The Forge Reference Project

 

Topic: The "Art" of Magic (A posted brainstorm)
Started by: SlurpeeMoney
Started on: 5/23/2004
Board: RPG Theory


On 5/23/2004 at 7:56pm, SlurpeeMoney wrote:
The "Art" of Magic (A posted brainstorm)

Treating magic as an art, rather than a science, comes with a few unique considerations, I think. Magic in role-playing has almost always been treated as, at least, an equal to science in that both have rules and borders, things that can and cannot be done according to the laws set in place by the Powers That Be. Taking away those external rules (in creating a system in which a character can manipulate reality should have internal rules; they are not omnipotent, merely able to cause shifts in the fabric of reality without overtly disturbing the greater pattern), and focusing instead on the creativity, skill and talent of the mage, we get a rather radically different form of magic, the type of magic that comes from the heart.

The differences would be mostly social. While a wizard may study for hours to create a utility in normal RPG magic, that same wizard would study and brainstorm and "sketch" magic until he or she had something that matched the general idea of what he or she wanted to accomplish with the spell. Artistic magic is not, inherently, useful. It is pretty. To a mage, creating a fireball with which to eradicate your enemies is a vulgar doodle on the parchment of reality, while a particularly clever twist of elemental control, creating flames that danced with winds and waves, would be a high accomplishment in one's life.

True mages would be rare, meaning to me that they would not be permitted as player characters. There are few with the talent to become incredible mages, and most of them are in the employ of kings or high lords or the like. Granted, many would-be wizards could be running around looking for work, not ashamed to Draw Your Portrait (blast creatures with fireballs) for a little gold or some food. These would be the equivalent to comic book artists, artists who work for a living and are constantly improving, though they will seldom, if ever, produce anything as lasting and powerful as Midnight Sky.

Any other ideas? I know there are some floating around in my brain, if only I could find them.

SlurpeeMoney
"Doodle!"

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On 5/24/2004 at 3:42am, madelf wrote:
RE: The "Art" of Magic (A posted brainstorm)

It seems to me the most difficult thing to address when you try to make a magic system that is not a science (that doesn't have some sort of fairly structured mechanism to define and control what magic is and what it does) is how to implement it.

I suppose if mages are NPCs only, then the GM can just invent any effect he wishes at the time. But even then, unless there is some sort of established pattern, or internal consistency, it's going to become clear very quickly that the magic is nothing more than a plot device. On the other hand, if you add a structure to define the magic and give it that internal consistency, then it might be argued that you've brought it back to the equivalent of science.

It doesn't seem like there's an easy answer to finding that perfect balance between art and science.

I'd also like to point out that having rules to guide the use of magic doesn't necessarily preclude the possibility of art and creativity. After all, even art has rules. Just make sure that the rules are "focusing instead on the creativity, skill and talent of the mage" and you will have "the type of magic that comes from the heart". It wouldn't need to be that radically different to have a different feel.

I think establishing a world or setting where the artistic feats and pretty magic could really be accepted as the more powerful act than blasting your enemy with a fireball would be the hardest part. It's a nice aesthetic, but how would you make it believable?



My own (attempted) solution to making magic different than science has been to develop a rule-set where magic is unpredictable. It differs from science in its randomness. In a scientific experiment, the exact same methods and materials will always produce the same results. Try to reliably reproduce a particular effect using magic and you'll likely be frustrated, exhausted, possibly injured, and may have damaged portions of your laboratory in the process. Randomness in introduced into the magic system at multiple stages to reflect the inherent unpredictability of something we only partially understand.

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On 5/24/2004 at 4:12am, M. J. Young wrote:
RE: The "Art" of Magic (A posted brainstorm)

The obvious problem is figuring out how to structure magic such that it is not fiat without making that structure rigid and technical.

I think we achieved that to a significant degree in Multiverser. It will support very technical magic, but it also supports a lot of other variants.

The core of the system is that magic is based entirely on the expectations of the user. What the user thinks will happen is what will happen, assuming his expectations are "strong enough". The "ritual" by which magic is performed, then, is all about focusing and strengthening those expectations--getting the mind of the user to believe that this is what is going to happen, and not something else or nothing at all.

That means that you can have magic which is studied in dusty old tomes and so learned and used, because in that case the expectation of that particular character is built on the fact that he got this from a book. On the other hand, we have lots of magic in play that amounts to a player character coming to a moment when he really needs to do something with magic, so he makes up a ritual which he expects will do what he wants, and does it. The mechanics fully support such player-defined magic skills without allowing them to devolve into player fiat. Most of the magic in our Multiverser games seems to be of that sort.

