The Forge Reference Project

 

Topic: What Magic Is
Started by: Jonathan Walton
Started on: 9/26/2003
Board: RPG Theory


On 9/26/2003 at 4:34pm, Jonathan Walton wrote:
What Magic Is

I was reading some Forge threads, looking at various magic systems that people were working on, when something struck me:

Magic is really just a player-empowerment tool, resisting the GM's total control of the game. This is partially why it's so ubiqitous in roleplaying.

I mean look at Nobilis, if you want an exaggerated case. There, the magic/miracle system empowers players more than just about any other game, encouraging them to take other Stances and manipulate the imagined world. Next, imagine a Universalis mod where the world-creation system is just the magic system, powers given to all-powerful mages or gods who manipulate the imagined world.

Magic is just a method of handing story control back to the players in small controlled doses. Calling it "magic" hides what it actually does, functionally, within the social contract. This also means that every "magic system" if employed properly, could just be a way for players to get more control. Look at Donjon, where players determine if there is a secret trapdoor or what's in the next room. A magic system by another name.

Of course, this may not be anything new, but I guess this is my week for making realizations I should have long ago.

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On 9/26/2003 at 5:17pm, Christopher Weeks wrote:
RE: What Magic Is

I don't buy it.

A magic system might sometimes be a vector for players to have authorial power, but I don't think that's the normal case.

Let's look at magic in D&D. How is Magic Missle any more or less an "empowerment tool" than a crossbow? I don't see that magic system increasing the players' potential for authorial behavior. Even though I used the simplest case, jumping to Wish, I still don't really think that description fits. The DM decides how the wish is interpreted and fulfilled and there is a rich tradition of the GM screwing the wishful player if they can think of a clever way to do so. The GM has total control -- or doesn't...but not because of magic.

Nobilis seems to encourage the players to generate lots of story within the framework established by the game and the particular HG. And the whole system really revolves around the miraculous powers and how they are a tool for the P/Cs to do that. But ultimately, it could be run exactly as a typical D&D game. And I'm pretty sure that there are some very Gamist Nobilis games out there.

I love different magic systems. I think that magic is often the most fun to read in a new game. But I don't think they're particularly a narative asset.

But maybe I'm missing something; I'm still new to all this,

Chris

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On 9/26/2003 at 5:45pm, John Kim wrote:
Re: What Magic Is

Jonathan Walton wrote: Magic is really just a player-empowerment tool, resisting the GM's total control of the game. This is partially why it's so ubiqitous in roleplaying.
...
Magic is just a method of handing story control back to the players in small controlled doses. Calling it "magic" hides what it actually does, functionally, within the social contract. This also means that every "magic system" if employed properly, could just be a way for players to get more control.

I suspect that for mechanistic magic systems, this may to some degree be true. If magic works regardless of circumstances, then it is an ability that cannot easily be neutralized without blatantly violating the social contract. Personally, I have had the opposite experience with magic. In my games, magic tends to be a mysterious force. It can be hard to get the players to be pro-active about it, because the player isn't sure of her ground.

Then again, I seem to have an unusual experience or point-of-view about player control. A lot of people talk about GM dominating the game. In my experience the basic contract of having players design and control the PCs means that the players have dominant story control. As a player, I usually feel limited primarily by the other players. GM control of story usually comes about because the players feel like they should do what he would like, because of the work he put in.

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On 9/26/2003 at 5:49pm, Valamir wrote:
RE: What Magic Is

Hmmm, I think you're both essentially write.

I don't think that what's being handed to the player is actually "Story" Control, per se; but rather an ability to effect and alter the environment at a scale grater than mere swords and guns.

Handing that level of ability to influence the environment to the player, does give the player a greater degree of power, and when the "story" is essentially driven by the environment one of the side effects can be added influence over the story.

If you take it from an extreme example. Consider the worlds most railroaded D&D dungeon. Magic (at higher levels anyway) is essentially a free ticket for the player to de rail the rail road.

Take the impact of a Dig spell on a carefully laid out dungeon maze.
the impact of a charm spell on a key NPC
the impact of a sleep spell on the super watchful guard.
the impact of a wall spell to close off an avenue of attack
etc.

To the extent that the "story" requires the characters to be lost in the maze, to get lied to by the NPC, to get caught by the guard, or to get ambushed from behind; these spells have effectively allowed the player to alter that story.

If you've ever been in a heavily railroaded dungeon, think back to all of the desperate excuses DMs will give for why the magic didn't work (the dungeon walls are laced with adamantine which is immune to dig spells, the NPC mysteriously makes his Save 4 times in a row even though he's 0 level, the guard is standing inside an anti magic circle or has a talisman of sleep protection...etc; All of which is just the DM trying to protect his soveriegn control over his "story".


So...the more a story relies on a certain structure, and the more magic allows players to mess with, unravel, by pass, or otherwise modify that structure...the more impact a player has on the story.

