@TheEdVerse pic.twitter.com/qX9MEjONa4
— Sebastian (@SebastianFrost7) September 23, 2019
1)
Sure. Decide what you want magic to be able to do, and what it can't do, in your setting. How expensive/rare/commonplace/accessible to "most folk" is it? Those decisions will determine its costs, and how the beings who can work magic are treated. (I.e. if wizards are rare, … https://t.co/jwFWzsoBQP— Ed Greenwood (@TheEdVerse) September 23, 2019
3)
…same spell I saw another wizard cast thirty years ago, might I recognize some of the gestures or incantation words (if your spells have such elements), or does everyone do it "their own way"? Then, decide who has magic, and where they're located (everyone? witches who…— Ed Greenwood (@TheEdVerse) September 23, 2019
4)
…live in wilderland caves and use disguises, for fear of how they’ll get treated if folk know they can work magic?). Decide what the “common folk” think of magic (scared of it? grateful for it? Burn any suspected wizard?).
These decisions determine both the impact of…5)
…magic use in your setting, and how you can best present it in rulebooks, novels, etc.
Hope these basics are of help!— Ed Greenwood (@TheEdVerse) September 23, 2019
They were great! Thank you. You’re the greatest.One basic I forgot (still groggy from meds and lack of sleep): If for story/play purposes you want magic to be scarce, have casting spells or enchanting items require a material component that is hard, dangerous, or expensive to get.
— Ed Greenwood (@TheEdVerse) September 23, 2019