Answers to Question #1:
From Lfnotter :
The simple answer is, "Because it's fun"; however, I doubt
that will satisfy you. Therefore:
In times past, before the age of mass media, people actually
had to entertain themselves. One of the most common forms
of entertainment back then was storytelling. Tales of far-off
places, of great adventures, and of unseen wonders were common.
Storytelling is a social activity, one that brings together
all who listen. Now, most storytelling is done by the television.
For some of us, that's not enough. We want to tell our own
stories.
Role-playing games are a different kind of storytelling -
these stories are written by the players as a group. The story
is created as we go along, and instead of passivly listening
as Jack steals the Golden Goose or as James Bond defeats Dr.
No, we see our imaginary selves in their places, and the ending
of the story is for us to create.
The fact that it's not real is irrelevant. Unless you are
a professional footbal player and are on the field, about
to get drilled by a 300-lb linebacker, a televised football
game is just as real. You watch it. You see the story. You
cheer at the good parts. And *more than likely*, you see yourself
on the field, making the big play of the game. In that moment
of fantasy, you, too, are a role-player.
People have hobbies. Golf. Trains. Pottery. Scrapbooking.
Art. Writing. These are the things that make life worth living.
The things we do that bring joy into our lives. You do something,
whatever it may be, that fulfills you and gives you your moment
of victory. But I guarantee this: whatever it is you take
pleasure in, someone else doesn't get it. There is someone
out there who thinks you are wasting your time on something
boring and foolish.
Who cares? You're having fun, and that's what matters.
You obviously like different things than your brother does.
That's normal. It's OK if you don't get it. Because we are
having fun, and that's what matters.
From
Vonromig:
One can ask why people watch TV? Why men watch sports and
women read romance novels. Why do you go to see the newest
action film or stay up late to watch a murder mystery? You
are not actually part of the 'cast' and therefore you just
view others doing things that you, either can not do or fear
trying to do.
So we watch our TV, go to the movies, and read the books,
thus we can live vicariously through these mediums. We mentally
put ourselves in the 'cast'. Role-playing games just take
this one step further. Through them we can actually 'cast'
ourselves as the hero or villian, and it is our own actions
and reactions that we can enjoy, instead of from the mind
and imagination of others. That is just as players...
Dungeon masters and game masters of role-playing have it even
better, in my opinion. For they can be a 'cast' of millions.
For as the years go by the DMs, with the players as guides,
creates a view better then any painting, a story more unique
then any one writer could imagine, and make it last so much
longer then any film or TV show. They get to create a whole
world that he brings alive each time they sit at the table.
And why do we spend so much time on creating this world? If
for no other reason then the act of creation. Just as those
who feel themselves really living when the are expressing
themselves and their visions through paints, pages of paper,
or behind a camera... all to create, and bring into the world
something that was not there before. DMs do this each time
they tell the players what the see, hear, or smell.
Why do I like to play role-playing games? Because I AM that
painter, that author, that director. Behind my DM screen I
am everything, and all, of a whole world! And yet the thrill
of the unknown is still there, for I have no control of the
players nor the dice... Thus I create it and still can be
surprised by what I have created.
This is why I like D&D...
From Reverend Zen: Well,
I think lfnotter and Von summed it up, but I'll add my 2 cp.
As an aspiring author, I need something to write about. I
tried making it all up, but characters' personalities started
bleeding together or changing drastically, settings looked
the same, and my vivid descriptions started to diminish toward
the end of my manuscripts.
D&D lets other people make up the characters for the story
I write, and they help tell the story and guide it along.
All I need to do is add flavor text and describe the scenery.
It takes quite a bit off me as the author, and makes it fun
for all to know they're helping to write the book.
Other than that, I enjoy escaping reality. Very few people,
in my experience, actually enjoy their jobs 100%. This is
why we have hobbies. Sports with friends, books to read, models
to put together and paint, movies to watch... It is all a
form of relaxation. That's what D&D is. It allows the normal
people of the world to become the hero that saves the day.
