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<blockquote data-quote="steenan" data-source="post: 5802787" data-attributes="member: 23240"><p><a href="http://brandonsanderson.com/article/40/Sandersons-First-Law" target="_blank">Sanderson's First Law</a></p><p><a href="http://www.brandonsanderson.com/article/100/Sandersons-Second-Law" target="_blank">Sanderson's Second Law</a></p><p></p><p></p><p>In short: Magic is not a useful tool for protagonists if it does not have clear, understandable rules (though they don't have to be fully known from the beginning). It is not interesting if it does not have limitations, weaknesses and costs. Magic that is unlimited, reliable and nearly omnipotent is just a bad idea, in a book or in a game - unless it is a purely background thing.</p><p></p><p>The best magic in hands of players is one that has very clear rules and limits in how it works, but full flexibility in how it can be used. Unfortunately, it's nearly opposite of what D&D does lately (no limits on effects in 3e, hard limits on uses in 4e).</p></blockquote><p></p>
[QUOTE="steenan, post: 5802787, member: 23240"] [URL="http://brandonsanderson.com/article/40/Sandersons-First-Law"]Sanderson's First Law[/URL] [URL="http://www.brandonsanderson.com/article/100/Sandersons-Second-Law"]Sanderson's Second Law[/URL] In short: Magic is not a useful tool for protagonists if it does not have clear, understandable rules (though they don't have to be fully known from the beginning). It is not interesting if it does not have limitations, weaknesses and costs. Magic that is unlimited, reliable and nearly omnipotent is just a bad idea, in a book or in a game - unless it is a purely background thing. The best magic in hands of players is one that has very clear rules and limits in how it works, but full flexibility in how it can be used. Unfortunately, it's nearly opposite of what D&D does lately (no limits on effects in 3e, hard limits on uses in 4e). [/QUOTE]
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