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Category Archives: Magic

The True Cost of Science

Following up on my last post linked to at the bottom of the page, today I’m gonna talk about the issue of requiring a “cost” for magic, and the hidden costs of technology.  I’m sure you know a bit about that second part in the real world, but I want to address it from both narrative and world-building perspectives.

https://twitter.com/Merc_Rustad/status/1023246501143883777

Again, not an attack on the opinions of this panel.  But, the “personal” cost of magic vs. the hidden cost of science is sorta the topic, and this tweet did inspire it.

The main reason that the cost of magic tends to be a personal one is because the function of magic so often tends to be to side-step the infrastructure so indispensable to science and technology.  When we use technology to solve a problem in a story, the world-building and pre-work that supports the tech is so often already implied and accounted for.  Sure, it costs me nothing to dial your cell phone.  But somebody had to invent the tech, build the cell towers, provide the electricity, drill for the oil to make the plastic, mine the gold and copper and process the silicon, etc.  And all of that took thousands of years of set-up on the part of millions if not billions of people from all over the world.

Whereas, if I telepath you in Fantasy Capital City #11 from Frozen Northern Fortress #2490, none of that work was required.  At most, maybe there was a breeding program or a magical experiment.  Maybe a few years of training me.  But you’re still short-cutting uncountable hours of effort that were required for me to text you on Earth.  And some magic is vastly more powerful on a per-second basis than telepathy.  That is, it’s effect on the physical world is enormous in comparison to me pathing you about the cute boy at the inn.

That’s why many people want magic to have a price.  Usually it’s a personal price, because there isn’t the societal infrastructure around to displace that cost to the ancestors or, as Merc so sharply notes above, the environment.  The cost is personal because there’s no structure to allow for other options.  And also because it plays powerfully into the themes of many fantasy works.  is the requirement that there even be a cost puritanical?  That depends, I guess.  Certainly a YA protag whose mom pays the phone bill isn’t expending any more personal effort to make a phone call.

But then, the requirement of all that infrastructure vastly limits what you can do with tech.  Whereas magic can do not only enormous stuff for seemingly no effort, but it can do things that normally would be considered impossible.  Such as throw pure fire at someone.  If Lvl. 3 Fireball is functionally equivalent to a grenade, does that negate the need for a cost to the spell?  Well, can I cast infinite Fireballs where I might only be able to carry six grenades?  Then maybe not.  Even if I have 20 incredibly advanced, complex tools that are carry-able on a tool belt or in a small backpack, I probably still can’t do even a hundredth of what a mediocre hedgemage in some settings can do with zero tools.

If I feel like the character can do literally anything with magic without having to do much prep beforehand, and without the labor of millennia of civilization to back them up, if might take some of the tension out of the story.  Can you substitute unbreakable rules to get around that freedom?  Certainly.  And most systems with a cost do.  But that can steal leave a lot of freedom to avoid the hard work it would otherwise take to get around a plot obstacle.

And finally, we have to look at the other obvious reason for putting a cost on magic, even if it’s only eventual exhaustion.  Every other thing we do or could do in a given situation in the real world has a personal cost.  It might be immediate, like physical exhaustion.  Or it might be more distant like having our phone shut off for not paying the bill.  So, if magic has no such cost, or physical.economic limit, you have to wonder what the point of doing anything the normal way would be.  And if you don’t ever have to do anything the normal way, it’s unlikely your culture and society would match so closely to societies whose entire reason for being the way they are is based on the limitations of “the normal way”.

So, in the end, it’s not that all magic must have a personal cost, and tech can’t.  It’s more that the way magic is used in most fantasy stories means that the easiest or almost only place the cost can fall is on the shoulders of the character.

But there are other ways to do.  Environmental ones, for example.  The cataclysmic mage storms of Mercedes Lackey.  Bacigalupi and Buckell’s The Alchemist, and The Executioness‘s brambles.  Or, for example, perhaps the power for magic comes from living things.  A mage might draw his power from a far distant tree.  Might kill an entire forest at no cost to himself.  Might collapse an empire by sucking dry its rivers and its wombs with her spells.  And at no cost except of course the enmity of those he robs of life, or of the neighbors who blame her for the similar catastrophe wrought upon them by her unknown colleague to the west.  Perhaps they crumble buildings by drawing on the power of “order” stored within its interlocking bricks.  Or maybe the radiation by-products from the spell energy pollutes the soil and the stones, leading to horrific mutations of wild-life that scour the country-side and poison the serfs with their own grain.  Or maybe, just maybe, it cracks the foundation of the heavens with its malignant vibrations and brings the angles toppling down like iron statues and through the crust of the world into hell.

So, as I’ve said before, it’s consequences to the actions of the characters that people want.  And often the easiest or most simplistic costs are personal ones.  But certainly, you could apply environmental costs.  Or narrative costs paid to other characters who don’t much care for the selfish mage’s behavior.  Or metaphysical costs to the order world or the purity of its souls.  Those costs are easily addressed and provided for when they mirror the costs familiar to use from our own use of technology.  But sometimes when were straying far from the realms of earthly happenings, interesting and appropriate costs become harder to work into the story in a way that doesn’t disrupt its progression.

