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What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
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<blockquote data-quote="MGibster" data-source="post: 9611774" data-attributes="member: 4534"><p><em>Shadowrun, </em>at least 5th edition, is similar. One of the books, the main book I think, makes it a point to say that consumer magic is available and used for all sorts of purposes that just aren't covered by the rules because it doesn't have anything to do with the principle activities expected of players, which is running. There are some practical reasons for this with the number one being you can only put so many rules into the game. You only have so much time to write the book and so many pages you can devote to any particular subject. </p><p></p><p>Perhaps just as importantly, there is only so much players can absorb. In any game I might run, it's not a given all the players are knowledgeable about the setting or even interested in delving too deeply into it. I run a variety of games, and there's usually only two or three people who have any in-depth knowledge of the setting other than me. I get that it might matter to you, and it's cool that it does, but I don't know if it matters that much to most players. One of the things I like about running games set in the "real" world or something like Star Wars is that we're all pretty much on the same page regarding how the world works.</p></blockquote><p></p>
[QUOTE="MGibster, post: 9611774, member: 4534"] [I]Shadowrun, [/I]at least 5th edition, is similar. One of the books, the main book I think, makes it a point to say that consumer magic is available and used for all sorts of purposes that just aren't covered by the rules because it doesn't have anything to do with the principle activities expected of players, which is running. There are some practical reasons for this with the number one being you can only put so many rules into the game. You only have so much time to write the book and so many pages you can devote to any particular subject. Perhaps just as importantly, there is only so much players can absorb. In any game I might run, it's not a given all the players are knowledgeable about the setting or even interested in delving too deeply into it. I run a variety of games, and there's usually only two or three people who have any in-depth knowledge of the setting other than me. I get that it might matter to you, and it's cool that it does, but I don't know if it matters that much to most players. One of the things I like about running games set in the "real" world or something like Star Wars is that we're all pretty much on the same page regarding how the world works. [/QUOTE]
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