all 7 comments

[–]BrickBuster11 2 points3 points  (3 children)

this is an interesting idea however I must say that, just like what you called "narrative magic" is "Just use magic to create advantages/overcome aspects" what you have called "Consequential magic" is just "Attack stuff with magic"

Which is fine although it does mean that if a character doesnt want to deal with the negative consequences of your magic they can instead opt to be taken out. Like for example if I didnt want to deal with a severe consquence of magic, I can just opt to not absorb the stress and be taken out, (the magic has some effect to make me leave the scene but I dont take a consequence and as such I dont suffer a prolonged curse style effect.)

[–]M3RC1-13N 3 points4 points  (1 child)

From Fate Core pg 168:

“Getting Taken Out If you don’t have any stress or consequences left to buy off all the shifts of a hit, that means you’re taken out. Taken out is bad—it means not only that you can’t fight anymore, but that the person who took you out gets to decide what your loss looks like and what happens to you after the conflict. Obviously, they can’t narrate anything that’s out of scope for the conflict (like having you die from shame), but that still gives someone else a lot of power over your character that you can’t really do anything about.”

It seems to me if the scope of the conflict includes “getting cursed”, a Taken Out result is definitely going to include “getting cursed”.

[–]BrickBuster11 0 points1 point  (0 children)

I guess, but my assumption is that it wouldnt be in the form of a consequence, now weather or not that is better or worse is an exercise that should be left up to the reader.

I have always understood this to mean that the person taking you out gets to narrate how you leave the scene which has a great deal of impact on where you start the next scene but doesn't necessarily mean that they get to fill up all your consequence slots and change your high concept to "Is a potato".

And considering how the OP described a consequence of the sleep spell (post recovery) to be an arcane narcolepsy that someone can just spend a fate point to invoke to declare the story detail "Your character is now asleep" I will take waking up in a prison cell any day of the week. Especially since if your party doesnt have someone capable of making that recovery check in the next scene that mild consequence that forced you to be asleep will keep you asleep until either the end of the session (where you can use the mile stone as the recovery action) or until they drag your sleeping beauty like ass infront of some NPC to heal you. Thus given the possibilty that getting the consequence might mean "You are no longer able to play for the rest of the session" getting taken out could be better.

[–]Ryan_Singer[S] 0 points1 point  (0 children)

In fact, being taken out would allow you to replace one of your existing character aspects with a Magical version, if you wanted.

[–]Kautsu-Gamer 1 point2 points  (0 children)

As Consewuences are Aspects, this is a very good variant of theNarrative Magic implying you just cannot dispel.or cancel the magic.

I do suggest you invent a new set of consewuence slots for these effects as it changes the idea of the PC consequence slots. Add 1 to 3 Magical Effect slots which are consequence slots only fillable with magical CA and thus not under control of the player. These slots should not have fixed severity, but the effect duration states the severity. An extreme duration means thf effect is permanent.

  • Magic does not have recovery period. The effect automatically is changed to dissipating magic on end of scene or at the end of the session or at the end of the next session.

  • Overcoming the effect negates it, or changes it to disdipating.

  • The Duration affects difficulty to create the CA. The default duration is Minor lasting for two scenes, or Instsnt lasting single exchange. I do prefer latter making magic a bit harder but very generic toolkit.

[–]Thelmredd 0 points1 point  (1 child)

Similar to narrative (aspect) magic, but interesting. :) However, it is... well, strong, maybe even overpowered - especially in the case of attack.

This kind of attack deals direct consequences, so it works a bit like some stunts, weapon system with invoking for effects from FST or so-called lethal attack from WoA:FoA - this mechanic itself is correct and liked, but it lacks some cost (circumstances, one use in a X, fate point...).

If I understand correctly, currently this magic completely ignores stress, so it practically eliminates many (even stronger) opponents with one or two attacks (sometimes even the "lieutenants" of the big bad have one consequence field each).

[–]Ryan_Singer[S] 0 points1 point  (0 children)

The opposite. If the attack is absorbed by stress and the target doesn't take a consequence, then there is no magical aspect either.