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Old 02-12-2008, 01:00 AM
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#2: Models for Magic Systems

http://www.rpg.net/columns/thethree/thethree2.phtml

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A look at how magic could work.

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Old 02-13-2008, 03:43 AM
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capnzapp capnzapp is offline
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Re: #2: Models for Magic Systems

I realize you're discussing different ways how magic work from the in-game perspective.

Myself, I feel the starting point needs to be which role magic is to play in the setting.

Is it a replacement for science/technology? Then you'd want a system that gives reliable magic with reproducible effects. Magic fire would interact with wood or ice exactly as predicted.

Is it a source of awe and wonder? Then you'd want a system where magic doesn't follow the laws of nature. This doesn't necessarily mean it is unpredictable, only that it follows a set of laws that might be based on myth, religion, philosophy or once-believed science. Magic fire might travel through wood unimpeded, or it might scorch flesh without melting ice.

Etc. I'm sure there are other approaches to this question.

This, then, needs to be decided first, so the in-game explanation model can support the intended role magic is to play in your game.
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Old 02-13-2008, 02:36 PM
fmitchell fmitchell is offline
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Re: #2: Models for Magic Systems

As far as in-game explanations, there's also the intervention of supernatural entities: gods, demons, nature spirits, etc. That could tie in with word-based magic -- incantations to call attention and beseech aid -- or not. The indie game Sorcerer, for example, posits a demonic familiar for every sorcerer, disguised as an ordinary object, who lends the sorcerer power for a price.

As far as out-of-game-effects, you also have to consider a) whether PCs can use magic at all (except for one edition Pendragon only allows non-magical knights and the occasional non-combat female character), and whether PC magicians are "balanced" against non-magical PCs or not. (In Ars Magica, wizards are by far more powerful than mundanes. The game balanced this out by giving every character a wizard and a competent mundane, plus a pool of redshirt "grogs" as bodyguards. In a given adventure, players could choose to play their wizard, their mundane companion, or a grog.)

Most games treat magic as an "alternate technology", perhaps with unexpected effects like harming humans but not objects or vice versa. For some more radical possibilities, look at John H. Kim's essay "Breaking Out of Scientific Magic Systems", which I recommend highly (and frequently).
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Old 02-14-2008, 06:59 PM
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Re: #2: Models for Magic Systems

I'm just starting a 3.5 game which I'm using the Skill-based Spellcasting system. We'll see how it goes.
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Old 02-21-2008, 02:52 AM
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Re: #2: Models for Magic Systems

Quote:
Originally Posted by fmitchell View Post
Most games treat magic as an "alternate technology", perhaps with unexpected effects like harming humans but not objects or vice versa. For some more radical possibilities, look at John H. Kim's essay "Breaking Out of Scientific Magic Systems", which I recommend highly (and frequently).
Thank you very very much!
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