doctorbadwolf
Heretic of The Seventh Circle
From the perspective of building a game world and it's supporting mechanics, those are the same discussion, if not the same question. I'm also curious about what motivates characters in general, and about how worlds impact what sort of characters make sense and how far it makes sense or not to bend the worldbuilding to the preferences of players.I'll freely admit I'd not read the middle of the thread, but by reading this, the question you're actually asking (what's needed to make people decide to not take magic) is the opposite of the one I was reading (why would people not take magic when there's no reason obvious in the setting not to). At the least, I think I can reframe what I was talking about in a more useful way in that context.
They're both important. As with much of life, simplicity is an illusion and the answer is a state of tension somewhere between two opposing states.I suspect what you need to do is to decide whether you're more interested in the question of what Doyalist (player based) or Watsonian (character based) reasons you want there. While they're not entirely disentangles, I suspect the Doyalist ones are going to be stronger on the whole (because they'll still likely matter to players who are very focused on character level design decisions, whereas the Watsonian ones are unlikely to matter strongly to those who make them primarily on how the character will play).
Sure. Players will do what they want. A game that seeks to not be very narrowly about magicians in a world that doesn't know magic is real (though I'd love to see more good ones that don't involve a magic school) but where magic is real should probably investigate how to make such characters make sense in the world if that game is going to support them.(Though its still not irrelevant for me to note some players will simply decide not to take magic for reasons that may or may not be easily related to any reason on either level, simply because they have personal issues relating to magic in games in either direction that will trump anything else).
An example of a Watsonian reason that might not impact some players at all is that magic is known or reputed to be a danger to your immortal soul--but in a game without resurrection, if that only matters after death some players will justify taking it anyway if its useful, because it has no practical impact on the play cycle, unless there's strong enough social impact from that fact that its effectively a vague mechanical penalty.
For instance, in dnd 5e, there isn't much reason in most published worlds, or the default flavor of the books. Magic isn't so rare that there aren't orders of magic knights, and they don't seem to give up any martial efficacy in comparison to fully mundane knights, it doesn't harm the user, it has no risk of blowback, and there is no suggestion that those who learn it lose anything, but there are several classes that seem to learn to use magical abilities, and all but a couple classes have subclasses with flavor amenable to having learned magic via study and/or practice. I think that part of the reason that bugs a lot of people, in addition to there not being enough non-magical subclasses for the not-necessarily-magic classes for their tastes, is that it makes it harder to present a world where magic is extremely rare and most of history's heroes had no magic, and the number of player options with overt magic makes the game feel like magic is everywhere, which can make it feel off to play joe the mundane fighter.
This was actually inspired by a player talking about how they feel about fighters in 5e, and talking with them about possibly homebrewing more magic countering stuff into the game, with the flavor that it's easier to learn how to do that stuff if you haven't exposed your body and mind to a lot of magic, giving the world a reason to have fully mundane heroes of exceptional skill and power. Not just "it's allowed so you can" but a positive, distinct, in-world reason that it makes sense to have martial traditions that lack any magic.