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Magical Sanctums and Towers in 5e Dungeons & Dragons and TTRPG

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The idea of a mages tower yeah the tower in which a bearded wizard with their stars and moons hat and robe. You know retreats to to ponder the mysteries of the universe, pretty classic trope and fantasy right. You can’t change reality without doing a little bit of research and you got to have a place to do it place the hole to hang your head right towers feature heavily in in fairy tales and sort of myths and legends.

You know at some point they get mixed up with the archetype of the wizard, the caster, the the court Vizier yeah. You know that kind of thing and towers and magic and and the like, seem to go hand in hand and it’s one of those things where in your games and your home worlds, you know you might like you know, you know it’s a wizard’s tower or whatever You know you don’t put too much thought into it hand, wave it or really just kind of present, only one type of wizards tower.

Then thinking about your the sanctum sanctorum zuv, the world.The, the places of power that the caster’s retreat to to work their mighty magics. Those locations where supernatural forces come together and great and wondrous things are possible are a step above just the the lonely stone tower that has a crotchety old wizard. You know yeah, I mean why just make a regular tower when you can create a dim.

I plane in between the heartbeats of a yet to be born god, yes, yeah exactly, you might need that kind of space for the sort of magic that you’re working exactly majora see. You know a place where magic confers like rulership or authority, then maybe the the tower is a you know: a physical symbol of that, in the same way that, like castles, were in medieval Europe, a projection of power of physically imposing space.

That that says something about the person that lives there. That says something about their authority and their majesty and their magnitude. Someone call it a fallacy, oh sure, but you have the chance to imbue those things which, in our own world, were just symbolic with like real magic, a place that has power. You would construct something there to make use of that power. That confers something magical and has a long history in D & D right, birth right setting is a game where you know your ability to rule it be a you know.

A figure of authority is based on that certain type of magic. You can kind of take that and say well what, if it was, you know the ability to to work miracles and spells that you know gives anybody a reason to listen to you. Therefore, the places where they live and do their magic would be different than just something else. We’re thinking about. Well, let’s start talking about those places where they live and the first thing is going to be location, location location.

Where, where do you build this thing? Where, indeed, right, yeah and just any old Glen any old him yeah, I would say absolutely not right like in the same way that you know a castle, is strategically located to project power and and be physically imposing and also serve as a place of sanctuary. You might look at the magical, geography of your world and think I you know these are the locations where towers, sanctums, layers and other sorts of places, dwellings that your casters would inhabit that they’re going to be so, they might be say, planar confluences right.

We always talk about. You know the walls between worlds being thin or the the membrane of dimensions. That kind of the idea that the other world is just right there on the other side, maybe it’s a stretch of swamp where anyone can see goes the power of necromantic energy is strong there, because the link to the underworld is very close. It bleeds through into this world or any other number of other planes that could influence the prime aterial right.

Oh yes, I’m thinking like if you were at one of the absolute poles of the planet. If you could be right, there would be something very connected to either either the planes of order. I don’t know just that that kind of geographical symmetry hmm does your world have just regular ley lines, yeah just these these threads of energy, that that thread, the landscape. Right and they could be, they could be tied to the schools of magic right.

You could say, like yeah the ley lines, sort of enhance certain schools or certain types of spells, if you’re, using this sort of, like the spell tags that you know, certain online tools provide its are like ways to organize your magic in your world. Then you could say, like all summoning magic, maybe is enhanced by this particular type of ley line and therefore confluences of ley lines where it’s like summoning and divination and blasting and like those would be significant locations in your world and maybe they’re like fought over and Who has access to them and and which caster controls that location as a matter of politics and intrigue and backbiting yeah? And I mean anytime, you take you start investing.

You know investing something in real estate. You up the stakes of things and you you, you make enemies, people are going to be upset, that’s something that you took that’s denied to someone else, and so any number of places could be up for grabs. Also, in that same regard, you want to build a tower somewhere, and maybe you found a place that no other was it figured out right, but you are in the lands of this other Kingdom and you have to deal with more mundane territory alike.

