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	<title>Comments on: Magic Systems and Meaningful Scripting</title>
	<atom:link href="http://designingquests.com/?feed=rss2&#038;p=48" rel="self" type="application/rss+xml" />
	<link>http://designingquests.com/?p=48</link>
	<description>Putting the Magic Back in Magic Systems</description>
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		<title>By: Psychic Ability</title>
		<link>http://designingquests.com/?p=48&#038;cpage=1#comment-108</link>
		<dc:creator><![CDATA[Psychic Ability]]></dc:creator>
		<pubDate>Sat, 07 Feb 2009 23:54:43 +0000</pubDate>
		<guid isPermaLink="false">http://designingquests.com/?p=48#comment-108</guid>
		<description><![CDATA[Incredible. This is a wonderful website, please keep up the excellent work!]]></description>
		<content:encoded><![CDATA[<p>Incredible. This is a wonderful website, please keep up the excellent work!</p>
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		<title>By: Andrew Doull</title>
		<link>http://designingquests.com/?p=48&#038;cpage=1#comment-106</link>
		<dc:creator><![CDATA[Andrew Doull]]></dc:creator>
		<pubDate>Mon, 08 Dec 2008 23:41:44 +0000</pubDate>
		<guid isPermaLink="false">http://designingquests.com/?p=48#comment-106</guid>
		<description><![CDATA[Jeff, I think there&#039;s probably much more material on magic systems than just a single article&#039;s worth: e.g. a book form. Drop me a line if you want a further discussion on the subject.]]></description>
		<content:encoded><![CDATA[<p>Jeff, I think there&#8217;s probably much more material on magic systems than just a single article&#8217;s worth: e.g. a book form. Drop me a line if you want a further discussion on the subject.</p>
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		<title>By: VRBones</title>
		<link>http://designingquests.com/?p=48&#038;cpage=1#comment-105</link>
		<dc:creator><![CDATA[VRBones]]></dc:creator>
		<pubDate>Sun, 07 Dec 2008 13:55:14 +0000</pubDate>
		<guid isPermaLink="false">http://designingquests.com/?p=48#comment-105</guid>
		<description><![CDATA[Andrew Doull has made a series of articles (15 at last count) exploring the &lt;a href=&quot;http://roguelikedeveloper.blogspot.com/2008/05/unangband-magic-system-part-one.html&quot; rel=&quot;nofollow&quot;&gt;magic systems used in Roguelike games&lt;/a&gt;. The articles touch on the developer side of things fairly heavily.]]></description>
		<content:encoded><![CDATA[<p>Andrew Doull has made a series of articles (15 at last count) exploring the <a href="http://roguelikedeveloper.blogspot.com/2008/05/unangband-magic-system-part-one.html" rel="nofollow">magic systems used in Roguelike games</a>. The articles touch on the developer side of things fairly heavily.</p>
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		<title>By: Kris</title>
		<link>http://designingquests.com/?p=48&#038;cpage=1#comment-7</link>
		<dc:creator><![CDATA[Kris]]></dc:creator>
		<pubDate>Fri, 24 Oct 2008 20:46:16 +0000</pubDate>
		<guid isPermaLink="false">http://designingquests.com/?p=48#comment-7</guid>
		<description><![CDATA[You should look into the Betrayal at Krondor game for some insight into this... the novels it is based on focus a lot on the magic systems in the world of Midkemia (understandably, since the first 2 books are entitled &quot;Magician&quot; and the main character is a failed magical apprentice who learns more and more about the fundamentals of magic throughout the series). Some of this coolness bleeds through in the magic system of the game, though in a much less mature way. I seem to remember that the spells had different levels of complexity, based on the number of points in a diagram it took to communicate the spell spatially, and many of them were lore-based, such as the Mad Gods&#039; Rage spell that somehow referenced the celestial armageddon from the world&#039;s mythology. Anyway, they were at least more complex than Final Fantasy&#039;s &quot;fire, fira firaga.&quot;]]></description>
		<content:encoded><![CDATA[<p>You should look into the Betrayal at Krondor game for some insight into this&#8230; the novels it is based on focus a lot on the magic systems in the world of Midkemia (understandably, since the first 2 books are entitled &#8220;Magician&#8221; and the main character is a failed magical apprentice who learns more and more about the fundamentals of magic throughout the series). Some of this coolness bleeds through in the magic system of the game, though in a much less mature way. I seem to remember that the spells had different levels of complexity, based on the number of points in a diagram it took to communicate the spell spatially, and many of them were lore-based, such as the Mad Gods&#8217; Rage spell that somehow referenced the celestial armageddon from the world&#8217;s mythology. Anyway, they were at least more complex than Final Fantasy&#8217;s &#8220;fire, fira firaga.&#8221;</p>
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