Physical Spaces and Temporal Plots: Narrative Techniques in Bioware’S Crpgs

Total Page:16

File Type:pdf, Size:1020Kb

Physical Spaces and Temporal Plots: Narrative Techniques in Bioware’S Crpgs Physical Spaces and Temporal Plots: Narrative Techniques in Bioware’s CRPGs Ciaran McGrath A research Paper submitted to the University of Dublin, in partial fulfilment of the requirements for the degree of Master of Science Interactive Digital Media 2013 I declare that the work described in this research Paper is, except where otherwise stated, entirely my own work and has not been submitted as an exercise for a degree at this or any other university. Signed: Ciaran McGrath February 28, 2013 I agree that Trinity College Library may lend or copy this research Paper upon request. Signed: Ciaran McGrath February 28, 2013 I would like to acknowledge the assistance of my supervisor, Marguerite Barry, in the development and completion of this research Paper. Summary This research paper seeks to explore the relationship between linear narratives and player agency within the context of computer roleplaying games (CRPGs). Specifically, the CRPGs chosen as case studies are three created by or related to the work of Bioware Corp.: Baldur’s Gate (1998), Planescape:Torment (1999) and Dragon Age: Origins (2009). The purpose behind choosing Bioware Corp. as a developer, and these games in particular, is that they provide a cross-section across a decade of development within the CRPG genre. From its position as a new developer of video games in 1998, Bioware had grown to an genre-leading position by the release of the most recent game studied. Thus this paper is also an examination of the reasons for this success. The methodology for the case studies is developed through a close examination of the literature relating to the role of narrative in games, the CRPG genre in particular and Bioware’s work within this genre. The resulting methodology draws primarily on Bioware’s own methodology of game design but also some proposed techniques within the scholarly literature. Each of the three games is examined in detail, with attention paid to the techniques the developer used to integrate narrative and gameplay. These techniques are considered in the areas of interface, exploration, development and challenge. The games are examined both individually and in the context of developments in the genre. Findings reveal how these techniques have evolved over time and demonstrate that conflicts between player agency and a pre-scripted narrative can be resolved through thoughtful design and integration of the two elements. These findings are discussed, and some suggestions for further research are provided. Table&of&Contents& Glossary(of(Abbreviations(..............................................................................................(1! Introduction(........................................................................................................................(2! Approaches(to(the(Study(of(Gaming(Narratives(......................................................(4! Narrative(versus(Games(...........................................................................................................(4! Role(of(Narrative(in(Games(......................................................................................................(5! Narrative(in(CRPGs(.....................................................................................................................(6! Bioware’s(Methods(.....................................................................................................................(7! Methodology(and(Case(Study(Selection(......................................................................(9! Why(Bioware?(...........................................................................................................................(10! Why(Baldur’s(Gate?(.................................................................................................................(10! Why(Planescape?(.....................................................................................................................(11! Why(Dragon(Age?(.....................................................................................................................(11! Baldur’s(Gate(.....................................................................................................................(13! Interface:(....................................................................................................................................(13! Exploration:(...............................................................................................................................(15! Development:(............................................................................................................................(16! Challenge:(...................................................................................................................................(17! Planescape:(Torment(.....................................................................................................(19! Interface:(....................................................................................................................................(19! Exploration:(...............................................................................................................................(20! Development:(............................................................................................................................(22! Challenge:(...................................................................................................................................(23! Dragon(Age:(Origins(........................................................................................................(25! Interface:(....................................................................................................................................(25! Exploration:(...............................................................................................................................(27! Development:(............................................................................................................................(28! Challenge:(...................................................................................................................................(29! Synthesis(............................................................................................................................