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Question on Tech Vs. Magic

Posted: Mon Jan 24, 2011 6:05 pm
by Gazirra
I'm thinking of writing up a campaign idea, one dealing with a kind of "technology vs. magic" approach, in an SDC setting. I need to know about ways a group of techies can deal with higher-level magic, supernatural creatures, that kind of thing. I read that DUC rounds hinder regeneration, for example. Silver bullets are an obvious technique. But, how do I deal with magical protections, like wards and walls and stuff?

I also need to know the opposite: how does magic deal with modern technology?

Re: Question on Tech Vs. Magic

Posted: Mon Jan 24, 2011 6:42 pm
by Spinachcat
The problem with "tech vs. magic" is the players. If both are cool, players want both (aka Rifts, Shadowrun, etc). So beforehand, you need player buy-in to the idea. If they all agree to pick a side, then that's awesome.

I've run tech vs. magic and it was a blast. The PCs had tech and the enemy had corrupt demonic magic so it was kinda Warhammer 40k in modern day. Everybody had fun.

As for how does tech or magic make up for their weakness, I would leave that to the players to deal with. Sometimes the best answer will have to "Run you fools! Run!!!"

Also check this out for inspiration:
http://www.goodman-games.com/FRPGD09-amethyst.html

Re: Question on Tech Vs. Magic

Posted: Mon Jan 24, 2011 6:58 pm
by Cinos
It deals with it the same way it deals with other things; see thread Best Ten Spells against Tech Users.

There are spells built to deal with tech specifically, but most are inapplicable due to various reasons. Fix those reasons (most are a problem of range), and they become great.

Re: Question on Tech Vs. Magic

Posted: Fri Jan 28, 2011 6:08 pm
by Supergyro
Gazirra wrote:I'm thinking of writing up a campaign idea, one dealing with a kind of "technology vs. magic" approach, in an SDC setting. I need to know about ways a group of techies can deal with higher-level magic, supernatural creatures, that kind of thing. I read that DUC rounds hinder regeneration, for example. Silver bullets are an obvious technique. But, how do I deal with magical protections, like wards and walls and stuff?

I also need to know the opposite: how does magic deal with modern technology?


Magic has weaknesses that can be exploited technologically. Wards and circles oftentimes require that they remain 'unbroken'. As a result, something like a firearm or magnetic manipulation of nearby metals can cause something to scratch the circle. Most magic things have seemingly arbitrary rules that can be exploited technologically.

A bigger question comes to high level magical creatures, like demons. Are demons near infinitely powerful, and as such require supernatural trappings to destroy (Like a rune covered arrow?), or would a sufficiently large mundane attack destroy one (like a round from a howitzer)? These are decisions only the GM can make.

Also would technological ideas come up with previously unexploited thoughts? Copper, gold, and silver are all magically important metals, and they are in the same column of the periodic table. In that expanded column is element 111 (Roentgenium). The ancients of course would not have known of this material, but modern scientists do. What supernatural properties come from this?

Re: Question on Tech Vs. Magic

Posted: Thu Feb 03, 2011 10:47 am
by Colt47
Honestly, magic is just way more interesting then technology unless the technology is really far out there. Even Rifts kind of falls flat as it mostly comes down to lasers doing X amount of damage while plasma does Y amount of damage. If a game is going to be tech vs. magic make sure you try and feed the creativity on the technology side: Gravity guns, super sticky glue balls, rail spike rifles, quick drying cement, jet packs, etc.

Oh, and keep in mind that magic is basically an infinite resource unless limitations are imposed beyond the PPE limit. Tech users have to get raw materials to actually make any kind of effect happen, while magic users can just throw fireballs out of thin air. Magic really needs some kind of material requirement, otherwise it's going to win simply by the fact it doesn't take anything to use. :lol:

Re: Question on Tech Vs. Magic

Posted: Sun Feb 06, 2011 4:19 am
by lather
Gazirra wrote:I'm thinking of writing up a campaign idea, one dealing with a kind of "technology vs. magic" approach, in an SDC setting. I need to know about ways a group of techies can deal with higher-level magic, supernatural creatures, that kind of thing. I read that DUC rounds hinder regeneration, for example. Silver bullets are an obvious technique. But, how do I deal with magical protections, like wards and walls and stuff?

I also need to know the opposite: how does magic deal with modern technology?

Depending on the technology you might not recognize the difference.

Re: Question on Tech Vs. Magic

Posted: Sun Feb 06, 2011 2:25 pm
by dark brandon
Gazirra wrote:I'm thinking of writing up a campaign idea, one dealing with a kind of "technology vs. magic" approach, in an SDC setting. I need to know about ways a group of techies can deal with higher-level magic, supernatural creatures, that kind of thing. I read that DUC rounds hinder regeneration, for example. Silver bullets are an obvious technique. But, how do I deal with magical protections, like wards and walls and stuff?

I also need to know the opposite: how does magic deal with modern technology?


One of tech's strengths is that you can give it, en mass, to many people. It takes a long time to teach someone to use magic, but in one weekend you can show someone who to use a gun. PA and the like can be dumbed down to the lowest denominator so the operator only needs a week of training to use it.

Another thought borgs, they have a natural resistance to magic (+3 to save I think). So, by throwing on a body of metal, you're much more hard core. Technology tends to act the same no matter where you are, magic can get weaker or stronger depending on how close you are to a LL.

Look at a dragons total PPE. It's huge. Like hundreds of thousands. Unless they are on a Ley line or nexus they regenerate PPE the same as anyone, like 10 PPE per hour for meditation. If you drain them of their PPE (by having them cast spells over and over again) and they can't get to a ley line, they are going to only be able to regenerate 240 PPE a day. Now you know why dragons are always sleeping!

Science can make life better for everyone. Magic just tends to only really help those who know it unless they are benevolent, and even then there is usually a limit to the number they can help.

Look at Palladium Fantasy a world where there is still magic. You have 10,000 years if not more where there hasn't been much progress. You still have pesants and people dieing form strange diseases. Look at tech in BTS2nd. You have people living longer lives, they have cars and cell phones...people getting less and less sick. In this you're going to find that people are going to be better educated (usually). Which means the "mysteries of magic" may not always be "mysteries" which means they probably will develop things to combat those wards and walls and such faster.