Quote:Original post by Durakken
Magic is based on a few principles...
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"Magic" is not based on a
few principles, imho. It is based on a single principle. Anything we can not define or explain is classified as "magic".
'The art that purports to control or forecast natural events, effects, or forces by invoking the supernatural.' The American Heritage® Dictionary of the English Language, Fourth Edition
The key word in the above definition is supernatural, which in turn is anything that we, again, can not explain.
This is of course, a real life comparison.
"Magic" in a game or book can be anything. There are no principles and no laws that govern it outside of the bounds that the designer/writer sets down.
So we'll set the stage for an example. We have a world full of D&D style magic (fireballs, summoning, etc...) but with no technology. We also have the real world. We are driving along in the real world in a car and somehow we get transported to this D&D world. In this world full of "magic", our car would be the true "magic" to the natives.
This exemplifies the definition that "magic" is anything supernatural.
So really, create a world, and then add elements to it that are rare/mythic/fabled and you have "magic". It doesn't matter what these elements are, or how they are implemented, so long as they are not something normally seen.
Of course, you can also define magic as something else. It could have no connection to the real world definition. Magic could be anytime someone throws a fireball, even if everyone can do it. Now it is just a definition for certain abilities or natural events that occur in your world. In sci-fi shows, the word magic is rarely used, but there are tons of references to "magical" abilities. Psychics could be considered magicians in a different setting (some settings do already consider them as such).
To the original point of the post!
I have been working on magic systems for a game for quite some time. I have gone through many iterations, and scrapped most of them.
Magic systems seem extremely complicated when you first decide to design one. The way I have found that works best when developing one involves looking at other systems too. When creating a magic system that allows the player to design their own spells, why not look at equipment systems? What makes the items a character wears work? Games like WoW present the best study-able material as you will find many theories on which pieces of gear work best, not all of these theories are the same.
This of course complicates the system for yourself and for the players. What it boils down to though is the more configurable you want the system to be, the more complicated it has to be.
Ex: Spell system with 2 components, each component has 2 options
-Configure damage type (Fire, Water) - Affects damage type, nothing else
-Configure damage range (5, 10) - Affects damage, mana cost for spell
We can all agree this doesn't leave much room for customization. If you were going to add about 10 more options to both, you increase the customization options exponentially.
No matter how many options we add though, we can't create anything that let's a player be totally unique. There will always be abilities that overshadow others because they can be just plain better.
This can be hard for a designer to wrap their ego around, so we try to stuff as much in as possible. While having more options is good, you don't want to drown your system in useless stuff. So, after researching how other systems work internally, it is time to look at what you want the player to be able to do with your "magic" system. Set your limits on the system and then see how players get to those.
One of the other posters mentioned CCG's. This is probably the best comparison we can use. You have a limit set already, in what cards actually exist (proxies and homemade cards aside). Then there is a set of secondary limits on the system (deck size, how many of each card, having different "factions", etc...). Even with all of this though, the number of creative decks/strategies people come up with are astounding. In M:tG (used this example as I am not familiar with many other CCG's), there are no useless cards. With a creative player, every card can be used in some interesting way, making even a seemingly mundane card into a game-winner.
Just some ideas and concepts that might help you out Wush. At work, so it might be a bit disjointed at points! Hope some of this works though!