After another
wonderful DM master-class with Alexis Smolensk, we started talking about the
bard again, and that provided the seed for this post.
What are the effects
of artistic works upon the people who view them?
Bards produce art,
whether they are musicians, painters, sculptors, or dramatists. Furthermore, because of their supernal skill,
their art induces magical effects in those who witness them. This begs the question, what kinds of effects
could an artist character have on their game world?
In a sense, each
thusly-created art object is a magical item.
This execution for
this comes from the Korean light novel series, Legendary MoonlightSculptor. The series' protagonist, Weed,
has a 'useless' class within a fictional MMORPG - that of the sculptor. However, he discovers that his sculptures,
because of his class and skill, can provide transformational effects upon the
world. In one instance he has just
vanquished a nest of vampires from their frozen castle and carves a massive
statue out of ice. The beauty and grace
of the statue fill the valley with warmth, allowing human beings to resettle
into the town and keep. Furthermore,
crops grow more bountifully there, and heroes who stop and gaze at the statue
find their outlook improved, health fortified, and speed increased for a
time. The existence of this statue
brings trade and prosperity to the town, eventually bringing it enough status
and power to rival the capitals of the other kingdoms (leading to other
conflicts later).
In this vein, we
need a way to provide in-game benefits for great works of art. This can add a whole new dimension to the
game, and also provide bards a completely different role to play within the
game world.
There has to be a
caveat, however. The second time you see
a work of art is often less impactful than the first. The third even more so. Even for those works of art we adore and
return to over and over again (favorite symphonies, The David, etc.), we don't
try to engage them in the same way each time - the way we seek to understand
and appreciate them evolves over time.
Novelty is a crucial factor determining an artwork's impact (cue the
desire of many dramatists and dramaturges to have been in the first audience of
Waiting for Godot!). For this reason, the effects of any static
work of art must change over time, declining in intensity for most. The rate of decline will depend upon the
quality of the work of art - transformative, transcendental works will retain
their impact for years and years, while more amateurish pieces will quickly
lose their appeal.
In Prodigy,
disciplines (skills) have tiers that describe how proficient the character is
at them: Novice, Apprentice, Journeyman, Specialist, Master, and
Grandmaster. Novice corresponds to
almost no training or experience in the skill, while Grandmaster represents the
level of skill just beyond the limits of human achievement in the real world
(Hildegard von Bingen, Archimedes, Hawking, Shakespeare, etc. are all
Master-level).
Artwork Level
|
Effect Length
|
Novice
|
Apprentice
|
Journeyman
|
Specialist
|
Master
|
Grandmaster
|
Novice
|
Momentary
|
1 hour
|
5d4 hours
|
--
|
--
|
--
|
--
|
Apprentice
|
1 day
|
45 minutes
|
4d4 hours
|
2d8 days
|
--
|
--
|
--
|
Journeyman
|
1 week
|
30 minutes
|
2d6 hours
|
2d6 days
|
3d10 months
|
--
|
--
|
Specialist
|
1 month
|
20 minutes
|
2d4 hours
|
1d8 days
|
2d12 months
|
2d4 years
|
--
|
Master
|
1 years
|
15 minutes
|
1d6 hours
|
1d6 days
|
2d10 months
|
1d6 years
|
2d8 years
|
Grandmaster
|
10 years
|
10 minutes
|
1d4 hours
|
1d4 days
|
1d12 months
|
1d4 years
|
2d6 years
|
The table above
shows not only how long the artwork will still induce effects in those who see
it but also how long it takes an artist of the indicated skill to produce an
artwork of each level. Also, as works
become more artful, they require more resources and also take up more space
(physical or temporal) - this is due to the fact that the subjects
addressed/represented by these more artistic works simply require more space to
be fully realized.
Now, I'd probably
allow a bard's player to attempt to make a work of art of a given quality in
less time - letting it be crafted as though it were one tier less artistic but
increasing the difficulty one step.
Furthermore, I'd wait until the end of the time spent making the work of
art for the player to make the roll. So
if a Journeyman artisan wanted to make a Journeyman-level painting quickly,
they could spend 2d6 hours painting and then roll a Specialist-difficulty check
to see if the piece of art was successfully created or an artistic failure.
The next bit, the
actual effects of a work of art, will take up more time, so I'll address that
next post.
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