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Arcanum setting makes no sense

Ryan muller

Educated
Joined
Oct 10, 2021
Messages
437
People usually praise this setting a lot, but its way too fucked up to be even remotely believable, obviously the most direct way in which you can question the setting is the gameplay balance compared to the lore writing, as Guns are sold as the new technological progression and what actually murdered Cumbria in the war. They couldnt keep up with technology and were oblitared, which makes not a lot of sense when you compare Guns with magic and see that guns are very resource costly to make, difficult to maintain and very lackluster in damage and flexibility compared to even the most simple tier spells such as Harm (which obliterates half of the game)

But this is a very basic analysis of a much larger problem, because if you actually think about what spells can do you have an even bigger problem. When cumbria war started, technology was starting to ressurface, kickstarted specially by Bates's inventions, which means they were using less developed equipment against years of magical research, this includes scrolls of summoning to increase the armies to ridiculous degrees with Golems, familiars, animals and the ability to summon spirits and demons, on top of that, Cumbria had the ability to ressurect the dead with cheap ressurect spells and scrolls that are well developed and researched between students, they could also charm their enemies, dominate their minds, shape the battleground with poison, manipulate the wind, turn people into stone, heal allies way easier than the technologists, cure people from all sources of poison, double their speed, paralyze people, kill their enemies and then make them return as undead warriors and somehow, those invincible killing machines with powers provided by the gods that only had to deal with the cost of being a bit tired after casting their spells (which could be countered by potion comsuption), managed to LOSE????

The setting also doesnt make a lot of sense in terms of how it developed. Theres no reason technology was such a sucess in the comercial districs and large metropolian regions, Magic gave people much larger productive value and flexibility to work. Are a detective? change people's minds and investigate, maybe ressurect the dead and ask them who were they killer. Need to work at a mine and would rather avoid spending too much time at it? cast haste and go at a ridiculously fast pace. Marketing? either charm your clients or use your own spells to make your appearence and persuasive abilities higher, thieves? a thief with the ability to be invisible is much better than a regular thief. need to move heavy objects on your shop? bitch i can send my Guardian ogres to do that. Medical assistence? i laugh.

The only possible way the setting could get even remotely close of justifying technological jobs being more frequent than magical ones, is the fact that you need to have magickal aptitude in order to become a mage, where as technology could be used by virtually anybody. However, this doesnt even work well since you can find mages everywhere in the game and instead of having international laws limiting the existence of technology and magick in the same region (or atleast regulation for how they can be in the same town), people can just freely exist and have shoppings and devices of technological or magickal nature everywhere in every town aside from Derholm and in-game we can se A LOT of them. which really makes you wonder how the fuck this even works.

But better than all of this is that not even the thing which ties the entire universe together and supposedly makes everything logical is consistent. The law of technology is natural, while Magickal is supernatural, Magick cannot subvert something so strongly based upon the laws of nature and as such, it cant work within its limits. However, the entire thing is incredibly arbitrary. At first, without reading the manual you can be lead to believe that technology overwhelms magick and as such it cant be cast within the presence of machines or people with more natural aptitude, this is due to the fact that even at shrouded hills, Jongle dunne will point out that he cant work because of the steam machinery at the town, which was interrupting his casting. However, when you pick a train ticket, the train conductor will point out to the fact that if you are a mage, you cant board the train or else it wont work which means that this probably points out to the game using a system in which for some reason not only living beings have an aptitude level, but the tech equipment and magickal equipment also have an aptitude level, this can be checked by buying armlets or Armor that are tech or magickal based (as the game directly points out an "Aptitude" level). This is nothing but arbitrary power creep in disguise, however, the funniest thing is that it doesnt even work correctly since:

1: At times, characters wont complain about tech and magick affecting each other even if they are extremely close and the equipments at show are of very high aptitude. Yes, Dunne Complained about the steam engine influencing his work at Shrouded hills despite being quite far of the equipment, however at places like tarant, you can buy your super powerful Charged rifle from a tech shop just to cross the avenue and find a mighty arcane elven armor and nobody complains!! (until your character steps at the shop of course. ohh nightmares!).

