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Burns Tabletop's avatar

I like this discussion. I regularly refer to verisimilitude when I am creating content for my games and settings. I don't necessarily think all should be explained, but I would like a feeling of constancy that allows greater immersion, if for no one else, than at the least myself.

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Dave Morris's avatar

Having trained originally as a physicist, I'm with you on the natural explanation of things in the real world, and yet I'm constantly striving to find a non-modern mindset in many of my roleplaying settings. Magic, for example. I think we can all agree that lists of spells for "magic-users" (itself a rather mechanical term) don't model the mystery we'd like in a medieval-like magic system. Yet we do have to have rules if the game isn't simply to turn into the referee (or GM) telling the players a story. Novelists don't have this problem as they are under no obligation to build a consistent theory of magic. Maelstrom used a probabilistic system, which was clever but a bit too mathematically precise for pre-modern settings. I'm currently working out a system of magical phyla, with different effects having different difficulties and various magical laws (contagion, imitation, etc) influencing the difficulty. That's for a medieval-like, European-like setting. But I'm not sure if such a task can ever be completed, only abandoned!

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