Re: Fairytale Hero
Okay... passed my exam yesterday so I had time to dig up my notes on the subject. To wit:
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fairytale hero notes
Setting:
For all intents and purposes, FT Hero campaigns are going to be set in or near the woods. Other common terrain types include rivers, bridges, castles, and villages, but we can expect much of the action to occur in (or originate from) the deeper, more mysterious reaches of the forest. Other lands should exist in the campaign setting, such as Arabian kingdoms and pirate enclaves, but these are less likely to be the location for in-game action so much as origin locations for PCs, NPCs, or monsters.
Character tropes:
Humans:
Royalty - Setting is infested with royalty. Princesses are so commonplace that they travel by themselves
Occupational
Children - Children, both noble and common, are frequently featured in fairy tales. Children may have innate advantages in dealing with animals and magical creatures.
Magicians -
Humanoids:
Fairies - Small to human-sized; flight; innately magical
Elves/Dwarves/Gnomes
Trolls/Ogres
Nonhumans:
Animals - Talking animals are very prevalent in fairytales. The degree to which animals can speak varies, but very old or ensorcelled animals can often speak fluently, while less talented animals might only be able to speak a few words or else have to pantomime there communications. On top of this, some humans will have the innate or magical ability to speak with animals that themselves cannot speak English. (Red Riding Hood, Three Little Pigs, most Disney films)
Automata - Somewhat unusually, humanoid constructs can become animate and independent either through magic or for no particular reason. (Pinocchio, Wizard of Oz)
Monsters:
Ogres
Trolls
Giants
Dragons
"Beasts"
Oversized Animals
Magic:
Fairytale magic has two aspects that need to be kept separate for purposes of the campaign. The first is plot magic--extremely powerful curses, geases, and transforms that drive the campaign. Magic of this type tends to be all-or-nothing, with only one intentional method of dispelling the magic. It may be possible for PCs to trick the caster into dispelling the curse (or bringing it upon themselves), however. At any rate, magic at this power level probably needs to be kept out of the hands of PCs (but see below). (Snow White, Sleeping Beauty, Beauty and the Beast)
The second type of magic is a bit more like hedge magic in scope--based on wands, dusts, and magic words. Transforms are still prevalent but temporary; other common effects are dazzles, animations (telekinesis), charms (mind control), clairvoyance, growth/shrinking, aids, and detects. Killing attacks are really not suited to the milieu, almost to the point where they should be banned. More powerful spells can be cast through ritual magic, often involving cauldrons and books. (Black Cauldron, Cinderella, Sorcerer's Apprentice) *Consider cost break for animal transforms since they are so prevalent?
Competence is a serious issue with PC magicians; the well-meaning but not very skilled wizard or fairy is a common trope. It should be very difficult for a PC to demonstrate real mastery of any kind of sorcery. This is not because magic is inherently unreliable so much as that it is difficult. Fairytale magic does not seem to run on END; it is more likely to run off charges or perhaps some sort of END reserve. (Gummi Bears, Smurfs, Black Cauldron)
Enchanted items figure prominently in fairy tales as well, especially potions and dusts but also swords, rings, mirrors, wands, and even mundane items like brooms and buckets. (Snow White, Once and Future King, Sorcerer's Apprentice, Alice in Wonderland, Peter Pan)
Wishing is another common magic type, but needs to be limited for obvious reasons. Wishes tend not to be malicious in nature; wish magic tends to follow the intent of the wisher rather than looking for loopholes. (Aladdin, Pinocchio)
Combat:
Combat figures prominently in fairy tales, but tends to be deemphasized in favor of evading or outwitting opponents. Killing attacks, again, are unusual and very rarely employed against intelligent beings. Heavy armor is also unusual, with most PCs avoiding it in favor of improved mobility. (Combat Luck is a must.) Hit locations should only be used for called shots, and crits are right out (with a possible exception for use against very large monsters).