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"Sanderson's three laws of magic are creative writing guidelines that can be used to create magic systems for fantasy stories:
An author's ability to solve conflict with magic is directly proportional to how well the reader understands said magic. 20 » Weaknesses, limits and costs are more interesting than powers. 21 » 82 » The author should expand on what is already a part of the magic system before something entirely new is added, as this may otherwise entirely change how the magic system fits into the fictional world. 22 » Additionally, there is a zeroth law:
Always err on the side of what's awesome. 83 » "
A simple and beautiful listing of the World’s Writing Systems. You can sort by time (proto-cuneiform to Toto), region, name (Adlam to Zou), and whether the scripts are living or historical
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