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Old 06-29-2020, 10:36 AM   #11
TippetsTX
 
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Join Date: Sep 2018
Location: North Texas
Default Re: The Science of Magic

I really like that latter effect, though... while I never considered including computers as an artifact, that same explanation could be applied to the often inconsistent efforts of the Mechanician's Guild (and why they tend to be a little nuts in my campaign).

P.S.
I hope my preamble hasn't prevented others from participating in this discussion. It wasn't intended to be serious attempt to exclude anyone's ideas, and I apologize if it came across that way.
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Last edited by TippetsTX; 06-29-2020 at 10:44 AM.
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Old 06-29-2020, 11:09 AM   #12
Anomylous
 
Join Date: Jul 2018
Default Re: The Science of Magic

Quote:
Originally Posted by TippetsTX View Post
P.S.
I hope my preamble hasn't prevented others from participating in this discussion. It wasn't intended to be serious attempt to exclude anyone's ideas, and I apologize if it came across that way.
It didn't dissuade me! I happen to believe that handwavium is the fossil fuel of narrative energy... it's super useful stuff, but rely on it too heavily and your world will eventually collapse. So ideally, it ought to be conserved and used only for critical applications, like the deep foundations of a magic system. But I'm lazy and occasionally use handwavium purely to get from point A to point B, rather than putting in the effort to walk one step at a time...
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