No, no. I want to build a tower over here: yeah they’re, going to be able to see it, so you got a beseech the king or the landowner. Whoever and you know always her just the deed in exactly Riley or political concerns are like that right. You know you can’t just come here and build something you know, and so you can like complicate matters like that and then maybe having access to these places of power becomes a matter of geopolitics and just something that the kingdoms and nations of your world engage in And consider as their war aims and part of diplomacy, the world of razzle sin is much like this.

I sort of took a the idea of ley lines. It was like. Alright, there are these currents of magic over the world and some places say the island that razzle sin has her hut on is one such place. It masks. You know people in the same way that, like a non detection, spell, would and enhances illusions and things like that, while you’re on the island there’s an entire empire of mages who recognized this pattern across the world and began building cities and and places that they would Come together to work their magic and slowly over time, had a network of these, and instead of it being one that’s tied to say, the physical geography of the world and say, like I don’t know like the Roman Empire’s like frogs around the pond of the Mediterranean, Is one story and put it: this is more about the magical geography of the world and if you looked at it on a map, wouldn’t really wouldn’t really make sense, you’d be like man that part looks really difficult to defend or yeah.

Why in the world, would you all be clustered here, it’s all about the magic right and they have a continent spanning Empire based entirely on where the ley lines are or what happens when the magical confluence is like a thousand feet in the air right yeah? How do you get there? How do you build something energy, or do you have to talk to the cloud Giants now to like do a whole thing or there’s some air elementals, you can summon yeah.

Do you build a thousand-foot tower? The only part that’s magical is literally the very top it’s just. Everything else is just a really long way to get on the spot, but once you do it’s going to be epic right and maybe there’s like you know, stories and legends of all the attempts to make harnessing the power of this place work. You know this is the part where, as storytellers and game masters and world builders, we break out of the normal mold with these places, if you’re, using something like a game system to help create your world or or to present it, you have to abide by certain Rules sometimes, or it’s very least, you know, you’re expected to you know your players might say like oh well, you can’t always just make things up or or they want justifications for them.

Having places like this lets, you say like well, the normal rules don’t apply here. Something’s different and whether you’re not you’re, basing it on a planar cosmology that influences the place the past history of something maybe a you know. A tragedy occurred there and sorry types of magic now or more more heightened right. Oh yeah, like history of a place like an epic battle, I mean we already think you know.

I’m like you know that certain battlefields are haunted, but what, if they’re haunted with the vestiges of the magic that was used there? Oh god, I know. That’s a big part of land between two rivers, yeah literally the whole thing literally. The whole world is kind of like that, and so you have like living spells and and if it fits in, say the mourn, land and Eberron or would fit in a dark Sun. And it probably has a place in land between two rivers in there.

And those are places were magical, you know, devastation or just destruction has absolutely destroyed the place, and maybe your place of power is. It reflects that and a desolate wasteland, because it’s constantly wracked by violent elemental energies that scour you know the land or the opposite. It’s a verdant forest and then otherwise you know kind of lifeless place and maybe that signifies that there’s a link to say the Fae wild they’re spilling out yeah, I just filling out or like particularly fertile soil, because it’s coming straight from elemental earth.

And you know it’s full of its, you know whatever it is in your world that makes plants grow, you know, was the site a place where a great spell was once worked, and now it impacts the location, maybe a particularly hard-fought battle in your own campaign. That happens say it, you know mid-levels or something becomes one of these places and speaking of the lam 20 rivers, we had a character parish and battle there and where they were buried, has since become a place of peace and sanctuary in part, because of spells that Were cast when the character was buried there, but also because it just makes sense for the character and they were interviewed.

They were a tenth level druid when they died, that you don’t have that kind of power. Just doesn’t go away, it stays with you and it would influence the place so holy sites. Tombs may be. The graveyards of magicians are secret places because their magic doesn’t go anywhere, it stays with them and you you don’t want that just lying around, so you know all of these things. You can use to create a place of power and then like alter the rules of magic in your world, and that’s just the start of this, though right yeah, I mean you guys start ground up so now we start moving up or move down.

