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Topic: Magic by design
Started by: TonyLB
Started on: 3/1/2005
Board: RPG Theory


On 3/1/2005 at 2:06pm, TonyLB wrote:
Magic by design

In Incoherence...

Vaxalon wrote: How would a ruleset put "magic" in magic and "spirituality" in religion?

I'm curious how that would happen.

I'm going to duck spirituality (a harder issue) and handle magic.

Magic is, as Frazer and other anthropologists aptly explain, a structure of thought as much as it is a belief in the supernatural. Indeed, to most people who believe in magic, it is natural, part of the structure of the universe.

If you produce a system that evokes the same mindset then it will produce results that consistently appeal to many people's sense of what is "magical".

For instance, Frazer proposes two fundamental laws: Similarity (e.g. making a doll-sized likeness of someone and sticking pins into it will hurt them) and Contagion (e.g. taking clippings of someone's hair and burning them can do harm to the person it was once connected to). If a system consistently encourages those sort of considerations, won't it increase people's sense of the magical?

e.g.: A wizard wishes to create a vast snowstorm over the golden city of Gothilien. His first action is to cunningly craft a tiny replica of Gothilien. Then he buries it, bit by bit, in the shavings of ice transported painstakingly from the Gorash mountains, to the north of that city. All the rest of the spell is details, as far as the rules system is concerned.

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On 3/1/2005 at 3:03pm, timfire wrote:
RE: Magic by design

There have been some great discussions on magic in the past... <does some quick searches>... My search-fu needs some work, I can't find the thread I was looking for.

Anyway, search around for "mysterious magic" or "myth AND magic" or "non-scientific magic" or "natural magic" and you should find some old threads that discuss this idea (indirectly at least if not directly).

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On 3/1/2005 at 5:49pm, Sydney Freedberg wrote:
Re: Magic by design

TonyLB wrote: e.g.: A wizard wishes to create a vast snowstorm over the golden city of Gothilien. His first action is to cunningly craft a tiny replica of Gothilien. Then he buries it, bit by bit, in the shavings of ice transported painstakingly from the Gorash mountains....


This is one thing the rules* for Unknown Armies do really, really well: They evoke a crazily post-modernist assemble-your-own-symbolism approach to magic, particularly in the section on Tilts. (Dare I compare it to bricolage? Errr, no). I could see players getting really intensely into the details of, say, getting your enemy's toenail clippings and embarassing high school yearbook photo and then burning them together at midnight while chanting "You're the One that I Want" from Grease.

But post-modernism, irony, and cultural mix-and-match are indigenous to modern Western culture, which is presumably where your players are from. How you evoke a radically different mentality, e.g. a medieval one, I have no idea. Arguably even expressing truly magical magic in standard RPG mechanics is so alien to its nature as to defeat the point.

* Only read it, never played it.

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On 3/1/2005 at 6:44pm, TonyLB wrote:
RE: Magic by design

I have this notion that you need to have the mechanics, but have them be so thoroughly obfuscated that the players only grip them on a subconscious level. Then they become proficient in gaming the magic system, and can recognize and create things that clearly fall into it, but have little or no ability to consciously describe why it is that they do what they do.

Of course, the notion of deliberately hiding your design intentions from your target audience is a whole ball of wax. But what the hey....

EDIT: I almost certainly need to put more thought into what question I am asking here, rather than just rambling on about ideas. I'm letting the community down.

Okay: Can a system that (on some level) simulates and rewards the observed anthropological patterns of magic evoke the uncanny feeling of the wondrous and magical? Will it necessarily do so if it follows those patterns? If not necessarily, will the patterns help and in what ways?

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On 3/1/2005 at 8:11pm, John Kim wrote:
RE: Re: Magic by design

TonyLB wrote: If you produce a system that evokes the same mindset then it will produce results that consistently appeal to many people's sense of what is "magical".

I have a couple articles on magic systems, in particular my essay "Breaking Out of Scientific Magic Systems". cf. my page at

http://www.darkshire.net/~jhkim/rpg/magic/

I'd like to work out some sort of follow-on to this, but I doubt that I'll get around to it for a little while.

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On 3/2/2005 at 12:29am, Vaxalon wrote:
RE: Magic by design

TonyLB wrote: Can a system that (on some level) simulates and rewards the observed anthropological patterns of magic evoke the uncanny feeling of the wondrous and magical? Will it necessarily do so if it follows those patterns? If not necessarily, will the patterns help and in what ways?


This drives to the core of my question.

I've been reading John Kim's article on magic, and while it has lots of suggestions on how the magic systems we tend to see in RPG's are contrary to historical magical thought, I don't see much detail when it comes to techniques for bringing magical thinking into magical rulesets. In fact, the article appears unfinished in at least one place.

John Kim's article wrote: Beyond game balance, though, there is the mere concept that energy does not need to be conserved. This is a very ingrained to scientific thinking, so deliberately breaking it by itself can give a system a less scientific feel. A good example (detailed in the next section) is interaction of the metaphysical and the physical.

Another part of the


In his final paragraph,

John Kim's article wrote: The point of this article is not to say what magic should be.


Indeed.

So...

How DOES one put the "magic" back in gaming magic?

I'd really like to see how it's done.

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On 3/2/2005 at 2:42am, Noon wrote:
RE: Re: Magic by design

TonyLB wrote: *snip*
For instance, Frazer proposes two fundamental laws: Similarity (e.g. making a doll-sized likeness of someone and sticking pins into it will hurt them) and Contagion (e.g. taking clippings of someone's hair and burning them can do harm to the person it was once connected to). If a system consistently encourages those sort of considerations, won't it increase people's sense of the magical?


Okay, I think if you want to tickle the sense of magic in a game user, you need to look at what purpose it serves to begin with.

