InquisitiveIdiot: You just sort of skim through whatever I read and decide for yourself what you think I actually said, right? Well I'm sorry, but I can't afford to waste any more time beating a dead horse-in this case a dead, stuffed, blind and deaf horse with an agenda-so I'm not going to bother responding to any more of your crazy ranting, atleast until your arguments proceed from something I actually said, to something that is a legitimate response. Hopefully someday you'll come around, because I quite liked a couple of the descriptive ideas you had for Runic magic, especially the part about the singing.
To anyone who's actually paying attention, or cares to have, or is even interested in a two-sided conversation that isn't going on in their own heads, I'd like to reiterate:
My position:
For Runic magic? Check
For Elemental magic? Check
For any other kind of magic that A: is well thought out and has a chance of working, B: is fun, and C: is thematic? Check
For silly kinds of magic such as pokemon? no, definitely not.
Against silly kinds of magic such as pokemon? check.
To everyone except InquisitveIdiot, I put this question: Is it better, when constructing any given complex mechanism such as a combustion engine, a hang-glider, a fine wristwatch, or a computer game, is it better to A: have some kind of well thought out plan, instruction manual, and/or schedule, or B: just sortof hurl the parts at one another, in the hope that eventually they'll come together in roughly the shape you want them to be?
I don't pretend to "have my finger on the pulse of the community" or to be an authority on Dwarf Fortress. I'm learning as I go, but I will say that a game that has systems in place dealing with water temperature and pressure, geology, minerology, metal alloying, and weather, is more likely to increase in realism (and it's been stated, atleast in the Wiki, that things like "spinning vorpal blades of vomit" are bugs), rather than decrease, and therefore, it makes sense that any magic system put into the game also follow rules, laws, and an internal logic.
To Toady: I did, by the way, thoroughly read the Dev pages, and as many Suggestion posts on magic as I could find, before I ever wrote my own. I'm also playing the game and am reading my way through the Wiki.
Thank you very much for Dwarf Fortress, it's great entertainment and it obviously took a lot of hard work.
As per everyone else: Qwertyuiopas, I really like your idea about how magic might be revealed over time and then spread throughout the world. Maybe different systems of magic going in completely different directions which are, themselves, only revealed piece by piece over time, under certain conditions of your fortress, or by say Dwarf Philosophers or other mysterious types, like falsedan's stonespeakers (another idea with a lot of potential), or outcasts from other races.
Armok: fairy tale magic, especially some kind of evil witches (if we have the 7 dwarfs, why not Queen Grimhilde-and where's Snow White, for that matter?) present in the game, would be awesome. Dwarfs themselves might be able to use some of the kind of magic you describe, too, maybe by gaining a Legendary skill in Persuasion or other esoteric skills? Maybe spells themselves could be language-skill "artifacts"?
I don't know how others feel about it, but I like the idea of the different skills in the game all having their own separate potential for greatness, and having different schools of magic in the game could help this out a lot, if they're skill-based.
Fenrir, great idea about Geomancy. It really reminds me of Feng-shui.
I'm not sure how it would work though, because what you're describing would seem to restrict the player's choices about how to design their fortress.
Tieing this into Runes: maybe Engraving by Legendary Engravers could include or encompass a range of magical effects? I've got my own ideas about Runes which I'll post when I get around to it, but this is another one. If they could Engrave magical Runes onto the walls of a Fortress, then that might give somewhat of what you're talking about. And the discovery of the Runes, themselves, could perhaps occur in-game by a dwarf producing a separate Engraving "artifact" per Rune? The event would then allow other Dwarfs to utilize that specific Rune, or combine them with other discovered Runes for other/greater effect.