be better at breaking that specific Law (Invokes, occasionally utilizing Taran's Sponsor Debt method). If a player in my game were to deliberately break a Law, I would make them change an Aspect, but I definitely wouldn't force them to take the Power itself, because losing a single refresh on a wizard is devastating and usually makes the character an NPC. The gamebook posits that you "loan" him the Refresh, forcing the character to take the power for real at the next Major Milestone, but that's stopgap at best. Like I said before- I think the Power represents a character like Grevane, someone who has embraced their breaking of that Law and does so again and again, eagerly and willingly.

There's also the issue of accidental Lawbreaking and being forced to then take the power by jerk GM's. I was in a game where a wizard's apprentice used a Weapon:6, fire-element "pain-ray" (based on this (http://en.wikipedia.org/wiki/Active_Denial_System)) spell to take down a couple of pure mortal gunmen. Except the GM compelled the Scene aspect AFLAME or something like that to force us to get the hell out of dodge, leaving the gunmen. Afterwards, he asked her what Power she was going to replace with First Lawbreaker, saying that she had used an immense Weapon rating on pure mortals, crippling them, and subsequently left them to die. She was furious, and the game fell apart afterwards because we couldn't agree on how we should handle what happened.
That has more to do, as you said, with the GM being a jerk than a failing of the power.

A power, any power, should be taken with the players' consent and discussion between them and GM. There is no reason that Lawbreaker should be any different, especially given how accidental death should be impossible in this game.

The power, like any other power, is about how the player wants to take the character. It's not something a GM should spring on a player. I mean, I'm assuming players read the rulebook and powers before they start playing, right? And they're aware of the consequences of killing with magic, right?

So nobody should be surprised when Lawbreaker comes up. If a player doesn't want to deal with a refresh cost, they shouldn't go killing people with magic.

The game, the whole setting, is one where actions have consequences, after all.

The refresh cost is the point. Using black magic changes you and reduces the free will you have by making it harder to resist using that power again. Keep using it, and it does turn you into a monster -- i.e., it removes your free will, vis a vis refresh. It produces an indelible stain that never goes away, while you can change aspects and can avoid taking debt and compels. A power isn't so easily discarded.

Also, I know that a lot of wizard PCs are going to go right up to 1-refresh...but a lot of them won't. I've played with several who kept their refresh rates a little lower so that they could have that cushion when their rolls needed a boost. Not everyone is going to power-game their way to use up all their refresh in one go.
Title: Re: the laws of magic
Post by: Sanctaphrax on June 25, 2014, 06:49:58 PM
Honestly not sure what you guys are talking about. The Laws aren't a balancing factor for wizards. Being immune to them has no Refresh cost, after all.

If you remove the First Law, a fight between a mortal and a wizard will go almost exactly the same way it would go with it. The take-out narration might be a little different, but wizards who want to kill can do so through mundane means and wizards who don't want to kill can just narrate their targets surviving.

Anyway, the idea that the Refresh loss represents a slide into monstrous-ness is unconvincing to me because Refinement inflicts the exact same Refresh loss. So does knowing martial arts (Martial Artist) or having a lot of toys (Lush Lifestyle), for that matter. If your issue with using Aspects is that they're too easy to change, just say that they can't be.
Title: Re: the laws of magic
Post by: potestas on June 25, 2014, 06:52:03 PM
This is the only thing I'm disagreeing with you about. I kind of despise the Lawbreaker power. Being forced to change one of your Aspects is an awesome way to represent having broken a Law: it changes a fundamental part of your character, you're pushed further down the dark path you started on (compels), you get hounded by wardens (compels), and you can be better at breaking that specific Law (Invokes, occasionally utilizing Taran's Sponsor Debt method). If a player in my game were to deliberately break a Law, I would make them change an Aspect, but I definitely wouldn't force them to take the Power itself, because losing a single refresh on a wizard is devastating and usually makes the character an NPC. The gamebook posits that you "loan" him the Refresh, forcing the character to take the power for real at the next Major Milestone, but that's stopgap at best. Like I said before- I think the Power represents a character like Grevane, someone who has embraced their breaking of that Law and does so again and again, eagerly and willingly.

