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<blockquote data-quote="Ravilah" data-source="post: 5583593" data-attributes="member: 19724"><p>I agree with the OP that the mechanics of the system do have an effect on how magic is perceived in the milieu (the crunch effects the fluff). </p><p></p><p>The Vancian magic system does make the player think of magic as a safe, reliable, and expendable resource (like ammo or rations). While systems with burn-out or insanity make magic a potent gamble (in the case of Deadlands, literally). </p><p></p><p>I see most magic systems as falling on a spectrum. One one end is "Magic as Tool" and on the other "Magic as Mystery." When magic is a tool, the wizard (psion, warlock, etc) balances with other characters because his spells are effectively the same as an archer's arrows, a thief's lockpicks, or a noble's diplomatic connection. They are all tools of the trade. </p><p></p><p>When magic is mystery, the wizard's spells are far superior to the common tools of warriors and rogues. His spells can rewrite the fabric of the universe. The wizard remains balanced with the other players because wielding this power comes with great risk or great cost...the power is strange, unnatural, and dangerous. </p><p></p><p>"Tool Magic" games tend to be in High Magic worlds where every town has a local mage and cities all have Wizard Guilds and Bardic colleges. "Mystery Magic" games tend to be Low Magic games which make wizards more rare and magic items harder to find. </p><p></p><p>I speak in tendencies, not hard rules of course. In my DnD game, I try to keep magic mysterious and...well...magical, but it is challenging when magic wands with 30 charges of magic missile are available. In the end, the GM plays the biggest role in how magic "feels," but the system he/she uses certainly bends the feel in a certain direction.</p></blockquote><p></p>
[QUOTE="Ravilah, post: 5583593, member: 19724"] I agree with the OP that the mechanics of the system do have an effect on how magic is perceived in the milieu (the crunch effects the fluff). The Vancian magic system does make the player think of magic as a safe, reliable, and expendable resource (like ammo or rations). While systems with burn-out or insanity make magic a potent gamble (in the case of Deadlands, literally). I see most magic systems as falling on a spectrum. One one end is "Magic as Tool" and on the other "Magic as Mystery." When magic is a tool, the wizard (psion, warlock, etc) balances with other characters because his spells are effectively the same as an archer's arrows, a thief's lockpicks, or a noble's diplomatic connection. They are all tools of the trade. When magic is mystery, the wizard's spells are far superior to the common tools of warriors and rogues. His spells can rewrite the fabric of the universe. The wizard remains balanced with the other players because wielding this power comes with great risk or great cost...the power is strange, unnatural, and dangerous. "Tool Magic" games tend to be in High Magic worlds where every town has a local mage and cities all have Wizard Guilds and Bardic colleges. "Mystery Magic" games tend to be Low Magic games which make wizards more rare and magic items harder to find. I speak in tendencies, not hard rules of course. In my DnD game, I try to keep magic mysterious and...well...magical, but it is challenging when magic wands with 30 charges of magic missile are available. In the end, the GM plays the biggest role in how magic "feels," but the system he/she uses certainly bends the feel in a certain direction. [/QUOTE]
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