Problem with Power System Creation

MakBow

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Aug 31, 2025
Messages
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This is a rant.

Something I notice is that when authors usually ask for advice when it comes to power systems (as someone who looks at many posts regarding them) I often see the question regarding: Is this good/complex/understandable?

It's something I understand (as someone who has done this before), but after a while, I realized the key to creating a power system.

1. The Power System must embody the world
Power systems must work well in a story. A good power system is one that works with the story, a great power system cannot be separated from it.
Examples
Jujutsu Kaisen: A good power system that involves the controlling of cursed energy, allowing one to fight against curses, with binding vows, innate techniques, inherited techniques, black flash, simple domain, domain expansions. While they work in the story, you can generally just have these same things in many other worlds
Hunter X Hunter: A great power system that involves controlling Nen, this system granting 6 nen-user types, each with their own specialty. What allows this power system to embody the world itself is that Nen is hidden by the Hunters Association to maintain societal balance, reinforcing the show’s themes of control, responsibility, and the dangers of unchecked power. And the show clearly shows what uncheck power does.

2. It can tell a story alongside the story
A power system should be able to tell the story alongside the story (unless it's not needed).
Examples
Solo Leveling: ....Do I need to say anything?
LOTM: The power system is great because of its ability to tell a story about the horrors of cognizance and how ignorance can very well be bliss. As Klien ascends higher in the sequences, he is forced to comprehend truths that would break anyone, gripping his humanity as he slowly feels it slips away from him. The power system alone conveys it, but the story hammers home and elevates its ideas.

3. The power system should be as it needs to be
People often question, "Is my power system complex?", when that they should be asking is, "Does this work in the context of my story?" A power system should only be as complex as it needs to be, maybe to the point that it's simple.
I often don't try to force complexity if it doesn't need to be complex, because a simple power system can work just as fine.
After all, what matters most isn't the power system itself, it's how it's executed.
Beyblade is a perfect example of creating a simple magic system:
Image (11).png

As you can see, the system is simple and not complex at all, however, this set up can work and be executed pretty easily to allow for diverse fights among characters. Each variant has its advantages against the others, and this not only applies to the characters, but also the monsters, forcing stakes.

That's why I love Beybalde.
At face value, it's simple, but can be executed well with how these types clash with one another with their unique abilities.

IThats the end.

If that is more you wish to add, please do.

I'm not trying to sound like a pro writer, because I'm not. This is more so just me spreading what I learn as I grow as a writer.
 

NotaNuffian

This does spark joy.
Joined
Nov 26, 2019
Messages
5,343
Points
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This is a rant.

Something I notice is that when authors usually ask for advice when it comes to power systems (as someone who looks at many posts regarding them) I often see the question regarding: Is this good/complex/understandable?

It's something I understand (as someone who has done this before), but after a while, I realized the key to creating a power system.

1. The Power System must embody the world
Power systems must work well in a story. A good power system is one that works with the story, a great power system cannot be separated from it.
Examples
Jujutsu Kaisen: A good power system that involves the controlling of cursed energy, allowing one to fight against curses, with binding vows, innate techniques, inherited techniques, black flash, simple domain, domain expansions. While they work in the story, you can generally just have these same things in many other worlds
Hunter X Hunter: A great power system that involves controlling Nen, this system granting 6 nen-user types, each with their own specialty. What allows this power system to embody the world itself is that Nen is hidden by the Hunters Association to maintain societal balance, reinforcing the show’s themes of control, responsibility, and the dangers of unchecked power. And the show clearly shows what uncheck power does.

2. It can tell a story alongside the story
A power system should be able to tell the story alongside the story (unless it's not needed).
Examples
Solo Leveling: ....Do I need to say anything?
LOTM: The power system is great because of its ability to tell a story about the horrors of cognizance and how ignorance can very well be bliss. As Klien ascends higher in the sequences, he is forced to comprehend truths that would break anyone, gripping his humanity as he slowly feels it slips away from him. The power system alone conveys it, but the story hammers home and elevates its ideas.

3. The power system should be as it needs to be
People often question, "Is my power system complex?", when that they should be asking is, "Does this work in the context of my story?" A power system should only be as complex as it needs to be, maybe to the point that it's simple.
I often don't try to force complexity if it doesn't need to be complex, because a simple power system can work just as fine.
After all, what matters most isn't the power system itself, it's how it's executed.
Beyblade is a perfect example of creating a simple magic system:
View attachment 49172
As you can see, the system is simple and not complex at all, however, this set up can work and be executed pretty easily to allow for diverse fights among characters. Each variant has its advantages against the others, and this not only applies to the characters, but also the monsters, forcing stakes.

That's why I love Beybalde.
At face value, it's simple, but can be executed well with how these types clash with one another with their unique abilities.

IThats the end.

If that is more you wish to add, please do.

I'm not trying to sound like a pro writer, because I'm not. This is more so just me spreading what I learn as I grow as a writer.
I think everyone, myself included, falls into this simple trap of "is my power system interesting/ unique?"

And the simple answer is always a "no".

Magic that is more like science and tech.

The seven sins and eight virtues.

There is only that many things the plain human body the chinese and the greek (humorism) can lie upon and there are that many gods, goddesses and other types of deities and constellations.

LitRPG and number crunching.

In the end, like what @MakBow state, does your power system make sense and interesting in context.

Magic Hat Atelier is one, locking simple knowledge to prevent misuse but ends up creating an elitist class can be a cool concept, even if overdone.

Personally, I think power systems should be simple for layman at the start but then you can slowly expand its complexity as you draw the readers further down. If you lore dump me on the spot, it is big no-no.

Then you should also consider power ceiling. Maybe not at the start so as to not dampen your readers' expectations. But not having one is just asking for chinese cultivation infinity realms problem.
 

Zagaroth

Well-known member
Joined
Jun 18, 2023
Messages
427
Points
133
My power system is simple in concept, and unlimitedly complex in execution.

A sapient being who contest their will and spirit against true challenges, will grow the strength of both their will and their spirit.

That's it. All manifestations and aspects of power are outgrowths of that simple rule. There's no loop holes to exploit, because there are no written rules, nor any numbers. You can only do what you have the strength to do, no matter what form that strength takes, though there may be a certain amount of rock/paper/scissors between some manifestations of power, and most people have natural affinities that make it easier to progress along certain paths, and skill is a separate issue from raw power.

Doing what has been done before is, of course, easier than forging a new path, but everyone of significant power has at least customized their path, rather than walking the exact same steps.

So, the shape of ones power ultimately reflects a combination of who the character is, and what they have experienced.
 
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