Maybe you want to go underground, but what is it what’s its purpose right? What are we doing here? Jim? You know, you found a location in your world. You know cliff tops with shrouded by fog and cloud and the violent energies of air and earth. You want to say experiment with some spells that deal with those conflicting elemental energies, and so you build a location there to experiment, or maybe you want to use those winds and, and you know, rock slides and the like as a deterrent.

You just want some peace and quiet. You know like what you want out of the location or what, rather, what the Creator wants out of it. It’s going to say a lot about how it’s built is this uh, the country villa of a court mage who you know likes the the peace and tranquility of this place, that it masks prying eyes? It just has a soothing effect on them, but it’s not a fortification. They’re not doing like in depth spell research here, but it is like the abode of a wizard or something like that.

So it’s magical in and of itself that’s very different than the sinister skull. Sorcerer, who you know weaves nekron, to rituals atop of the Obsidian tower. You know over the cliffs of acid kind of location, yeah, oh yeah, much different. My wizard would totally just wouldn’t build a tower on top of the peak just the peak of the mountain yeah. That’s all his tower. Yes, maybe like a dwarven wizard like that right right from the outside.

It doesn’t even look like anything suspicious, but the inside, if you were able to see it’s riddled with workshops and foundries and they’re all the rune smithing that they need to get up yes, building a race of atomic super dwarfs. Then we will rule the world that kind of cavern space yeah, it’s being tracked, so research, libraries, collective, you know we’re assuming a single occupant and you know creator.

But maybe this is like a cabal of mages or something yeah come together for a particular purpose and have built a structure for a particular purpose or a place like say, candlekeep right, like candlekeep in the Forgotten Realms, you could easily take that concept, move it to Your own and say like this is a magical library. The fact that it’s a magical library turns this entire location into a place of power, and you know clerics and priests of God them knowledge attend here and and getting entrance is a grueling and demanding task.

But once you’re here you have access to. You know the spirits of sages who still live here or or maybe you know you know the temple of the God of knowledge like they’ll. It will actually come down and talk to you and answer questions. It is a 7 a.M. Class that research papers do on Tuesday and day what you do with the place and how you present the structures. There’s going to tell a lot of the story that you want to tell and more importantly, like how it’s used.

You know if this is for a game you’re, creating an adventure location that your players can run around in it and potentially change things. So it’s worth thinking about like how is this place laid out? What’s the point of it all right, yeah just start with just an example: we’ve talked about before my character, air stadium, blinking, the diviner. We took that that castle in in the mirror mirror of dead man.

It was just an observatory with the telescope and it’s like my guy just had an existential crisis with killing people when he’s enough, when he’s a diviner so he’s like you know what this is place to sit down, put down some roots, right and and – and that Was perfect like it became his Wizards tower in our headquarters and it became all of those things like it: sort of organically grow. You like take over another location, which is another thing right, like you’re repurposing, a structure, that’s originally built for something and probably has been repurposed several times, yeah being able to like tell a story through how you present a location is a skill that you can learn As a dungeon master, because it’s a better way of doing it than just like info dumping – or you know like yeah, this place was great.

Here’s what you know about it through this spell or the sage versus letting them go there and discover and see how it you know all fits together like the second document in this place, made changes to it from its original function or something like that. It’s a way of showing, rather than telling and a way of like imparting a sense of wonder into location yeah. The big thing for me, with structures and and fantastical settings and worlds is this concept of sacred geometry, right of there being a type of architectural magic that you can engage in and if you think of of things like rune Smith’s and the like, then the idea Of objects being spells or spells being cast into objects.

It’s not that much of a stretch to then go like well. Why not buildings and if not buildings, then why not arrangements of buildings and, if, like a Magic Circle, if viewed from above, is an arrangement of certain glyphs and patterns, and you know in a certain way, then perhaps the buildings and walls and features of the landscape. That have been shaped could also make an arrangement that blogs similar magical energies.

