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Worldbuilding: all 22 words

Hard and soft magic

Also said as Sanderson's First Law, Magic systems

Hard magic has clear rules the audience knows. Soft magic stays mysterious. Brandon Sanderson's First Law: an author's ability to solve conflict with magic is directly proportional to how well the reader understands it.

If players know the rules, a clever solution is theirs to anticipate and it feels earned. If they do not, the same solution feels like the author cheating. Soft magic is fine, as long as it creates problems instead of solving them.

“The player must be able to solve the final puzzle with the rules we have taught. State the spell's three limits in the first hour, then build the finale so the third limit is the answer.”

Divinity: Original Sin 2 has very hard magic: fire ignites oil, rain makes water, and lightning shocks anyone standing in that water. Once you have seen those rules, you can plan combos the designers never specifically wrote.

This has nothing to do with genre or how serious the magic looks. It is only about how much the audience can predict.

Name a word, or describe what you mean in everyday language.