So it can be done; it just takes some thought, and a recognition that the mechanics that define how it's happening in the system are not known to the characters actually using the magic.

--M. J. Young

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On 5/24/2004 at 4:42am, John Kim wrote:
Re: The "Art" of Magic (A posted brainstorm)

SlurpeeMoney wrote: Treating magic as an art, rather than a science, comes with a few unique considerations, I think.
...
Artistic magic is not, inherently, useful. It is pretty. To a mage, creating a fireball with which to eradicate your enemies is a vulgar doodle on the parchment of reality, while a particularly clever twist of elemental control, creating flames that danced with winds and waves, would be a high accomplishment in one's life.

Well, I would recommend my article on "Breaking Out of Scientific Magic Systems" (on my RPG magic pages).

Art still can be used for particular purposes. An artist who makes propaganda or advertisements is trying to influence people in particular ways. A professional artist may be trying to make money. I think that simply giving magic a higher failure chance (i.e. increased randomness) doesn't inherently make it less scientific. For system, I would favor giving magic more hidden variables. i.e. There is stuff going on behind the scenes which the player cannot see. This can make magic mysterious (i.e. there is a mystery which can be tackled) rather than simply random. You can also tie magic into emotions or other semi-intangibles (i.e. your magic works better when you are genuinely happy).

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On 5/24/2004 at 3:38pm, simon_hibbs wrote:
RE: The "Art" of Magic (A posted brainstorm)

The connection between art and magic goes back a long way. It comes down to the role of symbolism and representation in both magic and art. While the 'laws' of names, similarity, etc are relatively modern the principles can be found in works on magical theory going back to the Renaisance at least, and historicaly many magicians have also been artists, while many prominent artists also dabbled in metaphysics and the magical or mythological.

I hesitate to mention Amber again since recently I seem to have been harping on about it a lot, but the magical art of Trump Artistry in Amber is the most direct use of art I've seen in a fictional magical practice.


Simon Hibbs

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On 5/24/2004 at 4:49pm, Valamir wrote:
RE: The "Art" of Magic (A posted brainstorm)

Going into the way way back machine, I once had drawn up some notes for a campaign setting where the wizards were all artists. Whatever they painted or sculpted would come to pass.

The catch was that "magic" (that quasi sentient 'force') had to be able to recognize the subject you were painting...and magic can't read. So paint some generic soldier being blasted into smithereens, and somewhere in the world a soldier would be blasted into smithereens. Want to blast the specific soldier who's guarding your imprisoned friend and you'd better paint it in such away that 'magic' could unambigously recognize that particular soldier by appearance or context.

The ripple effects I'd postulated were pretty interesting.

Journeymen artists who'd travel abroad making detailed landscapes and portraits of specific places and people that wizards could purchase to use as a model to enable them to cast spells against people and places they'd never seen.

The use of summoning circles and stone circles that were each unique in specific and obvious ways so that a wizard could always be sure of the location his effect would manifest by including the circles in the painting.

Places where all art and decoration have been banned as a defense against magic. All buildings are identical featureless cubes, all clothes are identical feature less robes, all hair is shaved, etc. The idea being to make the kingdom. its cities and its inhabitants so generic that wizards have trouble identifying a specific target for their spells.

Other kingdoms controlled by wizards where every citizen in a key position is forced to sit for a portrait and sculpted bust which is kept on file in the wizard's gallery, so that all of the most powerful people can be easily targeted with nasty spells simply by modifying their existing portrait.

Wizard duels by fast sketch artists, the end result of which resembles the pages of a comic book, or "flip page" art.


I had even fast forwarded the time line to the rise of runic sorcerers. Wizards eventually learned that "magic" would always interpret certain images the same way (closest man, tallest tree, etc.) and these images would be incorporated as a sort of short hand. This lead to the development of hieroglyph and pictogram magic writings where the key issue was making sure "magic" unambiguously understood the wizard's intent. Finally the Rune Sorcerers and Glyph Mages would gain ascendency as their work took far less time and effort to complete than an actual painting.


I don't remember what system I came up with (this was back in my D&D1e days so who knows), but if I were to try and do it today, my first avenue of exploration would be an Otherkind kind of system where each die rolled corresponded to a different aspect of the spell, most importantly being how accurately rendered it needs to be to have "magic" recognize the target.

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On 5/24/2004 at 10:16pm, madelf wrote:
RE: Re: The "Art" of Magic (A posted brainstorm)


I think that simply giving magic a higher failure chance (i.e. increased randomness) doesn't inherently make it less scientific. For system, I would favor giving magic more hidden variables. i.e. There is stuff going on behind the scenes which the player cannot see. This can make magic mysterious (i.e. there is a mystery which can be tackled) rather than simply random. You can also tie magic into emotions or other semi-intangibles (i.e. your magic works better when you are genuinely happy).