And now you start thinking about the fact that say, the arrangement of rooms in the location might be a spell in and of itself yeah or the really weird Menino’s. Why or designed to disrupt spell magic right like the interior of the bar and the Dresden Files right, I forget his name now, but the way that the interior of this pub is laid back in alleys back in alleys right, he does first magic is first magic And perhaps there are you incorporate all of these things into your a place of power in that the entrance and places that need to be guarded are like magical baffles it just it’s just difficult to practice magic there because of the way everything’s laid out, but the Closer you get to the major sanctum magic becomes actually easier, more powerful and focused because this arrangement of walls with carefully embedded spells and runes and the materials that they’ve used to build it blog the magical energy to their.

You know casting chamber, which you know the air is electric with it, and all of those are, you know different ways to incorporate this idea of like the building as being a spell or being part of the magic of it, yeah just woven into it like Dresden’s. At the top of the hill in the island in the middle you can even reach, I think it calls it but yeah it was supposedly it’s it’s laid with spells and that’s what you’re going to want to do right.

I mean like you’re, going to be wanting to put your your. This is where you want to put your glyphs of warding. This is where you’re going to put all your your guards and wards. If you can get it. Yes, how you kind of lay out the the geography yeah but different Wizards are going to approach it different ways. Yes, we’ll get to that in a bit. Oh sure. Well, we’ve been talking about these casters yeah, but the spells are a part of the place, though right, because a lot of these spells are particularly we’re talking in a game like Dungeons and Dragons.

You know you cast them every day for a certain number time then become permanent until dispelled, and so, if you’ve got a place, that’s changed hands a few times that’s been or just like, been occupied by the same person for a long time. Then there might be old magic lying about spells that were laid a long time ago that have had time to wear and tear and fray or or even weirder things right like become self-aware dungeons of dragons.

It’s built on the idea of Van C and magic, which is that mad spells are living things that a caster traps in their mind. You know sort of like releases out into the world, then, if you follow that, then spells are wild things that you don’t just want to be leaving around unattended now all the time, so I you got to cast that thing every day, keep it in line. You might find that you know if your wizards tower arcane sanctum is, you know, abandoned that the magic has gone wild and frayed and coupled with the natural magic of the place, these spells that have been laid into the architecture and the the you know.

The entire structure of the place might behave differently, and might you know not work exactly the way say, Player’s Handbook spells work or something and like being something else entirely. Well, it could change the way that the people exploring it practice magic as well yeah, and – and maybe you could do a thing where you don’t have to cast at the entire amount of times to you know bring up to heal yeah.

But you know for a certain amount of time. Maybe you have to tend the spells. You know strictly like dodge the Dragons. The the counter spell mechanic is a good sort of benefit for this, like you just have a caster check right. You know it’s ten plus the spell level and just a quick caster check. Do you make it do not and and that’s a good way to sort of model that sort of difficulty. Otherwise, you know whatever system you’re using you can impose some kind of penalty or something, but I think it’s a good way to reinforce that these places are not normal and they’re, not just like a regular location, there’s something different about them, yeah and worthwhile.

Thinking about how magic and spells also fit into the structure of the place, don’t you yeah we talked about. You know how to build them, how how you’re going to build them? Sure, because also I mean hell, you can just build them with certain spells. Oh for one another thing worth mentioning yeah, you know that’s like the: what is it instant fortress or whatever you know, if you do that, there’s like you can literally just build your whole tower.

How you want it? Oh yeah you could like. Maybe the places get you summon the structure right like that. The whole point of being at this place is that you activate it and there’s like now the structure, the forms sort of around you is summoned into being yeah yeah. Well, you’re there, yes, yeah! Oh yeah, you got a little good disappearing structure. Oh yeah yeah, the Sun comes away, but you’re also going to want to populate that thing.

Right, yeah, I mean you know some wizards might be okay, with just being the only thing bubbling around there. Thirty storey tower sure, but generally there’s there’s usually there’s usually something moving around in the halls, doing things yeah their little homunculus and familiars. So you know in terms of like the inhabitants of the place. First of all, are they the original occupants? They are they supposed to be there.

Are they squatters or invaders, or something like that is in consideration, but, like, let’s assume they’re, you know they’re on purpose right brought there by the creator of it. Then it’s like. Are they guests? You know. Is this someone that the caster or mage has you know? I want you to be here and we’re going to talk about. You know something diplomatic or work on research together, maybe they’re a family member or something you can get really sort of weird.