In Nobilis the structure is more open and full of surreal crazyness. Nobilis magic gives the player the ability to engage in his own surreal crazyness and so similarly impact the story in a way that a non magical entity in the game could not.

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On 9/26/2003 at 6:30pm, bcook1971 wrote:
RE: What Magic Is

John Kim wrote: As a player, I usually feel limited primarily by the other players.


Yes. Lord, yes. In a highly polar dynamic, established leaders will drive the action for the group, newbies will be cowed and "just hanging out" types will go along, really only perking up when the GM says, "Roll for initiative," or "Save vs Poison."

With more balanced consideration, the lead floats like a buoy from player to player. Part of this is gracious play from player to player. Another part is the GM tuning in to varying the spotlight and encouraging involvement (off base or otherwise, just to get 'em in the mix.) Part of it is a system lacking in overt goals and explicit structure of play.

John Kim wrote: GM control of story usually comes about because the players feel like they should do what he would like, because of the work he put in.


Probably. Most GM's I've gamed with are grateful to be engaged. If you've got a guy who's game for "let's see what happens" and he clearly initiates the group to that approach, you can really dig in. With a more tightly scripted method, you spend a lot of time waiting to get your blocking for the scene.

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On 9/26/2003 at 6:45pm, C. Edwards wrote:
RE: What Magic Is

I'm having trouble seeing beyond the "lumpley principle" here. Magic, crossbows, etc. just being specific ways for the players to exert influence during play.

Am I missing something?

-Chris

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On 9/26/2003 at 7:04pm, damion wrote:
RE: What Magic Is

Jonathan,
Wow, you just explained why I always play magic types in DnD...
I agree with you, although I don't think it's intentional, more like another example of incoherence.

I think any player ability with an 'open ended' effect can do this. By 'open ended' I mean an effect described in terms of the game world, rather than the mechanical system. Consider
transporters in Star Trek (yeah, yeah A.C. quote...blah blah blah), or hacking in games that
support it.

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On 9/26/2003 at 7:43pm, Valamir wrote:
RE: What Magic Is

C. Edwards wrote: I'm having trouble seeing beyond the "lumpley principle" here. Magic, crossbows, etc. just being specific ways for the players to exert influence during play.

Am I missing something?

-Chris


Yeah. A big something. A crossbow has a defined use that the GM can prepare for. It is used to inflict damage on an enemy. The chance to hit is predictable, the amount of damage is predictable. The DM can account for the crossbow. If you have a big whopper crossbow...no biggie, the DM just takes that into account when setting up the baddies to shoot.

By contrast magic, is hugely unpredictable. There are alot of ways to "break the set-up" and players who are Magic User whizzes are very very adept at them. Its amazing the kind of uses an MU player can find for Unseen Servant and a Fire Trap spell. When you throw in the MacGyver wannabes declaring how they'll use heat metal to make the bars expand and crack the masonry you get players who essentially have the ability to go around whatever the DM had planned.

You can't do that with a crossbow.

Now this is an extreme example, but it demonstrates how magic in D&D can take "the story" away from the GMs carefully mapped plans and towards something more to the player's choice.

"No I won't play riddle games with the Troll to get across the bridge. I'll simply cast a wall of stone horizontally across the chasm and make my own bridge"

"No I'm not trapped by the cave in with no where to go but deeper into the Drow kingdom. I'll simply cast 5 dig spells and creat a new tunnel going around the debris and taking us back to the surface"

Simple examples to be sure, but you can see where magic is leading to player empowerment.

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On 9/26/2003 at 8:09pm, Christopher Weeks wrote:
RE: What Magic Is

Ralph,

It sounds to me like you're just pointing out that magic is really powerful. I agree. But a clever player could also disassemble their crossbow, use the string as a snare to catch pigeons, burn the stock to generate enough charcoal to leave a message on the stone wall, use the metal bow to wedge the door open, and roll the two-ton gold statue out on the remaining bolts. Magic is more versatile than the crossbow, but I belive the difference you are illustrating is a difference of degree rather than of kind.

And the DM presumably knows what spells the PCs have access to. They can plan for many of the uses to which those spells may be put, just as they can for many of the uses of a crossbow.

Now, maybe pragmatically a difference in degree is enough. Certainly by the time you get to the kind of power level displayed by Nobilis characters, the number of things that could happen with the "magic" is absurdly large and unpredictible and so what you're saying is really, really true. But it's still just providing more of the same kind of abilities to the character that the crossbow provides

Chris(W)

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On 9/26/2003 at 8:49pm, Jonathan Walton wrote:
RE: What Magic Is

Chris does have a good point. In "Step on Up" conflicts between players (which includes players vs. GM), resources that are already built into the social contract become tools for arguing for your view of what should happen. So if my wizard has the Dig spell, I cna whip that out as ammo for the declaration that I should be able to tunnel. Likewise, more creative MacGyver players can do the same things with ordinary game objects. How many times have players in a Roman-era game tried to make Molotov Cocktails or proto-gunpowder?