There's also the issue of accidental Lawbreaking and being forced to then take the power by jerk GM's. I was in a game where a wizard's apprentice used a Weapon:6, fire-element "pain-ray" (based on this (http://en.wikipedia.org/wiki/Active_Denial_System)) spell to take down a couple of pure mortal gunmen. Except the GM compelled the Scene aspect AFLAME or something like that to force us to get the hell out of dodge, leaving the gunmen. Afterwards, he asked her what Power she was going to replace with First Lawbreaker, saying that she had used an immense Weapon rating on pure mortals, crippling them, and subsequently left them to die. She was furious, and the game fell apart afterwards because we couldn't agree on how we should handle what happened.


I hope you understand that in this theoretical game, not playing a wizard would be moronic. Wizards are already far and away the most powerful character types by virtue of Thaumaturgy/Crafting alone. Removing the already easily-circumvented restrictions upon them will make them even more hilariously broken. If the First Law is gone, good luck with literally any mortal holding up for more than one exchange in combat with a wizard. Third and Fourth Laws gone means that any mystery immediately becomes a joke. Fifth Law means mega-minions, and even more devaluation of the murder mystery. I can't even imagine what a wizard with no Law restrictions would do to game balance.

I am game

for me wizards are supposed to be laws unto themelves, held in check by their own morality, or more powerful wizards and only if said wizard discovers what the wizard is doing. Being able to pull the answer out of a mortal mind is just as much investigation as looking for clues, you still have to find the right mortal and if another wizard or never never critter is involved getting by his spells will prove adventure enough. I want them to feel empowered, not constricted. Plus they wont know right away that the laws aren't really real, they will believe what all young wizards believe. Plus its still against the law to violate them they just have to do it without getting caugt or if caught be strong enough that the senior council doesnt want to waste resources (read wardens) enforcing the law.

Ever play a game called ars magica. excellent  game all about wizards no laws per se. very fun id love a way to make it a modern game any who thats my take i was just hoping others had something apparently not.
Title: Re: the laws of magic
Post by: Mr. Death on June 25, 2014, 07:42:25 PM
Honestly not sure what you guys are talking about. The Laws aren't a balancing factor for wizards. Being immune to them has no Refresh cost, after all.

If you remove the First Law, a fight between a mortal and a wizard will go almost exactly the same way it would go with it. The take-out narration might be a little different, but wizards who want to kill can do so through mundane means and wizards who don't want to kill can just narrate their targets surviving.
Well, with the First Law in place, you can compel the wizard along the lines of, "If you hit him with X power in an Evocation and take him out, that will kill him," and that will certainly change things. Or compelling him not to use any attacking magic. That seems to happen to Harry all the time.

Quote
Anyway, the idea that the Refresh loss represents a slide into monstrous-ness is unconvincing to me because Refinement inflicts the exact same Refresh loss. So does knowing martial arts (Martial Artist) or having a lot of toys (Lush Lifestyle), for that matter. If your issue with using Aspects is that they're too easy to change, just say that they can't be.
Perhaps monstrous wasn't the right word, but all those things do affect a person's nature and how they'll err toward that nature more and more the more they focus on it. It reinforces that this person identifies and is these traits, and finds it harder to resist them (i.e., they have less ability to buy out of compels).

Put it this way -- there came a point where Bruce Lee really wasn't going to go into accounting, no matter how much he might have wanted to -- after a certain point, he is martial artist, and he doesn't have the fate points left to buy out of compels. Once you've sunk years into an accounting degree, you're not going to go play professional football. Life choices of any kind change who and what you are, and limit the choices you have going forward. The Laws of Magic are the same way.