(31! Interface:(....................................................................................................................................(31! Exploration:(...............................................................................................................................(32! Development:(............................................................................................................................(33! Challenge:(...................................................................................................................................(34! Conclusion(.........................................................................................................................(35! Further(Research(.....................................................................................................................(37! Bibliography(.....................................................................................................................(38! ! ! & Table&of&Illustrations& ! Figure 1 Baldur's Gate in play Figure 2 Baldur’s Gate World Map Figure 3 Planescape: Torment Title Screen Figure 4 Planescape: Torment Conversation Figure 5 Dragon Age: Origins Character Generation Figure 6 Dragon Age: Origins Lore Encyclopedia Figure 7 Baldur’s Gate Narrative Schematic (Simplified) Figure 8 Planescape: Torment Narrative Schematic (Simplified) Figure 9 Dragon Age: Origins Narrative Schematic (Simplified) Glossary&of&Abbreviations& Some of the terms used within this essay are explained below. RPG: Roleplaying game. A pen-and-paper collaborative storytelling experience, employing a set of rules to make decisions. CRPG: A computer RPG. Often, but not always, based on or influenced by pen-and- paper RPGs. Games master: In RPGs, the arbiter and storyteller responsible for running the game. In CRPGs, this part is taken by the computer. PC: Player character. The representative or avatar of a given player within the game world. NPC: Non-player character. A character not controlled by a player within the game. In pen-and-paper RPGs, controlled by the games master. In CRPGs, controlled by the computer. Companion: A specific class of NPC within CRPGs, denoting one who accompanies the PC through the game story. Also controlled by the player, to a degree. ! 1! ! Introduction All games have two authors: the game developer and the player. The developer establishes the rules by which the game is played, and the player exerts their own agency within these rules. The use of the term ‘narrative’ with regard to games is disputed and overly broad (Pearce, 2005), but all games can be said to have some form of narrative. The simplest, in such games as Tetris, can be expressed in a single sentence: “Stack falling blocks without leaving gaps.” The most complex can exceed the length of many novels. Whereas novels, films and television are suited to the presentation of linear narratives, games require engaged participants (Frasca, 2007). This requires a new consideration of narrative, but a strong narrative is not inherently detrimental to a game. The computer roleplaying game (CRPG) genre is one of the most story-centric genres of computer games, yet titles
Recommended publications
  • Campaign Information
    Arak and Gwydion (Some Thoughts on the Shadow Elves' History) By R. Sweeney Gwydion isn't a 'real' demon, but rather a creature of great power from the plane of shadow. Gwydion's evil was his enslavement of the ShadowElves. His torment is his betrayal by Arak. Unlike Vecna, he was not on the prime and could only be 'trapped' because he was trying to follow the Shadow Elves into RL. (Presumably to kill them or re-enslave them). I wonder what Arak was thinking, however. Would there be anyplace he could take the Shadow elves into exile where Gwydion could not follow? Did he think he could hide from such a powerful creature? Gwydion must have had an enemy. A sibling perhaps. The Shadow Elves must have acted as some sort of armed forces for him. Arak must have believed that if Gwydion suddenly found himself without his Slaves, he would have been destroyed by his rivals. However, there other.. less satisfying, perhaps, ways of re-writing ShadowElf history. Gwydion, the shadow-being, falls 'in love' with an elf from some other world. They mate, bear children. Woman dies, Gwydion takes his children and their children as slaves. Millenia pass. Arak was Gwydion's favorite. Perhaps, Gwydion had mated with one of the Shadow elves of unsurpassed beauty and begat Arak. Thus, he set his son above all the other slaves. Arak, however, desired more than to be the head of the slaves. He managed to betray his father to his enemies. Arak had intended patricide. He was going to take away Gwydion's protective armed forces, leaving him vulnerable to attack by his other enemies.
    [Show full text]
  • Designing a User Interface for Musical Gameplay
    Designing a User Interface for Musical Gameplay An Interactive Qualifying Project submitted to the faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science Submitted by: Tech Side: Hongbo Fang Alexander Guerra Xiaoren Yang Art Side: Kedong Ma Connor Thornberg Advisor Prof. Vincent J. Manzo Abstract A game is made up of many components, each of which require attention to detail in order to produce a game that is enjoyable to use and easy to learn. The graphical user interface, or GUI, is the method a game uses to communicate with the player and has a large impact on the gameplay experience. The goal of this project was to design a GUI for a music oriented game that allows players to construct a custom instrument using instruments they have acquired throughout the game. Based on our research of GUIs, we designed a prototype in Unity that incorporates a grid system that responds to keypress and mouse click events. We then performed a playtest and conducted a survey with students to acquire feedback about the simplicity and effectiveness of our design. We found that our design had some confusing elements, but was overall intuitive and easy to use. We found that facilitation may have impacted the results and should be taken into consideration for future development along with object labeling and testing sample size. 1 Acknowledgements We would like to thank Professor Vincent Manzo for selecting us to design an important feature of his game and for is support and encouragement throughout the duration of the project.
