But a game should be cohesive and consistent instead of flippant, don't you agree? If we keep retconning, ignoring, compromising-- what will happen is it will hurt the stability of the game.
Defining magic would not affect the need to retcon or ignore. The two issues we had was someone started up an arc and left, and another person ended up being four different people that now need to be slowly written out. Defining an entire rules set for a very broad term would do nothing to fix that.
I will relent and say maybe a vague guideline, but I wouldn't go farther than that. Defining the rules would be fine if we were going to tell one story in a compact, right universe, but we aren't, and there lies the issue with a firm definition. We have different people telling multiple stories, with that kind of situation trying to force everyone into one specific line of thinking is going to limit the amount of contribution new players will have.
Its why I am participating in the discussion at all. I understand everyone is going to have their own take on something as vague as magic, and would like to accomidate to fit what people want to do with their magical abilities.