Making Environment More Than Scenery

Most fantasy games treat magic as something that happens to the world, then disappears.

A fireball explodes. A portal opens. Reality bends for a moment, and then everything snaps back into place. The spell ends, the numbers are updated, and the world itself remains fundamentally untouched. Magic changes the immediate situation without leaving marks.

That approach never quite worked for the kinds of worlds I've always been drawn to.

I'm more interested in settings where the environment isn't just a backdrop, but a system that responds to what people do to it.

Dune's full cycle shows ecosystems as layered transformations rather than static states. Arrakis wasn't always a desert: the sandworms created that. The Fremen's success in terraforming it green nearly destroys the spice cycle. There's no "correct" ecological state, only different configurations with different costs. Every solution reshapes the system in ways that create new tensions.

Dark Sun makes magical destruction mechanical and visible: defilers versus preservers as a fundamental choice where both paths have consequences.

Studio Ghibli films (especially Princess Mononoke and Nausicaä) refuse to create simple villains, showing instead how everyone believes they're doing what's necessary to survive. The tension between nature, technology, and spirituality isn't about finding the "right" answer—it's about recognizing that every choice preserves something while costing something else.

Even Sword Art Online: Alicization explores what happens when a world's rules are strained or pushed past their intended limits; systems under pressure behave in unexpected ways.

What all of these have in common is that the world itself feels alive. Not in the sense of having consciousness, but in the sense that it responds to what happens within it. The environment has momentum. It participates. And critically, none of them tell you the answer. They make you think about the tradeoffs.

Coming from a more science-y background, the alternative has always felt hollow to me. If magic really existed and had been used for generations, it wouldn't just create individual dramatic moments. It would reshape ecosystems and influence how societies develop.

But it's more than that.

Most fantasy games treat magic as something that exists on top of a mundane world—medieval Europe plus wizards. The societies function like historical Earth despite having teleportation. Economies work like pre-industrial markets despite conjured materials. Warfare looks like historical battles despite reality-warping power.

Magic is everywhere, but it doesn't fundamentally change anything.

I wanted the opposite. In Threshold, magic isn't cosmetic. It's inherent to how the world functions. Societies organize around it, and factions emerge as responses to it. Geography reflects its history. Even the people trying to avoid magic are defined by their relationship to it.

So instead of asking "What cool places can players visit?" I started asking "What kind of world would actually exist if this was how reality worked?"

That question led to Dead Zones, decay gradients, regions under different stages of ecological stress, and factions built around competing philosophies about how to survive in a world that's breaking down. The setting didn't grow out of a map. It grew out of cause and effect.

Which brings me to the actual design work.

Vision is one thing. Implementation is another. This post is about the gap between "I want environment to matter" and "here's how environment actually functions as a game system."

What I Worked On

The conceptual challenge: Make environment a core mechanical system, not just atmospheric description.

In Threshold, power doesn't vanish when the spell ends. It leaves marks. Magic alters the land and creates consequences that accumulate over time. The world is under strain: some regions are still functional, others are collapsing, and a few have been pushed past recovery entirely.

If that's the reality of the setting, then environment can't just be set dressing. The state of the land needs to affect what resources are available, what creatures live there, how magic functions, and what choices feel viable.

This meant creating a system that tracks environmental degradation in a way that's:

  • Visible to players (not hidden GM bookkeeping)

  • Mechanically consequential (affects gameplay directly)

  • Narratively meaningful (reinforces the themes)

  • Scalable (works from local to continental levels)

The result is what I'm calling the Threat Level system—a gradient from 0 (pristine) to 5 (“irreversibly” corrupted) that describes the ecological state of any given region.

Threat 0-1 regions still have healthy forests, clear water, and abundant wildlife. Threat 2-3 regions show visible decay: thinning vegetation and corrupted creatures appearing. Threat 4-5 are Dead Zones where natural life has been replaced by ecosystems that feed on death and corruption instead of sustaining life cycles.

Players experience this through travel, resource availability, encounter types, and the visible consequences of their own actions.

The mechanical challenge: Connect player actions to environmental change without making magic feel punishing.