    [Show full text]
  • 1 Plaintiff's Opposition to Defendants' Motion To
    Electronically FILED by Superior Court of California, County of Los Angeles on 07/29/2021 04:43 PM Sherri R. Carter, Executive Officer/Clerk of Court, by C. Coleman,Deputy Clerk 1 Neville L. Johnson (SBN 66329) Aleeza L. Marashlian (SBN 332751) 2 JOHNSON & JOHNSON LLP 3 439 North Canon Drive, Suite 200 Beverly Hills, California 90210 4 Telephone: (310) 975-1080 Facsimile: (310) 975-1095 5 Email: [email protected] 6 [email protected] 7 Attorneys for Plaintiff 8 Christopher Avellone 9 SUPERIOR COURT FOR THE STATE OF CALIFORNIA 10 COUNTY OF LOS ANGELES 11 Case No. 21STCV22573 12 CHRISTOPHER AVELLONE, an individual, Assigned to the Hon. Theresa M. Traber 13 Plaintiff, PLAINTIFF CHRISTOPHER AVELLONE’S OPPOSITION TO DEFENDANTS KARISSA 14 vs. BARROWS AND KELLY BRISTOL’S MOTION TO QUASH, SPECIAL MOTION 15 TO STRIKE, AND MOTION TO DISMISS; KARISSA BARROWS, an individual; DECLARATIONS OF JEFFREY DANIEL 16 KELLY BRISTOL, an individual; and DOES JOHNSON, DAUNA L. BARTLEY, AND 1-100, CHRISTOPHER AVELLONE 17 Defendants. [Requests for Judicial Notice and Notice of 18 Lodging Filed Concurrently] 19 Date: August 11, 2021 Time: 10:00 a.m. 20 Dept.: 47 21 Action filed: June 16, 2021 22 23 24 25 26 27 28 1 PLAINTIFF’S OPPOSITION TO DEFENDANTS’ MOTION TO QUASH, SPECIAL MOTION TO STRIKE, AND MOTION TO DISMISS; DECLARATIONS 1 TABLE OF CONTENTS 2 TABLE OF AUTHORITIES ........................................................................................................... 3 3 APPENDIX ...................................................................................................................................... 6 4 Transcript of cited selections from Koobisimo interview raw audio (Decl. Johnson, Exh. 1.) ..... 10 MEMORANDUM OF POINTS AND AUTHORITIES ............................................................... 12 5 I. INTRODUCTION ............................................................................................................. 12 6 II.
    [Show full text]
  • Ssi-87-88Catalog
    NEW GAMES NEW GAMES In the 21st century, Europe suffered the same bio-war that devas­ PANZER STRIKE!'" boasts the highest resolution of any of our World tated America, a holocaust that established the deadly scenario for War 11 titles. Each unit symbol represents either one tank/gun or a squad SSl 's exciting ROADWAR 2000 ".' of infantry; each square of the 60 x60 map, 50 yards. The action is so Now this sequel creates a post-doomsday Europe held hostage detailed, you 'll feel like you 're caught in the middle of the blitzkrieg of by maniacal terrorists who are threatening the German Army in all its major campaigns . to detonate five nuclear devices across the Three theaters are covered: The entire continent. Before the United Nations caves Eastern Front, the Western Front in 1940, in to their demands, it has agreed to a last and the North African campaign. This tactical desperate measure - send in the one man game includes practically every ground who can save Europe: You . weapon used in those theaters - from ROADWAR EUROPA starts off with tanks, tank destroyers and artillery to trucks, llU APPLE (Dec.) APPLE (low) you as the leader of a large road gang mortars and machine guns. C·H/128 (low) equipped with cars, trucks, and motorcycles C·H/128 (Jan.) AlllGA (low) Advanced . The ratings for armored vehicles go IBM (Nov.) of your own design. Transfer your crew from beyond even our usual high standards for ATARI ST (low) ROADWAR 2000 or create a new elite band. realism. For example, armor is segmented Introductory.
