Creating Worlds: Runes and Spells
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World-building guide “Creating Worlds: Runes and Spells” outlines a modular system in which designers draw runes on 4x4, hexagonal or polar grids and then apply spells—such as vertical reflection, flattening or complement—to transform them into new runes. The post introduces a prototype toy for experimenting with runes and spells and recommends keeping a “spell book,” defined as closed when its spells and runes can generate only the runes already inside it. It diagrams several possible structures, including a two-rune toggle it calls “The Pair,” a “sink” that turns every rune into the same rune, and cycles with tails. The approach is presented as one of many, with the author noting parallels to sets, operations and groups and suggesting musical notes could serve as runes. It matters as a framework for game designers and fiction writers building internally consistent magic systems, and the next installments will extend the series to other aspects of world-building.
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