My argument, though, was that any magic/psionics/superpowers/super-technology etc. that potentially has a kind of open-ended, interpretative nature is simply a redelegation of power back to the players. Sure, the GM can build all sorts of silly reasons why things shouldn't work, if they're really determined to railroad, but that just shows that they're losing control. They have to resort to other methods to keep the game moving in pre-determined directions.

Obviously, there are levels of freedom and power here. D&D-style spellcasting is pretty limited and causal. But there is enough space for interpretation that it can be a railroading GM's biggest headache because magic users always do things that disrupt your plot. Ask any hardcore D&D control freak GM and see if it isn't true.

When you get systems that allow you to create your own spells/superpowers/etc. the freedom and potential for disruption gets bigger. When you allow players to create things on the fly, it increases still more. And obviously, if the degree that players can affect the game becomes greater, each act will have a more meaningful impact. So really you have both Power and Freedom leading to greater and greater player control.

This isn't to say that players will necessarily use this new story control for any particular end. Magic is not necessarily Narrativist unless the magic user really wants to support themes in the narrative. But he could just as easily decide to smite his buddies or create a castle made of glass.

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On 9/27/2003 at 2:33am, bcook1971 wrote:
RE: What Magic Is

I've always thought that applications of magic particular to a function are empowering and yet not overwhelming to the plot. All my examples are from movies.

In Singer's X-Men, Storm could call a lightning strike, but it took time to brew the clouds, and even then, it had to come from the sky (instead of streaking from her hands.) Magneto could pull some devious tricks, using metal to act against his targets, mutant and human alike. But he couldn't make force fields or lift people into the air by influencing magnetic particles in their blood (both of which he does over and over in the comics.)

In Jackson's LOTR, Gandalf chiefly uses light to create awe and protective fields (e.g. bellowing at Bilbo in his Hobbit hole, face of light to the goblin swarm in the Halls of Moriar, arc of light to bar the Balrog's passage at the Bridge of Khazadhum.) But he still had to duck from the archers, wield a sword in a melee and ride his ass off to reach the Riders of Rohan.

How can their not be negotiations over intent of spell texts and how it affects game balance? And for more interpretive wordings, it just ups the trust required to share a similiar spirit of exploration.

When I ran a Hubris Story Engine 3-shot, I pushed the players to introduce plot elements, create setting and direct characters (theirs and others) as necessary to explain a scene resolution.



• The party wounded and captured a leader for the Necromancer's cult army in an upstairs hall of a whore house in a town that was a nexus of conversion and recruitment. Thousands of men were swarming the building, running upstairs to breach the barricaded doors. They succeeded their roll to escape.


• GM: So what happens?
• PC: Well, I guess the cult members and soldiers are rushing the front and sides.
• GM: No, actually, their surrounding the building.
• PC: No, I'm saying they are.
• GM: Oh, gotcha.
• PC: So, we open a window and jump out the back.
• GM: In his weakened state, the general may be killed! Then you wouldn't get to interrogate him.
• PC#2: Well, actually, there's a wagon full of hay that provides a soft landing.



• The party is tracking cult members as they make their way to a secret location for a meeting.


• PC: So why are we after these guys?
• GM: You're trying to figure out where an ancient sword that can harm the dead is kept so that you can use it to slay the necromancer, dissolve his power base and secure the kingdom.
• PC: Hey! Wait a minute! Along the way, while we're following these guys, I come across one of those types of swords in the alley!
• (All laugh.)
• PC#2: Yeah, the Hell with following these clowns. Let's go back to the pub and get drunk!
• GM: Very funny . . .





You're either in the spirit or you're a spoiler.

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On 9/28/2003 at 2:13am, Windthin wrote:
RE: What Magic Is

Magic is a device, a tool, as I see it. It's part of the setting, a part most underestimate (I personally put forth the theory that whenever you have magic, you have the potential for things that the tech level of the setting would otherwise not allow -- better alloys through fire magic, better medicine through healing magic, without necessarily understanding the full force of it, so on). It is a potent force, but it is not without its own boundaries. Bad usage of magic sees it as a cure-all, there to do the impossible when you want it done. Good usage of magic treats it more as a tool, even when it IS a mysterious force; it is not there to solve every little thing, but it can be potentially wielded to good effect. Good usage also takes into account, I feel, the full ramifications magic has upon a society; a problem with many settings is that magic is introduced and then the rest of the setting is left alone, to run its course rather than truly incorporating the magic into it. So you wind up with a "medieval" (I hate that word in conjunction with fantasy, but that's another rant) setting that also has magic tacked onto it, or a "modern" setting that also has magic tacked onto it. I agree, though, that a creative PC can do many amazing things without magic. I had a character who was notorious for the tricks he pulled off; he occassionally made use of magic for this, but more often worked with his own two hands, his wits and whatever was at hand. No one can deny, though, that magic, applied intelligent, can make many tasks easier. I don't see it, though, as a means of competing with the GM for power, I believe because magic DOES ultimately have limits; it exists within the bounds of both the setting and the system, is a part of it, and when well layed-out, is merely one more tool the player and GM both have to work with.