Quote
for me wizards are supposed to be laws unto themelves, held in check by their own morality, or more powerful wizards and only if said wizard discovers what the wizard is doing. Being able to pull the answer out of a mortal mind is just as much investigation as looking for clues, you still have to find the right mortal and if another wizard or never never critter is involved getting by his spells will prove adventure enough. I want them to feel empowered, not constricted. Plus they wont know right away that the laws aren't really real, they will believe what all young wizards believe. Plus its still against the law to violate them they just have to do it without getting caugt or if caught be strong enough that the senior council doesnt want to waste resources (read wardens) enforcing the law.
Then honestly this may not be the setting for you. This really isn't a "Wizards can do anything they can get away with" setting. Removing the Laws of Magic kind of means you're not playing in the Dresden universe anymore.
Title: Re: the laws of magic
Post by: potestas on July 01, 2014, 01:00:27 AM
your probably right but ill keep trying. I just love the books. I just wish he would have used a different game system. I don't like the game system at all.
Title: Re: the laws of magic
Post by: blackstaff67 on July 01, 2014, 08:08:18 AM
I think the Evil Hat people approached him to do the series; JB had little to do with it.  Pretty much they just grabbed the ball and ran with it is my understanding of it.  Still much better than West End's D6 system I was trying to modify to run The Dresden Files.
Title: Re: the laws of magic
Post by: bobjob on July 01, 2014, 01:46:06 PM
I'm a huge D6 fan and I think it's versatile enough to work with pretty much any setting. I'd have to take a look at my tweaked Magic rules from D6 Fantasy to see if there is a way to emulate DF magic.
Title: Re: the laws of magic
Post by: Wordmaker on July 09, 2014, 10:38:48 AM
Our current campaign was formed around the idea that the group was on the run because a couple of them had been falsely accused of breaking the First Law. It's taken them months of work and literally saving the world for the Council to even consider a re-trial, and we've been loving it.

I do agree, though, losing a point of refresh on the Lawbreaker stunt sucks.

Our group keeps two "versions" of the Laws of Magic. First, there's what the Wardens think. To them, even if you accidentially break a Law, or do so indirectly (One of the group is an artificer, he can make magic items. Someone used a magic weapon he'd made to kill someone, so the Wardens found him guilty of breaking the First Law), they'll come for you. But you don't have to take the Lawbreaker stunt. This way we can narrate "Taken Out" results with accidental death if we want, and the character doesn't suffer mechanically.

Then there's the Laws as the universe itself sees them. In this case, if the character willingly chooses to break one of the Laws (like deciding they want to set fire to a guy's head until it melts), then they take the stunt.

It's something you really want to agree ahead of time with your group.
Title: Re: the laws of magic
Post by: Troy on July 09, 2014, 03:39:24 PM
On the Fate Google Plus community there was a poster who considered the idea of Conditions being used in a sword and sorcery game and that got me thinking about the Laws of Magic. Conditions are like Consequences, but they are predetermined by the GM and you're able to say to the players, "If you do this... you're going to suffer this Moderate Condition..."

I was thinking that it might be a solution to the -1 Refresh issue of the Lawbreaker Stunt if there was some sort of stress track that mortal practitioners have... maybe not even a stress track, but maybe just Conditions Slots that the person could use to represent the taint or corruption a person might suffer from breaking and abusing the Laws of Magic. You'd have your Mild, Moderate, Severe, and Extreme Conditions... Extreme representing the irredeemable black magic warlock type.

I'm not sure how you would adjudicate what actions dictate the severity of the conditions. Maybe ... accidentally breaking a law of magic warrants a mild condition, breaking a law of magic in self-defense gets you a moderate condition, doing it on purpose gets the severe condition, and doing it repeatedly gets you the extreme version. And as a condition is sticks to your character as an aspect for a short time, which the GM can compel while it's present in order to represent that temptation/addiction to power that breaking the laws carries.
Title: Re: the laws of magic
Post by: solbergb on July 20, 2014, 08:36:28 PM
In the dresdenverse there are a lot of powers keen on making sure "Free Will of Mortals" or "The Mortal Ability to Choose" is enforced. 

