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Old 05-19-2011, 08:51 PM   #10
Aiwendil
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Quote:
Originally Posted by Blantyr
Especially as he was not present at Helm’s Deep, I’d think that the explosions were physics rather than spell craft.
Can you really draw a distinction, sharp or otherwise, between the two? It seems to me that, in a world where magic exists, magic is physics. That is, the physics of such a world, which must be very different from that of ours, includes the magic.

Quote:
I might also distinguish between a need to have firm rules and well understood definitions of spell craft in a role playing game while it is quite possible to leave things ambiguous in a novel.
I don't know if I would say that Tolkien's magic does not have firm rules. It seems to me, rather, that the difference between RPG magic and Tolkien's magic is (besides the generally less subtle nature of the former) is that the rules of magic in an RPG are, by necessity, explicit, whereas the rules of magic in a literary world like Middle-earth can remain as vaguely defined as the author likes. That doesn't mean that magic doesn't follow definite rules in Middle-earth; it just means that we don't know them.

Quote:
Originally Posted by Morthoron
This has always been the reason I have cordially despised Middle-earth based games. The amount of levelling required to even out different races in regards to inherent abilities (or lack thereof) renders the games unbelievable from a canonic sense, and the ultimately rare imbued objects are suddenly as common as copper pennies.
I agree with you for the most part, but I don't think a Middle-earth based game must necessarily go to those non-canonical extremes. I ran a Middle-earth game once using modified Dungeons and Dragons rules and, while I wouldn't say it was completely succesful, I do think I managed to avoid un-Tolkienian excesses of magic.
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