A little while ago I was doing some research for an Arcane projection. I was looking at how many rituals there were in each magnitude. Unfortunately the AC failed but here is a table and graphs of what I found. I hope you find it interesting and informative.
Where were you hoping this information would lead you?
You’d likely get more out of that as a histogram or similar with appropriate bin sizes.
There are some clear breakpoints for rituals, which you can sort of see in the graph, but the fact you’re doing frequency as individual magnitudes makes it noisy.
2-5: Cheap situational rituals, or ones that scale up well with lots of participants.
6-8: Trivially soloable rituals that let a starting Lore 3 Ritualist do something cool.
9-12: Stuff you can soo after a couple of years or with an investment in gear as a solo specialist.
13-15: The “pair up with a buddy” or “You have HOW MUCH equipment?” section.
16-20: “Me and two mates can do this as our thing”. Coven-grade rituals that a small starting group can hit.
30-70: Srs bsns for big covens.
70-100: “Hello Warmage we can do this if you help us pull it off”
100+: National Coven territory, the sort of thing where you borrow the Archmage chain and it shows up in the Winds of Fortune.
@Kai_G I was looking at something similar to Sign of Aesh but for only up to a certain magnitude, however it would be an effect on the regio itself. That was why it failed. I think the reducing cost rituals are there to make it easier for people to cast higher cost rituals but not make it cheaper, in fact it would be more expensive to do it that way.
@Jim I don’t have excel at home so I had to do it at school. I just wanted to do it very quickly so I could get on with revising. Besides, I don’t like stats, it is one of my least favourite module in maths. If you want, I can send you the file and you can sort it as I’m now on my summer holidays so I can’t access the school computers any more.
Ah. I’d recommend LibreOffice as a free MS Office replacement for at home (it works with office files just fine). Although I use Google Docs as my office suite for larp stuff as I do a lot of shared editing.
Speaking as both a games nerd and a scientist, data presentation’s really interesting and important. I’ve learned a lot about things you can do with spreadsheets, and improved my programming skills by analysing larp data and/or running campaigns. Statistical work can be dull when you don’t care about the data and the underlying maths isn’t exciting to you. When I really want to understand the data, I find I can lose a lot of time in it.
So if you want some datasets to practice basic statistics on, I can think of far worse things than the data from a game you enjoy. Ritual magnitudes are a fantastic example of why data might follow a particular distribution. You want a selection of tools people will use a lot, and then a smaller group of Big Impressive Things. But because you can team up in covens, and because individual power varies, there’s several peaks for “where a lot of rituals are likely to end up”.
The ideal curve would be some sort of Poisson curve probably, peaking at just within what an entry level can reasonably achieve.
@Jim I’ve done a bit of homebrew stuff for friends. I usually spend more time with the story and the actual number than laying it out because I can go through what the players need with them, especially as I was tailoring it to them (adding in weapons and races they wanted).
With science the only time I’ve really looked at presenting data was for practicals at school. I never enjoyed doing them because we usually had to work with faulty equipment and then eyeball it, making the results inaccurate and so when it came to the table stuff, I just wanted it to be done.
This all means that I haven’t really needed to work with data much. In maths, I found stats is mainly probability and things like that and actually putting data into tables and graphs is only a very small part of it. If I start needing to work with data a bit more next year then I will look into. Thank you for your advice.
@sqweelygig I’m not entirely sure what you are trying to say. Are you saying that is how I should lay it out or that is how PD should lay it out or are you saying that if you add a curve that is how it will look?
I’m not giving you advice, but commenting on what I’d be trying to achieve when designing a game.
Ah okay, thank you for clarifying.
A Poisson curve is the ultimate expression of the Day Realm.
I think “ideal” is going to depend on the designer’s intent, such as whether the focus is on individual capability or group capability. At Empire, I think the focus is definitely on group capability and a game design that encourages player interactions.