Here's where vision collided with playability.

In my setting, magic drains life energy from the environment. That's thematically central—it's part of why the world is dying. But I ran headfirst into a fundamental design tension:

If casting spells damages the environment, and environmental damage is bad, then casting spells is bad. Which means players using one of the game's primary features are being punished for engaging with the system.

That's not a game about hard choices. That's a lecture with dice.

I needed mechanics that created meaningful dilemmas rather than moral scolding. Players should feel the weight of their decisions, not the weight of my judgment.

At the same time, I had to address a parallel problem: technology.

Magic isn't the only force reshaping the world. Alongside it, early industrial methods are emerging—tools, infrastructure, extraction techniques meant to impose order on a world already under strain. Sometimes this includes magitech hybrids. Sometimes it's purely mechanical.

Either way, technology isn't presented as a clean alternative to magic. It's another way of exerting control, and it creates its own pressure. Strip mining for resources damages land differently than draining it with magic, but the outcome is similar: stressed ecosystems and accelerating decay.

The game needed mechanics that acknowledged this reality without creating a false binary where ‘magic = bad’ and ‘nature = good.’ The actual tension is more interesting: all forms of power carry costs, and the question is which costs you're willing to accept.

What Went Wrong

Problem 1: The "Don't Play the Game" Problem

My initial approach was straightforward: every spell cast pulls life energy from the surrounding area. Small spells wither grass. Medium spells kill trees. Large spells create localized dead zones.

Simple. Thematically coherent. Catastrophically unfun.

The message players received: don't cast spells.

In a game where magic is supposed to be one of the core character paths—where Spiritualists, Magists, and hybrid approaches all rely on spellcasting—this was design suicide. I was actively discouraging players from using their primary abilities.

The system told players that using magic made them complicit in the world's decline, but offered no alternative except "don't cast spells." That's not a meaningful choice—it's a trap designed to make you stop engaging.

Problem 2: The "Healing Is Impossible" Problem

The flip side to that was restoration mechanics.

If magic damages the environment by pulling life energy out, then logically, healing that damage requires putting life energy back in. Which is expensive. Brutally expensive.

My first pass had restoration costing 10x to 100x more than the damage dealt. One spell might kill a tree; healing that tree required sustained ritual work over days or weeks, draining the caster's own life force in the process.

Thematically? Perfect. It reflects the real-world truth that breaking ecosystems is easy, fixing them is hard.

Mechanically? It meant players choosing the Spiritualist path (focused on environmental restoration) were signing up for a Sisyphean nightmare. They could heal small areas through exhausting personal sacrifice, but the scope of the world's decay was so vast that their efforts felt meaningless.

I imagined the perspective of players would be: "Why would I choose this path? I can't actually fix anything."

And they’d be right.

I'd created a game about futility rather than difficult decisions. The problem was too big to solve and the solutions were too costly to attempt. Futility isn't interesting—it's just depressing.

What I Changed

Solution 1: Make Environmental Cost Optional, Not Mandatory

The breakthrough came from reframing the question.

Instead of "Should players be punished for using magic?" I asked: "What if players could choose whether to pay the environmental cost?"

This led to a split-cost system:

Full Cost Casting:

  • Pay the spell's entire Mana cost from your personal pool

  • No environmental damage

  • This represents using your own internal life energy

Environmental Pulling:

  • Pay only part of the Mana cost (or none at all)

  • Pull the rest from the surrounding environment

  • Causes immediate, observable environmental damage proportional to energy drawn

  • NPCs (and possibly PCs) notice and react based on their philosophy

Suddenly, magic wasn't inherently destructive. It was a choice.

A character facing a life-or-death situation can pull from the environment to survive. That's understandable. Desperate. Human.

A character casually nuking their surroundings for convenience? That's a different statement entirely.

The mechanics now create actual moral weight rather than mechanical punishment. Players aren't being told "magic is bad." They're being asked "how much are you willing to cost others for your own power?"

That's the question I actually wanted the game to explore.