2: Some magick work at high aptitude people regardless of their nature. my 100% tech aptitude character can still stock up on teleport scrolls or exit scrolls and consistently cast them to get out of dungeons no problem, while my mage can go at tarant's most Technological location and cast desintegrate at everything and everyone that moves.

And i know that every game will have some nonsensical stuff and at times, devs do care more about in-game functions than logical cohesion and if it works at the game's world, then yes, i know that i shouldnt question that hard the simulational aspects of the game if my knife can kill an automatron or why my extremely low caliber pistol can murder an iron golem, nor why the hell my dog's teeth are stronger than a Shotgun on close range

However, theres basic elements which are things that are the basis for the setting and that are extremely important to understand and be logical in how they work in-setting in order to suspend your desbelief and immerse yourself within a world and more often than not, Arcanum tear throught those elements for nothing but the sheer desire to include new gameplay elements and quantity to the game, a good example being the Reanimator.

The spell users can mess with Ressurection, which as previously pointed out, resulted in a lot of problems with the believability of Cumbria's war. Worse than that, is that because the Game had the option of making a character return from the dead if they were spell users, obviously they needed to balance this out by giving you a tech option, right?

Here it is, a small vial that can make even the Bulkiest character be fresh again, no repercussions or cons. and its extremely cheap for what it does either, making it quite acessible even if its pretty much the elixir from the gods. The first time i found this i was VERY confused. How does this work? how could they engineer technology that could ressurect the dead, making it acessible even to the lowliest of the human lifes, people who have no way of casting spells, the common folk!!! which implications such a big thing have on the setting? why nobody in-game talks about it??? I knew the game didnt have in-game descriptions for equipment but i also knew that Schematics actually had a little description presenting how a particular tech works and well.... After 2 hours i spent trying to find that schematic, i finally put my eyes at its description, which reads as follows:

REANIMATOR:

"[This schematic is printed on a strange sort of paper, and looks to be very old. The writing is faded almost beyond recognition.] Experiments upon the life force..... regenerative chemical compounds...... unbelievable results...... completely revived and functioning normally..... advances.... Vendigrothian science......"


:updatedmytxt:
 

Cryomancer

Arcane
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Guns with magic and see that guns are very resource costly to make, difficult to maintain and very lackluster in damage and flexibility compared to even the most simple tier spells such as Harm

You is ignoring something crucial. Anyone can use a gun. And fire endlessly. Harm, few casts and the caster is fainting. Also requires high willpower

Making an analogy, harm is like the longbow. Guns like crossbow.


scrolls of summoning to increase the armies to ridiculous degrees with Golems, familiars, animals and the ability to summon spirits and demons,


Again, mages can't maintain such summons forever.

And don't matter how strong your powers are. If the enemy pu a 45-70 round in your head, you are dead.

Using wild west tech, a sharps rifle has 900m of effective range. And a guy with gatling gun can probably take out a small undead army quickly. In arcanum they even have planes.

About the game not taking mag apt seriously I agree.
 

Ryan muller

Educated
Joined
Oct 10, 2021
Messages
437
You is ignoring something crucial. Anyone can use a gun. And fire endlessly. Harm, few casts and the caster is fainting. Also requires high willpower
I adressed that later on the text, theres a bunch of mages in the game even aftet they were oblitarated, they can also summon more creatures, buff their powers and consume potions to restore fatigue, which makes even a 1/4 of cumbria soldier when compared to the number of soldiers in tarant, unbeatable. Quite easily considering the gameplay





And don't matter how strong your powers are. If the enemy pu a 45-70 round in your head, you are dead.
Ressurection spells and scrolls.