With this and depending on how powerful the caster is, you might have like time lost guests or or creatures from other dimensions that are just like staying with the wizard as just as a friend or something like that, a lot of times, it’s fun, to incorporate like Extra planar creatures in this sense not as adversaries, not as part of a plot they have to you, know suss out, but just as color background uh, someone that they could interact with if they wanted to, but it’s not vital, and so they can approach the fantastical Elements sort of on their own, but it’s offered you know, yeah they’re, staying at the suppose, R star, because they’re like the getting diplomatic immunity or something from their dimension right yeah.

If they leave this tower they’re going to get taken back exactly right, it might be that these towers are the only places that extra planar creatures that otherwise butt heads with each other can come and speak civilly or maybe Wizards towers are known as as like neutral Ground, for you know the blood war or something like that where emissaries from this demon in this devil, you know just having a some tea right now or some angels name of chance, free dragon ante.

That’s one! Those those arguments were there willingly and and are represent potential friendly encounters with for the PCs but servants of the you know the master of the tower scene announcing both seen and unseen, both magical and non magical, and we start really kind of thinking about it. You could easily have an eclectic mix of conjured constructs that handle like the menial, labor and data tasks of the place and then, like highly-specialized, you know actual people who are there like.

Oh, yes, I I’m, you know, I take care of the wards. It’s my job to attend to the warding glyphs and the like, or it was beautiful right. You know like any of the phones going to really like mine this for some silly stuff. You can look at like the court of Louis, the 14th or some of the other Louie’s before they all got there had to cut off, and this and sort of see like this is the person who opens this particular door for the king or wipes his bum.

With this particular cloth and yeah, you can really get silly with the amount of servants that a caster might have, because maybe they’re, incredibly powerful old beyond anyone’s. You know, understanding and you know, collected these sorts of servants. Definitely an on-site tailor. Maybe there’s a huntsman, a groundskeeper master-at-arms, someone that attends to all the magical beasts that they’ve collected, who else is going to feed the Griffins or deal with the pet giant that we have out back that kind of thing yeah the master-at-arms would be like the smallest.

Whatever it was, yeah little creature they’re a little busier yeah. Definitely like a quicklink, oh yeah, you go quickly. Those are people who are, there will say mostly willingly mostly willing right. You might also have summoned creatures who are bound to the place either in. Like a summoning circle or proper cage, or maybe just like they can’t leave the grounds, perhaps the the arcane sanctum is literally a sanctuary of some kind, for you know conjured creatures who are unable to get back home, and you know you can’t just have them running Around so these mages, you know they just let them live here.

They’re, fine, but too much time away from their home has made them a little crazy. Let’s not talk to them and and you’re. You know you’re there more as caretakers, then you know like proper mages. All of those things you can feature in there and are again ways to impart information to the party. You know they stumble across. You know a hemisphere of Darkness brightly glowing runes around the outside of it.

They know that they found some kind of creature that doesn’t want to be disturbed being bound in a summoning circle, but who’s to say they can’t just have a chat, a friendly conversation with it yeah yeah. What could go wrong? Just take that moto dust over there and lay it over the rune, you know what’ll be the wiser. You know that kind of power, Jim yeah. It brings up a concept in in in role-playing games that I like, which is the the nega dungeon, the the type of dungeon that you go into and the normal things that you would do in a dungeon taking things killing monsters rummaging around yeah.

It’s going to get you not just it’s going to be bad for you personally, but also for the setting yeah. And so I like the idea of putting very powerful creatures bound in like summoning circles or magical prisons and the like, and just putting them in the path of the players and being like you could let them out. If you wanted they’re, certainly going to do everything they can to trick you into letting them out it’s a fun thing to put in there along with maybe more mundane prisoners.

You know, maybe that’s where the Kings nephew got up to yeah. Oh he’s off at boarding, school, honey, don’t write, and so any number of say, political prisoners, inconvenient family members. You know exiles from foreign lands. All of them could be found in the dungeons of prisons of places like this, because who else to take care of these people, but these mages yeah for price right sure not just inhabitants, but like the particularly contents of things, the objects that you might find there.