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On 9/29/2003 at 2:24am, M. J. Young wrote:
RE: What Magic Is

I do have a couple of quibbles with what Windthin wrote: (I personally put forth the theory that whenever you have magic, you have the potential for things that the tech level of the setting would otherwise not allow -- better alloys through fire magic, better medicine through healing magic, without necessarily understanding the full force of it, so on).

The problem is that I would say the same thing about technology (and psionics and body skills as well)--that you can do absolutely anything with any one of these, if the limits are removed. You can argue that Star Trek levels of technology manage to obviate the need for magic by using technology instead (and you would be correct). So while what you say is true, that you say it that way suggests that magic is somehow more than these other things, when it's merely another approach to accomplishing goals.

He further wrote: Good usage also takes into account, I feel, the full ramifications magic has upon a society; a problem with many settings is that magic is introduced and then the rest of the setting is left alone, to run its course rather than truly incorporating the magic into it. So you wind up with a "medieval" (I hate that word in conjunction with fantasy, but that's another rant) setting that also has magic tacked onto it, or a "modern" setting that also has magic tacked onto it.

This assumes that merely because magic is present it is ubiquitous; that doesn't follow.

It is pretty common in our age to assume that if a technology is known, it becomes freely available. Even with technology, that's not really true. I probably can't do gene splicing in the privacy of my own home, because the obstacles to entry are too high (given that I didn't major in the biological sciences when I had a chance--but then, Ron probably can't do gene splicing in his basement, despite being in the field generally). A lot of people who studied physics can tell you how to build a nuclear bomb; even I can tell you the basics of it, but I couldn't actually design a working bomb--and even those who can design a working bomb can't easily build one. Yet technological societies generally take the stance that more people educated in how to do these things will mean greater advances in the field and a great deal of trickle-down--I might not be able to build or operate a nuclear reactor, but some of my electricity comes from the fact that someone can do so.

That same attitude is not found among practitioners of magic in medieval societies. First, there is an attitude that magic requires a lifetime of dedication, and those with a casual interest need not apply. Second, those who know how to use magic, even if they in general want to help others, are unlikely to be invested in doing so often enough to have a major impact on society. They're outnumbered. So if plague breaks out in London, and a hundred thousand people are suffering and dying of it, even if there are a hundred clerics able to heal the sick, they're going to be overworked and hardly put a dent in the spread of the disease. Adventurers are a privileged class in society: they are personal friends of people who know magic. There aren't so many of these people around. I dare say that if the party cleric decided to heal a few people in the village, before the week was out he'd have lines outside his door every morning of people begging for his kindness, and he'd never get anything else done.

So while sometimes indeed the impact of magic on society is not well considered, too often the efforts to consider it amount to a technologist's view of the most efficient way to apply magic, ignoring entirely how the wizards and priests view what they do and why they do it. Sure, if your wizard's college puts out a hundred magic users a year, you've flooded the countryside with them and are going to have impact; but most magic users are the sole apprentice of another aging magic user who has had maybe two or three such students in his life, one of two of which have since died.

As to the rest, I agree.

--M. J. Young

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On 9/29/2003 at 8:00am, contracycle wrote:
RE: What Magic Is

I disagree with the general case that magic returns powers to the players. Having played Mage, with its extraordinary degree of freedom and power through magic, I don't feel there was any significant difference in the player/GM distribution of authority. Magic powers can be revoked by GM's, a feature that occurs frequently enough in the source material as to be unremarkable.

In fact I have come to think that magic has a different function; it symbolically alienates the player from their actions as a character. Magic serves as a massive signpost that this is Not Real Life, inasmuch as I'm referring to psionics ro what have you as well. The different, fiucitonal world operates under different, fictional rules, and this malkes then content of the fictional world less threatening and more accessible.

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On 9/29/2003 at 2:35pm, Jack Aidley wrote:
RE: What Magic Is

Interestingly (or perhaps not) I've always found that in D&D and similar games it's the non-magic users who wield the power. Why? Because if they choose to go one way and the magic users go the other, it's the magic users who die.

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On 9/29/2003 at 3:50pm, Marco wrote:
RE: What Magic Is

I think it's simply a matter of knowledge gradient. Players can always get creative. I've run games where spells *needed* to be used in unusual ways in order to succeed (i.e. you have to have dig spells and pass-wall and whatever to complete the dungeon).

This is essentially a version of the puzzle game.

Yes, magic can be harder to pin down than an cross bow--however the signature railroading experience: the NPC WHO MUST BE DEALT WITH (Bobby G, on this board) can just as easily be threatened as charmed--and usually just as effectively.

And consider this, it's reasonable for a crime-lord or an important castle to defend itself from common low-level spells. In a world with charm, bank-tellers might not have anit-charm devices (but they would have charm-detectors)--but the manager would.

If you can't make a vault that's immune to magic you've got to have an economic system that isn't vulnerable to being raided.