Sure, the choice of a personal cost could be puritanical.  Or it could be efficient.  Or lazy.  But that’s not a flaw of our conception of magic; rather, it’s a flaw in the imagination of the individual author, and the sum of the flaws of all authors as a whole.

I’d love to sea some magic systems that lack a direct personal cost like years off your life, or the blood of your newborn brother.  And while we’re at it, give me some science fiction choices with personal costs.  Technology in our world certainly isn’t consequence free; just ask Marie Curie.  Anyone up for the challenge?

 

 

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Magic vs. Science; Function vs. Presentation

A. Merc Rustead recently live-tweeted a panel from Diversicon called: “Magic: Science or Witchdraft.  https://twitter.com/Merc_Rustad/status/1023252105627357184

 

And I’d like to expand a bit on this topic.  One of the issues apparently brought up during the panel was that science fiction has magic in it.  That is, FTL travel, say, or other “futuristic” technologies function like magic, despite being clothed in SF trappings.

However, I think this is a flawed argument.  Which brings me back to the title of this post.  Science and magic are often presented as diametrically opposed.  But that’s a bit of a simplification.  Some people might argue with some merit that science and magic in fiction are merely collections of tropes, and as you modify the collections to bring them closer in line with each other, the line between science and magic begins to blur.

But there are two axes of the distinction that can make this a much more precise discussion.  There’s function.  If the functions of magic and science are identical, are the two concepts really that different.  There’s presentation.  If I present a scientific concept as magic, cuddling up to Clarke’s Third Law, is it a distinction without a difference?

The problem with these discussions is that the conclusions really depend on how magic or science is used in a given narrative or set of narratives.  If I present you a magic system, and it looks and feels an awful lot like science, in that we have repeatable results to identical actions, and you can logically manipulate the rules to achieve effects that follow directly from those manipulations, is it magic or is it science?  Well, I might use tropes around this system that relate to science, and therefore you might argue it’s science.  But if I use tropes related to magic, does that mean it is magic?

What if I present you with a system that I treat as scientific but it doesn’t have direct parallels to earth sciences?  Can we really call that science when the common conceit of science fiction is that the science follows logically from an extrapolation of real scientific principles found in our world?  Or are all systems that incorporate some or entirely otherworldly principles and logic by definition magic?

Many people have argued that magic is magic precisely because it doesn’t follow a logical system of rules, and especially not rules known to the reader or that can have experimentally repeatable results.  Certainly you can take that approach to magic.  Although then one has to wonder how anyone can achieve anything useful narratively with it.

Plus, I think it would be really cool to see more unearthly sciences in fiction, so I don’t want everything that cant be rigorously extrapolated from “real” science to be declared magic.

And our last major question, why does it matter?  Well, for one thing, because the genres are marketed to different people, and so someone or a large group of someones might be very grumpy to receive a “science fiction” novel and then find it fits much more closely with their conception of a “fantasy” novel.  And that’s bad for marketing and sales.  People are and should be allowed to be deeply invested in the trappings of various genres, and so we need words to categorize and discuss those trappings in a way that results in people being able to know whether a given story will appeal to their interests.

So going back to my argument that I think it’s flawed to say “SF” includes “magic” because FTL travel isn’t yet possible.  My point is not that that perspective can’t be useful in discussing how to construct and analyze speculative fiction to help readers find books and help authors find readers.  But rather, regardless of whether FTL travel is no more likely to exist than fictional magic systems, it belongs squarely in the genre of science fiction if that’s where the author wants to place it.

Certainly you could have a fantasy novel whose conceit is that a mad magician created a device that transported his entire planet into another solar system and thus brought its inhabitants into conflict with the inhabitants of a native planet, and started a war fought on great short-range mythril-keeled metal warships that sail between worlds.  And for all intents and purposes, that device is a planetary hyperdrive.  But I think you’d have trouble marketing that as a purely science fiction or even space opera novel.  You might, with some effort, succeed in marketing it as that rickety sub-genre “sword and planet”.  It sounds like it would be a really fucking cool book.  Maybe Spelljammer RPG enthusiasts would buy it by the boatload.  Who knows.  But even though it has hyperdrive, it’s probably not viable as sci-fi in the modern market, nor would it be scientifically plausible given real world science.  Imaging trying to do the gravity and orbital calculations for the star-galleys or whatever.

If you’re unlikely to ever find hyperdrive in a fantasy novel, is there any value in arguing that it’s technically magic?  This post isn’t in any way intended an attack on the panelists from the twitter thread or their personal views.  I just found some of the comments useful jumping off points for things I’ve been trying to express for awhile.

 

Look forward to a follow-up post in a few days on the issue of “cost” of magic vs. the cost of science.  Both in terms of what it requires from the structure of a society, and why the emphasis on “cost” in the first place.

 

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Creating Unique Fantasy Worlds: Background

In my last post, as sort of a prelude to the complex topic I’d like to discuss here, I talked about ways to create fantasy cultures based on real cultures and the advantages and disadvantages of this method.  I’m going to start out this post by talking about such counterpart cultures again, but this time, I’m going to focus on the difficulties of creating a truly original culture and how the common use of counterpart cultures undermines such attempts.

