![]() ![]() Magic systems tend to be constructed with limitations serving as a frame for outcomes. It will often be threaded into other rules in ways that are often obvious once you look for them, but are easy to overlook if you don’t think about them. ![]() What’s important to note is that the entire effect may not exist in only one place in the rules. The limitation is less sexy, but more important: it answers the question of why you would do anything but throw fireballs. Outcome is obvious-you want to be able to throw around fireballs, so the effect handles things like how you target them, how big they are, how much damage they do, and so on. When it comes time to introduce a mechanic, there are two things that the mechanic needs to do-or at least consider-an outcome and a limitation. Be careful about immediately jumping to the mechanics-make sure there’s a real problem before you introduce a mechanic to solve that problem, and your finished product will be much stronger. ![]() If your magic system is easily described and clearly understood, it may require nothing more than a skill or two to represent facility with it. Now it’s time to start thinking about mechanics, and how to represent your system in the game.Īs a first word of caution, don’t feel obliged to solve every problem with a mechanic. You can explain it in normal language, and you have a rough sense of how it’s going to work in your game. Let’s assume you’ve got an idea for a magic system, and it makes sense on its own. ![]()
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