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Magic Systems
Although they use a wide variety of mechanics, most fantasy role-playing
games have remarkably similar view of magic. I term this view "scientific
magic". This doesn't mean that magic follows the laws of science as we know
them. However, magic is a reproducible force that fits with modern scientific
viewpoint and culture. While scientific magic systems have their place, I think
there should be more games with non-scientific magic systems... magic
evocative of myth and folklore, as well as fantasy fiction which draws on myth
and folklore, like J.R.R. Tolkien or Charles De Lint.
Various RPG systems try different mechanics in an effort to make their
magic feel more "magical". However, I feel that most of these simply alter the
mechanics almost at random. The problem is in how magic is conceived of in the
first place, not in the stats and die rolls used to implement it.
In order to create a non-scientific system of magic, you need to consider
the basic principles on which magic works. As a designer, you should think
about what magic means in your campaign world before you start defining stats
or die rolls. The typical FRPG system makes a number of assumptions:
1.
2.
3.
4.
5.
Note that none of these assumptions is necessarily "wrong", nor do all five
of them need to be broken for a system to have a non-scientific feel. The
important thing, as I see it, is just to question these assumptions before putting
them in your designs.
viewpoint and just add a few new rules. However, the concept of magic really
comes from a pre-scientific age. From a pre-scientific viewpoint, magic is not a
thing apart from Nature. Indeed, many things in Nature are inherently magical.
Magic is integral to explaining why it rains, the beating of your heart, and many
other things.
For example, many magic systems define spells like "Detect Magic" or
"Anti-Magic Field". If no magic is detected, or if all magic is prevented by a field,
then things work "normally" (i.e. according to modern science). The idea that
things work normally without any magic is contrary to a pre-scientific view. A
sorcerer can detect and cancel other spells, but taking away all magic does not
make sense.
In order to break this assumption, I think an RPG has to toss out the idea
that there needs to be a neatly self-contained "magic system" which is
independent of the rest of the rules. Magic needs to be a set of rules which mix
with the what we often consider normal systems. This may be difficult to
conceive of, simple because the assumption is extremely pervasive. Some more
examples:
Example 2: Most RPG's define a non-magical healing skill to
cover things like bandages, herbal poultices, and other things
explained by modern science. This is considered totally
unrelated to magical healing. To a pre-scientific view, this
division makes no sense: most scientific healing techniques
would still be considered magical.
Example 3: Most magic systems define enchanting items as
taking ordinary, non-magical items and adding a property of
"magic-ness" to it. Thus, a sword might be well-crafted out of
superior steel, but it is not magic. In pre-scientific views,
though, crafting of steel is itself a magical process. The
hardness of the metal is part of the magical-ness of the sword.
In general, RPG magic systems view magic as something ephemeral.
Effects are rarely permanent or even long-lasting. Even when they are, the
permanent magical effects are vulnerable to "dispel" or other ways of cancelling
them. This often stems from the view that magic is "unnatural". Thus, in a
scientific magic system, it takes continued magical exertion to keep things from
reverting to how Nature (aka science) intended.
In myth and fantasy, there is a common type of magic which is about
enlightening a person or perfecting a thing. Historical alchemy is not solely
about turning lead into gold, but also about the alchemist achieving ultimate
enlightenment or perhaps immortality. This sort of internal magic is frequently
ignored in RPG's.
Example 4: Many RPG's handle "Speak with Animals" as a
spell. With this, the magician casts a spell and for a limited time
(say a few minutes) can speak with animals. During that time,
the effect could be dispelled or cancelled by various means. In
myth and legend, if someone can speak with animals, they can
3
Moral tests are in some ways easy in that they can be codified into only two
(or at least only a few) results. Each choice then has distinct magical results.
Other intangibles are harder to apply to a game. i.e. How does the GM decide
whether the attraction between two characters is "true love"? Applying these can
be difficult, but there is a major effect in the feel of the magic.
Example 2:
In one magic system for a particular campaign, the chance of
success for any spell was inherently based on how much the
magician knew about the specific target. i.e. Casting a spell one
a stranger was much more difficult than casting a spell on a
known enemy or friend. I implemented this by having a scale
from 1 to 20 for how familiar the magician was with any given
thing. This then went into the formula for success along with
other factors like magic skill and so forth. I had a rule of thumb
that skill rolls could gain you X points over time, but in-game
actions would also change it. This often made for judgement
calls, but it was certainly playable.
What sort of intangibles you want to incorporate into your magic is an open
question. Just remember the type of intangibles you choose will influence the
flavor of your campaign. Having true love be a key to certain magic will make
the campaign tend towards romance, for example.
One point to remember is that in medieval and ancient history, magic is
almost universally closely tied to religion. For example, the main reason why the
Christian church was so opposed to witchcraft was that it generally represented
pagan beliefs. Alchemy and hermetic magic were thoroughly tied up in Christian
theology, while in turn Qabbalah was obviously tied in with Judaism. Even if
your magicians are not priests, magic should be understood in a basically
religious worldview. The nature of the soul and similar issues should play a part
in magic.
Conclusion
The point of this article is not to say what magic should be. If you like any
of the ideas suggested, go ahead and work with them. But use whatever other
ideas come to mind as well. My main criticism of existing magic systems is that
they are too much alike, imitating each other rather than branching out to new
ideas.