Hello again from Isis Nikki Loaf, coming to you live from the cone of shame, with the breaking news that my bowl is empty. I’m aware this is an interruption of your normal gaming related news, but I thought that it was important that you all be made aware of the tragic and urgently desperate fact that my bowl is empty.
Magic didn’t come out of a vacuum in Pyron. The Magi of Myraea were not the first to discover it, but rather were the first to codify it into a sort of science. Prior to the rise of the Magi, magic was practiced by humans in an intuitive and largely accidental way. Some individuals, with strong enough minds, were able to shape mana without realizing what they were doing. Often these basic spells, crude as they were, were lauded as miracles and gifts granted by the gods. There was no method for casting spells, no safety precautions, no understanding of how magic functioned, and no reliable way to transmit knowledge regarding magic to a new generation of casters.
In all truth, one of the things I hate the most in a role-playing experience is coming up with a cool idea, and being told “No, you can’t, the rules don’t allow for it”. So far as I’m concerned, RPGs are games of escapism and creativity, and rules that seek to restrict what a player can do, at all turns, go against those ideals to me.
If it’s not been made clear already, the staff of Seref is primarily made up of neurovariant, mentally ill, and disabled individuals. We, all of us, have some condition or another that many other games treat as flaws, which players may acquire for their characters, in order to get extra points to spend on other, more ‘fun’ things. This is something that rubs us the wrong way. The very short answer is that we do not see our illnesses and disabilities as items to be collected on a stat sheet so someone can pick up more fun stats somewhere else.
One of the biggest design choices we made was that there is no resurrection magic in Pyron. Once you’re dead, you’re dead. Someone might try to bring you back as a Revenant, but Revenants are not the same as the person who died. A large part of why we went with this choice is to avoid the “death is cheap” trope, and to nudge people into being a bit more careful with their characters.