My mind has continued to dwell on the topic of Stunts and this time around it has turned to how magic interacts with this game mechanic. We already have Spell Stunts in the game that allow Mages to enhance their spellcasting as it happens with various effects (d20 players know these as metamagic feats) and those are really good. I mean, I have seen Mages cast Stunts-enhanced spells that have stopped entire combat encounters cold in one action. Given the flexibility of Stunts, however, I have kept wondering how these could further couple with magic to create interesting and neat effects for the game.
I have two people to blame for this post, Mark Miller (@mrkmllr) and contributor Josh Jarman (@joja_rpg). Every so often I see Mark and Josh chatting back and forth on Twitter about Dragon Age and the AGE System as they hash out ideas and mechanics for their games and for Josh’s project, Dragon Hack. One night I saw a tweet fly by that captured my attention, talking about having a kind of Stunt that allowed a character to cast a spell. Hmm… I chimed in, told them I liked that idea, and they went on. It’s a concept that has come up in conversation a couple times now, but none of us has done anything with it yet. I’d like to change that and Brian Molix’s recent update to the Improvised Magic rules for AGE gave me a great idea.



With Hurricane Irene churning away in the Atlantic Ocean this week, my thoughts turned to adverse weather and its effects. The scene of a battle in the midst of pouring rain, say like the Battle of Helms Deep in the Lord of the Rings movies, is one of those atmospheric pieces (no pun intended) that amp up the drama of any situation and that, by all means, should be brought to a game. But how exactly? It could be done entirely in description, with the weather simply being there for mood. It could be done with pages and pages of weather-specific rules that detail every single possible effect of rain on the field of battle. Or it could be done with a combination of the two that brings mood into the scene and adds some rules for that extra effect borne out of the specific environmental situation. In short, Environmental Stunts.
I saw Thor this weekend, and though I have a few nitpicks, overall I liked it. I mean, I got exactly what I went in expecting to see: the god of thunder being boisterous and arrogant, hammering his way through problems and letting fly mighty Mjolnir all around. All that plus frost giants, Asgardian deities and Hawkeye? Yeah, I can forgive the rest.
For the 15 years I’ve been GM-ing RPGs, it has mostly been a binary world – Did my heroes manage to find the clues they needed? Yes! Did their last-minute dive to stop the hail of arrows raining down towards the king succeed? No!
Well I don’t know about you fine people but one of the things I immediately fell in love with when I first ran the Dragon Age RPG for my group was the stunt mechanic. Those first Blight Wolves outside Vintiver in The Dalish Curse nearly decimated my players, but then the tide of battle flowed back their way and they swiftly cut down the snarling beasts. I’ve heard a few players say that this first encounter nearly turned them off the RPG as a whole but for me anyway this is when I decided that Unisystem had been knocked off it’s perch as my favourite RPG and Dragon Age now reigned supreme.