Using wild west tech, a sharps rifle has 900m of effective range. And a guy with gatling gun can probably take out a small undead army quickly. In arcanum they even have planes.
I dont recall gatling guns at arcanum, wouldnt believe they were a thing back in Cumbria's war regardless. Most people said the soldiers were using muskets, either way, they can simply cast desintegrate, if people die, they can ressurect. Again, they are unbeatable
 

NecroLord

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People usually praise this setting a lot, but its way too fucked up to be even remotely believable, obviously the most direct way in which you can question the setting is the gameplay balance compared to the lore writing, as Guns are sold as the new technological progression and what actually murdered Cumbria in the war. They couldnt keep up with technology and were oblitared, which makes not a lot of sense when you compare Guns with magic and see that guns are very resource costly to make, difficult to maintain and very lackluster in damage and flexibility compared to even the most simple tier spells such as Harm (which obliterates half of the game)

But this is a very basic analysis of a much larger problem, because if you actually think about what spells can do you have an even bigger problem. When cumbria war started, technology was starting to ressurface, kickstarted specially by Bates's inventions, which means they were using less developed equipment against years of magical research, this includes scrolls of summoning to increase the armies to ridiculous degrees with Golems, familiars, animals and the ability to summon spirits and demons, on top of that, Cumbria had the ability to ressurect the dead with cheap ressurect spells and scrolls that are well developed and researched between students, they could also charm their enemies, dominate their minds, shape the battleground with poison, manipulate the wind, turn people into stone, heal allies way easier than the technologists, cure people from all sources of poison, double their speed, paralyze people, kill their enemies and then make them return as undead warriors and somehow, those invincible killing machines with powers provided by the gods that only had to deal with the cost of being a bit tired after casting their spells (which could be countered by potion comsuption), managed to LOSE????

The setting also doesnt make a lot of sense in terms of how it developed. Theres no reason technology was such a sucess in the comercial districs and large metropolian regions, Magic gave people much larger productive value and flexibility to work. Are a detective? change people's minds and investigate, maybe ressurect the dead and ask them who were they killer. Need to work at a mine and would rather avoid spending too much time at it? cast haste and go at a ridiculously fast pace. Marketing? either charm your clients or use your own spells to make your appearence and persuasive abilities higher, thieves? a thief with the ability to be invisible is much better than a regular thief. need to move heavy objects on your shop? bitch i can send my Guardian ogres to do that. Medical assistence? i laugh.

The only possible way the setting could get even remotely close of justifying technological jobs being more frequent than magical ones, is the fact that you need to have magickal aptitude in order to become a mage, where as technology could be used by virtually anybody. However, this doesnt even work well since you can find mages everywhere in the game and instead of having international laws limiting the existence of technology and magick in the same region (or atleast regulation for how they can be in the same town), people can just freely exist and have shoppings and devices of technological or magickal nature everywhere in every town aside from Derholm and in-game we can se A LOT of them. which really makes you wonder how the fuck this even works.

But better than all of this is that not even the thing which ties the entire universe together and supposedly makes everything logical is consistent. The law of technology is natural, while Magickal is supernatural, Magick cannot subvert something so strongly based upon the laws of nature and as such, it cant work within its limits. However, the entire thing is incredibly arbitrary. At first, without reading the manual you can be lead to believe that technology overwhelms magick and as such it cant be cast within the presence of machines or people with more natural aptitude, this is due to the fact that even at shrouded hills, Jongle dunne will point out that he cant work because of the steam machinery at the town, which was interrupting his casting. However, when you pick a train ticket, the train conductor will point out to the fact that if you are a mage, you cant board the train or else it wont work which means that this probably points out to the game using a system in which for some reason not only living beings have an aptitude level, but the tech equipment and magickal equipment also have an aptitude level, this can be checked by buying armlets or Armor that are tech or magickal based (as the game directly points out an "Aptitude" level). This is nothing but arbitrary power creep in disguise, however, the funniest thing is that it doesnt even work correctly since:

1: At times, characters wont complain about tech and magick affecting each other even if they are extremely close and the equipments at show are of very high aptitude. Yes, Dunne Complained about the steam engine influencing his work at Shrouded hills despite being quite far of the equipment, however at places like tarant, you can buy your super powerful Charged rifle from a tech shop just to cross the avenue and find a mighty arcane elven armor and nobody complains!! (until your character steps at the shop of course. ohh nightmares!).