There’s probably meditation chamber summoning rooms, ritual magic chambers, you might have all kinds of odd guest quarters, depending on st eries beastie Ares and those four more aquatic persuasions. You know an aviary of some kind for different Flyers that you might know hosts there. Well, I’m seeing a sanctimonious now if you go to earth you know, and in the middle is all the mages that built the place, looks were like a node type structure that could be like you could have that because they’re studying the different elements and now and What began is like a research and observation location became a place where the creatures from these other planes, like made first contact as I’m kind and maintained.

You know like an ambassador sort of relationship there or something there’s a lot of different ways to play. It out. Great big summoning, like rooms where there’s gigantic, you know creatures that are in the midst of moving between worlds and it takes a while right. It’s going to take a week to bring this behemoth over from where it is, but we need it trust me. We don’t mess with it totally be worth.

It trust me, libraries of all sorts of outlandish and strange books, both forbidden and and otherwise that’s just that’s like the magical, fantastical stuff there’s you know more mundane pantries and kitchens and rooms and halls, and things like that. Fine, so it’s a place that can really come to life and, depending on whether it’s like an active, like you know, the original inhabitants are there they’re fulfilling the purposes of these structures, kind of thing or it’s, an old ruined place with the ghosts of the inhabitants And old spells that haunt the halls and no one’s been here in ages, and what are we doing here again like it really can really tell an interesting story with that and and really contribute to your world and then, like showcase, what makes it unique, there’s someone We left out yeah yeah, the man at the top.

The whole reason that this tower, the sanctum has been built who’s building this thing like, and what are they going to build? What are they going to build? It’s obviously going to be determined by who’s who’s building. It diviner is going to build a much different tower than a than an Evoque er or an abjad, certainly certainly so. The mage themselves are is a big factor in a lot of this and when you’re thinking about these things, you know, maybe the mage is the first thing that kind of pops up, but you know the personality of the caster, how they wield magic.

Are they a very demanding, iron-willed kind of figure, or they you know a motive and and freewheeling in their magic and and their discipline right, like all of that, is going to factor into what kind of place this is? Is it the abode of a long-lived, caster or one more shorter lived? Maybe someone who practiced a particular kind of magic that was unique to them. That’s colored the place or a one, that’s maybe more common and widespread, and therefore this location is quite coveted.

Are they still there or are they gone, and for what reason would they be gone? All of those things can help. You both determine what you want to do with this location once you’ve actually created it, because, presumably you know you’re not just thinking all this stuff up for the hell of it. It’s going to be either interacted with with players you’re going to present it. It’s part of your world, and so thinking through all of this as a way to like really add depth to these places and get them interested in exploring them, because poking your head around in this, this location is what makes the whole thing fun right.

Oh, it totally is, and I mean, and not only that, but everything we’re talking about here. Eventually, one of those players who’s a caster – is going to want to build a little bit of a sanctum of their own one day and settle down. Oh sure, it’s a unique one over themselves, but but you know all this information is is: is there for them as well? So you can. You can build the best sanctum that you can have the best thing to it.

It’s worth sort of thinking about, like as you’re presenting these things as game elements, that there is a there’s, a breakpoint somewhere for your group, where the outlandish bizarre kind of things or the the depth and layers of traps and wards and guards and Guardians that you’ve Put on can be like go from fun to frustrating rarely very quickly and and and you know, as you’re, creating these things, you’re sort of like a dungeon master or a world builder and you’re like oh man.

Of course it would have this and that and oh my god, it wouldn’t be impossible to break into, and oh this is the perfect setting like thinking about it in terms of its playability of whether or not the play set and what we’ve created is it’s conducive To play something that you really should think about, because often times you create things in a war old, and it isn’t until you present them to the players that you realize, like oh wait, a minute that seemed that was like fun.