 

So, counterpart and generalized Earth cultures make up a great deal of the fantasy landscape.  The exert an enormous influence.  On both the types of stories that are common, and on reader expectations.  I’m going to talk about reader expectations first.

Readers expect certain things when they pick up a book.  These are based on the cover, the blurb, the author.  But also on their past experiences with the genre.  If they’re used to parsing and relating to stories and characters in a pseudo-medieval European setting, they’re going to have difficulty relating to a character in a different setting, because setting informs character.  Also, writers and readers in the genre have developed a set of short-cuts for conveying various forms of information from the writer to the reader.  A reader is familiar with the tropes and conventions of the genre, and writers can and almost inevitably do manipulate this familiarity in order to both meet reader expectations and violate them without going into a wall of text explaining the violation.

Both the writer and the reader of high fantasy have an understanding of the concept of the knight.  Or at least the version in Europa, our faux medieval European setting in which so many fantasies take place.  So when a writer introduces a character as a knight, it’s shorthand for a great deal of information which the writer now does not have to explain with long info-dumps about the history of European chivalry and feudalism.  There’s a strong tension in fantasy between world–building and not info-dumping, because for the most part, info-dumps get in the way of the story.  You don’t want to drop craploads of information on the reader all at once because it interrupts the story.  But you need them to understand the background in order to put the story in context.  Why would a fighter give his opponent a chance to ready himself and get on an equal footing when the stakes of the battle are the conquering of the kingdom?  Because his culture holds honour as one of the highest moral values.  Would sneaking up behind him and stabbing him in the back be easier, have a higher chance of success, and not put the kingdom at risk?  Sure.  So would shooting him with an arrow from behind a tree.  Or two hundred arrows in an ambush as he walks through the forest.  But it would be dishonorable.  And then he might do the same to you.  The same reason why parley flags are honored when it might be so much simpler for one side or the other to just murder the guy.

People do all sorts of dumb shit because it’s “the right thing to do” or perhaps because due to complex cultural values or humans being shitheads, the short-term loss helps uphold a long-term gain.  The tension between the obvious solution in the moment and why it might be foolish in the larger context is a powerful way to drive conflict in the story.  But teaching the reader larger context is a heavy burden when they don’t have any real previous understanding of it.  By using Europa as our setting, we get all that context for free because the reader has previous experience.

The same goes for any sort of counterpart culture.  Rome or Japan have a large collection of tropes in say Western English-speaking society.  Readers will be familiar with those tropes.  So if you want a bit of a break from knights and princesses, why you can take a quick detour through samurai and ninjas.  Or legionnaires and barbarians.  Sometimes these are just trappings on top of the same style of story.  Sometimes these new settings and tropes introduce new things to the story that are really cool.  But because even then, audiences have less exposure to various renderings of these tropes or perhaps the real history underlying them, they can be even more stereotypical or empty than Europa fantasy.

And even in terms of world-building they can do the same.  The writer has to communicate less technical detail to the reader and they don’t have to world-build as deeply because they have less need to justify their setting.  When you just know that knights and princesses and stone castles are real, even if you don’t know how they work exactly, you don’t worry so much about the details.  When something is clearly made up and not based on real Earth history, the questions about how things work and would they really work that way given the frame the author has built can become more of a suspension of disbelief killer.  There’s a joke that some things are just too strange for fiction.  Sure they happened in real life and we have proof.  But in stories, most people most often expect a sort of logical cause and effect and that if a thing happens, it has a good reason based in the story or world-building.  If something could happen once in a thousand tries based on sheer luck and it happening in your story is an important plot element, readers are much less likely to suspend disbelief than if it happens 754 times out of 1000 in the real world.  So your world-building needs to make some sort of logical sense to the reader if you want your plot to hinge on it.  And when you have the weight of genre history behind you, readers are far more likely to give you the benefit of the doubt than if you’re the first person doing it ever.

And that’s why fantasy counterpart cultures are so popular.  We know from Earth history, our only referent of a real history that actually occurred, that the things thus depicted (sorta, kinda, if you squint a bit) really did occur and function in a world rigidly bound by physical laws.  Unlike a world bound only by words on a page written by one dude who probably doesn’t even remember the six credits of world history he took in high school.

And as a very meta example of my point, I have now written two long posts full of info-dumping that I’m demanding you read before I even start talking about what I promised to talk about: how to overcome all these hurdles and actually create unique and original worlds and cultures for your fantasy story.

 

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Magic’s Pawn

One of my favorite styles of magic, though not often see is not a clever way for the protagonist to control the forces of magic, but a system where the forces of magic control the protagonist.  I suppose an ancient prophecy ca work kind of like this or a higher being giving direction, but I’m talking a more concrete and local form of control, yet exercised by a more abstract force.

The forces of magic involved don’t necessarily have to be sentient or intelligent in the way a human is or, even an animal although they could be.  Honestly, I think not being so makes the situation all the more interesting.