It's worth noting that increased randomness is not necessarily synonomous with a higher failure chance. It may just mean that things don't always work out quite as you had hoped, which might or might not mean failure. Such as system can also have a mechanic whereby increased skill grants more control over the use of magic, making it more reliable. It can also reflect the potential of a poorly skilled mage setting forces in motion that are beyond his control.
Don't underestimate a system that introduces increased randomness by simply assuming it means a higher failure rate. It can be used to introduce other concepts as well.

For an interesting take on the idea of introducing elaborate patterns to magic, it might be worth trying to see if you can find a copy of the book "Fantasy Wargaming" by Bruce Galloway. It's been a while since I read it, but as I recall the magic system included factors such as faith, charisma, physical surroundings, astrology, etc. Magic was influenced by everything. It looked like a rather cumbersome system (I never actually played it), but it certainly was different than your average magic system. If it could be streamlined, it might make a neat system.

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On 5/24/2004 at 11:01pm, Valamir wrote:
RE: The "Art" of Magic (A posted brainstorm)

For an interesting take on the idea of introducing elaborate patterns to magic, it might be worth trying to see if you can find a copy of the book "Fantasy Wargaming" by Bruce Galloway. It's been a while since I read it, but as I recall the magic system included factors such as faith, charisma, physical surroundings, astrology, etc. Magic was influenced by everything. It looked like a rather cumbersome system (I never actually played it),


Only cumbersome in presentation actually. Having a list of modifiers in a paragraph format is not a good layout decision. I consider that book to be on the short list of mandatory reads that all game designers should be familiar with. There are a number of very very interesting design choices there...all the more so when one considers the date of publication.

The central engine of that magic system was a table of correspondancies that linked wood, gems, numbers, elements, times of day, times of year, moon phases, astrological signs, animal/body parts, and a few other things I'm forgetting together.

Spells would be influenced by one of these elements, and then all of the other corresponding elements would feed into them.

For instance, you could just cast a fire spell. Or you could look at the table of correspondencies and realize you'd get a huge bonus if you cast the fire spell on the summer soltice using a wand made of yew and bound with 7 rings of brass studded with 7 rubies at noon while drinking a potion made of bulls blood and rose petals (or whatever the real correspondencies actually work out to).

Essentially, the concept was that everything is related to everything and so you could draw upon all sorts of influences.

I consider it the best magic system for an RPG ever designed (although in desperate need of polishing).

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On 5/25/2004 at 1:51am, Noon wrote:
RE: The "Art" of Magic (A posted brainstorm)

I would think that your basic problem with making magic an art is that you'll need it to engage your mechanical system at some point, the mechanics of which would make it scientific.

Of course, before it gets converted (at its intial creation), it could still start as art. But without any system constraints on it (because such would make it a science), your reliant on magic being personality based. Whichever personality creates that art is going to be defining the personality of magic, at least for that effect.

Not to mention that the scientific conversion (so it'll engage your system) has a rear mechanising effect, as art is instead designed more scientifically to get the best benefit out of the system once it comes to conversion. Anything else punishes them everytime they make an honest piece of art.

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On 5/25/2004 at 9:32am, simon_hibbs wrote:
RE: The "Art" of Magic (A posted brainstorm)

Noon wrote: I would think that your basic problem with making magic an art is that you'll need it to engage your mechanical system at some point, the mechanics of which would make it scientific.


I must say I find this very bizzare - the notion that having game mechanics for things make them 'scientific'. Surely analysis and system modeling are tools that science shares with many other disciplines, and are not exclusive to the scientific domain. Art can certainly be appreciated through a process of analysis, while mathematical and geometric theory have made considerable contributions to art.


Simon Hibbs

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On 5/25/2004 at 11:34pm, Noon wrote:
RE: The "Art" of Magic (A posted brainstorm)

scientific = if you do this then you get that.

System mechanics work on the same principle.

Treating magic as an art, rather than a science


That's what the original poster said, but if he ment somthing else by science, some other quality being injected into magic, then I guess I'm way off. I thought he ment the more predictable, this gets that nature that a game system can structure magic with, thus making it a science.

