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DESIGN DIARY

With the forthcoming release of Mystic Secrets: The Lore of Word and Rune (September 23), it's time for Malhavoc Press to pull back the curtains on this book and show you what's inside. Over the next few weeks, I'm going to go through the book and show you its nuts and bolts. I want this to be more than a simple preview of the book, so I'm going to pay particular attention to how I made design decisions and what the book hopes to achieve. — Mike Mearls

Mystic Secrets Revealed—Part One: Ceremonies
DATE: September 9, 2004

by Mike Mearls

Illus. James Ryman

"Ritual" by James Ryman

This installment tackles rituals and ceremonies, the first and perhaps most important chapter in the book. If you play Monte Cook's Arcana Unearthed you know that rituals fill an important role in the game. Ceremonies are part of everything, from welcoming a stranger into your home to sealing a business deal. My main goal in this book was to take ceremonies (and runes, but more about them in a future installment) and bring them to the forefront of the game. Wouldn't it be cool if ceremonies had a real impact on the mechanics of the game? Just as a smart group of D&D adventurers buffs up with bull's strength and mage armor, Arcana Unearthed adventurers might conduct a few rituals each day to focus their skills and fortify themselves for the obstacles they will face.

Thus, Chapter One of Mystic Secrets includes a few dozen rituals, all with mechanical effects that could prove useful to an adventurer. Here's a sample one to show you the format.

Ritual of the Friendly Path [General]

A favored ritual of explorers and wanderers, this benediction establishes a tie between a traveler and his destination. While he is on the road, he always knows the relative direction toward his goal and approximately how many days it takes to travel there based on his current mode of transportation and the intervening terrain.

This ritual can only be used to establish a tie to a city, town, village, or other place inhabited by those who are friendly or neutral toward you. For example, it fails to work if your destination is a hidden treasure vault or a castle held by a hated enemy. This ritual depends on amity and welcome to create its sympathetic tie.

Prerequisite: You must have traveled to your destination at least once before in your life.

Components: A needle left floating in a small cup of water and a fistful of dirt from the place to which you wish to journey

Actions (10 minutes): Place the dirt on the ground at your point of departure, forming it into a small pile. Place the cup atop it, with the needle in at least an inch of water. You and your companions kneel around the cup, join hands, and stare into the water. After a few moments, the needle spins around once for each day it will take you to arrive at your destination. When it is done, a brief image of your destination appears in the water. You then gain the benefits of this ritual (described below).

Effects: Until you arrive at your destination, or for a number of months equal to your Intelligence score, you always know the relative direction to your destination and can roughly estimate the number of total days of travel it will take you to arrive there, based on whatever means of transport are available to you. You gain a +2 insight bonus to Intuit Direction checks while this effect lasts.

First of all, notice the last line in "Effect" regarding the bonus to Intuit Direction checks. This change was suggested by our playtesters. That's the sort of addition we see a lot in playtest, a logical outgrowth of an ability that makes it more useful without overpowering it.

The Description

As you can see, the ceremonies draw heavily on background and setting flavor to bring them to life. When I first started work on Mystic Secrets, ceremonies looked a lot to me like spells that anyone can cast. The original Ritual of the Friendly Path might've been a lot simpler if I hadn't decided to go this route. It probably would've included only the costs and effects without the descriptive elements, but as I thought about it, I decided I didn't like that approach for a number of reasons.

My most important concern was that I didn't want rituals to look like spells or feats. I wanted them to be vivid and unique, because they play an important role in Arcana Unearthed. There already are enough feats and spells out there to last you a lifetime. Why simply copy them when I could make something new? So, I decided early on that I wanted ceremonies to have a unique trait that set them apart from everything you've seen before.

Of course, if I wanted to make them different I had to figure out how they would look different. It occurred to me that in the "movie of a roleplaying game", or the scenes and images you picture in your head during a game session, a ritual should have an important visual concept. "Ritual" implies a set of actions, symbolic objects, and other tangible facets. While spells and feats describe the end results they achieve, I thought that rituals would be more interesting if I delved into not only what they did, but how they did it. Best of all, rituals play an important role in Arcana Unearthed and deserve a bit more detail than just another game mechanic.

Finally, and perhaps most importantly, the extra color and detail makes rituals an important, noteworthy part of games. My hope is that, if you use these rituals in the game, you will take the time to describe the ritual as part of the action. I wanted to create a tangible divide between the typical D&D session and the average Arcana Unearthed one, not only in terms of mechanics, but also in terms of how characters act and the actions they take during the course of a session. It struck me that tying the mechanics of a ritual to roleplay would serve as a powerful tool to draw out the unique characteristics of the Arcana Unearthed rules set. There's a common (and correct) thought that using roleplaying restrictions to balance mechanical gains is a bad idea. I decided to turn that thought on its head -- why not have mechanical benefits arise from roleplaying actions?