So, no, I don't think magic, per-se is extra empowerment. I think it's harder to second-guess than many other RPG artifacts but I don't think thats so much specific to a magical nature as much as simpling being outside most people's real life experience.

-Marco

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On 9/29/2003 at 4:15pm, Walt Freitag wrote:
RE: What Magic Is

I think of magic (and psionics, superpowers, super-technology, etc.) as ways to allow players to do things that everyone (that is, players and GMs alike) want them to be able to do, but that ordinary causality won't permit them to do.

When I'm GMing, I want players to be able to hear the frightening secret instructions that the head villain is giving to his chief operative. The players want that too. And I don't want the villain or the thug to look stupid in the process, so they're not going to have their conversation in a loud voice in the middle of the marketplace. It's going to be in a secret and well-secured area. But fortunately, the player-characters have powers of invisibility, or perhaps the skillz and warez to hack into the villain's ultra-secure communications link.

Of course, if invisibility or hacking ability is commonplace in the setting, then the villain is going to look stupid breifing the operative even in the inner dungeon chamber or over the "secure" com-link. So, invisibility or hackig ability is represented as rare. Rare enough that it's plausible for the villain not to expect it -- at least, not at the level of capability that the player-characters have.

But this isn't really special to magic (superpowers, etc.) alone. The same logic applies to "mundane" abilities, including combat. Have you ever wondered why, in a setting where there are seventh-level knights around, anyone would bother to employ fifth-level thugs or bodyguards? Superior combat skills gives the players the ability to do something everyone wants them to be able to do -- beat those thugs or bodyguard -- but such skills are depicted as rare, to keep it plausible that the player-characters would be confronted with such enemies in the first place.

- Walt

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On 9/29/2003 at 4:24pm, Jonathan Walton wrote:
RE: What Magic Is

Marco wrote: So, no, I don't think magic, per-se is extra empowerment. I think it's harder to second-guess than many other RPG artifacts but I don't think thats so much specific to a magical nature as much as simpling being outside most people's real life experience.


Sorry, Marco, I don't buy it. Magic is as outside most people's real life experience as swordfighting, riding horses, gunfights, and other standards of roleplaying. That doesn't make it stranger to think about.

But a prime characteristic of magic in most (if not all) roleplaying is that it's less concerned with causality and more interpretive. Early magic systems tried to counteract this with things like "Magic Missile," which act just like normal, physical things and have super-limited scope. The way to keep magic from giving power back to the players is to construct long lists of spells, each with a very limited use. Look at D&D or any Palladium game. Bo-ring! Only the really high level spells open up those "dangerous, game-altering" interpretive powers.

But the more interpretive power in the magic system, the more the players can determine just what a spell will do, the more they are empowered to change the world around them to match their desires. Again, compare D&D or Palladium to Ars Magica or Mage and then go a step further to Nobilis and another step further to Universalis. These are all "magic systems" under various names.

A lot of people seem hung up on the restricts that are built into many magic systems that keep magic users from inbalancing the game. Yes, the GM might be given final say over whether magic works. Yes, the magic user might be made more vulnerable to injury or death. Yes, magic might be made to be unstable or inaccurate or dangerous. That's irrelevant to what I'm talking about. Those are all simply reactionary decisions that try to keep magic from undermining the assumed structure that every game is assumed to have.

However, progressive designers that aren't concerned about game balance or reserving all power for the GM don't need to cripple the natural ability of interpretive powers (be they magical, technological, miraculous, whatever) to give the players more control over the game.

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On 9/29/2003 at 5:41pm, damion wrote:
RE: What Magic Is

I think the types of powers we are discussing give power because they essentially define and alternate system of causality. Basicly our reality provides one system (most games don't have specify how gravity works), and whatever the game specifies beyond that(tech/magic/superpowers,ect) forms another, less specified system. Due to being less specified, it's more open to interpretation, so players using it have more room to select multiple meanings. This can happen also if the players attempt a mundane action outside the GM's experiance, but it's more common with magic type things. Thus the defence against this is to try to specify things really specificly, but it's still more interpretable, which is why systems like Ars Magica attempt to give some underlying principals of magic so that definition can be resolved.

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On 9/29/2003 at 8:59pm, Marco wrote:
RE: What Magic Is

You don't buy it? Look at it this way: in a car chase I can argue with you about "what would really happen." With a History Spell? Dose it show you a video? Tell you a story? invest you with memories? There's no way to know what'd "really happen" since anything you postulate immediately sets the answer as axiomatic.*

You seem to be arguing that the true essence of magic itself is in some way empowering--and that it's constrained by AD&D and what have you (for the record, I don't find that boring--I find it intriguingly ... 'gamist' making for cool tactical situations).

But hell, I agree that "magick" is as empowering as a concept as one's likely to find. But so is uber-martial arts--look at wire-fu (at that level it's a lot like magic--but it gets very murky). And so is high-technology.

