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Thursday, May 22, 2008

Nature Sucks (NoCtD)

Well, the Realm at least. I mean, outside’s pretty cool…except for bugs…and hurricanes…and…

Anyway—The Realm Nature. One of the first things I decided needed a fix. Let’s look at why.
First, it counts paper and rope as nature one. This…seems weird to me. Those are props, by definition. Secondly, it’s focused on organic and inorganic, which is a bit “science-y” for my tastes when it comes to fae magic. This is only level one, by the by. Also, it’s got this habit of stating that I can affect a volcano or earthquake before I can affect “natural carbon-based elements, or the traditional four”.

Say again? My problem with this is—first, that’s weird. Second, there’s that science thing again. Third—isn’t a volcano a bit big to just be affected? It seems that without Scene, me affecting a volcano it going to take a while.

So, anyway—here’s my changes.

REALM: NATURE
O: Verdant Forest: Living Plants or Wood that has not been carved or crafted into a tool.
OO: The Kingdom of Beasts: Living, non-sentient animals.
OOO: Atlas’s Shoulders: Earth, stone, and formerly living plants and animals.
OOOO: Neptune’s Realm: Water and liquids not “attached” to a living source (e.g. not blood).
OOOOO: The Intangible: Fire, air, gas, and other non-material groups.

Why do it this way? First, I think it makes more sense, albeit you still need to be a master of the realm before you can just start a campfire. Second, it creates a better level of distinction, without just granting abilities to control earthquakes. It’s up to you if you want level 5 to handle viruses, radiation, and other “non-classic” elements. I think it’s a bit more “changeling” than the previous realm, and notes the differences between prop and nature—one’s been changed by mortal hands, the other hasn’t.

Of course, now this definately has ramifications for Primal 2: Create Element, aka "we need a mid-level power...oh! about about Create element?!" We'll deal with that one tomorrow...

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