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<blockquote data-quote="Laurefindel" data-source="post: 7631926" data-attributes="member: 67296"><p>Enough for things to make internal sense and consistency. I prefer to have enough semblance of real-world physics for me to relate with my character (i.e. gravity pull things downward), but with enough flexibility for fantasy to remain, well fantastic (i.e. magic can make gravity pull things upward instead).</p><p></p><p>However, I must say I have a strong preference for birds, reptiles, and mammals to be four-limbs creatures. Some might have been obviously "genetically" manipulated (like griffons), but I otherwise prefer four-limbs dragons among other things.</p><p></p><p></p><p>Don't know about lightning blood. I use the term poisonous snake, because it deals poison damage, regardless whether it is injected or ingested.</p><p></p><p></p><p></p><p>Magic is not a science, but one can have a scientific approach to magic. That's how I see wizards, and how they differentiate themselves from other casters.</p><p></p><p>I also like when magic has its own laws and principles, even when casters are not aware of them. I try to go easy on the "because magic!" or "because dragons!", but a certain dose is necessary IMO for the game to remain healthy.</p><p></p><p></p><p></p><p>Maybe... Probably... This is more of a "no peanut-butter in my Nutella" thing; I prefer to keep notions of planets and interstellar travel to sci-fi and Princess of Mars planet-fantasy type games. </p><p></p><p></p><p>Planes are metaphysical concepts. They exist as a place you can visit. They don't make sense. I'm cool with that.</p><p></p><p></p><p></p><p></p><p>I don't really worry about it, but now that I think of it, I prefer to see them as alternate state of already-existing metals/elements, some specific alloys, or just fantasy names for modern metals such as Aluminium or Titanium (which ironically is perhaps the most fantasy-sounding element, along with cobalt)</p><p></p><p>TL;DR I like to have a world and magic that have their rules and limits, and consistent applications of these rules and limits.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 7631926, member: 67296"] Enough for things to make internal sense and consistency. I prefer to have enough semblance of real-world physics for me to relate with my character (i.e. gravity pull things downward), but with enough flexibility for fantasy to remain, well fantastic (i.e. magic can make gravity pull things upward instead). However, I must say I have a strong preference for birds, reptiles, and mammals to be four-limbs creatures. Some might have been obviously "genetically" manipulated (like griffons), but I otherwise prefer four-limbs dragons among other things. Don't know about lightning blood. I use the term poisonous snake, because it deals poison damage, regardless whether it is injected or ingested. Magic is not a science, but one can have a scientific approach to magic. That's how I see wizards, and how they differentiate themselves from other casters. I also like when magic has its own laws and principles, even when casters are not aware of them. I try to go easy on the "because magic!" or "because dragons!", but a certain dose is necessary IMO for the game to remain healthy. Maybe... Probably... This is more of a "no peanut-butter in my Nutella" thing; I prefer to keep notions of planets and interstellar travel to sci-fi and Princess of Mars planet-fantasy type games. Planes are metaphysical concepts. They exist as a place you can visit. They don't make sense. I'm cool with that. I don't really worry about it, but now that I think of it, I prefer to see them as alternate state of already-existing metals/elements, some specific alloys, or just fantasy names for modern metals such as Aluminium or Titanium (which ironically is perhaps the most fantasy-sounding element, along with cobalt) TL;DR I like to have a world and magic that have their rules and limits, and consistent applications of these rules and limits. [/QUOTE]
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