@hobos said in Magic in games:
It depends on whether you want things to be balanced, too.
As a long-time fan / runner of Mage, in particular, I really think that a couple of definitions are key: balanced and overpowered.
What do you mean by overpowered? If you mean that Mages can do a very impressive thing in a very short time, then yes, they are more powerful than, say, a werewolf or a vampire. But that big flashy magic comes with some tradeoffs. They can't do it as often, and the magic go-juice that makes it run (in Awakening, anyway) is a bit more limited than Essence or Blood or whatever emotional go-juice changelings run on. And it takes more of it, if you play it right. Also, reality itself fights back.
So they can get some pretty high spikes in power but they can't do it as often, as efficiently, or as safely as some of the other splats.
Does that balance? It depends on what you want to see out of it. If run absolutely according to the rules, it tends to work out pretty nicely. No one side has a clear advantage over teh other unless the Mage has been given a LOT of time to prepare and gather their materials and things without the other side catching wind and taking any action.
In terms of the larger discussion, I think an important question is: do you want power to look more like a flat curve or a bunch of spikes and troughs? If you want something consistent with no surprises then Mage probably is a bad choice, and you should probably go with something like a DnD-style system. If you want something with a lot of punch but limited ammo, then something like Mage might be good.
And all of this assumes that you don't want them to, long-term, have special advantages. If that's not the case, then the calculus changes a bit.