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<blockquote data-quote="(un)reason" data-source="post: 5312640" data-attributes="member: 27780"><p style="text-align: center"><strong><a href="http://www.dailymotion.com/video/xuqg9m_dragon-issue-200-the-color-of-magic_videogames#.UKaLK46Rn8s" target="_blank">The color of magic</a></strong></p><p></p><p></p><p>Reskinning and type substitution. Two fairly valuable ideas that still need a bit of pushing onto the public. Remember, everything in a roleplaying system is an abstract idea, not a reality. This means you're free to do all kinds of things to said ideas. Do not listen to the literal-minded people who want to make massive twists to the system in the name of realism, or those who insist that the rulebooks are holy writ, the letter of which is to be adhered to over the spirit of adventure and creativity contained within. So this encourages you to create many many spell variants that are basically identical mechanically to existing ones apart from the way they look, and the types of immunities and vulnerabilities they are subject too. This includes four sample characters and the specific quirks of their magical education. From fire to spider themed, it all looks pretty easy to implement, and will make plundering the spellbooks of the defeated all the more fun for players. And so we move a step closer to highly abstracted indie games and effect based universal resolution systems being common design elements. I find myself rather approving.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5312640, member: 27780"] [CENTER][b][url=http://www.dailymotion.com/video/xuqg9m_dragon-issue-200-the-color-of-magic_videogames#.UKaLK46Rn8s]The color of magic[/url][/b][/CENTER] Reskinning and type substitution. Two fairly valuable ideas that still need a bit of pushing onto the public. Remember, everything in a roleplaying system is an abstract idea, not a reality. This means you're free to do all kinds of things to said ideas. Do not listen to the literal-minded people who want to make massive twists to the system in the name of realism, or those who insist that the rulebooks are holy writ, the letter of which is to be adhered to over the spirit of adventure and creativity contained within. So this encourages you to create many many spell variants that are basically identical mechanically to existing ones apart from the way they look, and the types of immunities and vulnerabilities they are subject too. This includes four sample characters and the specific quirks of their magical education. From fire to spider themed, it all looks pretty easy to implement, and will make plundering the spellbooks of the defeated all the more fun for players. And so we move a step closer to highly abstracted indie games and effect based universal resolution systems being common design elements. I find myself rather approving. [/QUOTE]
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