Mar 30, 2017, 6:21 PM

Magic works the same way as any other element - you need to know why and how it adds to the experience of playing the game.

The key concept when it comes to staff using it as a way to settle disputes or write themselves out of dead ends is pretty well known to fiction; it's all about suspending disbelief. Did magic up to today involve subtle effects and suddenly a grey-bearded wizard started throwing fireballs around? It could be a problem. Did PCs capture and imprison a key NPC at considerable cost and he just teleported out of his meticulously guarded cell because magic even though no one had ever displayed that level of effect before and no one has since? Again, it can be a problem.

It can also render archetypes useless. Playing a kickass warrior if every fledgling spellcaster can make themselves invulnerable to sharp things might be less attractive. Being a smart investigative character with a perfect memory isn't as great as gazing back in time to see whodunnit. This sort of happened really prominently in every mixed-sphere Mage MU* ever - sure, you could play anything, but being a Mage meant you were better at it, plus you had other tricks at your disposal.

In other words magic is great... as long as you, as staff, are aware what its place is, and have a plan for it. It shouldn't just be added because lol, it's cool, and there should be reasonable limitations that make other things playable as well - unless of course your plan is for all the PCs to use it.