Neil Gaiman's new book is out. Here's Benjamin Percy's review. It's a tale of childhood reminiscence uncovering forgotten wonders and horrors.
I shouldn't have to say anything else. Go read it.
Showing posts with label magic systems. Show all posts
Showing posts with label magic systems. Show all posts
Friday, July 5, 2013
Friday, June 7, 2013
The Hand of Vance
Genre fiction recently lost Jack Vance, one its most underappreciated grand masters. A baroque visionary who penned his first tales aboard a merchant marine freighter in the South Pacific during World War II, Vance never quite managed to overcome the anti-genre bias of more respectable literary circles. What he did was successfully inspire generations of zealous fans.
Gamers owe particular homage to Vance. The First Edition Dungeon Master's Guide gives him an honored place on the acknowledgements page, and with good reason. He invented--among other D&D staples--ioun stones and the game's magic system (notorious for compelling mages to re-memorize forgotten spells each night).
If you're an avid gamer, or even a fan of classic genre fiction, I highly recommend checking out Vance's Dying Earth stories. Perhaps he, like Howard and Lovecraft, will receive in death the due honor he was denied in life.
Gamers owe particular homage to Vance. The First Edition Dungeon Master's Guide gives him an honored place on the acknowledgements page, and with good reason. He invented--among other D&D staples--ioun stones and the game's magic system (notorious for compelling mages to re-memorize forgotten spells each night).
If you're an avid gamer, or even a fan of classic genre fiction, I highly recommend checking out Vance's Dying Earth stories. Perhaps he, like Howard and Lovecraft, will receive in death the due honor he was denied in life.
Labels:
Dungeons & Dragons,
Dying Earth,
Gary Gygax,
Jack Vance,
magic systems
Wednesday, June 5, 2013
Faustian Bargaining
"Magic"--like "love", "decimation", and "freedom"--is a term that popular use has greatly corrupted. Nowhere is the misapprehension of magic more prevalent than in contemporary speculative fiction. Many authors, without fear of contradiction or ridicule, slap the "magic" label onto any ability exceeding the norm. This practice is inaccurate and objectively misleading.
In their episode on magic systems, the Writing Excuses podcast filed everything from the Force to mutant powers under the aegis of "magic". Allowances must be made for the hosts' need of a convenient term to frame their discussion, not to mention their fifteen minute time limit. However, I found it interesting that they mentioned several species of fantastic power but not actual magic.
I'll stop begging the question and define actual magic, that is to say magic as it has been historically understood and practiced in western culture. Though western magical traditions differ, certain common threads run through all of them:
It could be argued that the usefulness of a general term describing the sundry paranormal goings-on in popular fantasy and science fiction trumps the importance of linguistic accuracy. In that respect, I don't begrudge such usage as long as the terms are defined beforehand. However, I find that a proper understanding of magic as it was known to our ancestors can add authenticity and depth to one's writing. John C. Wright makes a persuasive case for this approach.
Another question implied by this line of reasoning is, "How should the various "magic" systems used in contemporary fiction be classified?" I'll attempt an answer.
My own science fiction-fantasy novel Nethereal provides examples of each category. Jaren and Nakvin possess certain superior physical traits thanks to nonhuman parentage. These are superpowers. The Guild's Workings and glamers, Gennish Mysteries, and even the Malefactions of xanthotics are technologies that harness fictitious forms of energy. Only in the ancient schools of divination and necromancy--with their fool's bargains and horrific costs--do we find real magic.
The whole exercise in fantastical nit-picking aside, Sanderson and Wright are unarguably correct that a practical supernormal power system should adhere to rules; especially the rule that all power comes at a price. Mutants are feared and hated by those they fight to protect. Channelers risk madness and death to use their gift. Sorcerers barter their eternal souls for power and influence. As long as the cost fits the effect, it's not cheating.
In their episode on magic systems, the Writing Excuses podcast filed everything from the Force to mutant powers under the aegis of "magic". Allowances must be made for the hosts' need of a convenient term to frame their discussion, not to mention their fifteen minute time limit. However, I found it interesting that they mentioned several species of fantastic power but not actual magic.
I'll stop begging the question and define actual magic, that is to say magic as it has been historically understood and practiced in western culture. Though western magical traditions differ, certain common threads run through all of them:
- Magic is preternatural, i.e. not among the natural powers proper to humans.
- Magic does not involve the direct manipulation of cosmic or spiritual energies ("spiritual energy" being an oxymoron).
- Following from the first two points, the magician's role is to invoke the aid of spiritual beings, to whom levitating objects, forecasting future events, etc. comes naturally (thus magic can't be called supernatural either).
- These beings' services are never contracted without cost.
It could be argued that the usefulness of a general term describing the sundry paranormal goings-on in popular fantasy and science fiction trumps the importance of linguistic accuracy. In that respect, I don't begrudge such usage as long as the terms are defined beforehand. However, I find that a proper understanding of magic as it was known to our ancestors can add authenticity and depth to one's writing. John C. Wright makes a persuasive case for this approach.
Another question implied by this line of reasoning is, "How should the various "magic" systems used in contemporary fiction be classified?" I'll attempt an answer.
- Extranormal abilities arising from genetic mutation (natural or induced), alien ancestry, enhanced anatomy, or wonder drugs fit most comfortably into the category of superpowers.
- Effects that seem paranormal to readers, but which result from the conscious manipulation of ambient energy fields, chi, manna, etc. are really just technologies, although they draw on power sources that are unknown or disputed in the primary world.
- Techniques that exploit physical laws absent in the real world are likewise technologies.
- Combinations of the above, e.g. a gene that predisposes one to psychic powers.
My own science fiction-fantasy novel Nethereal provides examples of each category. Jaren and Nakvin possess certain superior physical traits thanks to nonhuman parentage. These are superpowers. The Guild's Workings and glamers, Gennish Mysteries, and even the Malefactions of xanthotics are technologies that harness fictitious forms of energy. Only in the ancient schools of divination and necromancy--with their fool's bargains and horrific costs--do we find real magic.
The whole exercise in fantastical nit-picking aside, Sanderson and Wright are unarguably correct that a practical supernormal power system should adhere to rules; especially the rule that all power comes at a price. Mutants are feared and hated by those they fight to protect. Channelers risk madness and death to use their gift. Sorcerers barter their eternal souls for power and influence. As long as the cost fits the effect, it's not cheating.
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