It allows the less-than-average-income making person to get
rich in a matter of days, weeks, or months (in game time).
It's also a great stress relief from work, too. For that person
who could just kill his boss (figuratively speaking), he can
pretend the next orc he slays is said boss, and get more enjoyment
from it.
It's no different from watching a movie. After a movie, most
people will say, "That character was cool!" or "I wish I could
do something like that!" D&D (or any RPG for that matter)
is a way of doing that. You can live out a personality you
always wanted to, but never thought you could.
As a side note, I love painting the miniatures, which makes
a good display of my creative talents, but I like to use the
painted miniatures and cardboard cutout houses and such for
more than eye candy.
From Bitterlemming: I
actually gave this some thought right after I read it, and
had prepared to give something of a sociological answer. Having
read the original post again, I'm not sure that's entirely
the point I want to convey.
We're all a bunch of overly stereotyped nerds. There, I said
it. We're our own happy little subculture. We're all into
this really creative thing that "normal" society can't always
wrap their minds around. Role-playing games, from a certain
point of view, deviate from the norm.
There are other hobbies that do similar things. A lot of us
don't "waste energy" drinking beer and watching sports every
chance we get. Maybe role-playing is a more intellectual pursuit.
It's usually non-confrontational- there's no direct competition
between players. It's hard for some people to wrap their minds
around that, too.
The question I have to ask the dear reader is: Have you ever
sat in with your brother "and his weird friends" while they're
doing this "gaming thing?"
Another way to look at all of this is that role-playing is
a form of interactive story-telling. It spans all ages and
social classes because imagination spans all ages and social
classes. The other great thing is, you don't have to be a
genius or overly athletic to enjoy it. Think of it as a social
gathering and a story. You get to participate in the story.
It beats watching TV or movies every night. Although some
of us still do that, I'd imagine. Role-playing lets you "BE"
a character in a series or a book. It lets you flex those
literary and acting muscles every week. It's more than just
watching, it's interactive.
Our society, (I'm speaking mainly about U.S. citizens, here.)
encourages us to work in teams. There is a lot of emphasis
right now in both education and business on group work and
team play. Hmmm, five guys sitting around a table, sharing
a story that they create together... Seems to involve a lot
of group effort. I imagine those skills translate quite nicely
into the real world.
Yet another way to look at it is that there used to be groups
for people who didn't exactly "fit in" to regular society.
They were called lodges. Basically, they were a bunch of men,
or women that got together to have a good time to share a
common purpose. Role-players are like that too, to an extent.
Of course, there are still some lodges around (Elks, Lions.)
However some of the more exciting ones have disappeared. Role-players
kind of take up some of that slack. We'll always welcome new
players.
One more way to look at it, from an outside point of view,
is that it's like poker night. You wouldn't likely look down
on someone who gets together with the guys from work and drink
beer and play poker on friday night, would you? D&D isn't
all that different in that social regard. It's just a newer
game.
DMing is a lot of sweat, blood and tears sometimes. We rack
our brains and burn a lot of creative energy trying to do
something new and unusual every week. We worry that our players
are having a good time. We want everything to be just right
for the group, so everyone does have a good time. You don't
see that kind of devotion or managerial skills every day out
in the rest of the world. The great thing about creative energy
is, unlike fossil fuel, we never waste it or run out.
(I can't
believe my post was actually too long. How odd.)
I'm not looking for converts. This is not a religious cult.
Role-playing isn't for everyone. For a lot of people it's
"that thing I did in college for a while" or that "weird thing
my brother and his geeky friends do." And that's okay, too.
I know role-playing isn't something that anyone considers
perfect for the intellectually or socially elite. (At least
I hope not.) The great thing about role-playing is, practically
anyone can get involved if they want to but it's not a "Must."