I would suggest that the idea and sense of 'magic' is instinctual scientific impule in humans. In modern terms, it's the same idea as a hypothetical black box. You put something in one end of the black box and you get something else out at the other end. The actual observation of a strange phenomina suggests some black box/magic was involved, to the observer. The black box/idea of magic is a placeholder until you can actually find out what happened (as a place holder it's extremely important, for a mind which in past days could easily otherwise forget such an event and thus never learn anything to gain the upper hand).

I think that similarity/contageon idea doesn't invoke the presence of magic...it suggests the investigation of magic/the inner workings of the black box. In turn, any investigation of magic suggests magic is around...but it's a side effect of the scientific exploration, and to do so some of that scientific exploration has already been done (and wont need to be done by players).

What I'd suggest is a sytem by which the players explore how magic works, with a learning curve which get's quite difficult after a time. I'd suggest starting by having magic phenomina occur from completely random tables...just roll on several tables and clump the results together. Now the players, rewarded by the system for doing so, postulate theories as to how the magic works.

I'm sure it'd be quite easy to slip out of the mindframe that 'were just making this up' to 'this...this wierd, unnatural thing happened....how the hell does that work???'

Almost sounds enough for a game by itself. Never mind dungeon crawling...it'd just be a game about observing magic and making notes on how it works, then trying to duplicate the results (and probably being flummoxed by ones own, new results). Though it'd probably be very fun, once you worked out some rules, to go blast some orcs with it (blast or do whatever the hell the magic does).

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On 3/2/2005 at 4:40am, Vaxalon wrote:
RE: Re: Magic by design

Noon wrote:
I would suggest that the idea and sense of 'magic' is instinctual scientific impule in humans.


Actually, no, it's just the reverse. The magical mode of thinking is about as unscientific as it comes.

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On 3/2/2005 at 5:37am, lev_lafayette wrote:
RE: Re: Magic by design

TonyLB wrote: Indeed, to most people who believe in magic, it is natural, part of the structure of the universe.


Indeed. Having lived among people in grass and bamboo huts who worship crocodiles, I know exactly what you mean.. Heck, I was even making blessings to the crocodile gods by the end of it...


For instance, Frazer proposes two fundamental laws: Similarity (e.g. making a doll-sized likeness of someone and sticking pins into it will hurt them) and Contagion (e.g. taking clippings of someone's hair and burning them can do harm to the person it was once connected to). If a system consistently encourages those sort of considerations, won't it increase people's sense of the magical?


Yep, I've been thinking along these lines myself recently. Evans-Pritchard, Malinkowski and Levi-Strauss are three other anthropologists who you should look at for this as well (especially the latter's "The Raw and the Cooked").

Some ideas that I had on the matter, many years ago, can be found in an article: Magic in Roleplaying and Reality

Keep this thread going there's some worthwile ideas to explored here!

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On 3/2/2005 at 8:19am, Doug Ruff wrote:
RE: Re: Magic by design

Vaxalon wrote:
Noon wrote:
I would suggest that the idea and sense of 'magic' is instinctual scientific impule in humans.


Actually, no, it's just the reverse. The magical mode of thinking is about as unscientific as it comes.


Depends on your definition of "scientific".

Magic has quite heavy roots in inductive reasoning - if I pray to the rain god and it rains the next day, then hey! Maybe the prayer is the reason it rained.

Then the next time I pray, and it doesn't rain for a week. Hmm, maybe I've made the rain god angry - perhaps I should dance a bit when I pray, or sacrifice a couple of chickens...

Over time, a whole series of explanations for why it does or doesn't rain when I pray/dance/sacrifice comes into play, and becomes ritualised.

However, because I can always come up with a reason why the magic ritual doesn't work ("the rain god is angry") then there is no way of disproving my magical theory. So, according to some schools of philosophy of science (especially those in the Popperian tradition) this isn't science, because it cannot be falsified by experimental evidence.

Notice that this is drifting towards "religion" and away from "classical RPG magic". In most RPG, the "black box" is fairly simple: cast fireball do 7d6 damage... you know (allowing for the randomness introduces by dice-rolling) what's going to come out of the other side. If the spell fails, it's due to a lack of mastery, or because the target resists...

So, there's no sense of scientific (or pseudoscientific) discovery - the players already know how the magic system works, and I suggest that this is completely out of whack with the sort of "magic" we are looking for here.

So, how to put it back in? Tony's obfuscation idea can work - the characters know some of the rules (which is why they can use magic) but don't know all of them, or even most of them. This works especially well if knowledge about how magic works is a closely guarded secret in the game world.

Callan's idea for randomising the results of magic has some legs too, but this sort of presupposes that there are no underlying rules for magic (unless the idea is to decide in play what the rules are, and slowly drop the random table?)

I think the most important questions to ask before designing this type of magic for your game are:

- How random/capricious is magic itself? How many (or few) rules are there, and what are they?
- How many of the rules are "common" knowledge, and what rules do the players know?

Now, this pretty much presupposes a GM who knows what's going on, and players who don't. A much bigger challenge would be to make the rules emergent during play, with no-one knowing what the rules are in advance. This may be where the random table could come into play.

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On 3/2/2005 at 11:33am, Noon wrote:
RE: Re: Magic by design

Vaxalon wrote:
Noon wrote:
I would suggest that the idea and sense of 'magic' is instinctual scientific impule in humans.


Actually, no, it's just the reverse. The magical mode of thinking is about as unscientific as it comes.

So paying tribute to the crocodiles in the anticipation of result X means a procedure hasn't been hypothesized, to get result X?

It sounds scientific enough to me. You don't need to work out the contents of the black box, to work up a science based on it. Just like you don't need to do quantum physics before you work out the science of chemistry...which relies on the quantum 'black box' to work out, of course. Who knows how that box works...but when you pay the right tribute to it, it gives you result X.