-Marco
* I *have* been in a "high speed" chase. I've been down behind a support column with a loaded assault rfile pointed at a person (with intent to kill if they didn't get the hell out of the zone I was defending). I've ridden horses. I've fenced. I mean, no I haven't been in a gun-fight--but I come a lot closer to that than I do to casting Wall of Stone.

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On 9/29/2003 at 9:07pm, Jonathan Walton wrote:
RE: What Magic Is

Marco wrote: * I *have* been in a "high speed" chase. I've been down behind a support column with a loaded assault rfile pointed at a person (with intent to kill if they didn't get the hell out of the zone I was defending). I've ridden horses. I've fenced. I mean, no I haven't been in a gun-fight--but I come a lot closer to that than I do to casting Wall of Stone.


Think about where most people get their ideas about what high speed chases and gun battles are like. Not from actual experience, but from media: books, movies, video games. Where do you get your ideas about magic or super-technology or super-fu from? Media. In my mind, killing someone with a gun is as alien an experience as shooting a fireball from my hand. It's not the strangeness that makes the difference. How do you decide what'd "really happen"? You'd look to Tolkien or Peter Jackson or the Brothers Grimm.

And my definition of "magic," for purposes of this thread, includes high-tchnology and crazy wire-fu. I said that already.

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On 9/29/2003 at 9:07pm, mjk wrote:
RE: What Magic Is

I think that magic is a game designer or author empowering tool.

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On 9/29/2003 at 9:13pm, Jonathan Walton wrote:
RE: What Magic Is

I think many people are looking at the title of this thread and thinking that it gives them free reign to post their own opinion of what they think magic is. Let me make it very clear that those kinds of post are OFF-TOPIC to this thread. I apologize for not saying that earlier. Start another thread if you want to look at magic in the abstract.

The topic of the thread is the discussion or refutation (since many people disagree) with my definition of seemingly-magical abilities (inclusing super tech, super powers, etc.) as things that necessarily empower the players with more control over the shared imagined space, relative to the GM.

PLEASE let's stick to that topic, so this doesn't degenerate into speculation and people talking past each other.

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On 9/29/2003 at 9:29pm, Marco wrote:
RE: What Magic Is

Jonathan Walton wrote: In my mind, killing someone with a gun is as alien an experience as shooting a fireball from my hand.


Well, good for you (and I mean that--I've never even shot at any one and I came close enough that I was damn glad I didn't)--but I think assuming that's true for everyone is unfortunately mistaken. And what informs us about sword-fights or wire-fu or high technology is, in traditional RPG's, the game rules--not the media--so in that sense I think it's even less empowering than something "real" where you can argue that "it oughta be this way despite the rule."

If I, as the GM, tell you Wall of Rock must be vertical and suspended between two anchor points that support its weight, how can you really argue--you can say the rules don't specify--but I can say they're vague and interperted by the "spirit" of them ("it's a barrier, you can't materialize it in air and drop it on people")--and then where are we? In a traditional game: it's the GM/Ref's call and the player has darn little basis on which to refute.

If I tell you that you can't possibly hit a guy at 200 yards with an assaut rifle because the maximum range is listed at 150--and you show me the US Army training standards (out to 300 yards with a standard weapon and that's not even for competion standards) then I, as the GM, have to make a decision to preserve versimilitude over the rules or stick to an "unrealistic" in-text standard.

As I said, don't get me wrong--magic can be super empowering--but I think the fact that you see AD&D as "dull" and Universalis as "magic" is where the disconnect is coming in.

If you define "magic" as "that which empowers players in an way that is not verifable to reality" then yeah: you've built empowerment into the definition.

But is magic really more "empowering" than just "powerful?" I don't necessairly see that--or rather, I don't see that as a primary element of it.

-Marco

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On 9/29/2003 at 10:17pm, Walt Freitag wrote:
RE: What Magic Is

There is a particular way that some magic and other analogous powers can (in some systems) be more empowering than equivalent "mundane" alternatives. To wit, the magic version exempts the player from having to exhibit real-world skills to produce a certain in-game effect, which might not be the case otherwise.

PLAYER: I try to convince the bartender to help us find a hiding place.

GM: Okay, but what do you say to him?

PLAYER: Um, 'Hail, brother, we are fellow Zilchians in need of aid...'

GM: He scowls even more, and you realize that he's an Arcadian, whose ancestors were persecuted by Zilchians for five generations.

PLAYER: 'I mean, we need help to hide from the Zilchians who are chasing us...'

GM: Now he just looks confused.

PLAYER: Hell, I'm supposed to have a high Charisma, can't I just roll this or something?

GM: I suppose I have to allow that, but too bad, I was hoping this would be a role playing game...

This crap is avoided by:

PLAYER: I cast "Fast Friendship" on the bartender.

- Walt

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On 9/29/2003 at 10:31pm, Jonathan Walton wrote:
RE: What Magic Is

Hmm, Walt has a point.