It never hurts to try, though.
Here's the last thing I'll say on the subject. TV has given
D&D specifically and role-playing in general bad reputation.
Everyone from Pat Robertson to Ally McBeal have had something
negative to say or poked fun at it. Saturday Night Live has
poked fun at D&D on a couple of occasions that I'm aware of.
It's just easier to ridicule or hate something you don't understand.
I applaud the effort anyone puts forward to at least become
more enlightened on the subject.
If you still "don't get it," well, maybe it's not for you.
But please don't try to force others to give up something
they enjoy. To each his own.
Like I said before, hopefully I haven't offended anyone. I'm
29 and fairly passionate about this subject (and long-winded.)
It's just my opinion.
From Brotherbarnabus: Given
the wording used in the message, I'm not sure a real explanation
is wanted, but here goes.
I'm not a sports fan. I don't go out to bars, or bowling,
or playing softball, or snowmobiling, or many of the other
past times that other men my age (now 40) take part in. I'm
not an idle person, being involved in local politics and currently
serving on the town board, working a full time job, helping
out with activities that my kids are in such as marching band
and a voluntter group. I have hobbies, such as woodworking
and tinkering with the computer. I'm a fledgling children's
writer, and I work as a computer programmer/multimedia developer.
And I'm a gamer.
I started in college, though it would have been earlier if
my best friend and I could have found a gaming group to learn
from. In college, I found two different gaming groups, and
found friends there. I had a third gaming group back at home.
They made up about 1/3 of my social activity at the time.
After college, the hometown group stayed together for about
a year, then dispersed. For a short time, I was part of a
group that played during lunch at my job, which was at a major
defense contractor. When that stopped, I was out of the gaming
loop for about 11 years.
I now have a 14 year old son, who found my old gaming books
a couple years ago. At first, he used them strictly for artistic
inspiration. Then he started reading them and finding out
about the games. He found some like-minded friends at school,
and they tried their hand at running their own games. Last
year, they asked me to join them and "show them how it's done".
I, and another adult friend, have been part of their group
since.
Why? Because it's fun. It's fun trying to use our brains (something
rare these days) to solve problems, it's fun to forget for
a while that I'm the overweight blue belt who got his head
handed to him by his own son last year during said son's black
belt testing (we were taking TaeKwon Do) and go wrestle with
the bad guys.
No, it isn't real. Neither is football, which is just a fake
combat after all. But this, I can do.
From Thrandorian: Yea,
what they said... In addition to general camaraderie and enjoyment,
I also play to exercise my higher thought functions.
Often,
jobs and everyday life fail to do this. Rather than submit
to the mediocrity of everyday humdrum thoughts; we research,
create, archive and problem-solve in a variety of different
areas with varying levels of demi-expertise.
We must
then account for our perceptions and conclusions in a court
of our peers; who will abandon their temporary "suspension-of-disbelief"
if we fail to remain credible, consistent and entertaining.
Entertainment,
challenge and pressure. I believe these are the commodities
intrinsic to most successful games.
Answers to Question #2:
Note
: As Rob was asking for a ruling from the DM's of our guild,
I must point out the following. We are continually reminded
that there is always more than one answer to any question.
The ruling depends on the interpretation you choose to accept.
Below, I have reproduced the answering posts verbatim and
in the sequence posted on the club message board.
I
suggest you and your players review all opinions below. They
usually include the members reasons for making the interpretation
they have and should at least present you with most of the
information you need to make this ruling.
From
Shinto Gaijin:
Essentially, that with 'detect magic' a mage can see an aura,
maybe determine that it is an Illusion aura, but not actually
see the invisible creature. (He might jump to that conclusion,
but that's a dangerous thing to do.)
From Aden:
I would rule that Invisibility is a "light-based
illusion" and that the light generated by the detect magic
(glowing) would be masked.
