Here's something I've been thinking about after reading other systems such as Maze Rats and Into the Odd: the use of spells and magic items with randomized or creative effects seems to be core to retro fantasy systems. Now I think they can provide some of the most exciting moments in such games, and I hope Forbidden Lands will support this type of play!
What I mean with randomized effect is for instance using tables to determine the name of a spell and letting the players come up with a related effect (for instance, "Your spell is Crystal Pyramid, tell us what it does").
What I mean with creative effect is using magic not to power through, but to come up with weird and clever solutions to otherwise overwhelming problems (for instance, a +1 sword or a magic missile are pretty boring, but a rope that can turn into steel and a spell that turns the caster into liquid for a minute allow for clever uses).
What are your thoughts about this? Do you think FL will/should use this approach to magic?