The rules for Original Research described in TMRE were very nice, for their time. I’ve discussed their ramifications before, and analyzed them. Since then Ancient Magic has been released, and in it a more streamlined and revised version of related rules, whose phrasing and structure clearly benefited from the experience gained in the interim. The ancient magic integration rules are so good, in fact, that I think they should be used for Original Research too. So I suggest using them, introducing just one single change – a change in how to gain Insight. Here is the suggestion, an add-on intended to be placed “at the end†of the Ancient Magic rules.
Original Research
It is possible to obtain Insight independently, without relying on an existing source. Such insight may contribute towards a breakthrough that is totally new, that has never been seen before – or to one the researcher simply lacks other sources of Insight for. It is easier, and safer, to gain Insight from an existing source – but if no such source is available, magi may turn to original research, whether because they fail to find more sources for Insight into an ongoing project or because they feel no such sources exist.
Since there is no existing source of Insight, the researcher must attempt to create one. He must attempt to create some related effect, such as a spell that mirrors the desired breakthrough in some way or probes the underlying conditions. The troupe and player should come to agreement on a worthy effect. The effect must be entirely Hermetic, since at this point the researcher has not achieved the breakthrough. The invention must be made using the Arcane Experiments rules and with Exceptional Risk (ArM5 p. 107-109). This period of intensive research cannot be extended over several seasons, it must be completed (or fail) within a single season.
This research may lead to Insight. If the effect is not successfully invented, e.g. due to Complete Failure on the Extraordinary Results Chart, there is no chance of obtaining Insight. If it succeeded, the magus may be able to convert exceptional results into a source of Insight. The degree he can do that to depends on the specific exceptional result, on his theoretical brilliance, and on the risks he is willing to take. You may attempt to reinvent the effect until you succeed.
If you have obtained a Discovery through your experimentation, you may always attempt to pry Insight from it. If you have taken a +2 Risk Modifier, you may also attempt to gain Insight from a Modified Effect. If you used a +3 Risk Modifier, you might even pry Insight from a Side Effect. Make an Intelligence + Magic Theory stress roll against an Ease Factor of 21; add +3 for Inventive Genius. If you succeed, you have emerged with Insight. The SG is encouraged to apply side effects or modified effects that are reminiscent of, perhaps partly incorporating, the desired breakthrough. If you have failed to obtain Insight from inventing the effect, it is useless for your research. You must seek out another source of Insight (inventing a new effect, or perhaps locating some existing source).
Once you have obtained the Insight, you may use it to create a new effect as usual. This follows all the rules for utilizing an Insight from an existing source, including the possibility of incorporating non-Hermetic elements and the process of troupe decision on the exact effect (Ancient Magic, p. 8-9).
Variant: Insight Through Twilight
Merely inventing the effect doesn’t provide Insight; instead, the researcher attempts to carefully induce a Wizard’s Twilight from which he can emerge with Insight. Conduct the season of original research as above, but if the magus succeeds in inventing the effect he also enters Wizard’s Twilight at the end of the season of original research. Note that zero Warping Points induce the Twilight, so it is easier to avoid (if, e.g., no Extraordinary Result is obtained this is desirable) and slightly less dangerous. Only if the magus comprehends the Twilight may he make the Magic Theory roll to determine whether he obtains Insight from an extraordinary result; if he does, he gains Insight instead of the usual beneficial effect accompanying the Twilight Scar.
Under this variant, if the researcher entered Wizard’s Twilight as a result of a Disaster a kind SG may permit him to attempt to emerge with Insight even though he normally couldn’t, allowing him to make the Magic Theory roll. This allows him to salvage success from disaster.
Analysis:
This rule replaces the time and danger of adventure with the time and danger of experimentation. Since there is far less story potential here, the task is harder (higher Ease Factor to obtain the Insight). The process is time consuming, but with a safe laboratory the risks can be managed and the probability to obtain Insight can be fairly high (around 40%); given a cooperative troupe and careful player - and a magus with extremely high Magic Theory, Inventive Genius, and Intelligence - Insight could be gained at the rate of about one per two to three seasons.
