Writing rules to be broken

One thing I would love to try one day is a magic system where there is a gap between how the setting understands magic and how magic actually works. Like the lore around magic, and subsequently how the player is taught it, is all built on flawed assumptions.

At least as far as gameplay is concerned, this sort of approach seems like the only way to do it. You aren’t breaking real rules so much as the perceived rules.

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