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Sabriel is being adapted into a movie; it could also be an awesome game.
Sabriel is a 90s Garth Nix fantasy novel that exists in a fictional world that could be compared to Full Metal Alchemist. That is, the setting is vaguely 20th-century, but to the North lies the Old Kingdom. In this place, technology breaks down and the currents of magic are strong. This is somewhere where the dead can roam freely, if given the chance, and bizarre monsters are to be found if one is particularly unlucky.
Sabriel herself is a necromancer, but not of the usual kind. She uses her skills to lay the dead to rest or, if they're too powerful, bind them to the underworld. The underworld is a riverbank, occasionally interrupted by a number of gates. These gates represent how far gone a dying or dead organism is, and particularly powerful undead must be bound further down the path, as near as possible to the ninth gate, if not pushed through. If the binding is too weak, then the undead thing can simply escape with time.
There are two schools of magic: charter magic and free magic. Charter mages are essentially "official" spellcasters, whereas free mages are invisible to the records and authorities. Generally, necromancers are free mages using their powers to acquire servants or to manipulate the course of events. To my memory, Sabriel and her father are the only charter necromancers. As a result, they are sometims treated fearfully, but the paperwork all adds up.
The gameplay opportunities for this are potentially quite staggering. One of the most exciting concepts to me is the possibility of duels in the underworld to bind the powerful undead. How risky is one willing to be to ensure a powerful bind? And even then, how long until that thing frees itself and stalks the game world once more? Necromantic magic could be context-sensitive but essentially limitless, but charter magic has a tiring effect on the user, perhaps being based on a fatigue bar that also governs regular combat. In the book, objects can be enchanted, but improvised enchantments are limited and will fade. What about the social aspect? Not to mention the opportunities that present themselves if this hypothetical game isn't literally based on the book, but is based on the setting.
Could be great.
Comments
So let's iron out a couple of details alright.
For instance, as a swordsman, I'm tempted to create a combat system that reflects the reality of martial fencing. But is that really what's best for the game? Maybe. Not sure. It really depends on combat-and-magic segregation.
I guess the reverse necromancy is the huge draw. Here's a few things one might be able to do, depending on whether they play the powers straight or not:
- Revive dead; unethical for a charter necromancer unless in extremely trying circumstances.
- Contact dead; context-sensitive? Receive game hints? Both?
- Heal wounds; small application of necromancy.
- Banish Hand ("Hand" being the term for a raised thrall); a touch ability that banishes a lesser undead in combat. May be applied to weapon, or used in grapple.
- Bind; bind undead to the underworld. I believe this is also a touch ability in the books, so it would also have to be part of a grapple or a weapon effect. This would also necessitate dueling with the undead in the underworld itself, trying to put them as near as possible to the most powerful gates.
- Traverse underworld; without binding, visit the underworld for whichever reason. Who knows what you'll meet?
Then you have charter magic, which is standard fare. Given that the focus is meant to be necromancy, I'd put the offensive focus on physical combat with charter magic contributing weapon buffs and necromancy contributing anti-undead touch effects. Perhaps there could be some adventure game elements, with much charter magic being sort of mundane, like in the books? Just basic things, like producing or removing heat, or summoning a little light. No massive fireballs here.
Come to think of it, an approximation of real swordsmanship would suit this game quite well, given all the grapple opportunities and the touch nature of magic interaction.
One thing I failed to mention was the set of bells. These play a huge part in Sabriel's charter necromancy. If memory serves, the undead really don't like the chiming, but they also help enter and exit the underworld. There's seven of 'em. I'll have to re-read to work out how they'd differentiate.
Sabriel has the advantage of being self-contained, though. So that's something.
Implying OP doesn't think the movie is gonna be awesome.
Considering how the movie industry has been so far though, I understand.
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