The rule encourages breakthrough theorists to be highly intelligent and inventive people, with an extremely high understanding of Magic Theory, and to conduct dangerous experiments and develop intriguing effects in the course of their research. They would be fairly capable in the relevant Hermetic Arts – so that they could develop relevant spells and effects for original research.
The limitation of only a single season of original research is meant both to simplify the math and to lower the magnitude of the resulting effects, encouraging competence in the relevant fields and leaving an assortment of small inventions rather than bombastic grandiose spells. If relaxed, the chances for a desired extraordinary result are probably such that two-season long projects would be desirable, not really changing the rate.
High auras don’t contribute to original research, except for the minor benefit of aiding the invention. This is unfortunate, but I was not able to fit the highly-variable aura factor in a good way.
Since the original research only leads to Insight, the troupe still gets to dictate the more esoteric effects that Insight gives rise to and throw curve-balls in the PC’s way, forcing him to learn new Arts, obtain raw vis, or so on in order to invent the effect. This is a very small effect, however, and the player conducting original research generally has a lot of control over the process, especially since he is the one suggesting the various effects of the original research seasons. The troupe can stretch the process of achieving the breakthrough to some extent by granting distracting and small effects, but not more (well, assuming everyone is on the same page).
The variant introduces Twilight as a source of insight, which I find thematically very fitting. It also introduces a deterrent to engage in all of this, beyond the small risk for painful disasters – warping, a single die of Warping Points on each attempt, which limits the possibilities of invention – probably a desired effect too. The problem is that it also discourages old, warped magi from developing breakthroughs, which doesn’t at all fit with my image of the idealized researcher. It also, strangely, encourages knowledge of Enigmatic Wisdom, which isn’t something I’d associate with brilliant theorists per se. It extends the difficulty and hence the time required to obtain Insight, which I think isn’t too bad since the above system is a bit too swift, but does so in a way that very severely punishes warped magi and sends researchers into early twilight. For these reasons I don’t recommend it. It is possible to have this particular twilight not accrue further Warping Points, which will make original research a little more appealing for warped magi, but this is a relatively minor concern. The bigger concern is that warped magi will simply be unable to progress, accruing bad Twilights instead of comprehending them, again conflicting with the image of the old wise theorist. It is possible to meddle with the rules for Twilight further, e.g. changing the ease factor of the comprehension roll, but this will really not be worthy of being called Twilight at that point. I therefore suggest either adopting the variant and understanding that a magus would only be able to achieve a few breakthroughs, and only while he isn’t warped, or rejecting it and realizing that the magus may create a fair number of inventions and could eventually do so fairly regularly and without undue costs.
In comparison with the TL rules, I believe my rules encourage high Intelligence, Inventive Genius, and are not discrete in the desired Magic Theory. They do not discourage high auras, and provide a clearer probability for success. They are better integrated with the Ancient Magic rules. I hope they are clearer. They lack any real deterrent to engage in original research, unless the variant is used; if it is, both rules discourage warped researchers and high auras.
A few words on working with these rules. Firstly, be prepared for many Special or Story Event results; I suggest treating these lightly, weaving minor background details in determining what happened in the season rather than letting them disrupt the gameplay and set-out adventure plans. Exploit them for stories or truly exceptional events only when it serves the saga.
Although the rules recommend a certain number of breakthrough points for certain results, don’t be bound by them. Consider instead the capabilities of the researcher and the needs of the saga to determine the costs, setting it so that the research will culminate and progress by the story’s needs. Do clarify to the player in advance about how difficult things will be, and try not to punish him for succeeding to make progress faster than you thought; players interested in original research are probably somewhat of gearheads, and enjoy coming up with the labyrantine rule twists that allow them to “break†the system – don’t spoil their fun [but do keep them in check...].
Finally, consider how to treat rerolls on the Extraordinary Results Chart. With a +3 Risk Modifier and many rolls, you’ll come across cases of needing to roll twice twice or so on. I recommend just rolling again and again if needed, including botch dice, but this will sooner or later lead to a massive disaster and to some highly-modified effects. Decide how to treat conflicting results, e.g. Complete Failure and a Side Effect.