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On 5/25/2004 at 11:51pm, SlurpeeMoney wrote:
RE: The "Art" of Magic (A posted brainstorm)

Actually, I just finished reading an interesting bit of theory related to magic in fiction while doing some research on Traditional Fantasy for a game I'm considering writing up (see Yet Another Fantasy Game). The easiest way to tell the difference between High Fantasy (swords and elves and dwarves and mythical semi-medieval castles and all) and Traditional Fantasy (as defined by the fact that there is no objective "real world" with which to compare the psychological world of the story), is the Utility Theory of Magic. If magic is seen as a force, manipulated and formed by the mind of the mage, it is a High Fantasy. If it's more intrinsic in the psychology of the situation, it is Traditional Fantasy.

So how can we get away from the Utility Theory of Magic in gaming? Just thought it was more prevailent here than in my other thread.

SlurpeeMoney
"The Utility Theory of Slurpees"

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On 5/26/2004 at 3:32am, ejh wrote:
RE: The "Art" of Magic (A posted brainstorm)

Just to obfuscate things --

The usage of "art" (or its Romance or Latin equivalents) to mean something specially creative and inspired isn't that old. It was originally a term somewhat similar to our term "technology," involving skilled technique put to practical ends. Hence, the art of war, the art of love, the Artful Dodger, and so on. The "art magical" (ars magica) was the technique, skill, or technology of magic.

Conversely, "science" originally denoted knowledge and theory in general, not empirical, reductionist, materialist, Enlightenment science. Theology was Queen of the Sciences. You still see some of this in the German equivalent, "Wissenschaft."

So "art vs science" has come to mean something completely different than it once did. It once just meant practice vs theory, technique vs knowledge. Now it's come to mean visionary, subjective, and imaginative vs reductionist, empirical, and materialist.

I guess my point if I have one is that the very dichotomy that's assumed here is itself culturally conditioned, and would be unfamiliar even a few centuries ago in Europe. "Art" as we know it, in opposition to "Science" as we know it, are themselves products of our modern world, so an interesting approach might be trying to get past that whole dichotomy.

I think that's something Ars Magica attempted, at least at some points, and had some small degree of success in.

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On 5/28/2004 at 12:33pm, simon_hibbs wrote:
RE: The "Art" of Magic (A posted brainstorm)

Noon wrote: I thought he ment the more predictable, this gets that nature that a game system can structure magic with, thus making it a science.


So if a game has an Art skill, or a PAint Portrait skill fo example you'd expect that as the characer's skill rating increases the artistic quality of his work will proportionately increase. Therefore in that game, art is a science? In fact this is true in the real world. Damian Hirst reliably produces criticaly acclaimed work that fetches high prices, therefore he's a scientist?

It's so simple - why didn't I see this before! {slaps forehead}


Simon Hibbs

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On 5/31/2004 at 9:24pm, Gully Foyle wrote:
RE: The "Art" of Magic (A posted brainstorm)

Valamir wrote: Going into the way way back machine, I once had drawn up some notes for a campaign setting where the wizards were all artists. Whatever they painted or sculpted would come to pass.

--Snippage.--


I like, valamir, I like very much. I really like. Mind if I ste-- er, I mean borrow this idea for use as an alternative form of magic in a campaign of mine I'm gonna run?

I'm not quite sure I understand the source of the arguement here. Art vs. Science. Magic as an art, spontaneous and coloured by human emotion, as opposed to magic being as a result of studious research, practise and focus on manipulating the magical energies to ones own ends? Hmm, Wizard vs. Sorcerer (at least under the DnD rules, which I am basing my experiencies on, considering the fact that I haven't had that much exposure to other systems). I see those two archtypes as already representing magic as art as opposed to magic as a science, though the presentation of the Sorcerer to completely fit the view of his magic being based on his emotion, personality, etc. requires some work.

It is in the presentation of the magical system, and the imagination of the G/DM and players of said system, which to me, makes all the difference in their perception of how magic works in their own games. Unless one is going for a completely unfettered system, wherein one makes the outcomes based entirely on the agreement of the G/DM's and the players, then your magic system must have some kind of system behind it, even if you manage to pare it down to just one dice roll. With that aside, then, the perception and potential use of magic of an artform lies heavily on the side of the many different imaginative ways that players and G/DM can think of using it, and the ways and means that they depict their characters using it.

I think many of you have strayed from the original meaning of the original post (which I intertpreted to mean magic as an artform within a sysytem/setting of choice, or magic being totally an artform within the system/setting of choice).

I hope my above post makes sense. I got a liitle sidetracked in my writing it, and I think the point that I wanted to make got lost. Hopefully you all can garner some sense from it.

