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Books / Re: Patenting a Storyline
« on: November 13, 2005, 08:58:15 AM »
Surely any attempt to patent a storyline/plot would be *invalidated* by the "prior art" provision that you can't patent something that's already been done by someone else?
"Magic is what makes fantasy fantastic," someone says, "you can't apply rules to them or else it loses wonder!" I respond, "Sure, but if you want to write them you will certainly want to know how they work." Writing is all about execution, and I find applying some basic laws of physics to magic systems make them more understandable and realistic. Here, I'm going to outline my basic method for developing a magic system.
Column by Chaos2651
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Do you honestly think that we're all stupid?
obviously very over-stated, reactionary, and poorly thought out
Two comments, on further reading... I love the take on the Witch Character, they have to be lawful, but dont really cast magic, instead they bargain with the dark powers and get an evil imp who allows them to cast spells and who tries to tempt them to become evil. The imp is GM controlled. So there is a pretty good reason the Commonwealthers dont like or trust them.
Also Guns are underpowered, sure they are supposed to be on par with 1660's firearms, but if my guns gonna take 4 rounds to reload I want it to hit harder misfire less and be affected by fewer spells.
The commonality of guns means that quite a few mages have developed low level spells to cause guns to misfire, not fire, or explode. Granted guns can be magically enhanced, but still.
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That's mostly true, but at least they've gone to the effort of devloping the Kalashtar into a fully-formed race with some interesting ideas. They end up fitting better into the setting than some of the other crap, such as Gnomes and (dare I say it?) Dwarves, who are both woefully underdeveloped.
Yeah, it really astounds me. Is the series really that good?
I'll say it here. smiley I enjoy your nick. Did you get it from Sandman I am to guess, yes? If so, right on.