Magic needs to be believable in the setting it is used in. It can't just be "it can do anything and is the explanation for everything". It needs to have rules and limitations. It needs to have shaped the world it is in. Without these things, it becomes a boring setting and the magic itself isn't that interesting.In my world building, I determined that the advancement of magic stifled the development of firearms, but they still exist.
I can imagine magic advancing the fields of metallurgy and ceramics, but stifling technology.
But ceramic armor is impractical against anything but bullets. Even then, it can only be used once.
Arcane alchemy could make chitin and resin-work viable a-la the Elder Scrolls.
The thing about magic? It can do anything the writer needs it to. It can also be abused to the detriment of the story and setting and their believability.
Yeah, it's especially disappointing when it is so blatant that a certain magic is capable of anything. That takes danger away from characters. It washes away tension in high action scenes because, "oh this person can just magically make everything okay."Magic needs to be believable in the setting it is used in. It can't just be "it can do anything and is the explanation for everything". It needs to have rules and limitations. It needs to have shaped the world it is in. Without these things, it becomes a boring setting and the magic itself isn't that interesting.
Too many RPGs have Magic as merely a "feature" and not a "force of the world and narrative".
Yeah it does feel like this as well, especially in an RPG very heavily story based. After battles, there is no mention of how the players fought, just that it happened and it's over and things are now just moving on. This too is pretty common.I agree.
Magic needs to be internally consistent with a narrative or a world. But, and especially in RPGs, magic and is applications, seem to exist outside the narrative. I think this is because of the "RPG = combat" mindset.
Also, equipment (to stay on topic).
My Question in TES on those such things was always "how does everyone KNOW my skills are that good? I've never been caught pickpocketing, breaking into homes, or stealing things, so how do the guards know I'm good at it? If they caught me, sure, they'd know... Likewise, I spent 20 hours training up my Conjuration skill on a dead mudcrab away from everyone in existence and nobody has seen me use anything beyond the first skill of "Soul Trap", so how do they KNOW I'm at max level? How do they know my skill with wearing armor is really high?The Elder Scrolls (and the project I'm planning) does checks on your skills when you speak to NPCs. This colors their view of you. If you have high skill in Conjuration, you're hailed as a summoner. If you have high skill in Swords, then you're hailed as an esteemed swordsman.
I love it when games go the extra mile like that.