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On 6/1/2004 at 7:29am, contracycle wrote:
RE: The "Art" of Magic (A posted brainstorm)

Firstly, Valamir I like that design too, good stuff there.


simon_hibbs wrote:
So if a game has an Art skill, or a PAint Portrait skill fo example you'd expect that as the characer's skill rating increases the artistic quality of his work will proportionately increase. Therefore in that game, art is a science? In fact this is true in the real world. Damian Hirst reliably produces criticaly acclaimed work that fetches high prices, therefore he's a scientist?


I think you're being a bit dogmatic here Simon. Regardless of whether Hirst is an artist or a one-trick pony, if the system is encoded such that input A reliably produces output B (i.e., Hirsts character is indeed represented with a high Art skill) then the experience of play will be mechanistic and "scientific", even if the in-game rationale is artistic expression. The player need never, and probably ewill never, engage with any artistic sentiment or expression to portray this character.

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On 6/1/2004 at 10:18am, simon_hibbs wrote:
RE: The "Art" of Magic (A posted brainstorm)

contracycle wrote: I think you're being a bit dogmatic here Simon.


I think categorising anything that's quantifiable as being 'scientific' is more than just dogmatic. Science is a process. Even a verified scientific theory is not itself science, but the result of science.


The player need never, and probably ewill never, engage with any artistic sentiment or expression to portray this character.


That's true, but if I roleplay a scientist with a high 'Science' skill and use it to solve problems or develop 'theories' in the game, I as a player aren't practicing any scientific discipline or process, any more than the player of Tim the Sorcerer is practicing magic.


Simon Hibbs

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On 6/1/2004 at 10:45am, simon_hibbs wrote:
RE: The "Art" of Magic (A posted brainstorm)

Gully Foyle wrote: I'm not quite sure I understand the source of the arguement here. Art vs. Science. Magic as an art, spontaneous and coloured by human emotion, as opposed to magic being as a result of studious research, practise and focus on manipulating the magical energies to ones own ends?


Magic is a science because it is the study of the processes and structure of the cosmos, and how to apply that knowledge practicaly. Magic is artistic because it is a form of mediation between the inner (microcosmic) and outer (macrocosmic) world which goes to the hart of the _experience_ of being human. Art is abut our experience of life and the world, while science is about the world as an object of study. Magic is about both.


Digression:

Normaly I consider my personal experience of religion and science to be orthogonal. To me, religion is about my personal place in and relationship to the world and society in which I live. As such it does not impinge in any way on my acceptance of the scientific process and it's results any more than art does. This is not true of 'miraculous' religion (or indeed overt magic), which makes assertions about effects and objects in the material world which should be scientificaly verifiable.

I don't think you can seperate magic from religion as cleanly as you suggest, because in magic the personal experience or conciousness of the magician is an essential element in any magical working. Therefore magical theories are implicitly theories of man's place in the cosmos at a metaphysical level (religion), beyond man's existence as a material object (science).


Simon

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On 6/2/2004 at 2:04am, Noon wrote:
RE: The "Art" of Magic (A posted brainstorm)

simon_hibbs wrote:
Noon wrote: I thought he ment the more predictable, this gets that nature that a game system can structure magic with, thus making it a science.


So if a game has an Art skill, or a PAint Portrait skill fo example you'd expect that as the characer's skill rating increases the artistic quality of his work will proportionately increase. Therefore in that game, art is a science? In fact this is true in the real world. Damian Hirst reliably produces criticaly acclaimed work that fetches high prices, therefore he's a scientist?

It's so simple - why didn't I see this before! {slaps forehead}


Simon Hibbs


Because your looking at it the wrong way? An 'art' skill is an incredibly abstracted element of a game. It says nothing about the art except you have rank/points in it...this could mean you can move hearts or just draw hands really really well, for example. Its so driftable as to what it represents as not to be relevant.

While art that is made, but then systematically evaluated by a rules system (so as to have a solid system effect), will reward the artist to skew his art toward what that system wants. The artist will start to become scientific in their method, because thats what the rules reward, because of the ways rules would evalutate it. The system rewards a behaviour that isn't art...and 'system does matter' is perhaps so simple one might miss it.

Edited extra: Scientific practice is pretty clear. You do hundreds or more tests with something, until you can prove a behaviour from it. Then you have scientific principle (well, this is how I'm describing it anyway). In an RPG system you essentially get the same scientific analysis is not just possible, but rewarded more often than not.

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On 6/3/2004 at 12:04pm, simon_hibbs wrote:
RE: The "Art" of Magic (A posted brainstorm)

Noon wrote: While art that is made, but then systematically evaluated by a rules system (so as to have a solid system effect), will reward the artist to skew his art toward what that system wants. The artist will start to become scientific in their method, because thats what the rules reward, because of the ways rules would evalutate it. The system rewards a behaviour that isn't art...and 'system does matter' is perhaps so simple one might miss it.