2: Some magick work at high aptitude people regardless of their nature. my 100% tech aptitude character can still stock up on teleport scrolls or exit scrolls and consistently cast them to get out of dungeons no problem, while my mage can go at tarant's most Technological location and cast desintegrate at everything and everyone that moves.

And i know that every game will have some nonsensical stuff and at times, devs do care more about in-game functions than logical cohesion and if it works at the game's world, then yes, i know that i shouldnt question that hard the simulational aspects of the game if my knife can kill an automatron or why my extremely low caliber pistol can murder an iron golem, nor why the hell my dog's teeth are stronger than a Shotgun on close range

However, theres basic elements which are things that are the basis for the setting and that are extremely important to understand and be logical in how they work in-setting in order to suspend your desbelief and immerse yourself within a world and more often than not, Arcanum tear throught those elements for nothing but the sheer desire to include new gameplay elements and quantity to the game, a good example being the Reanimator.

The spell users can mess with Ressurection, which as previously pointed out, resulted in a lot of problems with the believability of Cumbria's war. Worse than that, is that because the Game had the option of making a character return from the dead if they were spell users, obviously they needed to balance this out by giving you a tech option, right?

Here it is, a small vial that can make even the Bulkiest character be fresh again, no repercussions or cons. and its extremely cheap for what it does either, making it quite acessible even if its pretty much the elixir from the gods. The first time i found this i was VERY confused. How does this work? how could they engineer technology that could ressurect the dead, making it acessible even to the lowliest of the human lifes, people who have no way of casting spells, the common folk!!! which implications such a big thing have on the setting? why nobody in-game talks about it??? I knew the game didnt have in-game descriptions for equipment but i also knew that Schematics actually had a little description presenting how a particular tech works and well.... After 2 hours i spent trying to find that schematic, i finally put my eyes at its description, which reads as follows:

REANIMATOR:

"[This schematic is printed on a strange sort of paper, and looks to be very old. The writing is faded almost beyond recognition.] Experiments upon the life force..... regenerative chemical compounds...... unbelievable results...... completely revived and functioning normally..... advances.... Vendigrothian science......"


:updatedmytxt:
Technology is more accessible to the average man and of great use for the masses and human civilizations throughout Arcanum.
Magick requires great Willpower to master, real Archmages are quite rare in Arcanum apart from Tulla. Magick is also in decline (there is a book in Tulla that mentions the fact that during the ancient days of Arcanum, there were SEVEN spells of each school of Magick compared to the current FIVE), Magick used to be way more powerful and had potentially beyond incredible effects.

Also, I think it all works in cycles. The Age of Magick is over. Technology is now dominant.
 

Ryan muller

Educated
Joined
Oct 10, 2021
Messages
437
Technology is more accessible to the average man and of great use for the masses and human civilizations throughout Arcanum.
I mentioned that later on the text, the fact magick aptitude isnt for everyone should be what justifies its usage

However, theres mages EVERYWHERE in the setting and proper magickal usage could definitively compensate for lack of human labor, in fact, why having all the work of exploiting the law to use lowly orcs if i can just summon creatures to make half of my work?

The fact almost every place seems to work with 1-3 people instead of large operation lines make it even more questionable

Magick used to be way more powerful and had potentially beyond incredible effects.
Then cumbria should most definitively won the war lol
 

Roguey

Codex Staff
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REANIMATOR:

"[This schematic is printed on a strange sort of paper, and looks to be very old. The writing is faded almost beyond recognition.] Experiments upon the life force..... regenerative chemical compounds...... unbelievable results...... completely revived and functioning normally..... advances.... Vendigrothian science......"
Lovecraft reference. :troll:

The Troika guys were always midwits. Fallout was a happy accident because they left so much unexplained.
 
Vatnik
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The law of technology is natural, while Magickal is supernatural
Sorry for the pedantry, but this is an Earth-centric view of the world.