Perhaps, I'd have the glowing to be immediately available
for just a second (I have no real reason for this....I guess
it would just be my way of rewarding the players for checking).
-Adaen
From
Sgernant:
i tend
to overthink these things, but maybe in this case i'm underthinking
it... seems to me that since there are two spells, detect
magic and detect invisibility, the intent of the game designers
was that detect magic wouldn't detect invisibility, otherwise
why include the second spell?
From
Red69dog:
I have
had this come up in one of my games and i ruled the detect
magic would not reveal the invisibility spell. The basis for
this arguement is that if it would, all invisibility spells
could be negated by any amature spell lobber who can cast
a cantrip. My thoughts are the wizards who made the spell
found a way to mask the invisibility from magical detection.
Just my 2 cents.
Redd dawg
From
Bitterlemming:
I seem to recall a similar
question in regards to shapeshifting not all that many months
ago. Here goes...
In 3E, Detect magic is a 0 level spell. (Basically, a cantrip
for all of you non 3E folks.) The character has to concentrate
for up to three rounds to get any specific information about
creatures/items within line of sight. Even then, all the caster
will really see is an aura. So, ya, technically it could tell
you there is something invisible in a room. The spell can
even penetrate barriers.
Invisibility even obscures the target from Darkvision in 3E,
though. I can see an argument made for it blocking the auras
of the items carried. The problem is I don't think it would
cover it's own aura, odd as that sounds. However, magic tends
to work a little differently in everyone's campaign, so inevitably
it's up to the DM to make the final call stick.
See Invisible, on the other hand, is a 2nd Level Bard and
Wiz/Sor spell. You see invisible, ethereal and astral creatures
as if they were totally visible and solid.
I've always thought both were a little potent for low level
spells. Invisibility always causes a huge debate in every
group I've known, so do the detections. Praise to your group
for going 10 years without major incident.
I've got one last note about all of this. Without having read
the novel, I will point out the fact that it IS a novel. I've
noticed characters in novels tend to get away with tons of
stuff I would probably not allow in game play. Sometimes a
novel writer just needs a spell or item to go the extra mile
for purposes of plot. Of course, players read this kind of
thing and get ideas. My final thought on this is: THE DM has
the final say on what goes in his campaign and what doesn't.
Make the call. If you don't think detect magic affects invis,
then it doesn't. As long as the ruling is applied across the
board, it doesn't matter.
Just my opinion. Hope this helps.
B
L
From
Skid5212000:
I have always ruled that Detect Magic picks up on the inherit
magical properties of the item being examined. Magical items
are created by binding the magic to the normally mundane item.
This binding is what the Detect Magic spell picks up.
The Invisibility spell is a masking spell. There is no magic
bound to a single physical object. This is also why I rule
that Detect Magic will not pick up the magic items on a person
protected by Invisibility.
My 2 coppers.
SKiD
From
Orkokhan:
In 1st Edition, detect magic will detect all magical eminations
along a 1" x 3" path, unless blocked by some substance (metal,
thick wood, stone, etc.) Invisibility is essentially a magical
effect that prevents the user from being seen by any visual
means. Thus, a sort of magical "field" exists on the invisible
creature. By definition, a detect magic spell would not only
be able to detect this magical field, but the magic radiating
from any magical items or objects carried by the invisible
creature.
Remember, the ONLY thing an invisibility spell does is render
something invisible to sight (or infravision), it does not
block any other effects coming from the invisible thing; you
can still feel an invisible being's breath, hear the sounds
it makes, touch it, etc.
This is one of those loopholes in the rules that a clever
player (or character) will eventually come up with, and they
should be able to use the spell as written, even if it throws
a monkey wrench in your game. You can't make things completely
balanced all the time, and unless the players carry around
a library of scrolls full of detect magic spells and cast
them at every turn, it shouldn't be to much of a problem in
any case.
