Premise/Da Rules
(Heavily inspired by WORLD OF SCIENCE! By @ScottishMongol, also, I'm putting this here cause I doubt my own knowledge on history and this probably won't be too accurate cause this is history with wizards)
Mankind always dreamt that there was more to this world then what was seen, then what was logical, of wielding powers beyond comprehension to bring their ambitions into reality, flying through the sky, weaving flames, and seeing miracles with just a snap of their fingers
In the year 1900, the first 3 Magi-Kin unlock their power, ready to change the world
We will write a new history, one where physics is but a suggestion, one where things from myths and legend can potentially become real
Now, onto the rules
Da Rules
1 ) Each of us take a turn during this game writing the events of a single year in the timeline
2) All you need to do is simply claim a Year and you'll be allowed to write it, you cannot claim multiple years at the same time, once your year is up, you have three days to check in, and one week after that to post what occurs during the year, although you may be able to request an extension, if you cannot post, you will be bumped to the bottom of the claims list, you can immediately request a new year after you finish writing a turn though
3) Make sure to build off of and use what has come before, and do not treat the creations of others lightly without good in-universe reason, if someone made a Magi-Kin, a nation, Magic System, a faction, or item you don't like, simply destroying it and wiping their slate clean will be treated as a violation of Rule 12, also make sure not to contradict anything previously established
4) The Butterfly effect is somewhat malleable to you, certain historical figures will and will not be born according to your whims if you desire to it so, same goes for original timeline events
5) This is a game about a Earth with magic, so no aliens, mutants, mad scientists, or robots and other such sci-fi things, but there is a another stipulation, you can only add fantasy resources, phenomena, and entities sparingly, gods used to power holy magics will have to be treated as other-dimensional forces with will that can be channeled with faith and stuff, other dimensions, access to afterlives, mystical creatures, stuff that can confirm some sort of cosmology, and enigmatic resources must be done very rarely (Or at least ask permission), manmade magic stuff is very allowed though
6) Each year, you can Awaken up to 3 people in the Setting as Magi-Kin, people with a natural talent towards magic and likely specialized in a Magic System and or bringing along a new one, the downsides to being a Magi-Kin is gaining a incredibly different sense of logic and understanding of the universe matching the themes of their Magic System, enough to make it difficult to be truly understood as a person, it is not hereditary, genetic, and cares not for the moral character of the individual, and truly random, fate manipulators can't produce Magi-Kin
7) Wieldable Magic comes in the form of Magic Systems, different styles of magic that do different things, new Magic Systems that people can learn only get discovered and learnt from Magi-Kin who bring them along in their Awakening and manage to teach them to others, Natural Magic just belongs to inherently magical creatures, basically just their abilities, like a dragon's fire breath and flight
8) A good template for a Magic System is Results (What it does), Methods (How its done), Conditions (Variables & restrictions), for example, the Result of my Magic System could be transforming things into other things, Transmutation, the Method can be physically touching the target of the magic, and the Conditions could be the magic is difficult to use unless the target symbolically and physically matches the intended new form, easier to turn water to blood, harder to make a man into a lamp, if you fail a spell, you get somewhat altered yourself to match your personality as a individual, this template is suggestes but you can use your own methods to think stuff up
9) A common rule of Magic is that the more powerful and reality breaking it is, the more skill required, the more conditions needed, and the restrictions added, unless you're a Magi-Kin, in which case you're a natural at it, but conditions and restrictions still apply, but still, others can definitely learn it
10) The different Magic Systems operate on different logics, one could use energy from the results of consuming psychadelic mushrooms and another could summon beings from the hellplanes, Anti-Magic is impossible unless you make a antithesis for every possible alternate law of reality, in which case you just make Anti-Reality Magic
11) The game begins in 1900, remember to use references, such as Wikipedia, to know what it was like in the in the year your turn is set, just to help you out
12) I will not tolerate jerks, genuine support of historical atrocities, racism, sexism, generally if you're a hateful and or disgusting individual you better fix that before joining in on this and certainly not put that into text on this thread, we can bring up the horrible parts of history but NEVER endorse them
13) If you have a question about the rules or are unsure about something, ask me, I'm here to help you have fun, also to have fun too, but helping you enjoy this is a priority