I suppose Heroquest provides the kind fo system you're talking about, because it provides full system support for any ability you like. For example I could use a Paint Portrait ability to do just that, or I could use the ability to augment another ability. I might paint a very flattering protrait of a Senator in order to augment my Bribe Official ability to get what I want, or I might augment Paint Portrait with my Wealth by obtaining the very finest materials such as paints, brushes and canvas. None of this seems even vaguely scientific from the point of view of the character. It's merely modeling the kinds of activities artists engage in from a game perspective.


Simon Hibbs

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On 6/3/2004 at 7:05pm, smokewolf wrote:
RE: The "Art" of Magic (A posted brainstorm)

Funny, I treat Science like Magick. Magick is the ability to compel change to occur in conformity with the WILL. In that definition, science becomes the way that allows for these changes to happen in a uniform and consistent manner. It also allows for those with very little grasp in science function in that world.

To me TV's are basically a magickal device. Everyone believes in the "science" behind TV, their belief WILLs TV to work.

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On 6/3/2004 at 8:29pm, kenjib wrote:
RE: The "Art" of Magic (A posted brainstorm)

Would rules that rely on subjectivity help in capturing this by being antithetical to a scientific mindset? As a quick example (and I'm sure not the best way to handle it), what if the chance of success is not related to the skill of the character nor the difficulty of the goal, but rather to the artfulness of the player's prose in describing the character's process, as judged by the other players?

EDIT: Or in a fashion similar to shadows, success could also be determined in part by what other players want.

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On 6/3/2004 at 8:34pm, Doctor Xero wrote:
RE: Re: The "Art" of Magic (A posted brainstorm)

SlurpeeMoney wrote: Treating magic as an art, rather than a science, comes with a few unique considerations, I think. Magic in role-playing has almost always been treated as, at least, an equal to science in that both have rules and borders, things that can and cannot be done according to the laws set in place by the Powers That Be. Taking away those external rules (in creating a system in which a character can manipulate reality should have internal rules; they are not omnipotent, merely able to cause shifts in the fabric of reality without overtly disturbing the greater pattern), and focusing instead on the creativity, skill and talent of the mage, we get a rather radically different form of magic, the type of magic that comes from the heart.

Well, I'm not sure about this, but it seems to me that we have two different possible dichotomies here :

quantifiable (math & science) vs. qualifiable (language & art)
or
how & what it is (science & scholarship) vs. why & what it means (art & religion)

Since most game mechanics work off stats and dice, most game mechanics work off quantifications of reality. (A possible exception might be games such as octaNe, in which the quantificatory dice only determine who gets to qualify by way of narration the results of game actions.) So magic would tend to be quantifiable in such systems, and therefore it would resemble science or science & scholarship. This fits efforts to replicate the historical types of magical efforts which sired alchemy then chemistry and harvest rites then agriculture.

A game which wanted magic to operate through the qualifiable could not by definition rely upon statistical probabilities and formulae or hard-and-immutable game rules. The problem for many gamers is that, without dice rolls or rulesbooks to fall back upon, the only determination of the success or failure of their magical efforts would be either group consensus or game master fiat. Success would be determined not by player skill at juggling the odds and manipulating static formulae but by player oratory ability, artistry, and, yes, player charisma. I think this is what White Wolf's Mage attempts to model when it places so much responsibility for magic success or failure upon game master adjudication and intuition.

In many ways this mimics nicely certain historical priestly "magics" and shamanic "magics" and the magical satyres of Celtic bards, with the game master or group consensus taking the place of the gods or other numinous entities -- including the way that player charisma at charming the game master or group mimics the priest's efforts at charming the gods.

If you take a look at the European history of folklore, the frustration many players would have with this is not unlike one of the major reasons that the sort of magic which sired science replaced the sort of magic which resembles art. It arose from the desire for individual control over the success or failure of the magical attempt without having to deal with the personalities of numinous entities and without having to deal with the fuzzy unquantifiability of meaning. Quantification = Literalist Control.

Technicians replaced Artists. Obedience to formulae replaced eloquence and insight.

I suspect that the how & what it is vs. why & what it means dichotomy is similar to the above in its effects in a game.

A game system can provide statistics and mechanics (syntax?) for how magic occurs and definitions of what its components might be. However, only people can determine the meaning underlying something. Success in such a system would be determined by player evocation of connections of meaning rather than obedience to cause-and-effect sequences and formulae. In its reliance upon meaning, this fits efforts to replicate the historical types of magical efforts which worked off the Principle of Contagion and the Principle of Imitation.

