
Enjoy fast, free delivery, exclusive deals, and award-winning movies & TV shows with Prime
Try Prime
and start saving today with fast, free delivery
Amazon Prime includes:
Fast, FREE Delivery is available to Prime members. To join, select "Try Amazon Prime and start saving today with Fast, FREE Delivery" below the Add to Cart button.
Amazon Prime members enjoy:- Cardmembers earn 5% Back at Amazon.com with a Prime Credit Card.
- Unlimited Free Two-Day Delivery
- Streaming of thousands of movies and TV shows with limited ads on Prime Video.
- A Kindle book to borrow for free each month - with no due dates
- Listen to over 2 million songs and hundreds of playlists
- Unlimited photo storage with anywhere access
Important: Your credit card will NOT be charged when you start your free trial or if you cancel during the trial period. If you're happy with Amazon Prime, do nothing. At the end of the free trial, your membership will automatically upgrade to a monthly membership.
Buy new:
$69.95$69.95
Ships from: Amazon.com Sold by: Amazon.com
Save with Used - Very Good
$34.99$34.99
$3.99 delivery June 5 - 6
Ships from: Half Price Books Inc Sold by: Half Price Books Inc

Download the free Kindle app and start reading Kindle books instantly on your smartphone, tablet, or computer - no Kindle device required.
Read instantly on your browser with Kindle for Web.
Using your mobile phone camera - scan the code below and download the Kindle app.
Game Magic: A Designer's Guide to Magic Systems in Theory and Practice Paperback – April 24, 2014
Purchase options and add-ons
Make More Immersive and Engaging Magic Systems in Games
Game Magic: A Designer's Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis with practical game design advice in the form of a magical recipe book (grimoire).
The book gives you an in-depth understanding of the history and structure of magic to make your games richer and deeper. It shows how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also illustrates how to divide a simulated world into domains of influence (such as alteration, conjuration, and necromancy) and how to use specific rule systems to simulate powers within these realms.
Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. Working examples are available for download on a supporting website.
- Print length337 pages
- LanguageEnglish
- PublisherA K Peters Ltd
- Publication dateApril 24, 2014
- Dimensions0.8 x 6.14 x 9.21 inches
- ISBN-101466567856
- ISBN-13978-1466567856
Book recommendations, author interviews, editors' picks, and more. Read it now.
Frequently purchased items with fast delivery
Product details
- Publisher : A K Peters Ltd
- Publication date : April 24, 2014
- Edition : 1st
- Language : English
- Print length : 337 pages
- ISBN-10 : 1466567856
- ISBN-13 : 978-1466567856
- Item Weight : 1.19 pounds
- Dimensions : 0.8 x 6.14 x 9.21 inches
- Best Sellers Rank: #5,027,011 in Books (See Top 100 in Books)
- #306 in Computer Programming Structured Design
- #766 in Computer & Video Game Design
- #772 in Magic & Illusion
- Customer Reviews:
About the author

Discover more of the author’s books, see similar authors, read book recommendations and more.
Customer reviews
- 5 star4 star3 star2 star1 star5 star0%0%100%0%0%0%
- 5 star4 star3 star2 star1 star4 star0%0%100%0%0%0%
- 5 star4 star3 star2 star1 star3 star0%0%100%0%0%100%
- 5 star4 star3 star2 star1 star2 star0%0%100%0%0%0%
- 5 star4 star3 star2 star1 star1 star0%0%100%0%0%0%
Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on AmazonTop reviews from the United States
There was a problem filtering reviews. Please reload the page.
- Reviewed in the United States on December 3, 2016‘Game Magic’ by Jeff Howard is unbelievably expensive and badly needs editing, but it does provide a helpfully broad if sketchy overview of magic systems from role-playing games, video games, fantasy novels and history.
Downsides:
1. Price - College professors are criminally underpaid, but they can mandate that students buy certain books. Jeff Howard is a college professor. He mandates that his students buy this book. This book is unbelievably overpriced, and Howard gets the profits – am I being cynical in spotting a pattern here?
2. Sloppy – Howard’s ideas are conveyed in a bizarre, seemingly-random order. For example, he refers constantly to the ‘Vancian’ magic system used in the original Dungeons & Dragons, but doesn’t explain what that means until nearly the end of the book. Broadly speaking he begins with video games, then the RPGs which inspired them, then the novels which inspired those RPGS – exactly the opposite of chronological, so everything you read is aggressively out-of-context and needlessly confusing.
3. Omissions - Howard makes frequent poor choices and obvious clumsy omissions. For instance, he explains how spells in ‘Magic; The Gathering’ are organized by five colors, each representing a different philosophy. Black magic is about power at any cost, so using it entails self-sacrifice, like taking damage or sacrificing a creature. Howard then says “Each of the colors provides a similar experience.” Ooh, that’s actually interesting! This is why I gave Howard so much of my $, in exchange for him sharing the interesting aspects of various magic systems. The similar experiences of the other colors he lists as... nope. Here and in many other places, Howard mentions the existence of an interesting idea, but then fails to give readers the actual information and abruptly moves on to the next sketchy topic.
4. Pseudocode – Maybe 10% of this book is rule snippets for magical systems written out as pseudocode, which looks like C or Java, but is not actually machine-parsable. The logic is always obvious, it takes up way too much space (especially the cutesy comment lines), and ultimately feels like Howard is wasting his readers’ time (after already massively overcharging us) to cross-promote his software project.
Upside: I haven’t kept up with RPGs since the original AD&D, I haven’t read fantasy novels published since 1981, I’ve never played Magic; The Gathering and I don’t play videogames. Howard is obsessively interested in this stuff, and has provided at least a broad, sketchy overview of the interesting aspects of magic systems he’s come across. At least every 2-3 pages you’ll find a neat idea. There aren’t as many illustrations and charts as I’d like, but when Howard includes for instance a diagram of all the magical runes used in the game Eternal Darkness, and explains briefly how they work, it’s genuinely interesting and imagination-stimulating.
Overall this book was worth reading because it includes so many evocative ideas, but I wish I could go back in time and borrow it from the library or a friend rather than pay so much $ for it! I hope Howard releases an updated edition someday with professional editing, a more systematic organization, more comprehensiveness and especially a chart or diagram for each system presented, rather than the mostly-slapdash prose descriptions.
Bottom line: It was worth slogging through this sloppy mess for the many interesting ideas hidden inside, but I’d caution readers against paying more than twenty bucks for this – that is, unless you’re enrolled as Howard’s student and he’s using the class syllabus as an enchanted portal into your parents’ bank account.
- Reviewed in the United States on March 24, 2016PROS
- A great author, that makes an effort to write about areas in game design not yet covered by existing literature.
CONS
- Confuses magic with occultism, mythology and religion, and just defines magic as anything supernatural.
- Too much a mix of different topics, lacking a clear organization.
- Does not go into much depth of the history and anthropology that would be be required to create a deeper meaning beyond just manipulating symbols.
- Littered with useless code snippets that are syntactically and semantically incorrect.
- Way too expensive.
- Not readable on a mobile device.