From
Madteuton:
I had
always just taken it as a foregone conclusion that Detect
Magic would *of course* detect whether there was (or was not)
a concentration of magic present in a particular area (by
the 3rd round), thereby allowing arcane spell casters to determine
that there is "something" of roughly humanoid-size (or, whatever)
in their area that radiates a magical aura (of the Illusion
school, unless they totally crap out on a Spellcraft check),
but which they cannot see with their normal vision.
From
SCA Bard:
>>This is one of
those loopholes in the rules that a clever player (or character)
will eventually come up with, and they should be able to use
the spell as written, even if it throws a monkey wrench in
your game.
I don't know about that. The absolute rule in my game is Common
Sense. It doesn't make sense to me that there would be a Detect
Invisibility spell if Detect Magic functioned that way.
I refuse to let some mere mortal at TSR dictate rules to me.
If I think his spell or rule is broken, I will fix it. I think
I have at least as much of a right to do this as he does,
so long as I am consistent and let my players know what I'm
doing.
Now, if the rule is consistent with Common Sense *and* it
throws a monkey wrench in my game, I feel obligated to allow
it. But rules that are dumb I have no problem with breaking.
From
Umbratikus:
On the other hand,
it is also Common Sense to say that if something is masked
by magic, (and is perhaps carrying magical items, to boot),
then Detect Magic would detect it.
Just playing Devil's Advocate
Umbratikus
From
Reverend Zen:
Quick
response on how I would handle this. It would depend on how
the person was invisible. If it were by a ring, the ring would
detect as magical in mid-air. If it were a spell, yes, magic
would be detected in that area, but the person castin detect
magic would not know the source of the magic.
Zen
From
Adaen:
If a DM really wants to have
Detect Magic be able to detect "Invisibles", it seems to me
that the best way to resolve this is to have it detect them...just
not as well as "Detect Invisible" does. Otherwise no one would
have developed a higher level spell to accomplish what a lower
level one can do....unless it does it better.
-Adaen
From
Reverend Zen:
I fully
agree with Umbratikus. You are using magic to prevent anyone
from seeing you. Detect magic will show the caster the location
of the magical aura (in the case of invisibility, the aura
is around the creature/character/NPC and its possessions).
Detect invisibility only detects items that are invisible,
and not necessarily all things magical.
Zen
From
SCA Bard:
>>Detect
invisibility only detects items that are invisible, and not
necessarily all things magical.
So this sounds like Det Magic is a better spell than Det Invisible
and indeed includes it. So why is Det Invisible higher level?
I suppose an alternate solution would be to get rid of Det
Invis, Det Charm, and Det Undead altogether?
From
LF Notter:
Generally,
I'd hold that Detect Magic would reveal the general presence
of magical energy, but not pinpoint the specific source with
any degree of precision.
The spellcaster is not able to focus on a specific item or
location; only a general area, and then they would do this
only if they felt there was a reasonable basis for believing
there was an invisible object in that general area.
So, I'd say, "Yes, sort of, but not very well." Det. Invis.
is a spell designed to perform this function; common sense
dictates that it does it much better than Det. Magic.
From
Madteuton:
To say
Detect Magic overshadows See Invisibility in this case is
not accurate. Detect Magic has a range of 60', only lasts
(while you actively concentrate) for upto 1 min./level. Even
there, the caster is only privy to certain information:
"1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the strength
of the strongest aura.
3rd Round: The strength and location of each aura. If the
items or creatures bearing the auras are in line of sight,
the character can make Spellcraft skill checks to determine
the school of magic involved in each. (Make one check per
aura; DC 15 + spell level, or 15 + half caster level for a
nonspell effect.)
Magical areas, multiple types of magic, or strong local magical
emanations may confuse or conceal weaker auras.
Aura Strength: An aura's magical power and strength depend
on a spell's functioning spell level or an item's caster level."
And that's after three full rounds of concentrating! If you
concentrate for two rounds on detecting magic, then do something
else, you have to start all over before the duration expires.