However, once again, magic which operates according to meaning not mechanics will have to rely upon players and game masters, changeable and unpredictable and suspectible to charm and to eloquence as they might be -- and not rely upon controllable and predictable dice and game rules which work for both eloquent artist and leaden-tongued games technician equally well.

For a fascinating example of this, note the differences in folklore and fantasy fiction between those wizards who sing or poetically narrate reality shifts into being and those sorcerers who rely upon arcane formulae and rites for their magical powers.

Doctor Xero

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On 6/3/2004 at 8:39pm, Praetor Judis wrote:
RE: The "Art" of Magic (A posted brainstorm)

I used to have a magic system that only the most creative of my players managed successfully. A player would pick an idiom, or metaphor if you will, for their character, which they would then have to use to describe the effect their wills would have on the environment if the spell were successfull. Creative explanations and approaches garnered bonuses to the effectiveness of the spell, as did appropriateness to the situation (i.e. taking environment and witnesses belief structures).

I've moved away from it now, because over the years only a handful of my players excelled at this, and because I'm in the process of translating my game into the digital domain. It's very difficult to teach a computer game the esthetic sensitivities to deal with a free form magic system. *nirg*

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On 6/3/2004 at 8:56pm, Doctor Xero wrote:
RE: The "Art" of Magic (A posted brainstorm)

Praetor Judis wrote: I used to have a magic system that only the most creative of my players managed successfully. A player would pick an idiom, or metaphor if you will, for their character, which they would then have to use to describe the effect their wills would have on the environment if the spell were successfull. Creative explanations and approaches garnered bonuses to the effectiveness of the spell, as did appropriateness to the situation (i.e. taking environment and witnesses belief structures).

I've moved away from it now, because over the years only a handful of my players excelled at this, and because I'm in the process of translating my game into the digital domain. It's very difficult to teach a computer game the esthetic sensitivities to deal with a free form magic system. *nirg*


Forgive the brief reaction, but : wow!

I shall try something like that myself!

Doctor Xero

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On 6/4/2004 at 4:40pm, simon_hibbs wrote:
RE: Re: The "Art" of Magic (A posted brainstorm)

Doctor Xero wrote: A game which wanted magic to operate through the qualifiable could not by definition rely upon statistical probabilities and formulae or hard-and-immutable game rules. The problem for many gamers is that, without dice rolls or rulesbooks to fall back upon, the only determination of the success or failure of their magical efforts would be either group consensus or game master fiat. Success would be determined not by player skill at juggling the odds and manipulating static formulae but by player oratory ability, artistry, and, yes, player charisma.


You're still talkign about producing quantifiable results in the game world though, so I don't rtealy see your point. If the results are going to be quantified anyway, why do you need a system based on qualification (whatever that might mean).

You also seem to be conflating character and player activities. Just because the character is creating art, that ahs nothing to do with whether it's appropriate for the player to roll dice or look up charts. The player and character aren't doing the same thing. one is creating art, the other is playign a roleplayign game. Why this should be a problem in art based magic, but isn't in physical combat eludes me.

Simon Hibbs


I think

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On 6/4/2004 at 6:28pm, Gully Foyle wrote:
RE: Re: The "Art" of Magic (A posted brainstorm)

Doctor Xero wrote:

However, once again, magic which operates according to meaning not mechanics will have to rely upon players and game masters, changeable and unpredictable and suspectible to charm and to eloquence as they might be -- and not rely upon controllable and predictable dice and game rules which work for both eloquent artist and leaden-tongued games technician equally well.


Doctor Xero


That was exactly my point. A magic system that operates totally free of mechanics will have to be, by definition, left up to the players and G/DM's concensus as to the outcomes of the various magical actions that said system sets out as available to them. This would lead to it being (based on your point of view) lopsided to those who are better able to articulating their intentions to the G/DM, or rewarding the better roleplayer.

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On 6/5/2004 at 9:24pm, Doctor Xero wrote:
RE: Re: The "Art" of Magic (A posted brainstorm)

Gully Foyle wrote: This would lead to it being (based on your point of view) lopsided to those who are better able to articulating their intentions to the G/DM, or rewarding the better roleplayer.

True. But on the other hand, no one complains about most game systems being lopsided to those who are better at juggling mathematical formulae and memorizing gaming tomes!

