Age 32
Male
Arizona, USA
Seen 3 Hours Ago
Posted January 17th, 2023
As with anything in an RP, there should be limits. However, you should also allow players to push those limits, and if they have enough imagination, expand the limits.
For example, say an RP gives a list of basic spells, and characters know a small number of these spells. The player then creates an additional spell the character knows, with the GM having final say whether the spell is acceptable. This keeps magic under control, with players not allowed devastating super spells. However, they are encouraged to use their spells however they want, and half the fun is in figuring out how a spell will react in a certain situation. In addition, players can create new spells during the game, again with the GM having final say. This requires a GM who allows varying levels of realism and physics in their game, but creates an atmosphere of fun and excitement that rewards players for thinking outside the box.
After all, if we only know certain spells and they only react one way, we're just playing Pokemon (or a similar RPG). But if we can all do anything we can imagine, we're just the Green Lantern Corps. Both can be fun, but by finding a stable middle ground we create a balanced system that can appeal to anyone.