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!vONhvIg88o 08/16/09(Sun)20:10 No.5481477Nice work.
Of course, for me it's more of a reminder of "hey, did you put anything about this in? That could be a good idea" rather than an absolute order to follow - but that's largely a question of writing/world building style.
Lessee... I'd consider making magic a bit more general. You might want to consider tie-ins with ecology (does magic allow for flora and fauna not normally possible? What does the magic compensate for? - if so, those living things should have that magic ability/ies as innate such.) or geography, terrain, et al (does the magic in the world enable any crazy-ass-shit with weird towns/landmarks/terrain etc?)
Just feels to me like there's almost only spells mentioned here. I'm guessing this might be good for quick building with a D&D(or D&D-like) rules set, where these things are discrete parts (rather than composed of base forces mixed a bit like in, say, Mage or that old RPG Gemini).
You can also consider, though this is a matter of personal preferences, things like the mood of the setting, or a setting concept. Setting concept is pretty vague, but basically the core idea of the setting. Al Qadim _might_ (though I am no authority on the setting) be described as "A Thousand and One Nights". Vampire is basically the concept "Our world but a little darker and with Vampires" with the mood "bleak"(ish) or somesuch.
I'm not an authority on world building, but you can probably get some ideas from dramaturgical terms and aspects when you want more ideas - Land marks, btw, I felt had a strong vibe of this. It's stuff which both signifies history and breathes life into a world, making it cooler. |