Lord Tirian said:
It's really strange. Magic systems are the ultimate house ruling-thing. I wonder if there is somewhere such a "Holy Grail of Game Design", a magic system, that works, is easy, usable on the fly, and reflects the average magic in many novels... Guess not.
I wouldn't really say novels are the best thing to emulate, here. I won't bother to repeat the narrative-entertainment-vs.-interactive-entertainment comparison, because I think most of us already know that one. But even aside from that, magic in fantasy novels--okay, the ones
I've read, anyway, and I have to admit that's not an impressive list--usually seems a little bit more scarce than what I'd want in an RPG. Depends on the book, though, of course. Oddly, I kinda think the only novels with magic systems worth emulating in an RPG would be the ones that might have been strongly RPG-influenced, themselves. I'd rather play a game with magic based on the Black Company books than on Tolkien's work, for example. (And, indeed, Green Ronin's Black Company campaign setting has a really nice magic system.)
Nifft said:
Let's be honest here: the Cat People wave crested in 2003.
Lucky me: I only registered in 2005, and I've
still seen too many of them.
GlassJaw said:
I've struggled with this as well, and my answer is no. There are just too may campaign and setting-specific variables.
This is extremely, inevitably true. Personally, I like magic to be about the pseudoscientifically-believable manipulation of exotic, possibly extradimensional energies through training and will. Other folks like it to be about the classical four elements, or pacts with spirtual entities, or the true names of things, or cauldrons full of newt eyes.
The only kind of magic system that could support everybody's wildly-different flavor preferences would be one that's extremely generic, flexible, and modular, more of a meta-system than anything else. And I'd dig that. But I know damn well it would scare off more people than it would bring in.