Think of the way a bee is involved in an ecosystem: generally as a pollinator.  Now imagine that a human (probably a mage or this world’s equivalent, but not necessarily) has been incorporated into the magical ecosystem of the world in the same way.  Some force of magic has evolved to encourage certain behaviors in human mages that are beneficial to the magic of the world that force of magic is part of.

Perhaps there is a cycle sort of like the water cycle that benefits from humanity in chaos, and so the magic has evolved ways to create that chaos through empowering some mage or person.  The specific actions of the person are irrelevant to the magic, as long as they cause a great upheaval.  The system may not even care if humans would describe this pawn of magic as “evil” or “good”.

Humanoid characters are almost always portrayed as exerting control over the magic of their world, but they are rarely shown to have been integrated into the system–as we are integrated into nature, even despite our control of it–despite what is portrayed in the world’s history as thousands or even millions of years of coexistence.

Where are the magical world equivalents of modern climate change?  There are apocalypses sort of like nuclear bomb analogs.  Mercedes Lackey’s Winds series, for example, with it’s effects on the world of the end of the war depicted in her Gryphon’s series.  But rarely if ever are there subtle build-ups of all the interference caused by humans harnessing magical forces.  Not even on the local level like the magical equivalent of the flooding and ecological damage caused by damning rivers, or the water shortages caused by different political entities failing to cooperate on usage rights of the local river.

I would love to read (or write!) some fantasy exploring a closer relationship between man and magic than simply human master and magical servant/slave.

 

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The (Real) Cost of Magic Part 1

You may have guessed this quite a while ago, but one of my favorite things in fantasy fiction is the magic.  And I don’t just mean I think magic is cool.  I love to study the way magic is constructed and used in fiction, and I think I’ve learned a lot of useful things by doing so.  One thing that I keep coming back to is the idea of a cost for magic.

Everything has a cost.  You pay in calories to stay alive, you pay money to get things you want, and you pay in fuel to keep a fire going.  The cost of most things is pretty clear.  But the cost of magic is different.  Because magic breaks the laws of the real world by definition, the cost for using it is only limited by the imagination of the writer who creates the system.  I’ve seen almost everything used to pay for magic: blood, energy, sanity, physical objects, sacrifice…  Another common cost is time spent in gaining knowledge and preparing spells.

All of these can be effective or ineffective costs for magic.  And by effective, I mean that readers accept them as reasonable repayment for breaking the rules of our world.  Before I get to my main point, I think it’s a good idea to look at why these various things might be considered effective costs.  For this  post, we’ll stick with the oft-used and well-accepted “magic makes you tired” magic system:

The costs of a great many things in the real world are paid in energy.  Shoot a bow?  It takes energy to draw and hold that bow before release.  By a very simple process of transference, that energy is also what kills the poor creature that you’re aiming at.  Same is true for starting a fire, whether you strike a match or rub sticks together. 

So why wouldn’t this be an effective cost for magic?  Well, it often is.  But reasons why a reader might not find this form of magic attractive are many–we’ll deal with two, for now:

1.  It’s often not at all clear how this energy is used to create the spells effect.  Pulling back the bow string creates tension in the bow, which is resolved when the ends snap back into place upon release.  This pulls the string forward, pushing the arrow away at a good clip.  Makes perfect sense, right?  This use of a tool is what allows us to get a projectile moving at a much greater speed than we could with our bare hands.

But what about with magic?  How do we convert the energy in our muscles into a giant fireball?  In reality, we can’t.  But let’s say that we decide it takes as much energy to create a fireball as it does to shoot an arrow.  That’s quite a few fireballs, and since fireballs are generally portrayed as stronger than arrows, we’re getting quite a bit more bang for our calorie.  Which is fine; mages are often considered to be more powerful than your average person, so more efficient use of their energy is not a big leap.

But what about for bigger spells?  Mages are often shown to have the power to level cities with a single word.  No matter how efficient our fictitious conversion of energy, it’s rather much to say destroying a city of 10,000 should be as easy for a mage as killing one man is for an archer.  And, it’s not even possible for one man to hit 10,000 targets with 10,000 arrows in the time it takes our mage hero to level a city (or a region).  So now we’re in a bit of trouble.  Our energy example doesn’t have a simple explanation for our city-busting protagonist.

Unless perhaps we decide that a mage can kill 100 men with his magic as easily as an archer kills one with his arrow(whichitself  is not as easy as it would seem).  Or, maybe magic is a much more efficient tool than a bow.  Combine that with it’s utility in the great many areas in which it is usually shown to be useful, we’ve got a fairly ridiculous tool on our hands.  A bow is made for one thing, to hurl arrows at targets as fast as possible.  Yes, it’s much better at it than a human arm, but that arm can do a great many more things than just hurl an arrow.  Jack of all trades and whatnot.  So why should magic be so priviliged?  Casting fireballs, healing wounds, calling lightning, bringing rain, telling the future…  The list goes on forever.