After all, it's probably possible to move a mountain just with normal actions, assuming you're an inventive player who knows how to use the resources given. But in "Nobilis," you just throw down some AMPs and narrate yourself picking the mountain up and setting it down somewhere else.

So is magic then also a "shorthand" for mundane actions? I'd agree.

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On 9/29/2003 at 10:46pm, mjk wrote:
RE: What Magic Is

Ok, I'll elaborate.

"Magic" in the meaning it seems to be used in this read is a game designer empowerment tool. It gives the game designer the ability to redefine what is possible within the game without having to take into account realism, verisimilitude, common sense, or anything else he wants to ignore.

Since this MAY extend the abilities of PCs, "magic" MAY be a character empowerment tool. This is usually the case but it depends entirely on the designer.

But is "magic" a player empowerment tool? No, it is not. "Magic" only exists in-game except for the the game designer who makes the magic system. This sounds ridiculous and overly pedantic, but since "magic" is not real, it has no ability to affect the players in any way, including empowerment.

The game designer MAY empower the players by giving them power to define parts of the game, and he MAY use the magic system for this purpose, but it is not the "magic" that empowers the player, it is the game system.

So Jonathon, my answer to your question, based on my short definition of what "magic" is, is NO.

Since "magic" is entirely defined by the game designer, it has no properties, attributes, or consequences beyond what he gives it. No necessary consequences of any kind can exist.

Since "magic" is only defined in-game context, it has no properties, attributes, or consequences in real world. The relationship between the GM and players can not be affected by "magic", or by the presence of "magic" within the game.

Still, I do think that since the "magic" systems are not limited by verisimilitude, most player empowerment to redefine the reality in a game that otherwise is fully GM controlled happens thru the "magic" system.

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On 9/29/2003 at 10:59pm, mjk wrote:
RE: What Magic Is

Walt Freitag wrote: There is a particular way that some magic and other analogous powers can (in some systems) be more empowering than equivalent "mundane" alternatives. To wit, the magic version exempts the player from having to exhibit real-world skills to produce a certain in-game effect, which might not be the case otherwise.
- Walt


My point: It is not the "magic" that empowers the players, it is the fact that "magic" systems are not limited by verysimilitude.

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On 9/29/2003 at 11:37pm, Marco wrote:
RE: What Magic Is

Walt Freitag wrote:
This crap is avoided by:

PLAYER: I cast "Fast Friendship" on the bartender.

- Walt


No doubt--but I think the issue there is the existence of the actual crap itself--and not the lack or existence of magic (Another of those things that're immune to jedi mind tricks! Come on, we just stumbled into a random repair shop!)

There's no doubt that magic *can* throw the GM a curve-ball--but I don't think that's innate to magic per-se but simply to rules clarity and volume that's often associated with magic systems. And it still seems an even split between the GM-as-Ref making the call with damn few sign-posts and the players getting off an unexpected spell effect.

-Marco

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On 9/30/2003 at 12:40am, mjk wrote:
RE: What Magic Is

Yes, "magic" does not NECESSARILY empower players in relation to the GM (Jonathon's question), but it USUALLY does since the GM can't draw on real world experience to support his decisions in cases where game system lacks precision. Charm spells are a common example of this.

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On 9/30/2003 at 4:00am, Comte wrote:
RE: What Magic Is

I think it depends on the game. Lets go back to AD&D to make my point. I think we can all releate to that magic system. Actualy we are going to go slighly farther back. D&D was formed as an expansion of the idea of a tactical board game. Back in the olden days you were dropped off at a dungeon and sent to go do something. So you go you meet monsters and you handle them in a stratigic sort of way. Many times dungeon crawls can feel more like board games. To that end a quick examination of roles needs to be made:

THe Fighter: He takes care of the little people and the majority of the fighting. He also in essence acts as human shields for thouse peices that are less inclined to combat. In army turns they are a block of infantry.

The Cleric: He heals the fighter, battle feild medic, nothing fancy here.

The Theif: The thief can prefore a variety of roles on the battle feild he can scout out artillery, asses strengths of enemies before you encounter them, set traps, essentialy they are scouts.

Mage: They are artilery. They can kick out damage on a scale that is unrivaled by any other class. However, they suffer from many disadvantages and need to be proteched. A well placed spell can change the tide of a battle. Some battles would be impossible without a mage and a well placed fireball.

Artilery. Ever since then the magic user has been attemping to wriggle out from under the crushing burden of being the super vulnerable hunk of flesh that can sink continents. The problem here is that magic has become such an essential part of the AD&D expereince that sometimes it can be difficult to see how certain situations would be handled without magic. One person cited an example of making the players use magic in diffrent creative ways...well what if they didn't have a mage at all? Fantasy gaming in general becomes very diffrent without any sort of magic. Through one player are world of possiblilties are opened up, by taking it away it becomes an easyer way to see what exactly it is that it dose. All the sudden thouse 30 ice mefits are a real pain whereas before one fireball would of solved the problem.