It's only a vaguely successful spell and has a fairly disturbing
chance of failure, but I maintain (with all due respect to
house rules) it is certainly *capable* of detecting an invisible
creature!
See Invisibility is a 2nd level arcane spell. Its range is
100'+10'/level and it lasts 10 minutes/level. Its advantages
begin instantaneously upon it being cast.
Hardly a case of one overshadowing the other.
From
Xenzie:
Well Invisibility
is a very powerful and often debilitiating spell. One rogue
with invisibility could take out a whole camp of officers.
And think about a rogue/wizard who's an assassin. People are
paranoid and certainly invisible people would be the first
thing that many people would concentrate on when thinking
about defenses. It's not hard to believe that people worry
about invisible people so much that counter spells are taught
to people quickly at low levels.
However you still need to know to look in the first place,
and know where to look to see the person. Only a dumb invisible
person doesn't use cover and shadows when availible to heighten
his cover. I would say use the 50% miss on invisible people
for all rolls in attempting to spot them. Or use the spellcasters
DC for the invisibility spell as teh DC for the players to
see through it...
Xen
From
Madteuton:
True that.
Indeed, I would have the party make a hefty listen or scry
check to even be aware of an invisible assailant.
From
Xenzie:
Also,
if I was invisible and suddenly saw someone casting a spell,
logic dictats that I would get out of the way. If I saw the
person staring in my general direction I would move.
At best I would give my players the info, "You sense a magical
aura of *** type but you cannot seem to pinpoint it. It seems
to be moving." If the invisible person was behind cover I
would not even give that much info.
But these rules would also qualify for if the PCs had access
to the Invisibility spell.
Xen
From
Reverend Zen:
Detect
magic only detects the presence of magic, not necessarily
its form. Undead are not magical, so detect magic wouldn't
work on them. (Skeletons and zombies take magic to raise,
though are not magical creatures. Ghosts, wights, and such
don't need magic to be alive; they're a supernatural entity.)
Detect magic would detect a magical charm on a subject, and
would reveal the enchantment variety, though would not necessarily
let the spellcaster know that the person was charmed. Same
with the invisible. The spellcaster wouldn't know that someone
was invisible, just that the presence of an illusion was in
a given area.
Zen
From
Madteuton:
I agree.
A caster would have to make very successful spellcraft to
get all that info.
However, a conjured creature or animal would radiate conjuration
magic so I would offer, too, that raised/summoned undead would
radiate similar magic.
From
Reverend Zen:
"...a
hefty listen or scry check to even be aware of an invisible
assailant."
For higher-level games, this is where improved invisibility
comes in real handy, especially for assassins!
Zen
From
Orkokhan:
Umbratikus
wrote:
>>On the other hand, it is also Common Sense to say that if
something is masked by magic, (and is perhaps carrying magical
items, to boot), then Detect Magic would detect it.<<
I believe that distills the essence of the Detect Magic spell
and invisibility very clearly. Combine this with what I posted
about the two, and I think this should be rather authorative.
The Detect Magic spell will always detect the presence of
any magic within its area of effect, unless it is blocked
by some means. It won't necessarily tell you what is there,
just that something magical is present. To me, this has always
been crystal clear, but hey, that's just me.
From
Thrandorian:
I see
this as two different issues.
#1 Detect
magic should not reveal an invisible entity. I believe the
spirit of the spell is to mask the individual from detection
visually. This for me includes Detect Magic; which is a visually
attuned spell. Detect Magic will not reveal the magical aura
produced by the Invisibility spell itself.
#2 This
however does not mean that the magical aura from any devices
or other aura producing spells would go unnoticed. They IMHO
would not be masked. Thus, one seeking total non-detection
from the Detect Magic spell had best not have any other magical
auras on their presence. No rings, no spells, nothing. Otherwise
those auras will be detected and any reasonably intelligent
foe will know what's up.
T