At this point, we might add one of the other common hobbles on magic, a limit.  Perhaps magic only has a few areas in which it can function: scrying, weather magic, calling fire.  But right now we’re talking about cost.  There are magic systems that allow a mage to do all the things I’ve listed and more, so there should be a way to use costs to make such a system reasonable.  Clearly, paying with physical energy cannot handle this task on its own.  At least, not without a lot of contortions and outside limitations.

2.  Now, there are still other reasons why physical energy is not always an effective cost for magic.  One can do great things, and even if they become exhausted, why, all they need is a bite of food and a bit of rest, and they’re ready to do it again.  All it takes to level a city is an apple?  I find it hard to countenence.  What was the creator of this system thinking?

If we were making a trading card game or an rpg, that could be fine.  Once the game–or even just the battle– is done, everything can be reset, both the energy paid and also the damage done with it.  But every action in a story has consequences that last until the story is finished–or at least they should.  Reseting after one battle destroys the point of that scene; the hero is no further along in the story.  The consequence of a magical battle doesn’t have to result from magic, but if it does, being tired for a day and nothing else doesn’t cut it.  Even suffering great pain means nothing if it goes away and never bothers the mage again.  If the result of a scene is benefit to the characters, they need to have paid a fair price for it, and if the result is that they are hurt, it must be a hurt that can continue to affect their progress as the story moves forward.  Every scene needs to have that effect (or those effects), and in a fantasy, magic has a very good chance of being the cause.  So, it’s important to consider how your magic system might be able to incorporate that purpose.

None of that is to say that a form of magic which is paid for in physical energy cannot generate the long-lasting effects a good story requires.  If your character is bone-tired from hurling magical acid the day before, they may miss the signs of their pursuers, or not have the energy to save the peasant girl in the next village when she is captured by slavers. 

But there is a difference between a direct cost that hits hard now, and an indirect cost that hits hard later.  Depending on the story and its themes, it’s possible to lean more toward one than the other.  Perhaps that is the risk of using magic: you can do more now, but you don’t know if that will be worth the suffering you will undergo later, because you are no longer capable of doing anything.  You might gain twice as much money in the short term, but in the long run, you will end up with less than if you had been satisfied the first time.  But in general you will need a combination of short-term and long-term costs.

Most mages who pay for their magic with physical energy are seem to be able to achieve a great deal before the cost becomes even close to endangering their overall position in the plot.  Personally, I feel this is a bug rather than a feature.  Does anyone have some ways in which magic based around physical energy could still be effective in the eyes of a reader?

 

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Not All Elementalists Control Their Elements

Another random short-story recommendation:

Elementalism is one of the most common forms of magic in fantasy.  Flinging fire, whipping up the waters, hurlling thunderbolts.  Who wouldn’t love to do that?  But, like many other popular forms of magic, elementalism has lost its grip on real magic.  Because, real magic has a price.  And real big magic has a real big price.  Being tired for a few hours just doesn’t cut it.

And along some Helen Keeble and makes the magic magic again.  In Helen Keeble’s world of elemental magic, it’s the elements that are in control, and the humans who are just poor vessels of that power.  Specifically, I’m refering to two short stories in Strange Horizons, entitled “In Ashes” and “In Stone“, where we learn just what price you pay to control nature, and just how cruel the choice of who pays it.

And I guess what I’m saying here is that that’s how true magic works, or should be.

 

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Review: “The Spirit Thief” by Rachel Aaron

Read more about The Spirit Thief on the Orbit website.

Buy The Spirit Thief on Amazon.

Learn more about Rahcel Aaron by visiting her website.

It took me about four hours to tear through my signed copy of Rachel Aaron’s new fantasy caper, The Spirit Theif.  Starring Eli Monpress, the world’s greatest wizard thief, Aaron’s book will put you in mind of David Edding’s Redemption of Althalus and Scott Lynch’s atmospheric The Lies of Locke Lamorra.

Eli, his sword-swinging comrade Josef, and the shadow-stalking demonseed Nico, conspire to kidnap the King of Mellinor, an old kingdom well known for its hatred of wizrds.  With a bounty on his head of 20,000 gold standards, Eli is one of the most wanted criminals among the Council Kingdoms.  And he has hatched his daring plot not for the ransom he will be paid, but to raise that bounty even more.  In order to reach his goal of 1,000,000 gold standards, kidnapping a king may be the pettiest of the crimes he plans to commit.

Opposing Eli is the formidable Spiritualist, Miranda Lyonette, assigned by the Spirit Court to hunt down and bring to justice this rogue mage, before he brings a bad name to all wizards.  With her ghosthound mount and her rings full of servant spirits, she sets out to rescue the king and capture Monpress before the kingdom of Mellinor collapses in shambles.

Rachel Aaron weaves these two sides together with a deep, dark secret, and a clever twist on the idea of the anti-magic kingdom.  You’ll have to read the book to find out what the twist is, but I promise you it’s worth it. 😉

Now, on to the specifics:

All fantasies are made up of four components: the characters, the plot, the world, and the magic system.

1.  Magic:  Rachel Aaron’s magic system is a unique blend of elemental magic and the idea that everything in nature is possessed of its own soul.  Think Japanese kami, elemental magic, and contract spirits all rolled into one.  Now, contract magic is one of my favorite systems , and I liked that even within that strict framework, Aaron left room for various paths to power.  While the powerful Spirit Court emphasises fair exchange, and duty to spirit and human alike, there are other ways to control this power, and most of them aren’t very nice.

