Captain Anorak's
Guide to Gaming
The Little Details
A lot of game writers put little details into a game without ever explaining
why, but when you think about it, these little details imply a much greater reality
which should really have a wider-ranging impact on the game. Magic in fantasy
RPGs is a good example. Imagine a game where there are some spells which
can only be cast ‘when the stars are right,’ at times of particular astral
phemonema. If this is so, it implies that the stars can have an effect on the
working of magic. To the logical mind, then, there should be a coherent
framework of how the stars affect the working of magic, but how often have you
seen a game that works like this?
A game that made sense would
build from the ground up:
it would start out with an underlying idea of how
the stars influence the working of magic, with a set of rules or at least guidelines
for how this works, and then the effects of individual astral phenomena on
individual spells would be worked out in any given case from these guidelines.
See also Magic.