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Anonymous /tg/95711524#95723568
5/25/2025, 1:37:58 PM
>>95721932
>what do you need to avoid doing?
Making things too similar, or way too different.
Former cheapens both superpowers and magic, a bloat with little substance.
Latter is a bitch to balance, leading to one being too strong, or too weak.
You make both distinct, serving as different paths to the same destination.

Alternative approach is to make them more fundamentally different.
Such as magic being more versatile but weaker than powers, or the other way around. Then you basically use one to bolster the other and make up for it's weaknesses.
Yet another thing to consider is enchanting. Both as alternative to super-tech, and as the muggle-friendly magic. So you could, for instance, keep the magic away from PCs, while letting them use constrained magical items.
Acquiring magic would, thus, constitute a major development point, allowing the nascent mage to get away with wilder shit, since he or she have actually earned it in-game.

Another "don't" is making magic too "techy". Magic is, well, magical. It actively defies explanation and spits in the face of mundane logic. It's magic, you ain't gotta 'splain shit.
Making it a kind of special science cheapens it imo. One approach to it is to treat it as a kind of limited reality warping, with all the gravity such power implies.
Mages aren't mooks that shoot fireballs instead of bullets, even the weakest of them are individuals are wielding the cosmic power to bend reality to their will.
Magic is srs bsns, and is to be treated with all the respect it commands. That doesn't mean you can't fool around with it, but it would be akin to lighting a cigarette off tokomak's plasma.
Fuck with magic, and it will fuck you, steal your wallet, leave you in a mess, and won't even call a cab for you. With great power come great consequences and shit.