The idea behind magic is that there's some point where the learning curve becomes incredibly steep...it's always mysterious. That doesn't mean you can't learn a damn thing about it...instead the typical idea is that after a certain amount of investigation you just can't seem to learn any more on it. Being defeated by the magnitude of the subject (or letting yourself be defeated), doesn't change anything about the principles you've already worked out.

As it is, weve seen and will see more of categorisation of magic in this thread...with the goal of pinning it down entirely for book use. That really aught to be the players job. They should try and pin it down, as play (rather than the designer enjoying this as design that is more like play than design). And for it to have the air of magic, at some point in the investigation, it should become too difficult a subject to do this any more. That'll either be the end point of the game (you've gleaned as much as you can), or where you start a new game using what rules you could glean. That's why you can't pin it down as the author...the idea is that one must fail at some point in the investigation of magic, for it to have the mystical qualities of magic. Setting it all up neatly wont help the player do that.


Doug,
Callan's idea for randomising the results of magic has some legs too, but this sort of presupposes that there are no underlying rules for magic (unless the idea is to decide in play what the rules are, and slowly drop the random table?)

Yeah, that's what I mean. You have random results...but as the players 'discover'/invent the rules for magic (based on the (random) phenomana they saw), the random tables are used less and less.

It'd sort of like some random effects tables, then using universalis style negotiation to 'discover' the rules behind magic. Of course your actually inventing the rules, but I'm sure it's easy to slip into the mindset that your discovering them.

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On 3/2/2005 at 11:56am, Vaxalon wrote:
RE: Re: Magic by design

Noon wrote:
So paying tribute to the crocodiles in the anticipation of result X means a procedure hasn't been hypothesized, to get result X?


Someone who is thinking magically, isn't thinking, "I do this, and this, and this, and get that result." The candy machine logic is alien to the mythic imagination.

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On 3/2/2005 at 1:33pm, lev_lafayette wrote:
RE: Re: Magic by design

Noon wrote:
So paying tribute to the crocodiles in the anticipation of result X means a procedure hasn't been hypothesized, to get result X?


How appropriate. Among people I used to live with, if you encountered a crocodile one would say "Lafaek, favor-ida la han hau. Ita-bot hau-nia abo mane. Hau Ita-nia beioan."

(Or, roughly translated, "Mr Crodile, please don't eat me. You are my grandfather. I am your grandchild").

Damned if I wasn't saying it everytime I came across one of those reptiles. None of them ate me either, so they were obviously listening.

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On 3/2/2005 at 3:33pm, Vaxalon wrote:
RE: Magic by design

It is important to note that we, scientific people, "know" that talking to a crocodile won't make it refrain from eating you. A scientific experiment could easily refute this idea.

Someone who thinks magically would never think to DO such an experiment, and if it were explained to him, would be unlikely to put much weight on it.

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On 3/2/2005 at 4:09pm, lumpley wrote:
RE: Magic by design

Can I suggest that the place to design and look for a sense of magic, wonder and irrationality is in the whole game, not in its magic rules?

-Vincent

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On 3/2/2005 at 4:15pm, Vaxalon wrote:
RE: Magic by design

That's the point that I was working around to.

Basically, that as soon as you put "rules" on a magic system, you have, by definition, drained the magic out of it, and made it into a "system", which is by definition not a "magical" concept.

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On 3/2/2005 at 4:45pm, lumpley wrote:
RE: Magic by design

I wrote: Can I suggest that the place to design and look for a sense of magic, wonder and irrationality is in the whole game, not in its magic rules?

Fred wrote: That's the point that I was working around to.

Basically, that as soon as you put "rules" on a magic system, you have, by definition, drained the magic out of it, and made it into a "system", which is by definition not a "magical" concept.

Oh no, I disagree with that. I'm saying that designing a game that reliably produces wonder, magic, startling connections and coincidences in play - that's what you want, right? - it seems impossible because you're looking for a subset of the game's rules, its magic rules, to do all the work.

You want the players to experience wonder. You want playing the game to be magical. So look to designing a wonderful game, don't limit yourself to figuring out what wizard characters can do and how.

What we're doing when we roleplay is fundamentally like what we're doing when we experience wonder - and spirituality - in non-roleplaying real life. What you're craving in roleplaying is what you're craving in religion and in your real magical practice, if you've got one. (And who doesn't, by one name or another.) (Mine's roleplaying.)

There isn't a game I can point you to, yet. But I'm convinced that the game design is possible, and that it's just a matter of time until one of us nails it. The game won't be distinguished by its magic rules, it'll be distinguished by how it provokes us, its players, to relate to one another as people.

-Vincent

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On 3/2/2005 at 4:49pm, Vaxalon wrote:
RE: Magic by design

lumpley wrote: You want playing the game to be magical.


No, that's really not what I'm talking about.

Personally, I don't WANT playing a game to be "magical". I'm not really much of a magical thinker, and as a result I probably wouldn't like a game that required me to think that way.

I'm just curious what a game would look like that was geared toward such an alien frame of mind.

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On 3/2/2005 at 5:35pm, Sydney Freedberg wrote:
RE: Magic by design

{EDIT: Whoo! Major crossposting!}

I think Vincent's onto something. People who think magically don't think of "magic" as a separate thing from everything else -- it's more like an extension of the normal human spectrum of abilities and technical knowledge: Something like iron-working or sowing grain is inherently a magical activity and people would have trouble even making a distinction between the "mundane" aspect (firing up the forge, sowing the grain) and the magical (praying to the smith-deity, doing a rain dance).

(Caveat: This is my very limited understanding; I've not studied anthropology and am very open to correction/smackdowns) .

HeroQuest, which I'm currently reading, takes a stab at this with the idea that almost everyone has some kind of small "common magic" for use in their daily life, but the mechanics still feel pretty scientific and, well, mechanical to me.