The in-game mechanical effect of first (killing), second (no transforming), fourth (no enthralling) are likely mechanically enforced by the Power that entities like angels, the Knights, etc serve, and the extra power is a form of sponsored push by the kinds of folks who power the Denarians, at least two of the vampire courts and ghouls.  The 5th is probably also linked to this, as necromancy (as opposed to ectomancy) seems to deal with actual souls of mortals, not just a "footprint" left behind by their life, or just their bodies.  Although some necromancy doesn't seem to fall afoul of this (purely animating dead bodies) this would indicate why it is NOT a violation to animate the body of something that never had a soul.

The other 3 laws don't strictly apply to mortals with souls, but seem to apply to everything.

The events in Cold Days would indicate that at least one extremely powerful group of entities is interested in enforcing the 7th law (don't even THINK about dealing with outsiders).  Blame the mechanical effects of that on....read the book.  The slippery slope aspects of it fall under the opposition.

I'm less clear on the 3rd (reading minds),  and 6th (time).  My guess is actually it's the White Council who is enforcing these, for reasons of their own, as the original Merlin clearly did muck with Time, and the Gatekeeper and Blackstaff are exceptions in various ways, plus all Wizards get a bit of prophecy as they age.   The slippery slope side may have roots more in just an addiction wizards tend to get to the behavior (invading privacy or trying to fix mistakes in time with more meddling).

The political side (Wardens show up etc) is much more legalistic, and usually the error is on the side of "caution" although there is clearly a procedure that includes a soulgaze to help determine if the person is too far gone to be saved.

If I was going to change the mechanical behavior (get a boost when being bad, at the cost of becoming closer to an NPC or actually becoming one) I'd want to be damn sure I knew what the reasons for the laws were in my universe, and the purpose they serve to the cosmology.  Above are my guesses, and it would inform whether or not a person had to take a lawbreaker power, or whether they'd get by with a consequence or aspect change on a borderline violation...or whether much to their surprise nothing happens aside from any remorse they might naturally have for such an act.
Title: Re: the laws of magic
Post by: MijRai on July 20, 2014, 11:22:35 PM
As far as the Third and Sixth Laws go, it's important to look at the wording. 

For the Third Law, the verb is invade.  Pretty big negative connotations right there, it implies breaking in, violating it, etc.  It also shows why some mental magic is allowed, or how one can give a person permission to go on in. 

For the Sixth Law, if I remember the wording, it's something along the lines of 'not swim against the currents of time'.  Peeking your head up and catching a glimpse is one thing, actively trying to travel through time is another.  It would also explain why folks with talents for prophecy (such as Cassandra's Tears) aren't hunted down for it. 
Title: Re: the laws of magic
Post by: Jreafman on July 21, 2014, 01:22:40 AM
As far as the Third and Sixth Laws go, it's important to look at the wording. 

For the Third Law, the verb is invade.  Pretty big negative connotations right there, it implies breaking in, violating it, etc.  It also shows why some mental magic is allowed, or how one can give a person permission to go on in. 

For the Sixth Law, if I remember the wording, it's something along the lines of 'not swim against the currents of time'.  Peeking your head up and catching a glimpse is one thing, actively trying to travel through time is another.  It would also explain why folks with talents for prophecy (such as Cassandra's Tears) aren't hunted down for it.

I'd agree here, and point out that you're dealing with Wizards. Wizards who have had to work out contracts with Faeries. Wording and "the letter of the law" are paramount.

As far as the mucking that the original Merlin did...
(click to show/hide)

On a more practical note about the 6th law, I think it's a law they would enforce because they want to keep the universe from having to enforce it. After all, no one really knows what happens if you travel back in time to kill your own grandfather. The universe might decide to divide by zero, and kablooey. No one wants the universe to start enforcing those kinds of laws.
Title: Re: the laws of magic
Post by: Sanctaphrax on July 21, 2014, 02:53:22 AM
The in-game mechanical effect of first (killing), second (no transforming), fourth (no enthralling) are likely mechanically enforced by the Power that entities like angels, the Knights, etc serve, and the extra power is a form of sponsored push by the kinds of folks who power the Denarians, at least two of the vampire courts and ghouls.

I doubt there's a real enforcer, personally. I think the Laws are meant to be a natural process...a sort of metaphysical gravity.

That aside, welcome to the board.