When I was thinking about it and like oh yeah, this wizard is awesome like you’re, never going to get the drop on them and then like three hours into a session, the party feels stumping you’re like oh I’m sorry about that. I’m pretty sure today, with my story, bound crew with the glyph checkerboard on the glyph chair, where they got through that. But when you got to the the stillborn neo key that exists both in the ethereal and the prime material all right around on the web of thoughts that are in the room and basically project your worst like the most hated enemy.

So you attack it, but the whole thing is it’s a psychic thing, so the second you attack it. You take the same amount of damage until you figure out like oh no, I need to be jumping through the fog to whatever is back 20-feet back, not the thing. That’s right in front of me: yeah yeah ooh, so you get like at a moment where players are just you’ll, get a player, a revolt eventually well, they finally figured out and we’re toss bottle.

Finally, like he’s like wait a minute, I think it’s over there misty stepped and saw it something a tiny miyagi thing, and you know so that once I figured it out, but it was just like yeah, it’s a fine line. Right, like you, have to really know your group, and sometimes it might take a long time of playing together to figure out where that line is and and even then, even if you’ve been playing with people for years where that line is in a given night is Changes right, I think it’s just worth considering, because it I know for myself, I you know in designing these things for all the different games that have played over the years.

There have been plenty of times, nothing like all right after the sixth wall of force comes down and traps the party in to eat, and you know you’re just like wait a second. No, you can let your imagination run wild to the point where it’s no longer a thing to be played with and interacted with, yeah, and I think, keeping those things in mind like it’s fun, to think of all the fantastical things you can do, but we’re always Remembering that, when you’re talking about a game, these are meant to be interacted with meant to be played with and and explored poked around and looked at, maybe not without consequence.

Then that’s a good way to make sure that you’re going to stay on that side of interesting and fun and if you start toeing the line up into frustration, there’s ways that you can scale that back yeah and you know – or you know, every time, your players Just like aha moment comes through and it goes from frustrating to fun right. You know it’s a part of the nature of the game, but yeah, but but the big thing is to never forget that these are opportunities to enrich your world with, with with the magical with the fantastical – and you know – hopefully they go poking around in your in Your sanctum, yes, have a great time head on over to patreon for our weekly podcast and so much more web DM is also on Twitch with three weekly games, which we upload to web DM plays our second youtube champion, I’m familiar with the concept of like AI Gods and people interpreting technical processes as spells and rituals, not particularly gene Wolfe’s series, although I know that the the new Sun series is, you know like heavily inspired new manera and some other kind of science fantasy stuff.

I think my favorite interation of it is probably in you know, weird module the anomalous subsurface environment, where it’s like these orbital gods and AI platforms, communicate with priests down on the ground through like monitors and things like that and that’s how they sort of interpret their Their signs I had a setting that I never used. I developed it for awhile parts of it made it into lamb, 22 rivers, but I never ran a game in it where it was like part of an intergalactic civilization right and it’s like a pleasure planet or something like that, and it goes dark.

The whatever intergalactic networks of communication travel it was, it was a part of disintegrate, and it’s just by itself. Oh there’s like shades of tech ml if you’re familiar with that one, but this one was distinctly like there’s they’re these AI, that orbit the planet in satellites and now they’re cut off from their other AI, and they slowly descend into madness and insanity. Just because they don’t get the regular updates – and you know those kinds of things zero here – one there uh-huh and and like you know the the people who were able to communicate with – and you know, interact with those satellites.

You know they’ve controlled, like the weather on the planet. They controlled all these kinds of things. Oh yeah, when Raisa went dark, it was never pretty, it was never pretty, and so they had they had them like sort of embedded in them and as sort of like machines that were in them. So it would appear as spell-casting, but it would, but you know, wouldn’t be it’s just accessing the program codes of these a eyes that control various things through super science, some things so yeah.

I like that that you know that setup. It’s very very fun, pretty sure there was a original series episode about that. Not only a Futurama episode. Definitely a Futurama episode. Yeah do like 40 KS. That way, right, like what’s a machine spirit other than an AI right, like that’s how I see the Machine spirit they are. I know that in 40 ka I are like you know heresy, but I just feel like they’re, probably too stupid to realize that they’re surrounded by AI.

It’s really only these few that they, you know whatever all Aerotech so

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