You could have a system where players posited "laws of magic" which were then confirmed or discarded in play. I think the key might be to throw Occam's Razor out the window: The more complicated the explanation, the more extraneous elements (e.g. I don't just sow the grain, I have to pray and wear blue and refrain from meat during the sowing season), the more magical and the less mechanical the thought process involved.

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On 3/2/2005 at 6:01pm, timfire wrote:
RE: Magic by design

What Vincent is getting at is a very important - though difficult - design principle. Games need to engage *the player*. If you want a magic system to feel magical, you need to develop a sense of magic in the player.

How do you do that? If I knew that...

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On 3/2/2005 at 7:37pm, Bill_White wrote:
RE: Magic by design

The difficulty in constructing a magic system (or, following Vincent, a game more generally) that fosters a sense of wonder -- of coming face-to-face with the beautifully strange and mysteriously other, I think is meant -- is that strangeness and mystery are lost as familiarity develops: once you know the precise workings of the "mechanics," the magic is lost.

But, paradoxically, sheer randomness won't do, either: there has to be a method to the magic or its sheer arbitrariness will be off-putting as well, since it will preclude mastery, or the ability to know what one needs to do in order to produce a desired effect or outcome.

I agree with those who say that "magic" is not an add-on to a world that works the way we (i.e., 21st century Westerners) think it does; instead, it's an alternative model of how the world works in which the world is to some degree responsive to human desires or imaginings.

Here's my idea, inspired of all things by Michel Foucault's discussion of "resemblance" in The Order of Things

Up to the end of the sixteenth century, resemblance played a constructive role in the knowledge of Western culture. It was resemblance that...organized the play of symbols, made possible knowledge of things visible and invisible, and controlled the art of representing them. The universe was folded in upon itself: the earth echoing the sky, faces seeing themselves reflected in the stars, and plants holding within their stems the secrets that were of use to man.


Foucault goes on to suggest that the "semantic web of resemblance" included four critical concepts, which I'll summarize as juxtaposition, in which things that are adjacent have similar attributes, so that the container is also the thing, and vice versa (the body is the soul, the house is the world); emulation, in which things that are distant mirror each other's attributes, so that different domains emulate each other (as above, so below; or there as many different kinds of fish in the sea as animals on land); analogy, in which relationships between things resemble each other (the sun is to the sky as the eyes are to the face); and sympathy, which sets things in motion according to their natures, and allows properties to be transmitted or transferred from one thing to another.

To my way of thinking, these are nothing if not "laws of magic" that could be adopted wholesale to create a game-world that operated according to these laws rather than the laws of physics.

I can imagine a game intended to explore this world. Call it Baudolino, after the title character of Umberto Eco's novel who travels through lands like those described in fanciful medieval travelogues. The characters are wanderers from the West who are moved to journey through a fanciful Asia to find and bring back the wonders of Cathay and Hind.

Each player has a pool of resources called "Resemblances": you play a Resemblance in order to "activate" one of the four resemblances that Foucault describes: My character is a Venetian merchant trying to find the way to Prester John's kingdom. The GM tells me that local guides have led me to a mountain range wherein the kingdom may lie, but have no idea how to proceed further. I say:

"Since a kingdom is like a city [Emulation], it must have roads leading toward it [Analogy]. And since the nature of a road is to carry travelers along it to its end [Sympathy] -- and since you will stipulate that I am a traveler, since I have left my city [Juxtaposition] -- then it is clear that if I continue along my current path the road will carry me to its end [Sympathy]. And since my end is Prester John's kingdom [Juxtaposition], and as we have seen I am a traveler on a road that leads to an end, then that road's end must also be Prester John's kingdom [Analogy]."

I spend 7 Resemblances, and my character arrives in Prester John's kingdom. Magic!

Wonder, though? I'm not sure, but there's a sort of half-logic to it that's quaint and a little droll that could at times reach the level of the sublime (after perhaps having passed through the ridiculous).

Bill

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On 3/2/2005 at 8:20pm, Sydney Freedberg wrote:
RE: Magic by design

This is cool (Umberto Ecco the RPG!). I think it may be missing one element: Magic is a way of thinking about everything, but it's not only thinking, it's also things you do -- little prayers, rituals, even casting the seed with your right hand always and never the left. So your merchant travelling to the Kingdom of Prester John needs not only to think out a justification for getting there, but also to do something that helps him do that. The nice thing about having four clearly defined but broadly applicable "laws of magic" (or 3, or 8, or whatever) is that the something you do can be any number of inventive and creative things.

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On 3/2/2005 at 8:29pm, lumpley wrote:
RE: Magic by design

Bill wrote: ...once you know the precise workings of the "mechanics," the magic is lost.


Here's the answer: Ron's post to Jay's [Musha Shugyo] Honor mechanics thread.

If the game's about those four magical approaches, you make mechanics that provoke 'em, not mechanics that quantify 'em.

This isn't nothing; it's hard, real design work. But it's doable, surely.

-Vincent

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On 3/2/2005 at 8:38pm, TonyLB wrote:
RE: Magic by design

And, if I may elaborate on what Vincent said: when you make mechanics that provoke a certain pattern, the players can learn to use that pattern without ever consciously becoming aware of it.

If you're looking for a player sense of wonder and synergy, that's where you'll find it.

For instance, at Dreamation we discovered "In Dogs, lifelong relationships are most often created over the barrel of a gun". That's wondrous. It's also inherent in the rules. When you play the game you feel the rightness (for that system) of that principle, even if you could never consciously apply it.