    [Show full text]
  • Atari 8-Bit Family
    Atari 8-bit Family Last Updated on October 2, 2021 Title Publisher Qty Box Man Comments 221B Baker Street Datasoft 3D Tic-Tac-Toe Atari 747 Landing Simulator: Disk Version APX 747 Landing Simulator: Tape Version APX Abracadabra TG Software Abuse Softsmith Software Ace of Aces: Cartridge Version Atari Ace of Aces: Disk Version Accolade Acey-Deucey L&S Computerware Action Quest JV Software Action!: Large Label OSS Activision Decathlon, The Activision Adventure Creator Spinnaker Software Adventure II XE: Charcoal AtariAge Adventure II XE: Light Gray AtariAge Adventure!: Disk Version Creative Computing Adventure!: Tape Version Creative Computing AE Broderbund Airball Atari Alf in the Color Caves Spinnaker Software Ali Baba and the Forty Thieves Quality Software Alien Ambush: Cartridge Version DANA Alien Ambush: Disk Version Micro Distributors Alien Egg APX Alien Garden Epyx Alien Hell: Disk Version Syncro Alien Hell: Tape Version Syncro Alley Cat: Disk Version Synapse Software Alley Cat: Tape Version Synapse Software Alpha Shield Sirius Software Alphabet Zoo Spinnaker Software Alternate Reality: The City Datasoft Alternate Reality: The Dungeon Datasoft Ankh Datamost Anteater Romox Apple Panic Broderbund Archon: Cartridge Version Atari Archon: Disk Version Electronic Arts Archon II - Adept Electronic Arts Armor Assault Epyx Assault Force 3-D MPP Assembler Editor Atari Asteroids Atari Astro Chase Parker Brothers Astro Chase: First Star Rerelease First Star Software Astro Chase: Disk Version First Star Software Astro Chase: Tape Version First Star Software Astro-Grover CBS Games Astro-Grover: Disk Version Hi-Tech Expressions Astronomy I Main Street Publishing Asylum ScreenPlay Atari LOGO Atari Atari Music I Atari Atari Music II Atari This checklist is generated using RF Generation's Database This checklist is updated daily, and it's completeness is dependent on the completeness of the database.
    [Show full text]
  • EA and Crytek Recruit Players Into Free Trial for Crysis Wars
    EA and Crytek Recruit Players Into Free Trial for Crysis Wars New Players Can Experience the Critically-Acclaimed Multiplayer Action GameFree from April 9- April 17 and Get the Complete Crysis CompilationCrysis Maximum EditionStarting May 5 REDWOOD CITY, Calif., Apr 09, 2009 (BUSINESS WIRE) -- Electronic Arts Inc. (NASDAQ:ERTS) and Crytek GmbH announced the start of a free trial period for Crysis Wars(R)*, the multiplayer game for Crysis Warhead(R), the award-winning first-person shooter originally released last Fall. Starting today, gamers can play all of Crysis Wars** online for free including each of the game's three action-packed multiplayer modes and all 23 maps. The free trial period runs until Friday, April 17, 2009. This trial is designed to give players a sample of the signature action and visuals that only the Crysis(R) series delivered. For those players that want more than just a sample, EA and Crytek will release Crysis(R) Maximum Edition, a compilation of all three Crysis games in one box (Crysis, Crysis Warhead and Crysis Wars). Available beginning May 5th for the MSRP of $39.99, Crysis Maximum Edition is the ultimate Crysis experience. "When Crysis Wars was released seven months ago, one of our biggest goals was to be able to deliver continued support to our growing multiplayer community," said Cevat Yerli, CEO and President of Crytek. "We think we have delivered on that promise, not only by releasing new content, fixes and our powerful MOD SDK, but also by continuing to offer these types of free trials." Crysis Wars supports matches for up to 32 players and contains three distinct gameplay modes; InstantAction, frenetic deathmatch enhanced by the power of the nanosuit, PowerStruggle, a hardcore team-based mode and TeamInstantAction, a mix of fast-paced action in a team-based environment.