Visibility and Reaction:

When someone pulls from the environment, it's not subtle:

  • Grass withers in an observable radius

  • Nearby plants lose leaves or wilt

  • Small animals flee or die

  • The ground may crack or darken

And crucially, people see this happen.

A Naturalist witnessing someone drain life from the forest doesn't see "necessary magic use." They see violence against the land. A Spiritualist sees someone taking what they've spent years trying to restore. A Magist sees normal operating procedure. A Technologist sees vindication; why non-magical solutions are needed.

The same action generates different reactions based on philosophy, and those reactions have consequences: social, economic, and sometimes violent.

This turns environmental cost from an abstract penalty into a social calculation. Not "can I afford this mechanically?" but "can I afford the response this will provoke?"

Solution 2: Make Restoration Brutal But Meaningful

For the restoration problem, I leaned into the difficulty rather than softening it.

Healing environmental damage remains exponentially more expensive than causing it. A Spiritualist attempting to restore a dying region is making a genuine sacrifice—spending their own life force (HP and Mana both) over extended periods to give energy back to the land.

But I changed the scope and framing.

What Spiritualists Can Actually Do:

  • Threat 1 (Depleted): One person can stabilize and begin healing. Takes days to weeks. Exhausting but achievable. This is one Spiritualist maintaining a sacred grove or healing a battlefield scar.

  • Threat 2 (Withering): One person can maintain one area OR multiple Threat 1 zones. Takes weeks to months. Visibly draining—the Spiritualist ages faster, weakens, but the land responds.

  • Threat 3 (Barren): Requires multiple Spiritualists working together, rotating effort to avoid individual death. Takes months to years. Creates a small oasis in a larger wasteland.

  • Threat 4+ (Dead/Void): Requires generational community effort. Success uncertain. This is the work of lifetimes, sustained by communities who dedicate resources to supporting the Spiritualists attempting the impossible.

The key change: Spiritualists aren't trying to save the world. They're trying to save a place.

A Spiritualist can create and maintain an oasis in a dying region. A sanctuary where life still flourishes. That's not a global solution, but it's meaningful. It matters to the people living there. It's a small victory, but it's real.

And importantly, it creates interesting narrative choices:

  • Do you maintain three Threat 1 zones scattered across the region, helping more people with smaller efforts, or focus all your energy on healing one Threat 2 area completely?

  • Do you try to heal the ancestral land your people lived on for generations, knowing the effort might kill you, or do you preserve something smaller that you know you can save?

  • When a desperate community begs for help with their dying fields, do you spread yourself thinner, or do you stay focused on the commitments you've already made?

These are compelling questions. The answers depend on values, not optimization.

Parallel Pressure: Technology Isn't Innocent Either

One reason the split-cost system works is that it doesn't create a false binary where magic = destruction and nature = purity.

Technologists point to magic use and say "See? This is why we need alternatives." They're not wrong. Magic does drain the world when used carelessly.

But their solutions aren't cost-free either. Mining for metals scars the land. Factory runoff pollutes waterways. Deforestation for lumber and farmland creates its own form of ecological collapse.

The game presents this honestly: all forms of power apply pressure. Magic drains life energy directly. Technology extracts resources and creates waste.

The mechanics don't pick winners. They show costs and let players decide which they're willing to pay.

What I'm Testing Next

The system has structure now, but several pieces still need refinement:

Environmental Effects on Magic:

What happens when you cast spells in a Dead Zone? The environment there isn't providing life energy anymore—it's sustaining itself on corruption and death. Do you pull from that inverted cycle instead? Does that affect the caster? Create different spell results? Risk corruption spreading to the character?

Right now this is a gap. I know it should matter, but I haven't settled on how.

Corruption Mechanics for PCs:

Does prolonged exposure to Dead Zones corrupt characters? If so, what does that look like mechanically? A separate track that fills as you spend time in corrupted regions? Wounds that don't heal normally because your body is adapting to the inverted cycle? Stat degradation? Or is the risk entirely environmental (hostile creatures, toxic conditions, resource scarcity) without direct mechanical corruption?