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On 3/2/2005 at 8:42pm, Bill_White wrote:
RE: Magic by design

Sydney wrote: This is cool (Umberto Ecco the RPG!). I think it may be missing one element: Magic is a way of thinking about everything, but it's not only thinking, it's also things you do -- little prayers, rituals, even casting the seed with your right hand always and never the left. So your merchant travelling to the Kingdom of Prester John needs not only to think out a justification for getting there, but also to do something that helps him do that. The nice thing about having four clearly defined but broadly applicable "laws of magic" (or 3, or 8, or whatever) is that the something you do can be any number of inventive and creative things.


Yes, you're right:

"But how can you be sure that this road is the road to Prester John's kingdom, rather than the road to anywhere else?" [A resemblance intended to confound me]

"Ah, well, as to that: I set out at dawn from Venice, and continue to set out at dawn every day that I travel, since Prester John's kingdom rises in the east as does the sun [Analogy]. Thus I can be sure of my road."

...and so on.

Your point is well-taken: the purpose of invoking resemblances isn't just for logic-chopping; it's to guide action. Good call. "Since the east is the world's right, I step off first with my right foot, and so I am advantaged."

Bill

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On 3/2/2005 at 8:54pm, Sydney Freedberg wrote:
RE: Magic by design

Aaah, very nice. And the more of these little rituals you can incorporate, the better (which gets you into anti-Occam's Razo territory very fast because you're rewarded for complicating things). Maybe the GM or other players get to rate your ritual elements for effectiveness? E.g. "The dawn thing was okay, so +1 to your roll for that, but I really like the right-foot equals going-east bit, so +4 -- but expect to have some trouble if you have to figure the best foot to start on travelling north/south!"

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On 3/2/2005 at 9:25pm, Bill_White wrote:
RE: Magic by design

Vincent wrote: If the game's about those four magical approaches, you make mechanics that provoke 'em, not mechanics that quantify 'em.


Yes, exactly. I don't think that I was arguing that the game was about "resemblance," but I take the point that not every focal concept has to be quantified, and that some aspects of the game are "emergent properties" that come out in play--and that a big part of the designer's job is to figure out how to do that.

So I think I was saying that if a game is about "wonder"--which is where this conversation started--a way to provoke that might be via mechanics of resemblance: changing the common sense of cause-and-effect to the common sense of resemblance, and embedding that change in the mechanics of the game.

Tony wrote: And, if I may elaborate on what Vincent said: when you make mechanics that provoke a certain pattern, the players can learn to use that pattern without ever consciously becoming aware of it.


Sydney's suggestion that that changed common sense be oriented toward action, rather than merely assertions about the world, improves my idea 100%, I think, and opens up the possibility that players can learn to forge chains of resemblance that enable fabulous actions. This could lead to a sense of wonder on the part of players, mebbe.

Vincent wrote: This isn't nothing; it's hard, real design work. But it's doable, surely.


Yes. I don't think I've been saying anything different than anybody else: "Erm, sense of wonder...yeah, that's hard...but how about this?" But the real trick is to take the idea and design the game. I know, I know.

Bill

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On 3/2/2005 at 9:45pm, Shreyas Sampat wrote:
RE: Magic by design

I think that Fred's rejection of the "if-then" mindset is doing magical thought a disservice. There is a very significant tradition of "I perform X in order to derive Y result."

The difference lies in skepticism; the magical thinker doesn't trouble with "What if X and Y are unrelated?" That simply isn't permitted by his universal axioms.

The way I see it, the modern scientific mind assumes, "Stuff happens, and it is unrelated to other stuff unless I can rigorously prove otherwise."

The various magical minds say, "That is ridiculous."

Examine animism, Nobilis-style: "All events happen because of the free-willed actions of spiritual entities. Gross reality is just a visual representation of their interactions with one another; there are no unmotivated events. Every event is the result of some being's conscious choice, which may be strongly guided by its preferences and duties, but is never a foregone conclusion."

Granted that these spiritual entities have certain properties, this world is indistinguishable from the scientific world, but what if these spirits have different properties? If all these beings have non-obvious motives and desires, then suddenly, all these seemingly physical interactions have the opportunity to become social interactions.

Or you might look at the world through a ritual mindset; "An event has no lasting effect if it is not ritually acknowledged." This is what I use for the Underworld in a game I have run; you may enter a ghost's home and eat his food, but if you do not drop a pebble into the basket at his door, then you recieve no nourishment from the meal he serves you. You can get into countless battles there at no risk of life and limb, but even a simple argument becomes a contest of life and death if someone drops a gauntlet on the floor.

So I guess what I'm saying here is analogous to Bill's suggestion; a system built on scientific presumptions, regardless of its sorcerous trappings, is going to look like a scientific system. But you have to be very careful deciding what presumptions are scientific and what are not.

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On 3/2/2005 at 10:00pm, Valamir wrote:
RE: Magic by design

Sydney Freedberg wrote: Aaah, very nice. And the more of these little rituals you can incorporate, the better (which gets you into anti-Occam's Razo territory very fast because you're rewarded for complicating things). Maybe the GM or other players get to rate your ritual elements for effectiveness? E.g. "The dawn thing was okay, so +1 to your roll for that, but I really like the right-foot equals going-east bit, so +4 -- but expect to have some trouble if you have to figure the best foot to start on travelling north/south!"


The old RPG Fantasy Wargaming by Bruce Galloway took this as its premise for magic. Of course it then created a bunch of tables and lists of modifiers that robbed much of the wonder out of it, but as an example of how such a system is organized its fantastic (the game, while all but unplayable, has so many fantastic elements to learn from that I think every game designer should own a copy. It is, to me, the original Heartbreaker).

In FW the world is organized into a system of correspondencies that link together: The zodiac, the four elements, the seasons, days of the week, gem stones, colors, numbers, types of wood, body parts, animals, herbs, times of day, emotions, etc. You'd get a bonus to magic based on how many of these correspondencies you could draw upon while casting.

