Author Topic: What happens if you hex something designed not to work?  (Read 3936 times)

Offline newtinmpls

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Re: What happens if you hex something designed not to work?
« Reply #15 on: January 04, 2011, 09:52:22 AM »
“So, what happens when you hex technology that was made to not do anything?  It can't just keep not doing anything; if hexing worked like that, you'd see a lot more things like hexing a gun drop the maximum range of the fired bullets by 10%.  The way hexing works is to change machinery so that it no longer works as it was made to work.  So, presumably, an enterprising wizard could build a computer by meticulously collecting computer parts that were engineered not to work, rigging them to fit together incorrectly, and then hexing it until you managed to randomly tune its nonfunctional state to "Work as intended (mostly)" and deal with the side effects.”

Okay, having read through much of this thread, I do ‘get’ that hexing as conceived of in the books, just wrecks things and the golf club metaphor is the more accurate one.

But..

But I’m GMing a world in which part of the world set up was “an incident” at a particle accelerator that coincidentally happened shortly before a dramatic increase in the number of persons manifesting magical abilities AND the power levels manifesting. I also have in my world that Tesla had heirs, and they got ahold of the papers/info that was confiscated by the government, and among other things run a company called “Northern Lights Power” which unofficially claims to be using the energy of the northern lights to supply cheap power to its customers. What I know, but the PC’s don’t, is that Tesla Tech is closer to magic than it is to just Tech, and is not hexable the way normal tech is (doesn’t mean it’s not affected by magic – but that’s a different animal).

So looking at the “what if” of weird hexing, yes I like that idea because it’s cool.

Dian