2.   Plot:  If you’ve read any capers before, fantasy or otherwise, you pretty much know how this goes.  The clever thief arrives in town with a carefully crafted plan and a desire to thumb his nose at authority whenever possible.  Of course, no plan is perfect, and even the best strategies rarely survive the first engagement.  But that’s okay.  If everything went according to plan, there wouldn’t be much of a story, would there?  Well, both Eli and Miranda’s plans go drastically wrong and the most exciting part of this book is discovering how they clean up the mess.  No one makes it through unscathed.

3.  Characters:  I mentioned Locke Lamorra and Althallus earlier.  I’d say this book leans much closer to Althalus, with a light heart and a willingness to play around with the cliches of the genre.  Monpress is witty and charismatic, and frequently takes time out to joke with boulders and whisper sweet nothings in the ears of nearby trees.  There’s a fine line between magnificent bastard and mary sue, and Eli keeps a foot planted firmly on either side of it.  On the bright side, you get the clear feeling that these characters existed before the book began and will still be gallivanting through the lands long after it ends.

4.  World-building:  Now we get to the only real disappointment I had with the book.  I’ve heard it said that fantasies live or die by their world-building, and while I appreciate Aaron’s desire to keep the story moving, I felt the novel lacked the weight of history that really brings a fantasy together for me.  The characters may have existed before this story began, but I can’t quite be sure that the world did.  Aaron does bring up historical events, and one of them is even integral to the progression of plot.  But I felt she relied a little too much on the generic tropes of fantasy, and this means the world didn’t have the living, breathing indivdualism you find in many works.  Before you say, well, it’s light fantasy, I’d like to point out that Brandon Sanderson’s Mistborn and  Lynch’s Locke Lamorra have very similar stories, but I get a strong sense of the past and present and the way things are outside of the protagonists tiny little section of the world.

All that said, if you enjoy light fantasy and grand capers that move all over the world, I’d definitely recommend reading this book, and I plan to read the rest of the series, too, if I can get my hands on it.  It’s very clear to me why this novel got published, and even though I think the author is still maturing, I look forward to her future work.

 
 

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Oh, My God, it’s a Flying Carpet! Or: Believable Relationships with Magic.

In the last post I talked about the relative frame of reference in regards to magic. Quick refresher: A relative frame of reference is the knowledge and experience of a single character. In this case, their knowledge of—and experience with—magic in the world of the story. Each character has a different one. And the reader has an absolute frame of reference (in most cases). And that’s where we run into trouble with character reactions.

A lot of you may be familiar with a joke whose punch-line goes: “Oh my god, a talking sausage!” The humor comes from the fact that this line is itself in fact uttered by a linguistically capable sausage.

A lot of readers and writers have this idea in their heads that characters in high magic worlds cannot be surprised or awed by magic. After all, it’s everywhere, even if they can’t use it themselves. Flying broomsticks, and fireballs, and talking flamingos… whatever. But just like our friend the talking sausage these characters are perfectly capable of being surprised by such things. In the real world, many people are still in awe of perfectly normal things: A quadruple axle in ice-skating, a launching rocket, stage magic, a particularly impressive floor routine at the Olympics, anyone who can play La Campanella. It’s not just about whether we are familiar with something. There’s also whether we are capable of it ourselves, and also the remove at which we experience it. We’ve all seen moon landings on television, but to be face-to-face with a person who has walked on the lunar surface is still somehow incredible.

Maybe the King does sponsor 13 mages of the “Adept” level, but so what? If all a little street rat has seen are hedge witches treating headaches, one of those adepts calling a thunderstorm to kill an orc raiding party is still going to be quite impressive. I can get quite a few bulls-eyes on the YMCA archery range, sure, but I certainly don’t have as many fan-girls as Legolas, an entirely fictional character. The point I’m trying to make here is be very careful how you judge a characters reaction to the fantastic. Just because you’ve seen 37 dragon-slaying elf-lords, that doesn’t mean our humble heroine has the same experience. Now, if she were married to a dragon-slaying elf-lord, that’s a different story.

Just because we’re reading about a high magic world doesn’t mean everyone has exactly the same exposure. We had silks for hundreds of years before your average housewife could afford to buy one at all, much less without bankrupting herself. Even in a world with magic refrigerators, the fantastic can still amaze.

All right, enough of my ranting and raving. How can we create believable relationships with magic for our characters?

Step 1:  Know what your character has seen or experienced.

Are they a total noob? Have they never even seen a sympathy lamp1, much less someone calling the wind? Even the tamest fire-calling will probably shock them. But perhaps they’ve talked with snakes and found themselves on roof-tops unknowing of how they arrived there. They might not be entirely shocked when an invitation to England’s magical boarding school arrives in the mail. Are they the arch-mage of Glockenspiel? Perhaps even a divine visitation is nothing more than another damn form to fill out and alphabetize.