For instance if you wanted to make a woman fall in love you'd see that the emotion of love is related to the element of fire which is related to the gemstone ruby, which is related to the spleen, which is related to the number 7, which is related to Spring, which is related to the rabbit, which is related to copper, which is related to thyme, which is related to willow wood, which is related to 3:00 AM. So you could just try and cast the spell (and almost assuredly fail, or you could go to a grove of -7- -willows- at -3:00AM- in the -Spring- and burn a -rabbit's- -spleen- on a -copper- spit while casting the spell and get beau coup bonuses.

This system then carried on throughout the whole game. Fighters born under the sign of the Lion would get bonuses to their -courage- and -leadership- in the month of -august- and even more on -saturdays-. They'd want their shield to be made of horn beam and bound in silver.

Certain characters would have a bonus to swim across a stream on a thursday while for other characters wouldn't plunge into a burning building to save a child because "no way, its tuesday, and the moon is new, and its 9:00PM...I'm not going in there...that's like -35%"


I've often wanted to meld that concept to a less squirelly system.

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On 3/3/2005 at 2:32am, Noon wrote:
RE: Magic by design

Bill_White wrote: So I think I was saying that if a game is about "wonder"--which is where this conversation started--a way to provoke that might be via mechanics of resemblance: changing the common sense of cause-and-effect to the common sense of resemblance, and embedding that change in the mechanics of the game.

I think 'wonder' will come from the assurance there are further rules to discover, but lacking the ability to discover them.

To assure the gamer there are rules, you enable them to discover some of those rules.

That done, you then make it harder and harder to discover more.

This leads to the point where the player is satisfied there are more rules to find, since they have found some. You've already noted how you need some rules and can't be completely arbitrary. Their having some rules is compelling proof that the rest of magic must consist of rules. But the RPG mechanically makes it very hard to get them.

Thus, you can only wonder what those rules are. It's like wondering if the grass is greener on the other side of the fence...it's that sort of wonder, generated by the knowledge there is grass there, but ignorance of its properties. Magic is much the same, as I see it. You feel there are marvelous things you can do with it, but are ignorant of how to make them come about.

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On 3/3/2005 at 3:25am, M. J. Young wrote:
RE: Magic by design

There have been a couple of passing mentions in this thread pointing to an aspect that I think has been generally overlooked. Someone said something about the religious dimensions, and in fact historically magic had if not always a religious generally a moral dimension.

In describing the Magical World View in the section The Moral Logic of the Enchanted World View of Magic, Fate, and History: The Changing Ethos of the Vikings, Rosalie H. Wax wrote: Very fine brief introductions to the moral logic of the enchanted world view are to be found in Gluckman's (1944) discussion of Evans-Pritchard's book on the Azande and in a recently published article by Winans and Edgerton (1964). Gluckman (p. 67) holds that "witchcraft works as a theory of causes" and that the theory is "reasonable and logical, even if it is not true," whereas, Winans and Edgerton (p. 745) assert that magic is "manifestly a negative sanction against violation of moral norms," and that is not only moral, but jural.

If one looks at magical causation as an integral part of a world view, one may carry these observations a step farther and assert that magical causality is moral in its very essence. "The universe is morally significant. It cares" (Redfield 1953:106). The man who becomes seriously ill or suffers great misfortune knows that he has offended or irritated some being, human or otherwise, who has used Power against him. Whether the offense is intentional or accidental does not matter--the results are the same. Conversely, the man whose children are hale, who is always prosperous, who escapes unscathed from storms and battles, has always managed to do all the "right" things and none of the "wrong." (Or should he offend some Being or Power and suffer no misfortune, it is because he is under the protection of a more powerful being.) Should such a man be visited by ill fortune, everyone knows that he has somehow fouled up his relationships with the Beings of Power. In fine, the essential principle of magical logic is that all blessing and all suffering have a cause.
Wax Ch. 4: The Ideal Typical Enchanted Point of View, from Magic, Fate, and History: The Changing Ethos of the Vikings, Published by Coronado Press, Box 32, Lawrence, Kansas 66044, Copyright (c) 1969, by Rosalie H. Wax.

Part of the wonder may be tied up in the degree to which magic relates to these matters of moral right and wrong.

--M. J. Young

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On 3/3/2005 at 3:49am, Shreyas Sampat wrote:
RE: Magic by design

From the American Heritage Dictionary:

wonder, noun:
1a. One that arouses awe, astonishment, surprise, or admiration; a marvel.
b. The emotion aroused by 1a.
2. An event inexplicable by the laws of nature; a miracle.
3. A feeling of puzzlement or doubt.

MJ,

It escapes my understanding how a consideration of moral factors would be conducive to wonder, if we are agreed that that is its definition. I wonder if you have some insight that I do not, or that your definition differs from mine? As always, I remain

Ever your faithful servant,

Shreyas

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On 3/3/2005 at 5:44am, ffilz wrote:
RE: Magic by design

One thought I have is that it may be impossible to truly attain a sense of wonder, at least in a sustainable way. In one sense, I think a sense of wonder or awe arises out of an occurence that was not expected to be possible (which jives with the definition Shreyas posted). A problem might be that in a game, to achieve that unexpected result means that most of the time, the magic must fail (I would propose that the tribal shaman who does a rain dance does not really attain a sense of wonder from it - he expects it to work). But if magic fails most of the time, then it makes the magic just predictably bad.

I think D&D created a sense of wonder for me the first time through, because each supplement presented new magic items and spells, which did things not previously possible. But after all that wore off, magic became predictable, and even subsequent RPGs had a hard time, because of the expectations set by D&D.

If somehow you could find a way for players to specify the effect they wanted from their magic, such that they don't really expect it to work, but you are always able to say "yes!" then you might have something.

Hmm, a new RPG can create a sense of wonder though if the rules turn out to be really elegant. If each new situation, the rules produce results which you say "yes, that's what I think should happen!" then you can derrive a sense of wonder from that experience.

