William Bloodworth said:
The Source
William Bloodworth investigates how the source of ultimate cosmic power reflects the mood of five very different games.
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A very good comparison of different schools of magic, and hopefully one that will encourage people to put even more thought into it. The dichotomy that always interested me is the one between systems that have "intuitive rules" (like those based loosely on science) and "arbitrary rules" (the more oddball rules, like "Witches melt in water").
On the one hand, intuitive rules provide the player/reader/audience an instant familiarity with how things work. The magic can be understood, and it can be tied to existing knowledge. This lends a credibility to the magic that can be beneficial. The downside is that things can seem too technical, or the magic too predictable. Disney's recent
Sorceror's Apprentice crossed this line a bit in trying to link magic to physics a bit too tightly.
On the other hand, arbitrary rules ignite the player/reader/audience's sense of wonder. It gives the magic a sense of the sublime... there is this mysterious, unknowable author behind it all that penned these rules when it gave the universe it's name (or somesuch). It sacrifices a bit of familiarity and credibility for wonder and discovery, as these rules are revealed to the audience on-the-fly. The downside is that things can seem too random, giving the rules a
deus ex machina feel. The
Harry Potter series occasionally found itself guilty of this sin (I'm looking at you, Fawkes).
As with most situations, the better stories probably find themselves somewhere between the two extremes. The specific ratio of one to the other can and should vary greatly depending on the setting and the audience, but the mixture always seems to please. Intuitive rules provide an anchor, arbitrary rules provide a sail.