There will be characters in your fantasy running from one end of this spectrum to the other, and you have to somehow make them all work. There’s a lot of guess and check here, no simple rules or formulas. A particularly imaginative child may not be at all shocked to find a faun and light-post in the back of the wardrobe, while her older siblings might be rather dismissive of the girl’s claims.

Step 2:  Decide what your character knows.

Even if your character can’t use magic themselves, they may be familiar with a great many of its principles. Lore-masters, priests, and worldly mercenaries all have the opportunity of falling into this category. If they do use magic, they could be at any step on the ladder of mastery: a lazy apprentice barely able to levitate an apple2, a jaded playboy known throughout his people as a flamboyant master3, or even a maxed-out journeyman resentful of his small ability. Wherever he is, how much he knows will inform his responses. He may be contemptuous of a clumsy apprentice’s first fireball, and wildly jealous of a child-prodigy’s Greater Demon Summoning. He may be surly and capricious towards others, or earnest and benevolent in pursuit of his lowly duties. Every character is different, but it’s important to consider how their personality affects relationships with other magic-users (or non-users) and with magic itself. Knowledge is one type of pecking order, and strength another, and you should know where the character stands in both.

Step 3: Know what your character feels.

Does your character see all healers as saints, or all mages as sinners? Do they have religious objections? Emotional ones? Did a mage murder their father? Are those who need magical assistance pathetic? Have they succeeded without magic in a field where mages pre-dominate? Have they ever felt in debt to a mage? Begged for help? Been spurned? These questions and many more affect how they relate to magic and those who use it. Attitude is a very important factor in how a character feels. Those who look on magic with contempt will not be impressed by displays of skill. Those who have been harmed with not admire it. Those who have been spurned or let down may hate it with all their soul. And those whose lives it has saved may view all mages (deservedly or not) as angels, saints, or heroes. But you’ll never know how your character feels or responds if you don’t know explore those feelings.

Step 4: Know how your character views magic.

This is the final and most complicated question to answer. Does your character see magic as a means to power? Does anything go? Do they have ethics or morals? Perhaps magic is the tool of demons… or a gift of the gods. Maybe there are no built-in penalties for “misusing” it. Or maybe the slightest deviation from protocol will bring divine retribution. What are the rights and wrongs of magic as far as your characters are concerned. Would they support bring back the dead? Stealing souls? Healing the sick? Fighting wars? All of these questions can help predict what sorts of conflicts will arise among your characters. (Emotion will, too, of course.)

Truthfully these steps can be done in any order, but I’ve lined them up in the way that seems most sensible to me. You can’t know what they know unless you know what they’ve experienced, and same goes for ethics and emotion (which I’ve put after knowledge/ability since that is often a major part of attitude.

So, those are the main four things that will determine how a character responds to magic. Whether creating your own character or reacting to another’s, it’s important to keep these things in mind. One’s own prejudices and experiences are irrelevant to whether a character has responded believably or not. All that matters is the character.

Since I spent half this post ranting about high-magic worlds, I suppose I’ll have to explain that term, and it’s opposite, “low-magic” worlds, next post. To avoid a dry and boring series of definitions, we’ll take a look at how to decide which is best for your story, and I’ll support the discussion with examples from various fantasy books I’ve read.

1 A reference to Patrick Rothfuss’ The Name of the Wind, regarding the two forms of “magic”, one of which is common and well-known, and the other which is rare and mysterious to non-Arcanists.

2 Darian, from Lackey’s Owl trilogy is a village boy who begins with very weak magic. Levitating fruit is one of the exercises set him by his master.

3 Firesong from Lackey’s Mage Winds and Mage Storms series is a powerful and learned mage of the Tayledras, with a reputation for romantic flings and a childish attitude.

 
 

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Magicology: Frames of Reference, Part 2

Last post (which was posted far too long ago) I rambled on about “frames of reference” and POV and how fantasy writers need to get with the program and come up with some useful jargon, and…  Well, you read the post, right?  Right?

Remember how I divided things into relative and absolute frames of reference?  The absolute frame is a simple concept; relative frames are not.  So today, I’m going to delve into just what I mean about multiple frames of reference and how they are useful. 

But first, I want to make an important distinction:  A “perspective” is a narrative device, a frame of reference is a world-building one.  A perspective in fiction is how a character relates to the story.  A frame of reference is how they relate to the world in which the story takes place.   There’s a difference.

(As far as I am concerned, a “point of view (POV)” is a structural device and refers to either first, second, or third person past, present or future.  A perspective is strictly which character (or the narrator) we are following at any given time.  Other writers may have different ideas.  That’s okay—whatever works for them.  In posts here, we will be using my definitions.)

Now, what makes relative frames of reference complicated is that each character has one—just like each person in the real world has their own ideas and opinions.  It’s not hard to get lost among all of these frames, and a common critique of bad characterization is that all the characters “felt/sounded the same”.  This is a very common criticism in regards to dialogue.  And there I am drifting off-topic.  Back to magic.