    [Show full text]
  • Computer Gaming World Issue
    VOL. 2 NO. 2 MAR. - APR. 1982 Features SOUTHERN COMMAND 6 Review of SSI's Yom Kippur Wargame Bob Proctor SO YOU WANT TO WRITE A COMPUTER GAME 10 Advice on Game Designing Chris Crawford NAPOLEON'S CAMPAIGNS 1813 & 1815: SOME NOTES 12 Player's, Designer's, and Strategy Notes Joie Billings SO YOU WANT TO WIN A MILLION 16 Analysis of Hayden's Blackjack Master Richard McGrath ESCAPE FROM WOLFENSTEIN 18 Short Stay Based on the Popular Game Ed Curtis ODE TO JOY, PADDLE AND PORT: 19 Some Components for Game Playing Luther Shaw THE CURRENT STATE OF 21 COMPUTER GAME DOCUMENTATION Steve Rasnic Tern NORDEN+, ROBOT KILLER 25 Winner of CGW's Robotwar Tournament Richard Fowell TIGERS IN THE SNOW: A REVIEW 30 Richard Charles Karr YOU TOO CAN BE AN ACE 32 Ground School for the A2-FS1 Flight Simulator Bob Proctor BUG ATTACK: A REVIEW 34 Cavalier's New Arcade Game Analyzed Dave Jones PINBALL MANIA 35 Review of David's Midnight Magic Stanley Greenlaw Departments From the Editor 2 Hobby & Industry News 2 Initial Comments 3 Letters 3 The Silicon Cerebrum 27 Micro Reviews 36 Reader's Input Device 40 From the Editor... Each issue of CGW brings the magazine closer Input Device". Not only will it help us to know just to the format we plan to achieve. This issue (our what you want to read, it will also let the man- third) is expanded to forty pages. Future issues ufacturers know just what you think about the will be larger still. games on the market.
    [Show full text]
  • Strategic Simulations, Inc;' · Credits Table of Contents
    STRATEGIC SIMULATIONS, INC;' · CREDITS TABLE OF CONTENTS Qame Creation: Beyond Software, Inc. Introduction: First Night in Yartar ......... ,................................ ,........................... ......... 1 System Creation: SSI Special Projects Qroup Important Features of the Savage Frontier .................................................................. 2 Scenario Design: Don Daglow Towns and Cities .................................................................................................... 2 IBM Programming and Forests ..................................................................................................................... 3 Technical Design: Cathryn Mataga The Troll moors .............................................................................. ... ....................... 3 Amiga Programming: Linwood Taylor C-64 Programming: Mark Manyen The Cjreat Desert .............. ·....................................................................................... 3 Other C-64 Programming: Westwood Associates lslands ..................................................................................................................... 3 Amiga Programming Support and Characters and Parties ....................................................... .. ........................ ... ............. 4 IBM Music Driver: MicroMagic, Inc. Player Races ............................................................................................................ 4 IBM Sound Effects Driver: John Ratcliffe Ability Scores ................................................................................................