If a phenomenon is observable and can be studied, it's natural. For better categorization, it'd be better to separate their natural laws into Tau-physics (technological/tangible) and Mu-physics (magical).

Some of what you say makes sense, in that lore-wise it seems that Tau-objects, both living and inanimate, generate a field that suppresses Mu-physics, and vice versa. Let's say it's based on an inverse square distance, like electromagnetic fields.

Great lore, now how do you turn it into good game design? A 10-level techie stands at 10 meters from a 10-level mage, fires a bullet. The bullet itself is a small object emitting a negligible T-field that gets completely obliterated by Mu-physics the closer it flies to the mage. By the time it reaches him, its Tau-effect is 1/10² = 1% of what it was at the source. So instead of doing 10 hp damage, it gently pokes the mage for 0.1 hp damage.

Good luck building realistic game mechanics around that lore.

And as for two melee actors, a higher T or M coefficient would auto-win any battle.

Clearly a complete suppression of one physics-model by another doesn't work. Try envisaging a clamped suppression, e.g. no stronger than 80%? That breaks all world assumptions (i.e. need a world rewrite) and mechanics are still shit (lots of unbeatable scenarios).

What do you want to do?

I think the takeaway here is that suppression only works in a low-rational worldbuilding, which Arcanum belongs to. Low-rational worlds are fine for fantasy settings in general. When the low-rationality doesn't out jump at you, and doesn't look overtly stupid or childish of a convention, it's not as big a deal as you're making it out to be. Arcanum's setting works just fine.

The setting also doesnt make a lot of sense in terms of how it developed. Theres no reason technology was such a sucess in the comercial districs and large metropolian regions, Magic gave people much larger productive value and flexibility to work.
I don't think we know how long it takes to learn magic for a normal person. As such, no assumptions are possible for economic optimizations.

REANIMATOR
Bad idea, agreed.
Someone wanted mechanical "balance" at the cost of the world believability.
 
Last edited:

Saint_Proverbius

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Great lore, now how do you turn it into good game design? A 10-level techie stands at 10 meters from a 10-level mage, fires a bullet. The bullet itself is a small object emitting a negligible T-field that gets completely obliterated by Mu-physics the closer it flies to the mage. By the time it reaches him, its Tau-effect is 1/10² = 1% of what it was at the source. So instead of doing 10 hp damage, it gently pokes the mage for 0.1 hp damage.

Good luck building realistic game mechanics around that lore.

And as for two melee actors, a higher T or M coefficient would auto-win any battle.
This is probably the best explanation of the problem with it. There's also not a really good reason why tech would interfere with magic and vice versa. How would you make a potion without using technology to weigh the ingredients, heat the solution, and so on? How would you write a scroll without paper and some sort of writing instrument? You can argue that the scroll crafting is fairly low tech, so the "tech field" didn't completely wreck the crafting process, I guess. But what about magic items? To make magic armor, you still need to smelt the ore and craft the armor which is a more mechanical process than molding a bullet. You could say that the bullet requires gunpowder to fire, but once it leaves the firearm, it's just a molded chunk of lead. The firearm should be the weapon that was designed to kill magic users for a number of reasons. It's the easiest way for something low tech to reach out and touch someone.

Even with acknowledging what I just wrote, I still like the setting of Arcanum. I really liked the Victorian early industrialization steampunk aspects of it, but I also think that maybe Troika could have handled magic versus technology differently. I can see why there wouldn't be any magic guns, for example, because I would think that wizards would be very pissy over something that levels the playing field as much as it would. They were on top of the martial food chain until the gun came along. Being able to hit a group of attackers with an explodey orb of fire puts you on top - until some idiot that never cracked a tome shoots you. Why pay the wizard to teleport you to the next city when you can take the train? That's probably the way they should have handled the magic vs. technology aspect.
 

