hawkeyefan
Legend
Per the OP, we don't know why the foundational concept was put forward. There could be a good, or at least interesting reason for it. It could be that the players keep picking all magic using parties and the referee this time wants something different. Having someone play the "last mage" could derail the campaign rather than spur interesting stories. We don't know.
This is true. That's what I've said... we have to examine the reasons for all these things, and then consider their impact on play. Is the reason for no magic more compelling than the idea of the last mage? Which are the participants more excited by? Which will help propel play and give the players interesting things to do? And so on.
From our limited perspective the stance appears contrarian rather than collaborative.
Except that the narrator didn't really view it as contrarian... he viewed it as a good thing!
Presumably it already has, since a significant thematic section of fantasy gaming has been obviated by a starting premise. I would think that it in of itself would generate some discussion prior to character creation.
Sure... my expectation based on the OP and the fact that it's from Burning Wheel is that the GM isn't necessarily coming to the character creation step with a fully fleshed out world. That at this point, everything is still to be finalized.
Again, communication is key. Why are we thinking about exploring a magicless campaign? We don't have that information. The story could be about becoming the next mage rediscovering magic, so having a last mage character ends the campaign before it begins. Contrarianism alone is not innovation.
Well, what's the difference between becoming the next mage or being the last mage? It sounds effectively the same for the play experience.
This is more of a tangent, however. With a discussion of setting consistency and the utility thereof, I think that it is important to adhere to a significant degree of consistency until the lack becomes useful. Inconsistencies should be present to highlight exceptions, provide clues, identify special characters and situations worthy of greater attention.
I will attempt to clarify with an Ars Magica anecdote when I have a moment.
Sure, I think that's largely in agreement with the OP. That exceptions help show the "rules" of a setting. There's no need to default to adhering to them just because.