marycatelli (marycatelli) wrote,


So in this Gamelit world, sorcerers have to adventure by law, and tend to adventure until they have a spell -- or several -- that is new. 

Then they retire to some magical community where those who learn their magic try to reverse engineer it. 

All very well for the sorcerers I like, with plot-useful backstories and evocative magic.  Your garden-variety vanilla-type sorcerer who gets recommended as the most useful build for a game?  

The muse thinks that idea is fascinating, a poor beleaguered sorcerer who knows he could escape all this danger if only his magic could manifest in something NEW.  (Mind you, "fascinating" does not equal "developing the idea to the end.")
Tags: idea development, role-playing games, suspense, world-building: law, world-building: magic (effects)

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