Frank

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On 3/3/2005 at 9:11am, contracycle wrote:
RE: Magic by design

Do priests experience wonder?

This is an overlooked issue in this sort of discussion, I think. We talk about the "sense" of "wonder" but I fully expect this is highly variable in real contexts. Masybe you are 15, watching the eucharist in procession - maybe you get a sense of wonder, of awe. By contrast, you're a 50-year old bishop wafting the censor for the thousandth time, do you still that same degree of awe? I doubt it.

We tend to approach this "awe" as if it were a necessary property of the belief system, rather than if it is a property of what is essentially an art performance. And this, in my mind, ends up with a projection of this awe onto the experienced practictioner, who is thereby rendered senseless, incompetent, unimportant.

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On 3/3/2005 at 1:42pm, Vaxalon wrote:
RE: Magic by design

contracycle wrote: By contrast, you're a 50-year old bishop wafting the censor for the thousandth time, do you still that same degree of awe? I doubt it.
.


If your faith is still strong after thirty years of practice, then yes, you do. I can't speak from personal experience, but I have been told by people I trust that the touch of the divine never fails to impress, no matter how often it happens.

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On 3/3/2005 at 10:33pm, Doctor Xero wrote:
RE: Magic by design

Shreyas Sampat wrote: It escapes my understanding how a consideration of moral factors would be conducive to wonder
M. J. Young wrote:
In describing the Magical World View in the section The Moral Logic of the Enchanted World View of Magic, Fate, and History: The Changing Ethos of the Vikings, Rosalie H. Wax wrote: "The universe is morally significant. It cares" (Redfield 1953:106).
Wax Ch. 4: The Ideal Typical Enchanted Point of View, from Magic, Fate, and History: The Changing Ethos of the Vikings, Published by Coronado Press, Box 32, Lawrence, Kansas 66044, Copyright (c) 1969, by Rosalie H. Wax.

Shreyas, how could a person not be filled with awe when, in the midst of the cold demands of survival and the material drudgery of daily life, he or she suddenly remembers once again that the universe cares -- even when a person's shortsighted fellow humans may fail to!

Doctor Xero

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On 3/3/2005 at 10:40pm, Doctor Xero wrote:
RE: Magic by design

ffilz wrote: One thought I have is that it may be impossible to truly attain a sense of wonder, at least in a sustainable way.

contracycle wrote: We talk about the "sense" of "wonder" but I fully expect this is highly variable in real contexts. Masybe you are 15, watching the eucharist in procession - maybe you get a sense of wonder, of awe.

Some of us never lose our sense of awe and wonder at the mundane miracles of life. And yes, I mean "awe" and "wonder" as it is defined in dictionaries, religious studies, and philosophy tomes. When I am not buried under academic red tape, I find myself experiencing that sense of awe and wonder numerous times a day. I've found this happens for a number of Christians, Buddhists, Muslims, Jews, pagans, and spiritual folk of all stripes and all ages and all levels of intelligence, learning, and position. I think it would be naively materialist for us to discount this experience common to so many.

Doctor Xero

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On 3/3/2005 at 10:47pm, ffilz wrote:
RE: Magic by design


Some of us never lose our sense of awe and wonder at the mundane miracles of life.

Oh, I tend to agree with that. But I'm not sure that you can sustain that awe with something that is reduced to RPG mechanics. In fact, there's an interesting analogy. There are those who are anti-science because reducing the miracles of life to scientific principles destroys the sense of wonder. On the other hand, there are plenty for whom such just increases the sense of wonder - which I guess is why I consider the possibility that one could come up with a set of rules that was "just so right" that you were continuously amazed at how well it does it's job.

Hmm, one modern, rather mechanical example of something that is "just so right" that it inspires awe for me is the LEGO system of building toys. It just amazes me that a few simple ratios established 50 years ago allow for such an amazing system.

Frank

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On 3/4/2005 at 12:50am, M. J. Young wrote:
RE: Magic by design

Shreyas Sampat wrote: MJ,

It escapes my understanding how a consideration of moral factors would be conducive to wonder, if we are agreed that that is its definition. I wonder if you have some insight that I do not, or that your definition differs from mine?
Doc has responded eloquently to this; let me elucidate.

Magic means that there's someone out there who is big enough to do what to you is impossible, and that that someone takes an interest in your situation, for better or worse. As Wax observes, the believer recognizes that good and bad things happen to you not by mere chance (the modern way of thinking) but because, in the mind of someone far more powerful than you, you deserve them.

That means that whenever good things happen to you, it means someone out there is smiling on you. It means that whenever bad things happen to you, it means someone is displeased with you, and you should find out why and make it right before something worse happens.

If we knew that to be so, it would mean we were constantly aware of our involvement with unseen powerful beings to whom our actions mattered. The gods are watching.

As to how that relates to doing magic, it would seem that if you can get the gods to work on your behalf, you must have been pleasing to them, and if someone can get them to work against you, you must have done something wrong. That ties the performance of magic into the moral conduct both of the user and of the target. The moral dimension arises because of the involvement of these greater beings.
Gareth a.k.a. Contracycle wrote: By contrast, you're a 50-year old bishop wafting the censor for the thousandth time, do you still that same degree of awe? I doubt it.
Again, Doc has spoken well to this, but I will also. I'm not a Bishop, but I've been in ministry since high school, in one form or another and still am today. I'm not yet fifty, but it's a difference that would vanish in the smallest of roundings. Sometimes when you're fifteen, you feel no awe; sometimes when you're fifty, you still do. If anything, I think I have moved into more awe and wonder through the years as I have more clearly seen Him whom I serve.

I'm sure that you can get used to the elephant in the room, as it were; but this one moves, and when He does, you realize just how big He is.

