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<blockquote data-quote="steeldragons" data-source="post: 5582154" data-attributes="member: 92511"><p>To your question, I think, in the OP...I'm not sure how the magic "system" (mechanics) really speak to what magic is "supposed to be" in the gaming world.</p><p></p><p>That seems to be a matter of narrative, culture, description on the DM's and/or players' part. </p><p></p><p>I see how different games define magic, and the use thereof, differently...I have various types of magic and various practitioners of various types in my game world...as I imagine just about everyone does. But the mechanic for the working of the magic is fairly consistent throughout the world...</p><p></p><p>The definition of the system really does nothing, in my game/world, to describe how the cabal of "good" necromancers vs. the priests of the goddess of magic vs. the students of the "School of Enchantment" (or Evocation or whatever) vs. the sinister secrets of the shadowmages differ from each other. That is a "fluff/flavor/color" descriptive cultural thing...regardless of type of system used in the game, imho.</p><p></p><p>Granted the definitions of "arcane magic" vs. "divine magic", etc...speak a bit to the flavor of the casting (study and research vs. divine invocation/intervention, insanity inducing or life-force sapping or what have you), but the basic system/mechanic is the same and doesn't define the perception of magic, or magic-users (meaning any user of magic, not just wizard/mage types), in the world. </p><p></p><p>At least for me. So, I say, go with whatever system you like best...whatever works well for you and your group, your play...and then define "magic" and perceptions thereof in the world, in whatever way you would describe any other element of a nation or culture.</p><p></p><p>--Steel Dragons</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5582154, member: 92511"] To your question, I think, in the OP...I'm not sure how the magic "system" (mechanics) really speak to what magic is "supposed to be" in the gaming world. That seems to be a matter of narrative, culture, description on the DM's and/or players' part. I see how different games define magic, and the use thereof, differently...I have various types of magic and various practitioners of various types in my game world...as I imagine just about everyone does. But the mechanic for the working of the magic is fairly consistent throughout the world... The definition of the system really does nothing, in my game/world, to describe how the cabal of "good" necromancers vs. the priests of the goddess of magic vs. the students of the "School of Enchantment" (or Evocation or whatever) vs. the sinister secrets of the shadowmages differ from each other. That is a "fluff/flavor/color" descriptive cultural thing...regardless of type of system used in the game, imho. Granted the definitions of "arcane magic" vs. "divine magic", etc...speak a bit to the flavor of the casting (study and research vs. divine invocation/intervention, insanity inducing or life-force sapping or what have you), but the basic system/mechanic is the same and doesn't define the perception of magic, or magic-users (meaning any user of magic, not just wizard/mage types), in the world. At least for me. So, I say, go with whatever system you like best...whatever works well for you and your group, your play...and then define "magic" and perceptions thereof in the world, in whatever way you would describe any other element of a nation or culture. --Steel Dragons [/QUOTE]
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