Kae Learns in Public

Thinking about transactional/relational magic systems

An Indonesian Magic System over at Afraid of Encounters got me thinking about magic systems that should be transactional/relational but are not. D&D gives us a half-dozen divine/infernal magic user classes, but mechanically they play like mage/sorceress with flavor text. A cleric, druid, and warlock can go through an entire session using spells with very similar effects without addressing devotion or ethos. And this carries over to "hybrid" classes of paladin and ranger.

I mean, you could actually play the original rules for high-level spells or spend half a session looking for mistletoe, but who wants to do that?

I'm more than a little bit obsessed with Die at the moment, but I've not read the spin-off TTRPG yet. Maybe I should because the comic sets up a magic system where all abilities are transactional/relational.

In Ironsworn you could possibly do divine/infernal magic through the vow mechanic. Developing a relationship is a "quest" with a progress track, and testing that relationship by being too needy might require another vow.

Another way I can see it would be to use something like FATE points or strings:

Just some ideas to explore in future sessions. The idea is to give divine/infernal spellcasting mechanics that drive story.

#ttrpg