Cryomancer

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What I found silly in Arcanum is the lack of gardets to deal with specific spells. For eg, a "pressure sensor" to detect invisible thieves and etc. But Arcanum still much better than any ESG game set in Medieval fantasy version of commiefornia.​
 

JarlFrank

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The Spartans were considered the best soldiers of the ancient world, and they easily won every straightforward hoplite vs hoplite engagement, even when slightly outnumbered.
They were still eventually conquered because their rigorous training and exclusivity (only Spartan citizens could become Spartiates) led to there being very few of them.
When you can muster up maybe a thousand hyper-elite soldiers that beat everyone else in 1v1, but it takes a lifetime of rigorous training to prepare them, and your enemy can just give a super long spear to ten thousand dudes and drill them a bit in how to use it in formation, you're gonna get fucked just due to the sheer mass of the enemy.

Wizards vs techbros in Arcanum is the same. Anyone can be a techbro. Pick up a gun, spend a month training how to use it, bam you can kill a wizard who trained all his life to become a powerful spellcaster. The wizard will probably kill you in 1v1 but considering how easy it is to learn how to use a gun, you can easily turn that 1v1 into a 1v100. Especially at a large scale level like country vs country. If you have an elite group of wizards in your army, let's say 1000 super good wizards, and you fight an enemy who has 10k line infantry with guns, even if your magic is more powerful than the guns, you're going to take some losses.

And replacing your losses of elite wizards will take years. Meanwhile the gun-using side can just conscript a few more dudes, give them guns, spend a few weeks training them, and they're good to go. Many wars in history were won because one side was able to replace their losses more easily - the Romans famously defeated Pyrrhus of Epirus despite suffering loss after loss, simply because they could more easily replace their losses. And guns make it so much easier to replace losses, because they don't require much training to use effectively.

Also, guns are easy to use. Just point the barrel at your enemy and pull the trigger. Spells require concentration and have a chance to fail. Guns are simply more reliable. And in Arcanum's world, while technology tends to fail in the presence of people with a high sorcerous aura, the inverse is also true: magic tends to have a lesser effect on extremely tech-aligned people. So that spell you're trying to cast on the enemy engineer squad that's installing a bomb at the base of your castle wall has a good chance of failing.

Let's go beyond guns: logistics is what really wins wars. Theoretically, the wizards have the upper hand due to teleportation spells. But how many people can you teleport with such a spell? It's a high level spell so only high level wizards have mastered it. It's probably powerful enough to teleport a small squad of soldiers (let's say 30) as it does teleport your companions along with you in the game. But can it transport a thousand men? Ten thousand? Probably not. Also, it's a high level spell and therefore exhausting to cast. The wizard will need to rest a while after casting it. Meanwhile, a train can transport thousands of soldiers, and it never gets tired. Trains are just more logistically reliable. And if a part breaks down you can simply replace the engine if you have another one. High level wizards are harder to replace.

Once you've built up an efficient industrial base, replacing high tech parts becomes trivial. Sure, it might be expensive in cost of resources, but as long as you have these resources you just have to feed them into the assembly line and out comes your new gun, or your new train, or your new plane. If a wizard has to be replaced, training a new one will take years of study, and even then it's not guaranteed that the new wizard will be as good as the old one.

Ease of mass production and reliability in the hands of amateurs are what makes technology superior to magic.
 

Harthwain

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They couldnt keep up with technology and were oblitared, which makes not a lot of sense when you compare Guns with magic and see that guns are very resource costly to make, difficult to maintain and very lackluster in damage and flexibility compared to even the most simple tier spells such as Harm (which obliterates half of the game)
The question would be, how common the use of magic in Arcanum is? As far I as understand, the magic still exists, but is in decline. And how easy it is to train a mage to use spells (Harm or otherwise), compared to giving some poor schmuck a gun? Crossbows outlasted powerful bows, because it was easier to train and equip a man with crossbow than a man with a powerful bow. The same principle applies here.

