I'm making a small text-based game in a world like that of Dragon Age or Harry Potter, and the fun of it is randomly generating NPC's, and changing behavior their behavior accordingly.

Would anyone have a ballpark estimate as to the proportional number of magic-users to others, or how the gene might manifest itself? (Dominant, recessive)

Comparison to an existing universe might be the Dragon Age Universe, or even Harry Potter. Ignoring the bias in both societies that could lead to abnormally high or low amounts of magic users.

The world I am working with will be conducive to larger amounts of magic users with variable levels of talent. The issue is having an unbalanced game world, or a world with too many or too few with magical talent. The distribution of talent among users would likely be similar to a bell curve.

I was thinking of something similar to 1 in 10 to 15 people have magical talent, and making the gene controlling possession of talent, a recessive gene.

Some areas of the world will have selective breeding, others will shun all showing magical talent. I'm concerned with general distribution for how many people out of 100 or 1000 might have magical talent.

I believe multiple genes would change small characteristics. How might I make sure I don't unbalance the world? Eventually I might integrate a combat system and want organized magic users to be strong, but not so much it changes world composition or the dynamics of fewer magic users to many without.


closed as too broad by ArtOfCode, The Anathema, Frostfyre, bowlturner, Separatrix Mar 23 '16 at 16:42

Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer. Avoid asking multiple distinct questions at once. See the How to Ask page for help clarifying this question. If this question can be reworded to fit the rules in the help center, please edit the question.

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    $\begingroup$ This is too broad in its current form. You'll need to narrow the scope down a little - what ideas have you already had, and what problems are you having with them? $\endgroup$ – ArtOfCode Mar 23 '16 at 16:08
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    $\begingroup$ @ArtOfCode I edited it for comparison to other universes. $\endgroup$ – Emrys Mar 23 '16 at 16:10
  • $\begingroup$ That's still overly broad. We really need to see something that isn't just asking for ideas - instead, show us what progress you've already made and we may be able to develop it. $\endgroup$ – ArtOfCode Mar 23 '16 at 16:11
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    $\begingroup$ Welcome to the site, Emrys. As it stands, this is considerably underdefined. Magic functions in whatever way you say it functions. You can use a Punnett square to get a general idea of the percentages. $\endgroup$ – Frostfyre Mar 23 '16 at 16:11
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    $\begingroup$ With your latest edit...you basically answered your own question. "1 in 10" to "1 in 15" means there is either a 10% chance of having magic, or a 6.67% chance. If you use simple Punnet-style inheritance, you can twist the commonality of the Dominant allele and the Recessive allele in your population to anything you want. There is no rule that says the Dominant allele and recessive allele are equally common, or even strictly related. example: red hair is recessive, and only shows up in 1-2% of the population. Unless you are in Ireland or Scotland, in which case it's more like 10%. $\endgroup$ – guildsbounty Mar 23 '16 at 16:20

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