In the case of the Ritual of the Friendly Path, you might make a conscious effort to gather dirt from the places you visit and store it in small packets. If you're ever lost in the wilderness, you can perform the ritual to find your way home. You could also perform the ritual multiple times, once for each place you visit, to keep an accurate, mental map of a region in your mind. This advantage is by no means a game breaker. After all, it provides little help if a herald of annihilation crosses your path (you'll find out about them soon...), but it's a cool little piece of color that makes Arcana Unearthed stand out from the typical fantasy game.

So, in a nutshell, that's why the ceremonies and rituals have descriptions of how they work and the symbols behind them.

The Mechanics of Ritual

Mechanically, I wanted ceremonies to be as easy to gain as possible. Feats have what I call an opportunity-balanced mechanic. When it comes time to choose a feat, you can only select one of them. The benefits of one feat are, in theory, balanced by the benefits that others offer. When you choose a feat, you consciously decide that you don't want the benefits that other feats offer. That's why it's important that feats remain balanced by their prerequisites and against the other feats that are out there. If one feat is superior to everything else in all situations, there's no reason to take anything else.

So, feats are in part balanced by the limited number you can take. The same thing goes for spells, since you can only ready a finite number of them per day. I didn't want to use a similar approach to ceremonies. Since they're an important part of Arcana Unearthed, I wanted to make them easier to gain. Thus, the ceremonies are balanced against the cost of sacrificial items that you must pay to gain their benefits. In pure mechanical terms, they're like magic items that you can buy and use at any time, even when you're far from the nearest settlement. When you use a ritual, you decide to put money toward it rather than a new magic item, some other ritual, a horse, or whatever else you might want. In theory, you could grant every character in your campaign access to all the rituals and it wouldn't unbalance the game. To draw a parallel example, you could create a shop in your campaign world that offers every magical item for sale at its list price. If the party doesn't have the money to buy the items, or if you use the suggested character wealth guidelines by level from the DMG, your game will run fine. The characters won't be able to purchase a powerful item until you reward them with the cash they need for it. Rituals work the same way. The balancing mechanic behind them lies in the act of gaining the benefit, rather than the cost of choosing to gain access to it. It's the difference between renting an ability (a ritual) and buying one outright (a feat).

So, I created rituals with a lot of color to help bring the setting to life within the terms of game mechanics. I made knowing a ritual a relatively weak ability. Instead, the power comes from paying the cash to complete the ritual. Thus, the characters can know lots of rituals without unbalancing the game. The final, key question was how do characters learn rituals? They're not feats, spells, or skills, so I had to create new mechanics to cover the process.

Learning Rituals

My first thought was to give everyone access to all rituals, but that seemed weird. Mechanically, it would work out fine, but in terms of story it was a bizarre way to go. In the movie of your game, it seems weird that the dim giant warmain knows as many rituals as the brilliant faen magister. With that example (literally—it was the case that prompted the final mechanic) I had my solution.

I love Knowledge skills. They seem pretty useful and are a good way to reflect a smart character's abilities. It seemed to be me that Knowledge (ceremony) should be an important skill, since rituals are such a vital part of life in the Diamond Throne. With that in mind, I tied the number of rituals you know to your ranks in Knowledge (ceremony). As you gain ranks in that skill, you learn more ceremonies to reflect your increased knowledge. I really liked this solution, because it helped unite the setting and the mechanics. Since rituals are important, placing ranks in Knowledge (ceremony) is a logical step for a character. Awarding access to ceremonies for that decision provides a nice incentive for even a warmain or a champion to develop that skill. I did something similar with Knowledge (runes), but that'll have to wait until next week. Even if you don't have ranks in Knowledge (ceremony), you can still find someone who knows the ritual and learn it from him through study. In addition, if your Intelligence is 10 or higher, you start the game with knowledge of at least one ritual.

Ceremonial Logic

Finally, I had to figure out how powerful I could make the rituals. Since I wanted them to be easy to gain, simple to use, and cost a character through use rather than access, I decided to keep them roughly in line with 0 and 1st-level spells. I didn't want rituals to make spellcasters obsolete. There's also the obvious thought that, if rituals are super-powerful and everyone in the world of Arcana Unearthed has access to them, why hasn't the world devolved into an endless war of ritual and counter-ritual?

Thus, rituals tend to be passive in nature. They provide bonuses to common activities but rarely do they give you an advantage in attacking or harming another person.

That's my Design Diary entry for this week. Feel free to comment or post questions in our forums. Next week, we'll look at runes. See you in seven!

 

DESIGN DIARYMIKE MEARLS PAST ENTRIES

* Archives Coming Soon

 

DESIGN DIARY—MONTE COOK

* The Violet: Designing an Alien Realm -- August 5, 2004
"Beyond Countless Doorways offers a wide range of planes, and thus a wide range of experiences for players. It has elemental planes, hellish realms full of demons, worlds different but probably not too different from your regular campaign world, and more ..."

 
 
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