The setting also doesnt make a lot of sense in terms of how it developed. Theres no reason technology was such a sucess in the comercial districs and large metropolian regions, Magic gave people much larger productive value and flexibility to work. Are a detective? change people's minds and investigate, maybe ressurect the dead and ask them who were they killer. Need to work at a mine and would rather avoid spending too much time at it? cast haste and go at a ridiculously fast pace. Marketing? either charm your clients or use your own spells to make your appearence and persuasive abilities higher, thieves? a thief with the ability to be invisible is much better than a regular thief. need to move heavy objects on your shop? bitch i can send my Guardian ogres to do that. Medical assistence? i laugh.
This is a great setup for an RPG (especially a systemic one), but a horrible way to organize a world/society. With magic being able to do this much, there would also have to be limits on what is legal to do with magic before it is considered an abuse of magical privilege. I can also easily see mages restricting access to magic as much as possible to keep their monopol on it (possibly creating a new social class). The idea that everyone can have access to magic is very DnD, but isn't too realistic either.

Honestly, I'd like to see more books/games/movies deal with the idea of "realistic magic".
 
Last edited:

NecroLord

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Technology is more accessible to the average man and of great use for the masses and human civilizations throughout Arcanum.
I mentioned that later on the text, the fact magick aptitude isnt for everyone should be what justifies its usage

However, theres mages EVERYWHERE in the setting and proper magickal usage could definitively compensate for lack of human labor, in fact, why having all the work of exploiting the law to use lowly orcs if i can just summon creatures to make half of my work?

The fact almost every place seems to work with 1-3 people instead of large operation lines make it even more questionable

Magick used to be way more powerful and had potentially beyond incredible effects.
Then cumbria should most definitively won the war lol
Cumbria was not magickal.
They were a traditional kingdom while Tarant was a highly technological state.
Tarantian guns and cannons beat cumbrian swords and knights in plate armor.
 
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I think the OP is overestimating the availability of magic, the number of people competent to use it, and the breadth at which it was developed. The PC, like every game, is exceptional in ability and not representative of the broader setting.
 

Tyranicon

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And don't matter how strong your powers are. If the enemy pu a 45-70 round in your head, you are dead.

Take note when the forum's biggest wizardposter says guns beat magic.

But yeah, this is the natural state of things in almost all tech vs magic settings. Magic's old and outdated, but stronger individually. Tech is easier and more reliable, and can be given to the masses.

Magitech is where it's at though.
 

luj1

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You forgot that tech shuts down magical fields. This includes mages feeling dizzy and unwell around magic, and their magic items don't work
 

NecroLord

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I think the OP is overestimating the availability of magic, the number of people competent to use it, and the breadth at which it was developed. The PC, like every game, is exceptional in ability and not representative of the broader setting.
You're the "Living One" after all.
 
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I think the OP is overestimating the availability of magic, the number of people competent to use it, and the breadth at which it was developed. The PC, like every game, is exceptional in ability and not representative of the broader setting.
This, its assumed that regular characters can't just learn advanced magic by smacking wolves. On the other hand nothing stops level 1 characters from operating in a regiment of riflemen. Asking why everyone just doesn't win wars with magic is like asking why everyone in Star Wars doesn't just take levels in the jedi class since it's obviously more powerful.

As for magic and technology not properly interfering in all situations where it could make sense... gameplay limitations. You'd need some kind of map overlay to track the average tech/magic emphasis of the land as you're walking over it to properly represent what the game was trying to do. As for being able to use some magic or tech items while on the opposite alignment, I dunno, oversight or just trying not to completely lock players off from stuff?
 

NecroLord

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As for being able to use some magic or tech items while on the opposite alignment, I dunno, oversight or just trying not to completely lock players off from stuff?
Hell, you can even master the Temporal school of Magick while being a Tech character.
Haste + Tempus Fugit while equipped with the Pyrotechnic Axe (which is a Tech weapon).
Absolute Carnage...
Temporal is one of the very few schools of Magick that can be used effectively by a Tech character.
 

Cryomancer

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Take note when the forum's biggest wizardposter says guns beat magic.

Depends the gun and the spell in particular. In Arcanum, I would say that magic can do stuff which tech can't replicate and vice versa.

