runekyndig says:
Didz says:
So, player choice is limited to what is plausible in the setting and if the player chooses something that is implausible or irrational for my setting then I simply apply the appropriate consequences.
@Didz Could you provide an example? I'm curious :)
Apologies for the huge delay in replying. I don't visit this forum very often these days.
(Trying to think of a good example that isn't stupidly obvious and is setting specific.)
The Rational Explanation For Magic in my setting is that magical manifestations and effects are the result of psychic signals being interpreted by an alien energy which has contaminated the world through a rift in inter-dimensional space between 'The Viod' and 'Material Space'.
So, to cast a spell a character that is atuned to the Aethyric Energy around them merely needs to focus their mind of something they want to happen. (Note: 1 in 1,000 human babies are born atuned to the Aethyr, so it's not a choice it's more of a curse.) The aethyric energy will absorb the psychic signal and interpet it as best it can to manifest what it thinks the characters wants. Consequently, mental disciplne and concentration in the casting of spells is essential. Untrained magic users frequently create lethal chaos particularly if they haven't realised that they are doing it, and many young humans die and kill others accidentally because they wished for something without realising the fact that it would be made manifest by their atunement. There is an element of the classic 'Three wishes' scenario about the situation where the Genie in the bottle delivers a literal interpretation of his masters wish resulting in disaster.
But getting to the piont. Because this is the rational for how magic works in my setting, there are number of things that simply won't work in my game that probably would work in other games.
For Example:
There is absolutely no piont is gagging a wizard. Because he doesn't need to speak to cast a spell.
Binding a wizards hands doesn't stop him casting a spell.
Being tied up and gagged etc. might make it harder to cast a spell, but only if the wizard has been trained to use gestures,words and ingredients to help him concentrate. But it wont stop him trying.
Casting a spell requires mental communication between the caster and the Aethyr. Therefore, a spell cannot be cast if the wizard is in an area that is deviod of aethyric energy, or if the wizard is distracted, unconscious, or simply focussed on something else.
That's just one of a number of rational interpretations of the way things work in my game setting. There are loads more which I record on World Anvil as part of my world
'WFRP Fragile Alliances'. They are what I class as 'Meta-Physic's' meaning that these are universal rules that govern how my world works. As opposed to 'Fluff' which is how the characters in the game think the world works.
e.g. 'You may think that the world is flat, but it will still remain stubbornly spherical.'
Fluff & Metaphysic's - an explanation of how it works in WFRP Fragile Alliances.
Last edited February 11, 2026 1:29 pm