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How do we WANT magic to work (Forked Thread: ... medieval war...)
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<blockquote data-quote="steenan" data-source="post: 4834693" data-attributes="member: 23240"><p>I like both scientific and mysterious magic - but it needs to be consequently one or another, not both mixed or both present in the same world.</p><p></p><p>If the magic is mysterious, it is available only for few - and it is the center of their lives. It should be powerful, but dangerous and unpredictable. It may be "understood", but rather in mystical than scientific way. This kind of magic is great for the story, as it closely follows the magic of legends and mythology, but isn't appreciated by some players - those who don't really like the risk, preferring a full control their characters' fate.</p><p></p><p>If the magic is scientific, it should follow rules and patterns. It also works the other way (and that is much rarer in RPGs, as it is hard to balance) - whatever satisfies those rules should be doable by magic. Scientific magic may be researched, spells may be modified or combined. It is either available to anyone willing and bright enough to learn it, or dependent on observable criteria. It is good for worlds with a lot of low-level, everyday magic and for games with strong tactical or exploratory themes. If done well, it is very fun to use, but requires a lot of system mastery, creativity or both.</p></blockquote><p></p>
[QUOTE="steenan, post: 4834693, member: 23240"] I like both scientific and mysterious magic - but it needs to be consequently one or another, not both mixed or both present in the same world. If the magic is mysterious, it is available only for few - and it is the center of their lives. It should be powerful, but dangerous and unpredictable. It may be "understood", but rather in mystical than scientific way. This kind of magic is great for the story, as it closely follows the magic of legends and mythology, but isn't appreciated by some players - those who don't really like the risk, preferring a full control their characters' fate. If the magic is scientific, it should follow rules and patterns. It also works the other way (and that is much rarer in RPGs, as it is hard to balance) - whatever satisfies those rules should be doable by magic. Scientific magic may be researched, spells may be modified or combined. It is either available to anyone willing and bright enough to learn it, or dependent on observable criteria. It is good for worlds with a lot of low-level, everyday magic and for games with strong tactical or exploratory themes. If done well, it is very fun to use, but requires a lot of system mastery, creativity or both. [/QUOTE]
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How do we WANT magic to work (Forked Thread: ... medieval war...)
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