This ties into the larger question of how much the game tracks slow degradation versus acute dangers.

The Restoration Math:

I have rough cost ratios (10x-100x more expensive to heal than to damage), but I need to run numbers to see if this creates the experience I want. Is a 10x multiplier enough to feel significant? Is 100x so brutal that even the small victories feel Pyrrhic?

The goal is "difficult but achievable," and that's a narrow target.

NPC Reaction Depth:

I know NPCs should react to environmental damage based on their philosophy, but how granular should this be? Does a Naturalist attack you on sight for pulling from the environment, or do they give warnings first? How do different factions balance their ideological positions against practical needs?

A starving Naturalist community might overlook environmental damage if you're helping them survive. A prosperous one won't. How does the system track that nuance without becoming a social simulation?

These questions need playtesting to answer. Design in a vacuum only gets you so far.

The Broader Design Philosophy

Here's what I learned from wrestling with this:

The goal is reflection, not prescription.

This is where those influences converge into actual design philosophy.

In Princess Mononoke, Lady Eboshi isn't wrong to want to protect her people through industry. The forest spirits aren't wrong to defend their home. San isn't wrong to fight for the forest. Ashitaka isn't wrong to seek peace between them. They're all right from their perspectives, and the tragedy is that they can't all have what they need.

That same principle runs through all the works that shaped this game. Dune doesn't tell you whether desert or garden is "correct." Dark Sun doesn't tell you defiling is always wrong—sometimes it's survival. None of them present simple answers.

I want players to have that same experience—not as passive observers, but as active participants making those choices themselves.

When you pull from the environment to save your party, you're not "playing wrong." You're making the same calculation characters in these worlds make: "What am I willing to cost the world to protect what I love?"

The system doesn't judge that choice. It just shows the consequence and asks: was it worth it?

That's where the reflection happens. Not from me or the GM telling you the answer, but from you deciding what you value and seeing the result play out in the world.

The world reacts to power because that's how systems work.

The original system was prescriptive—it told players "magic drains the world, restoration is brutally difficult" without giving them meaningful agency in that reality.

The revised system presents the same facts but frames them as forces within a larger system rather than moral judgments. The world reacts to power because that's how ecosystems work, not because I'm standing over your shoulder.

Hard problems don't need easy solutions, but they need achievable ones.

The world in this game is dying. That's not fixable at the scale of a single campaign, and pretending otherwise would undermine the setting's entire premise.

But individual characters can still make a difference in specific places, for specific people. That localized impact is enough to make the struggle feel worthwhile. A Spiritualist who spends years maintaining a single sanctuary isn't solving the global crisis, but they're preserving something real. That matters.

Visibility creates weight.

When magic leaves marks, when regions reflect their history of use, when NPCs respond to what they witness, power stops feeling abstract. The choice to pull from the environment isn't just a numbers trade—it's an act with consequences people can see.

That's what transforms "should I spend resources?" into "what am I willing to cost others?"

Mechanics should support multiple philosophies, not endorse one.

The system doesn't tell players whether Naturalists, Spiritualists, Magists, or Technologists are "right." It shows the logic behind each philosophy and the costs each approach carries.

Naturalists preserve what remains but struggle to keep pace with decay. Spiritualists heal through sacrifice but can't scale their efforts. Magists advance through power but drain the source of that power. Technologists innovate through industry but create different forms of destruction.

All of these are internally consistent positions. The game supports all of them. Which one players gravitate toward says something about their values, not about "correct" play.

Questions for Readers

On environmental cost mechanics:

When games give you the option to do something harmful for immediate benefit, what makes that choice interesting rather than just frustrating? What's the difference between a meaningful consequence and feeling punished for engaging with core systems?

On restoration as gameplay:

Have you played games where "fixing things" is a major mechanic? What made that engaging or tedious? How much visible progress do you need to see to feel like the effort matters?

Next post will likely dig into resolution mechanics—how the dice actually work, what kind of play the game supports, and why that matters. I'll walk through different systems and what I settled on.

- TTRPG Traveller

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Vision & Goals: Designing a game for a world that’s ending (now)