Recent Changes - Search

Main Menu

Sorcerer Wiki

Back to Main Wiki

Pm Wiki



Recent Changes Printable View Page History Edit Page

This builds on the Helpful Analysis Of Sorcerer Dice Mechanics

The first few times I played Sorcerer, the rituals were, like, things to get through in order to accomplish a cool story objective. "I want to summon an Immaculate Soul-Render to kidnap the mayor! Oho, that mayor will regret the day he crossed me!" We grabbed some dice, rolled, and often the sorcerer failed in the ritual, and the ulterior story objective was moot.

But here's the thing: the rituals are important story objectives in their own right. It's not a tool to a cool scene--it has to be a way-cool scene in itself, or you're going to lose.

The classic act of sorcery is the Contact-Summon-Bind trifecta. Although you get rollover benefits from one ritual to the next, any given rollover bonus will probably be around 1 or 2 dice; much more than that is very rare. This is better than nothing, but it hardly guarantees success--and since you're risking your Humanity three times (at least), you've really got to win.

So, the answer is to milk the modifiers for all you can. Have your character take a few hits of drugs and narrate all kinds of weird, infernal hallucinations. Make your sorcerer track down a valuable sacrificial animal. Lore vs. Power to figure out what the demon might really like, use the rollover for the Summoning, but also make a Will vs. Humanity roll to steel your will to the task, and use the rollover there too. Narrate the animal escaping, and then you have to wrestle with the critter before someone spots you and reports you to the police. (I'm going into detail on Summoning, because your starting dice will be pitiful.) When Binding, figure out what the demon Needs and Desires, and make it happy with you first.

In other words, the more complicated, twisted, and climactic the rituals become, the more likely you are to win. Making the rituals crazier, more deranged, scary, and (at times) frustrating isn't only the GM's job: it's your job too as a player, because that's how you get lots of dice. This makes the game more complex, darker, and increases the supernatural, transgressive elements of the game.

If you're a sorcerer, the coolest thing about you is that you can do sorcery. This means that acts of sorcery have to be as bad-ass, thrilling, and visceral in these sorts of stories, as the craziest martial arts sequence in a wuxia film. Few people go to see a Jackie Chan movie caring about the ultimate goal of the fight scenes; they go because it's awesome to watch Chan perform his art. If you're playing Sorcerer, you gotta have the same attitude about performing magic.

Edit Page - Page History - Printable View - Recent Changes - Search
Page last modified on November 03, 2006, at 06:46 PM by JamesNostack

Creative Commons License
This work is licensed under a Creative Commons License.