    [Show full text]
  • Gurps: Fallout
    GURPS: FALLOUT by VARIOUS AUTHORS compiled, EDITED AND UPDATED BY Nathan Robertson GURPS Fallout by VARIOUS AUTHORS compiled, EDITED AND UPDATED BY Nathan Robertson GURPS © 2008 – Steve Jackson Games Fallout © 2007 Bethesda Softworks LLC, a ZeniMax Media company All Rights Reserved 2 Table of Contents PART 1: CAMPAIGN BACKGROUND 4 Chapter 1: A Record of Things to Come 5 Chapter 2: The Brotherhood of Steel 6 Chapter 3: The Enclave 9 Chapter 4: The Republic of New California 10 Chapter 5: The Vaults 11 Chapter 6: GUPRS Fallout Gazetteer 12 Settlements 12 Ruins 17 Design Your Own Settlement! 18 Chapter 7: Environmental Hazards 20 PART 2: CHARACTER CREATION 22 Chapter 8: Character Creation Guidelines for the GURPS Fallout campaign 23 Chapter 9: Wasteland Advantages, Disadvantages and Skills 27 Chapter 10: GURPS Fallout Racial Templates 29 Chapter 11: GURPS Fallout Occupational Templates 33 Fallout Job Table 34 Chapter 12: Equipment 36 Equipment 36 Vehicles 42 Weapons 44 Armor 52 Chapter 13: A Wasteland Bestiary 53 PART 3: APPENDICES 62 Appendix 1: Random Encounters for GURPS Fallout 63 Appendix 2: Scavenging Tables For GURPS Fallout 66 Appendix 3: Sample Adventure: Gremlins! 69 Appendix 4: Bibliography 73 3 Part 1: Campaign Background 4 CHAPTER 1: A Record of Things to Eventually, though, the Vaults opened, some at pre-appointed times, Come others by apparent mechanical or planning errors, releasing the inhabitants to mix with surface survivors in a much-changed United States, It’s all over and I’m standing pretty, in the dust that was a city. on a much-changed planet Earth: the setting for Fallout Unlimited.
    [Show full text]
  • High-Performance Play: the Making of Machinima
    High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously.
    [Show full text]
  • Video Games & Human Development
    Video Games & Human Development 1 Running head: VIDEO GAMES & HUMAN DEVELOPMENT Press Play to Grow! Designing Video Games as Trojan Horses for Catalyzing Human Development Moses Silbiger, M.A. John F. Kennedy University, Pleasant Hill, CA Video Games & Human Development 2 Learning can and should be hard fun! - Clark N. Quinn, e-learning & video game designer, Quinnovation. We are already the most overinformed, underreflective people in the history of civilization. Is it possible the twenty-first century needs a new kind of learning and a new kind of leader to help us …? Perhaps [we can] begin building not simply an information highway but a transformation highway. - Robert Kegan, professor & developmental psychologist, Harvard University. My main intention in this paper is to explore new and alternative video game designs to promote overall and healthy human development based on specific methodological frameworks, and how to make these video games to be both conceptually, technically, and economically feasible to be designed and produced. It is also my intention to propose video games that can simultaneously (or specifically) adapt to different audiences, types, and styles of players, balancing entertainment and developmental purposes by using skillful and integrative strategies based on a proactive Trojan Horse approach. In other words, these purposes will not necessarily need to be explicitly presented within the video games, but just put in motion through underlying and customizable developmental tools intrinsically embedded in their structural design, in contrast with a top-down”, “forced upon” or preaching approach. In order to explore these developmental potentials, I have been engaged in an ongoing 11-month long mixed-methods research 1, composed by six different methodologies designed to investigate the psychological, technical, cultural, systemic, and social aspects of video games and the gaming world – and how to start incorporating developmental tools in video game design.
    [Show full text]
  • Way of the Weave for 5E D&D
    2/3/2019 The Homebrewery - NaturalCrit Way of the Weave for 5e D&D (Monastic Tradition) Created by Scott Sampson Youtube: Scontent Twitter: @PokeMasterScott DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA Sampleand other countries. file This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Scott Sampson and published under the Community Content Agreement for Dungeon Masters Guild. https://homebrewery.naturalcrit.com/print/B1-F8fmTmN?dialog=true 1/2 2/3/2019 The Homebrewery - NaturalCrit Way of the Weave (Monastic Tradition) he Weave is a fabric of magic that underlies Weave-Infused Ki the planes and is arguably the source of power Starting at 11th level, you can transform your ki points into for all arcane magic. Monks of the Way of the one spell slot as a bonus action on your turn. The created Weave have, through their manipulation of ki, spell slots vanish at the end of a long rest. The Creating Spell discovered how to tap into the Weave and Slots table shows the cost of creating a spell slot of a given channel its energy to cast spells. level. You can create spell slots no higher in level than 4th. TWhile many monks use this deep understanding of the Weave to explore the secrets of the multiverse, some Way of Creating Spell Slots the Weave monks choose to wield this arcane power against Spell Slot Level Ki Point Cost their foes.
    [Show full text]