Quote:
Originally Posted by khorboth
We started this discussion in another thread, but the gist is... What magic system would work best for a Middle Earth game?
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From the other thread...
Quote:
Originally Posted by khorboth
The hard part is the magic system. It's really hard to model "The narrator goes on about history for a page and then something unlikely happens."
The easy way to model magic would be basically like what Tolkien did: limit it to NPCs and only use it narratively, but give out cool magic items.
Option 2: Put in some other magic system, but acknowledge that there will be more and flashier magic than there was in the books.
Option 3: Allow magic in some way which makes it difficult and not-flashy. I haven't found a good way to do this.
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Bearing in mind that I've only read The Hobbit & LotR, both 20 years ago, I say option 3, like so:
Magic as Advantages, with lots of limitations. . .
-No Teleporting
-No Flying
Etc.