[Design] Magic: An Initial Sketch
Lev Lafayette
lev_lafayette at yahoo.com.au
Sun Dec 4 02:31:34 UTC 2005
--- David Cake <dave at difference.com.au> wrote:
> At 3:42 PM -0800 2/12/05, Lev Lafayette wrote:
> > In traditional cultures (slavery and
> >feudalism), magic becomes split into - to use the
> >Rolemaster terms - Channelling (supernatural,
> >priests), Essence (paranormal, wizards) and
> Mentalism
> >(psychic, mystics).
>
> Personally, this doesn't really work for me much at
> all. Its
> a grand reductionist classification scheme for those
> things that by
> their nature fit poorly such schemes, and its
> imposing a single
> cultures view on the world.
Personally, I think having a grand reductionist scheme
isn't a bad thing in itself. Further, rather than
imposing a single cultural view on the world it's more
about finding correlations among different cultures
and deriving a workable synthesis.
> Many religions would strongly claim that their
> religious
> practices fit none of these categories. the category
> of psychic is
> essentially a modern concept, and one with
> relatively little
> connection to mysticism. Mentalism and bodily
> control have nothing to
> do with each other in many schemes. What are here
> clearly subdivided
> into Essence and Channelling are indistinguishable
> in many schemes
> (classical theurgy, for example).
Classic theurgy is mainly derived from Channelling
(invoking a diety cf.,
http://en.wikipedia.org/wiki/Theurgy). Further, it was
clearly noted that characters may gain abilities in
multiple traditions, so too a school may have multiple
traditions in its teaching.
> I think you'll have much better results if you take
> out the
> grand classification scheme with its implied 'three
> sizes fits all'
> cosmology,
Four ;-) Don't forget Animism (OK, animism is all
three combined).
> and just have the concepts of achievable
> effects and
> methods, and magical traditions with are able to
> access some subset
> of those achievable effects and methods via their
> individual
> techniques.
OK, I'll ponder on that, although you will notice the
three-world model does make some logical sense. I
can't imagine how a character through meditative
concentration influences body of people or physical
objects with ease. I can see how a priest preaching to
such people could do it, or a wizard with their arcane
knowledge of the essence of objectis. Likewise, I
don't think preaching to a rock would be that simple!
etc
> Its worth noting that the neat overarching schemes
> of games
> like RuneQuest, Ars Magica, etc almost all start to
> splinter once
> they hit actual cultures. Best to avoid that road at
> the start.
I thought that RQ did quite a reasonable job actually,
albeit they are missing a mystic/mentalist/psychic
tradition.
> At 3:42 PM -0800 2/12/05, Lev Lafayette wrote:
> >Like language itself (and like Ars Magica) the
> >practise of magic can be summised a noun/verb
> >combination. The nouns are limited according to the
> >elements; Earth, Wind, Fire, Water and Aether (or,
> to
> >use the Japanese, Chi, Fu, Ka, Sui and Ku, or the
> >Hindu Bhoomi, Vayu, Agni, Jala and Akasa) and the
> >humours; Sanguine, Choleric, Phlegmatic,
> Melancholic.
> >Actions on these nouns Perceive, Transform, Create,
> >Destroy and Control (it would be really good if I
> >could find correlations with the Chinese ways, but
> >it's not there :/).
>
> There are dozens of such classification schemes.
Yeah, most I've read are pretty bad tho' ;-)
> A
> commitment
> to any single one, no matter how universal it seems,
> will have
> incompatibility problems with some others.
True enough and I happily admit that this is the
weakest part of the initial sketch. At this stage I
have been concentrating on more culturally specific
examples e.g., most characters in the Outbreak of
Heresy game have the magic ability "Pray" - which
gives a bonus to their Spirit trait for the day. One,
a gypsy, has also has "Divination" which acts not in a
predictive fashion, but in a manner that gives them
extra insight. A third, a Hussite, has the ability
"Testify" (which only works on Christians) to force
them to tell the truth.
> Its a difficult problem, and there are multiple
> strategys.
> You can just declare solidly that one is true in
> game, and others are
> approximations or minor variations. You can
> explicitly say some rules
> are cultural dependent, and you'll write new rules
> for new cultures.
I'm tending towards the single cosmological argument.
> Or you can come up with rules for dealing with
> multiple
> classification schemes.
Good lord, that would make the rule book so thick and
complex that it would require a PhD to play. Worse
still, it would also be ignoring the real benefits of
cross-cultural magical practises noted by
anthropologists.
>
> At 3:42 PM -0800 2/12/05, Lev Lafayette wrote:
> >The problem with monotheism denying the validity of
> >other magical traditions it was simply par for the
> >course that people began raising the question of
> the
> >validity of *any* magical tradition whatsoever.
> From
> >the 18th century onwards, the magical hold on the
> >universe gradually dissipitated leaving few
> creatures
> >and examples of Spirit left.
> >
> >Neat, eh?
> >
>
> I think in game cosmological explanations for why
> magic fades
> away are unnecessary and don't really add to the
> game, myself. Unless
> your characters are actually going to live long
> enough to see the
> process happen,
Or the characters are time travellers (meta-game
issue)....
> and its for some reason important to
> you to have your
> fascinating fantasy universe become mundane as they
> do so, there is
> no need for it. And do you really want to make it in
> game canon that
> the universe becomes less interesting?
Extraordinary changes to technology, the possibility
of transhumanism or encounters with extra-terrestial
beings is hardly "less interesting". Also, historical
breakpoints in campaigns make interesting play. For
example, many years ago I game I ran had the
characters encounter the last dragon of Ireland - that
*was* interesting....
All the best,
Lev
Lev Lafayette
lev_lafayette at yahoo.com.au
http://au.geocities.com/lev_lafayette
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