14) As the GM, I will be enforcing these rules, editing them, and adding new ones if there is a flaw I find in them is part of the job too
Mankind always dreamt that there was more to this world then what was seen, then what was logical, of wielding powers beyond comprehension to bring their ambitions into reality, flying through the sky, weaving flames, and seeing miracles with just a snap of their fingers
In the year 1900, the first 3 Magi-Kin unlock their power, ready to change the world
We will write a new history, one where physics is but a suggestion, one where things from myths and legend can potentially become real
Now, onto the rules
Da Rules
1 ) Each of us take a turn during this game writing the events of a single year in the timeline
2) All you need to do is simply claim a Year and you'll be allowed to write it, you cannot claim multiple years at the same time, once your year is up, you have three days to check in, and one week after that to post what occurs during the year, although you may be able to request an extension, if you cannot post, you will be bumped to the bottom of the claims list, you can immediately request a new year after you finish writing a turn though
3) Make sure to build off of and use what has come before, and do not treat the creations of others lightly without good in-universe reason, if someone made a Magi-Kin, a nation, Magic System, a faction, or item you don't like, simply destroying it and wiping their slate clean will be treated as a violation of Rule 12, also make sure not to contradict anything previously established
4) The Butterfly effect is somewhat malleable to you, certain historical figures will and will not be born according to your whims if you desire to it so, same goes for original timeline events
5) This is a game about a Earth with magic, so no aliens, mutants, mad scientists, or robots and other such sci-fi things, but there is a another stipulation, you can only add fantasy resources, phenomena, and entities sparingly, gods used to power holy magics will have to be treated as other-dimensional forces with will that can be channeled with faith and stuff, other dimensions, access to afterlives, mystical creatures, stuff that can confirm some sort of cosmology, and enigmatic resources must be done very rarely (Or at least ask permission), manmade magic stuff is very allowed though
6) Each year, you can Awaken up to 3 people in the Setting as Magi-Kin, people with a natural talent towards magic and likely specialized in a Magic System and or bringing along a new one, the downsides to being a Magi-Kin is gaining a incredibly different sense of logic and understanding of the universe matching the themes of their Magic System, enough to make it difficult to be truly understood as a person, it is not hereditary, genetic, and cares not for the moral character of the individual, and truly random, fate manipulators can't produce Magi-Kin
7) Wieldable Magic comes in the form of Magic Systems, different styles of magic that do different things, new Magic Systems that people can learn only get discovered and learnt from Magi-Kin who bring them along in their Awakening and manage to teach them to others, Natural Magic just belongs to inherently magical creatures, basically just their abilities, like a dragon's fire breath and flight
8) A good template for a Magic System is Results (What it does), Methods (How its done), Conditions (Variables & restrictions), for example, the Result of my Magic System could be transforming things into other things, Transmutation, the Method can be physically touching the target of the magic, and the Conditions could be the magic is difficult to use unless the target symbolically and physically matches the intended new form, easier to turn water to blood, harder to make a man into a lamp, if you fail a spell, you get somewhat altered yourself to match your personality as a individual, this template is suggestes but you can use your own methods to think stuff up
9) A common rule of Magic is that the more powerful and reality breaking it is, the more skill required, the more conditions needed, and the restrictions added, unless you're a Magi-Kin, in which case you're a natural at it, but conditions and restrictions still apply, but still, others can definitely learn it
10) The different Magic Systems operate on different logics, one could use energy from the results of consuming psychadelic mushrooms and another could summon beings from the hellplanes, Anti-Magic is impossible unless you make a antithesis for every possible alternate law of reality, in which case you just make Anti-Reality Magic
11) The game begins in 1900, remember to use references, such as Wikipedia, to know what it was like in the in the year your turn is set, just to help you out
12) I will not tolerate jerks, genuine support of historical atrocities, racism, sexism, generally if you're a hateful and or disgusting individual you better fix that before joining in on this and certainly not put that into text on this thread, we can bring up the horrible parts of history but NEVER endorse them
13) If you have a question about the rules or are unsure about something, ask me, I'm here to help you have fun, also to have fun too, but helping you enjoy this is a priority
14) As the GM, I will be enforcing these rules, editing them, and adding new ones if there is a flaw I find in them is part of the job too
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