Brainstorming the Mother of Learning TTRPG
So every once in awhile there are forum posts or questions asked about what tabletop roleplaying system would be best for playing in the Ersetu universe. Usually I say that something like Pathfinder or D&D 3.5e would be best because they are the most popular rpgs that MoL at the very least alludes to, with a crunchy gameplay style that the narrative references. There's obvious deep complexity and lots of magic spells. At one point Zorian wonders out loud why some first circle spells aren't 0 circle spells because they don't seem to be more complex and the other character says "marketing" (read: a joke about spell balance). And any missing components could easily fixed with homebrew and hacks (my opinion at the time).
But as I explore more indie ttrpgs and otherwise step further outside of D&D hegemony I realize that it might be that there is a more appropriate ttrpg out there for Mother of Learning. So let's go over the wishlist of what I think might be needed for the system to emulate the world of Ersetu correctly:
Core Mechanics:
Spell points instead of spell slots, no vancian magic.
Partial spell point regeneration in about an hour, mages have options other than needing a full 8 hours to recharge.
Class and character options are mostly magic user focused. No fighters with normal swords. The only martial users of note is a sword user using an obviously magical sword (and also did magic themselves iirc?), and the gun users that individually can't do much: they're only a threat in numbers.
Crunchy and extremely deep range of spells.
Magic item crafting that allows for simple things like spellcasting aides up to complex stuff like automatons.
Counterspelling and dispelling is a core thing most mages are expected to do.
The more the better wishlist:
(These mechanics aren't all necessary but at least some are needed)
Bloodlines and unique abilities reducing spell point cap (how it's done, whether that's through the "vanilla" classes just being assigned more or that taking bloodline feats outright reduces, doesn't exactly matter. As long as it's balanced somehow)
Magic defenses being divided into body, mind, and soul.
The expectation for players is that they're all humans. Shifters and Morlocks seem to be types of humans, cultures and races (shifter might be a class), as opposed to a fully different species like an elf.
Capped base ability scores and spell point growth. No Hercules with a magic pool that continues to grow after hitting the cap. Instead progression past early levels is using what you have more efficiently.
Epic/Mythic optional system to represent the divine abilities/items. (ex. Zach's special mana reserves, the divine crown, high level angels with access to divinity, etc.)
And a skills system that can be invested in.
So, is there a "perfect" ttrpg system we can use for Ersetu? Or are there systems that work better than others that we might need to homebrew?