Asking why everyone just doesn't win wars with magic is like asking why everyone in Star Wars doesn't just take levels in the jedi class since it's obviously more powerful.

Well said.

Instead of looking as the MC of history, look from the lv 0 commoner perspective. He can :
- Spend years trying to study and practice magical arts, away from the comfort of civilization to maybe learn how to use "harm" and be able to cast it few times per day and then, fainting or having less disposition to work
- Buy a revolver for urban areas and a sharps rifle for wilderness
 
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There are plenty of inconsistencies. I think the OP has focused on the wrong ones. Bugs and mechanical oversights especially. One of the biggest curiosities is how Arronax single handedly destroys Vendigroth, which is hyper-advanced to the point of having hover cars. It's been awhile, but I recall the setting having some kind of metaphysical cycle that causes magic to wax and wane like a tide. The push and pull of magic vs technology is an affect, rather than a force of progress. Then again, for the sequel they envisioned a mineral which allowed magic and technology to harmonize and occupy the same space. It's incredibly difficult to make a setting with accessible magic logically consistent without magic being a trite convenience or severely demystified. One series that gets close is Fullmetal Alchemist. If I were to make a CRPG, it would take heavy inspiration from it.
 

Ryan muller

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You forgot that tech shuts down magical fields. This includes mages feeling dizzy and unwell around magic, and their magic items don't work
Im not, i mentioned that theres examples of how this doesnt affect the technologists, summkns arent affected, nor abilities such as desintegrate or self buffs and ressurection spells, almost everything i said could work
 

Ryan muller

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Great lore, now how do you turn it into good game design? A 10-level techie stands at 10 meters from a 10-level mage, fires a bullet. The bullet itself is a small object emitting a negligible T-field that gets completely obliterated by Mu-physics the closer it flies to the mage. By the time it reaches him, its Tau-effect is 1/10² = 1% of what it was at the source. So instead of doing 10 hp damage, it gently pokes the mage for 0.1 hp damage.
This is the case with almost every setting who try to mix so many elements together, It hurts the believability because its necessary to find an explanation to it

It certainly partakes on the realm of low rationality, however when its a serious lore and the thing that holds the universe together itself doesnt make sense, we kind of have a problem, i woild go with the idea that it would be best to deem an energy source as what cancels magic instead of arbitrarily going against all that is tech, such as steam-based devices making magic malfunction, while tech that doesnt use it, doesnt influence it, i would also concentrate this in the object per use instead of the "aptitude" for X or Y person, since Tech aptitude doesnt even make any sense. Theres ways around it, it only takes creative thought



I don't think we know how long it takes to learn magic for a normal person. As such, no assumptions are possible for economic optimizations.
My problem with this point being that theres WAY too many mages everywhere, its something you can observe by walking throught large and small towns, you go from looking at mages and robes figures everywhere in tarant regardless of the town status, to go to ashbury and in 5 minutes finding another 4

The first character you find is a mage, elves are in their majority, still mages, a lot of the religious folks are mages,etc....

So it seems like its far from such a rarity.
 

Ryan muller

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Wizards vs techbros in Arcanum is the same. Anyone can be a techbro. Pick up a gun, spend a month training how to use it, bam you can kill a wizard who trained all his life to become a powerful spellcaster. The wizard will probably kill you in 1v1 but considering how easy it is to learn how to use a gun, you can easily turn that 1v1 into a 1v100. Especially at a large scale level like country vs country. If you have an elite group of wizards in your army, let's say 1000 super good wizards, and you fight an enemy who has 10k line infantry with guns, even if your magic is more powerful than the guns, you're going to take some losses
Now take the fact you have pretty much unlimited power to create soldiers out of nowhere and the ability to ressurect the dead, teleport, become invisible and desintegrate people,etc... Spartan soldiers were skilled, but they were still skilled regular humans without the power to manipulate the natural order, which is what it is.

What makes it rather difficulty to believe is seeing how easy this would be considering what we can do as one single mage in-game, then imagining a lot of those powers in a much bigger scenario.
 

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