The-Magic-Sword
Small Ball Archmage
I really love it, it is a big part of what makes me interested in a fantasy setting in the long term, whether for reading books or to play in them for an RPG. The Magic system is even more important than other elements for me because I want to be able to understand what my mage characters are doing and why, and I want them to be able to (accurately) technobabble about the magic they're doing when they pass a knowledge check or what have you. Similarly, the cosmology tends to inform a lot about dungeons and the lore that I'm trying to discover, some of it is more historical, but in a fantasy setting that tends to blend-- civilizations that worshiped now forgotten gods or whatever. To me, the appeal of a game that doesn't really allow for that kind of world-building up front would be if it lets us do it at runtime in a collaborative way, but even then it's chancy because I don't like badly thought out lore.
Eventually that usually leads me to the literal cosmology, to addendum about a discussion from a page or two ago. We've actually been working out what exists outside of the planet, and the 'Dream' since Starfinder is going to be offering us rules for starships my players are interested in using.
Eventually that usually leads me to the literal cosmology, to addendum about a discussion from a page or two ago. We've actually been working out what exists outside of the planet, and the 'Dream' since Starfinder is going to be offering us rules for starships my players are interested in using.