So to answer the question I think many times magic is the very opposite of player empowerment. Infact a magic user can be this increadble ball and chain. At 4 hp's per level you need to make bloody certain that nothing scary gets ahold of him, you also have to stay out of the way of that fireball unless you want to get blasted. Mant battle plans are foucused specificaly on how to use the wizard effectivly, because if they aren't allowed for then much potential is wasted by the party causing a potentialy dangeouse situation.

The situation can be exasperated again if your little wizard freindwants to make some magic items. Then the play group has to wander far and wide to get all the bizzare ingreadiants nessisary, risking life and limb just for a sword. That seems less like empowerment and more like the players trying to keep up with an arms race.

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On 9/30/2003 at 1:59pm, simon_hibbs wrote:
RE: Re: What Magic Is

Jonathan Walton wrote: I was reading some Forge threads, looking at various magic systems that people were working on, when something struck me:

Magic is really just a player-empowerment tool, resisting the GM's total control of the game. This is partially why it's so ubiqitous in roleplaying.


Frankly I think any useful ability the characters get could be described in exactly the same terms. They are resources the empower the players, allowing them to resist the GM's total controll of the game. A persuasion skill lets you get past that annoying bouncer. A common argument against systemless play is that it gives the GM too much controll, and some game systems get round this using metagame mechanics in place of traditional simulationist mechanics. In the end though, they're all doing the same thing in different ways.

Different games use magic in different ways. in Call of Cthulhu magic is certainly empowering, but it also reinforces the game's sense of creeping doom by exacting a very high price from those who use it. In that game magic is all about the dissolution of the Self in the face of an incomprehensibly alien cosmos. Very Nietzchian.

I think you're over-analysing the game qua game as against the game as an exploration of fiction. After all if I'm playing a Swords and Sorcery game and magic is purely about player empowerment, what does that say about magic in S&S novels? Is it realy always just about character empowerment? What about the many novels in which magic is mainly the preserve of incidental or enemy characters?


Simon Hibbs

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On 10/8/2003 at 6:13pm, Windthin wrote:
RE: What Magic Is

M. J. Young wrote:
I do have a couple of quibbles with what Windthin wrote: (I personally put forth the theory that whenever you have magic, you have the potential for things that the tech level of the setting would otherwise not allow -- better alloys through fire magic, better medicine through healing magic, without necessarily understanding the full force of it, so on).

The problem is that I would say the same thing about technology (and psionics and body skills as well)--that you can do absolutely anything with any one of these, if the limits are removed. You can argue that Star Trek levels of technology manage to obviate the need for magic by using technology instead (and you would be correct). So while what you say is true, that you say it that way suggests that magic is somehow more than these other things, when it's merely another approach to accomplishing goals.


Oh, no. I agree. Magic is merely another approach. In fact, that's my whole point; magic can allow for things you might otherwise require advanced tech for, and yes, advanced tech can mitigate the "need" for magic. Magic is a tool. I just don't feel it is a tool that is always truly thought about beyond being a plot device.

M. J. Young wrote:
He further wrote: Good usage also takes into account, I feel, the full ramifications magic has upon a society; a problem with many settings is that magic is introduced and then the rest of the setting is left alone, to run its course rather than truly incorporating the magic into it. So you wind up with a "medieval" (I hate that word in conjunction with fantasy, but that's another rant) setting that also has magic tacked onto it, or a "modern" setting that also has magic tacked onto it.

This assumes that merely because magic is present it is ubiquitous; that doesn't follow.

It is pretty common in our age...


Now you've hit a point here. I noted there is the potential. But yes, how much potential partly relies upon how pervasive any form of magic is in a world. I do not, however, buy any argument that points to medieval soceity because, as I am fond of noting, fantasy worlds are not medieval society necessarily, despite how often they are modeled after it. Perhaps I should have also mentioned that the presence and saturation level of magic directly effects any world it is found in, for I know there is a vast difference between a land where the various orders keep a tight grip on all magical knowledge and one where it is more commonplace, more widely-spread. I suppose what I am talking about, really, is the tendency to ignore the full ramifications of the fantastic in a setting, aside from a device to create strange beasts and amazing effect (one of the things that has always annoyed me about D&D, I will admit, is the absolute inundation one receives in terms of magical critters and beings).

Anyhow, onto what I've read elsewhere here... somebody pointed out that ANY ability a character has can be used to wrestle control from the GM. Roughly. If you see gaming as a wrestling match. The thing is... I think any GM with a halfway decent group should learn to expect surprises. Twists. Players doing something totally unexpected, and this isn't necessarily using a skill or spell an odd way, but taking a liking to a character you had not though much about or deciding to not take the blatantly obvious plothook, for IC reasons or because it's not so blatantly obvious to them, and so on. Magic, skills, all of these are devices that let the players interact with the GM within the boundaries of the setting. I don't see where or why this becomes a power struggle. I believe it is wise to try to know your players, what they are likely to do, what they have at their disposal... but no matter how good you are at this, they'll still toss you a few curves here and there, magic or no. That's just the way the game goes.

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