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<blockquote data-quote="Alzrius" data-source="post: 6144200" data-attributes="member: 8461"><p>I'm speaking to elements of "style" in terms of the game allowing for magic in the vein of a particular piece of fiction. Quite simply, it's going to have to pick one and go with it simply because there's no way to allow for a system of magic that has universal applicability where style is concerned (short of offering multiple magic systems within the context of the game itself and/or allowing for a high degree of tweaking). </p><p></p><p></p><p></p><p>Because there are points where the game rules must intersect with what's happening in the context of the game (e.g. not all dissociated mechanics are bad, but it is inevitable that there are going to be associated mechanics somewhere). Given that magic has no particularly universal aspects to it across all of its depictions (that is, in any media that features magic), any such rules are going to necessarily speak to how magic functions in the game world (e.g. magic resolution rules will virtually always necessitate associated mechanics). </p><p></p><p>If you state that magic needs only verbal and somatic components, for example, with no material components of any kind being necessary, then you're going to have a hard time portraying the allomancers of the Mistborn series of novels, or the wand-based magic of the Harry Potter novels, for example.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 6144200, member: 8461"] I'm speaking to elements of "style" in terms of the game allowing for magic in the vein of a particular piece of fiction. Quite simply, it's going to have to pick one and go with it simply because there's no way to allow for a system of magic that has universal applicability where style is concerned (short of offering multiple magic systems within the context of the game itself and/or allowing for a high degree of tweaking). Because there are points where the game rules must intersect with what's happening in the context of the game (e.g. not all dissociated mechanics are bad, but it is inevitable that there are going to be associated mechanics somewhere). Given that magic has no particularly universal aspects to it across all of its depictions (that is, in any media that features magic), any such rules are going to necessarily speak to how magic functions in the game world (e.g. magic resolution rules will virtually always necessitate associated mechanics). If you state that magic needs only verbal and somatic components, for example, with no material components of any kind being necessary, then you're going to have a hard time portraying the allomancers of the Mistborn series of novels, or the wand-based magic of the Harry Potter novels, for example. [/QUOTE]
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