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<blockquote data-quote="karlindel" data-source="post: 5334257" data-attributes="member: 27103"><p>As others have mentioned, it depends on the campaign and the kind of campaign and setting that the players and I want. In short, my only strong preference is that magic have understandable rules and limitations (which may or may not be commonly known). </p><p></p><p>I do not have a strong preference for magic being delineated by source. I could have a lot of fun runing or playing in a world in which all magic is the same, but some societies think there is a difference (i.e. the church or government claims that their magic is divine, but their enemies' magic is the work of evil). I am also fine with a world that has a variety of different magical systems, whether they are related to one another or not. </p><p></p><p>I am not a fan of Vancian magic. That said, uses/day is one limiter that can be placed on magic, and is better than some others. Conceptually, I prefer more open magical systems that allow more latitude for creative use, and that have other drawbacks associated with them.</p><p></p><p>I have no strong preference for magical rarity or strength, having played and run games with rare but strong magic, rare and weak magic, common and weak magic, and common and strong magic. </p><p></p><p>I prefer for magic to be metaphysically explainable (i.e. it has rules that it must follow). I like the idea of magic being mysterious, but something that the characters (and players) can improve their understanding of over time. </p><p></p><p>I have no particular preference on technological tool vs. chaotic force, inasmuch as magic may lend itself to technology or may remain more of an art depending on how it works. Similarly, I have no preference on how magic users view magic, and it is likely that different magic users (and non magic users) will view magic differently.</p></blockquote><p></p>
[QUOTE="karlindel, post: 5334257, member: 27103"] As others have mentioned, it depends on the campaign and the kind of campaign and setting that the players and I want. In short, my only strong preference is that magic have understandable rules and limitations (which may or may not be commonly known). I do not have a strong preference for magic being delineated by source. I could have a lot of fun runing or playing in a world in which all magic is the same, but some societies think there is a difference (i.e. the church or government claims that their magic is divine, but their enemies' magic is the work of evil). I am also fine with a world that has a variety of different magical systems, whether they are related to one another or not. I am not a fan of Vancian magic. That said, uses/day is one limiter that can be placed on magic, and is better than some others. Conceptually, I prefer more open magical systems that allow more latitude for creative use, and that have other drawbacks associated with them. I have no strong preference for magical rarity or strength, having played and run games with rare but strong magic, rare and weak magic, common and weak magic, and common and strong magic. I prefer for magic to be metaphysically explainable (i.e. it has rules that it must follow). I like the idea of magic being mysterious, but something that the characters (and players) can improve their understanding of over time. I have no particular preference on technological tool vs. chaotic force, inasmuch as magic may lend itself to technology or may remain more of an art depending on how it works. Similarly, I have no preference on how magic users view magic, and it is likely that different magic users (and non magic users) will view magic differently. [/QUOTE]
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