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Mundane utility to match magic
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<blockquote data-quote="Blue" data-source="post: 9501294" data-attributes="member: 20564"><p>Magic is an in-game change of reality.</p><p></p><p>The mundane options I've been describing our out-of-game changes of reality.</p><p></p><p>If the party is being tracked by bloodhounds, Magic might allow one to open a short range portal to elsewhere so the dogs lose the scent, while a Prepared character might have picked up a strong perfume "at some previous time" that will mess up the dogs sense of smell for a few hours.</p><p></p><p></p><p>This actually strongly supports what I was saying. I do not see a way to have one type of advantage that can give authorial control and then have other characters equally able to impact the course of the narrative without also having authorial control.</p><p></p><p>So, having the ability to frame things in the narrative that are reality altering in-game, such as magic, and having the ability to frame things in the narrative that are not-reality-altering in-game (but are out-of-game, like flashbacks, adding a contact, etc.) is about the only way I can think that meets your criteria - both "equally able to affect the course of fictional events" but different.</p><p></p><p></p><p>Which doesn't fit what is being discussed at all, unless you are barring the caster from also talking to the general. That's part of the original mandate.</p></blockquote><p></p>
[QUOTE="Blue, post: 9501294, member: 20564"] Magic is an in-game change of reality. The mundane options I've been describing our out-of-game changes of reality. If the party is being tracked by bloodhounds, Magic might allow one to open a short range portal to elsewhere so the dogs lose the scent, while a Prepared character might have picked up a strong perfume "at some previous time" that will mess up the dogs sense of smell for a few hours. This actually strongly supports what I was saying. I do not see a way to have one type of advantage that can give authorial control and then have other characters equally able to impact the course of the narrative without also having authorial control. So, having the ability to frame things in the narrative that are reality altering in-game, such as magic, and having the ability to frame things in the narrative that are not-reality-altering in-game (but are out-of-game, like flashbacks, adding a contact, etc.) is about the only way I can think that meets your criteria - both "equally able to affect the course of fictional events" but different. Which doesn't fit what is being discussed at all, unless you are barring the caster from also talking to the general. That's part of the original mandate. [/QUOTE]
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