--M. J. Young

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On 3/4/2005 at 3:48am, TonyLB wrote:
RE: Magic by design

M. J. Young wrote: Magic means that there's someone out there who is big enough to do what to you is impossible, and that that someone takes an interest in your situation, for better or worse. As Wax observes, the believer recognizes that good and bad things happen to you not by mere chance (the modern way of thinking) but because, in the mind of someone far more powerful than you, you deserve them.

Your second sentence doesn't follow from your first. It assumes an intermediate step along the lines of "and the greater force is operating to provide people with what they deserve".

Now I say this not in fact to nitpick. I say it because in any game you've got two things: The events that happen, and the structure that explains them. That second thing ("the greater force wants to give you what you deserve") is the structure that explains events.

You can do one of two things: First, you can decide what the structure is, then create the events from there. Second, you can make the events happen, and figure out from what happens in the game (even if it's random) what the underlying structure is.

For instance, in Dogs in the Vineyard, the decisions of the Dogs are not constrained by any tenets of religion. The GM will never say "That wasn't what God wanted". Whatever the Dogs decide, that's what God wanted. That's the "event that happens". The nature of God (vengeful vs. merciful, just vs. pragmatic, etc.) is whatever is implied by those events. The Dogs are right, and the Dogs did this, therefore the structure of the universe is such that this is right.

I think that this second approach is a stronger one for approaching the creation of wonderment: The universe cares what you do. These events have happened. Now what does that say about what the universe wants from and for you? And what does that insight, in turn, bring to the next round of actions?

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On 3/4/2005 at 5:32am, Shreyas Sampat wrote:
RE: Magic by design

For that matter, to say that if an entity transcends your limitations means that it is greater than you is frankly ridiculous. A ladybug can fly but I cannot! Am I to feel awe and wonderment if I can manipulate the ladybug's needs and desires so that its actions accomplish my goals?

If I am, shouldn't I be more impressed with myself than this lowly insect dupe?

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On 3/4/2005 at 8:21am, contracycle wrote:
RE: Magic by design

Doctor Xero wrote:
Some of us never lose our sense of awe and wonder at the mundane miracles of life.


My condolences.

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On 3/4/2005 at 6:11pm, Vaxalon wrote:
RE: Magic by design

There's a difference between experiencing awe and wonder at the ruleset of a game, and experiencing awe at a game experience as a whole. One might attribute that awe to the ruleset, but it would be better aimed at the system as a whole.

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On 3/5/2005 at 1:32am, Dantai wrote:
RE: Magic by design

Magic only ever works one way.

By magic.

Because it's magic.


Spirituality only ever works one way.

Some dude makes some stuff up then convinces other dudes he's right.


But like that's just my opinions ;-)

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On 3/5/2005 at 1:12pm, Garbanzo wrote:
RE: Magic by design

This discussion seems to be drifting from Wonder to Faith.

M.J., your quote from Wax talks about magic resulting from essentially social offences against Entities. Perhaps implicitly, violating social norms offends said Entities. In this way magic is moral, but reinforces the morality of the village. It cares, but cares only that the social mores are followed.

From here, though, discussion spun into a different form of caring: that of a benevolent Entity towards each individual.

DoctorXero wrote: Shreyas, how could a person not be filled with awe when, in the midst of the cold demands of survival and the material drudgery of daily life, he or she suddenly remembers once again that the universe cares -- even when a person's shortsighted fellow humans may fail to!

This sense of comfort is a new addition to the equation. We can posit a cold, impersonal Entity concerned only with the number of sacrifices or the hunting practices of the males. This Entity surely "cares," but about my actions, not about me.

My suggestion is we've slipped into a digression about the Wonder inherent in a certain variety of Faith, which can be cleanly seperated from the Wonder to be had in Magic.

Up at the start of the thread, Tony explicitly stated he was interested in Magic, not Religion.
Tony: should we cleave to the original topic, or is it time to cleave from it?

-Matt

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On 3/5/2005 at 1:50pm, TonyLB wrote:
RE: Magic by design

Garbanzo, I see the line you're drawing, but I don't know that this topic can be discussed on just one side of that line. So I'm fine with the discussing sprawling into religion, as long as the central focus remains on magic.

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On 3/14/2005 at 10:27am, Silmenume wrote:
RE: Magic by design

Hey Tony,

TonyLB wrote: I have this notion that you need to have the mechanics, but have them be so thoroughly obfuscated that the players only grip them on a subconscious level. Then they become proficient in gaming the magic system, and can recognize and create things that clearly fall into it, but have little or no ability to consciously describe why it is that they do what they do.



Okay: Can a system that (on some level) simulates and rewards the observed anthropological patterns of magic evoke the uncanny feeling of the wondrous and magical?


Yes. Its called Bricolage. As far as a “published system” that facilitates in the evoking of this “uncanny feeling of the wonderous and magical” I might suggest Chris’ Shadows in the Fog. Without trying to get too promotional, Sim is ideally suited creating “feelings” of such things in the players. Why? Because Bricolage, which is how the cultures who “believe” in magic, create their magic systems. The key is that they don’t believe that they are “creating” a magic system, but rather exploiting some already existing facet of nature. These peoples thoroughly believe what they are doing is having a real effect and this “feeling” is created via the thought process of the mythic form of Bricolage. IOW such a wondrous feeling comes not through the employment a fixed, cold and essentially predetermined “scientific” system, but rather through a “clumsy” and intimately interactive process of player input.

The mythic form of Bricoling creates mindsets, informs world views in people. A game that employs the mythic form of Bricolage (Sim) is ideally suited, if performed properly, to create the feelings you are looking since it is the very means by which such mindsets are created in non or preliterate real world cultures.

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On 3/14/2005 at 3:58pm, TonyLB wrote:
RE: Magic by design

Jay, give me a concrete example of a way that you would design a system to do this.

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