I've always been better at expressing myself than at manipulating figures, so I've always done better at those games in which the game master gave me bonuses based on roleplaying and on impromptu speeches or magical rhymes. In games which focus on luck with dice rolls and accountantcy skills, I've done well enough during the roleplay segments, but as soon as combat begins my character is shoved to the back so that he doesn't accidentally kill a comrade when his player rolls yet another critical fumble or fails to remember a crucial footnote on the 43rd page of the specialist combat manual. (I once rolled six critical fumbles in a row, using different dice -- let me game master or roleplay, but keep me away from those dice! < grin >)

Doctor Xero

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On 3/20/2005 at 1:31am, Damballa wrote:
Dreamt in Fire, Sculpt in Clay.

It’s interesting to consider what happens when you blend the character archetype of the Artist into that of the Wizard/Magician.

In Occult and Art history there are some interesting crossovers: Kandinski, the Surrealists, Dada, Picasso, Austin Osman Spare, Joseph Beuys and so forth.

Kenneth Grant, in his ‘Typhonian’ series of books, constantly refers to Fine Art being the ultimate form of Magick. This is backed up by Kukai, the 9th century patriarch of Esoteric Buddhism and inventor of the first proto-Kanji Japanese script, who wrote that ‘Art was a legitimate and efficacious path to Enlightenment’. Carl Jung implied (in various works) that Alchemy and Art are nearly identical psychic processes – the basic struggled being the raising of base matter up into a form of divinity.

Dylan Horrocks (creator of “Hicksville”) in this essay about Sequential Art & World Building- http://www.hicksville.co.nz/PerfectPlanet.htm
- quotes from James Kochalka (in his “The Horrible Truth About Comics”) on a great definition of experiencing Art - “The process of focusing ourselves into a work of art condenses our experience into a super concentrated ultra vivid reality. When we encounter a great work of art the physical world fades away as we step into this new reality. We are alive in a living world”.

Whatever the game mechanics are for becoming a ‘magick-user’ within a RPG, they do tend to reflect certain aesthetic choices on behalf of the players – the kind of spells developed, the magic school training, the effect of certain magic cast upon the game world etc. It wouldn’t be too far a leap to replace brushes for wands, canvases for grimoires, marble for spell ingredients and change the variants of magic (i.e. necromancy, pyromancy, demonology) within that game for certain Art movements (Impressionism, Futurism, Cubism), with experience reflecting the Artist developing his/her craft. The exact same mental or psychic effort (magic points/willpower/unconscious force) is expended in developing the Art work/casting a spell.

Artists/Wizards - Mysterious individuals dealing with mysterious processes that effect the world on completion. If that effect is subtle (psychological/synchronistic) or overt (fireballs/telekinesis) is up to the rubric of the game world. One could speculate that in a consumer-driven world such as ours, the Artist/Wizard’s success is measured by the societal respect/reputation/financial value placed on that completed work; but in gaming world that spell’s success could be equally judged on whether it actually effects the immediate physical environment surrounding it.

How this is could be worked into the game mechanics all depends on the connections and balances between the action of the magic mechanic (dice or other) and the uncoupling of ‘Artistic’ skills from mental/civic/social/reflex ghetto and then placing the whole Art/Magic process into the harnessing of the character’s imaginative possibilities (and rewarding it during play). In other words, the closer the player gets to making art through roleplaying (not just good dramatic acting, but any form of innovation & unexpected brilliance), the more the players/GMs feel a ‘super concentrated ultra vivid reality’ coming from their fellow player, the greater the effect on the game-world. An authentic ‘larger-than-lifeness’ has to be achieved by the player.

It is a shame that GMs don’t get a similar cultural response (or financial return) other than ‘that was a great game mate’, for doing that kind of art-magick week in, week out….

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On 4/1/2005 at 9:58pm, Anonyma wrote:
RE: The "Art" of Magic (A posted brainstorm)

I think that making a magic system more "artistic" rather than "scientific" can be done by simply allowing a character to have more creative influence with their magical powers. Dungeons and Dragons style magic simply gives you a list of spells you can cast. You have next to no creative input. When I've played wizards in DnD, I never felt like a magician, or a willworker in any sense, I felt more like a toolbox. The game hands you a larger number of options and powers, and you use them within the context of the game. You can't improvise, stretch yourself, or specify spells to the situation. You get X amount of Fireballs, and you treat your spells like ammuntion, to be used and obtained again.

Games like Mage give you free reign with the magic system. Systematically, the game Mage provides you with the limitations of your magic, not with the effects. In doing so, they let you roll with the punches, cater magic to the situation, and always, always be creative. and when the mechanics prioritize creativity in spellcasting, it turns wizardry into an artistic endeavor, allowing a player to feel like they just used magic, instead of wasting a fireball.

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