There are two main ways that the relative frames of reference can affect a character in regards to magic:

  1.  Their reaction to it-  Are they amazed, indifferent, or possibly contemptuous.  They could also be prejudiced or hostile or fawning or respectful.  The greater the difference in their knowledge of magic—whether theoretical, ethical, or emotional—the more likely their reaction is to be strong or intense.  If there’s less difference, they’ll have less of a response.  Pretty basic, right?  It’s actually more complicated than that, and in my next post, (which is already written this time, so no long wait), I’ll discuss character reaction to magic, and why many people have mistaken impressions as to what is and is not a realistic response.
  2. What they can do with it-  Are they good, gifted, hopeless, or helpless?  I know, this is fantasy.  There’s a lot of emotional symbolism involved in the narrative representation of magic.  But from a purely theoretical standpoint, knowledge is power.  No matter how strong you are (if this is aa consideration at all), you can’t win if you can’t do anything.  I’d like to leave the issue of “power vs. part of me” that often springs up here out of the discussion.  For now, “magic” isn’t “as natural as breathing (in the literal sense)”, but rather “something learned and perfected through study and training”… even if there are natural “gifts” involved.  The point here is that the more you know, the more you can do.  And knowing means learning, and learning means studying.  Hogwarts here we come! (Okay, not so much.)

You may have noticed from reading the above that knowledge is a very important part of the frame of reference.  The more you know, the more you can innovate.  (You can innovate knowing nothing as well, but you’re more likely to fry your brain—or at least fry something).

So, knowledge is power.  Right there you’ve discovered a way to make your fantasy magic system different from around 99% of the magic systems out there.  A great deal of fantasy (most bad, but some good) focuses on gaining “power” in the physical sense.  Increasing the characters’ “strength”.   It’s what a lot of fantasy writers and readers refer to as “RPG” fantasy.  And that paradigm makes sense for an RPG,  where learning new spells, and fighting, and acquiring new and better gear,  and grinding… er, “increasing your stats” (yeah, whatever) is all part of the fun.  But the fun in fantasy is the story, the conflict.  Eighteen swordfights in a row would be boring.

Now, magical conflict relies on a power differential.  But by the principle above, it’s perfectly acceptable to convert this to a knowledge differential.  You can’t hurl fireballs and call lightning if you don’t know the spell.  Lackey’s Herald Mage trilogy makes good use of this concept when one character is defeated (okay, killed) by a “mage-storm” which wears away at his magical shield.  But in a later book, we learn such an attack can be rendered ineffective if you leave the shield “un-grounded” and thus free to spin right along with the attack in question.

So, that explains how you can use the second effect of frames of reference.  The first is a bit tougher, and requires more subtlety and finesse.  I think it might be best to leave until the next post.

 
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Posted by on November 24, 2009 in Fantasy/Sci-fi, How To, Magic, Magicology, World-building, Writing

 

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Magicology: Frames of Reference, Part 1

Or, how to talk about something so that everyone is talking about the same thing

I was reading a lovely discussion on NaNo, and there was a bit of an issue with the definitions of “rules” versus “limitations”. I thought it might be interesting to look at how different terms are applied to fantasy magic systems and how we can harness and mold these terms to discuss magic systems more usefully.

See, the first problem with any discussion on world-building in general—and magic systems in particular—is the lack of a set of formalized terms. Writing has these: POV, Main Character, Protagonist, etc… This allows writers to talk meaningfully about different aspects of the “craft”. But what about for magic systems? What we have for this “craft” is a set of broadly defined terms re-tasked with specific meanings by every author or world-builder or game designer who makes use of them.

And this leads to a big fat mess. What is a “mage”? Someone who casts spells? Someone who manipulates energy? What is a “sorcerer”? Or a “charm”? Depends on the story we’re dealing with. But it shouldn’t have to. That’s one reason behind the prevalence of the neutral term “magic user” which ignores the magic system involved and focuses on the fact that the character in question can use magic. Anything else is just cosmetics. It’s pointless to talk about “sorcerers” when there are so many different conceptions out there. You can’t really talk about magic intelligently in this sort of environment.  Keep in mind this isn’t about how magic is presented in the story, it’s about writers and readers talk about magic.

So, how can we talk about magic systems more intelligently? We first have to establish frames of reference. Let’s begin by distinguishing between the way magic is talked about by the characters of a world–or relatively, and how it is talked about by world-builders–or absolutely.

So, in the absolute frame of reference, we have an absolute magic system (obviously). “Absolute magic system” refers to the workings of the magic as understood by the world-builder. The world-builder creates this system to regulate the magic. In the relative frame of reference, we have the “relative magic system”. This is the characters’ conception of how magic works. (And we can actually have several of these, but we’ll get to that in a later post.) Have we got this distinction down? I hope so.  It’s important.

The next step after establishing a frame of reference is to consider how magic is perceived within these frames:

Through the absolute frame, a magic system is an artificial construct whose structure is known and carefully crafted to affect the plot in the desired fashion, or not. The rules as laid down in a magic system are absolute knowledge—completely true and uncontestable. As the world-builder, you must know how the external magic system is structured, what the rules are.

Through the relative frame, a magic system is an organic and natural construct whose structure is unknown and must be explored to gain practical benefits. This structure is often in the form of rules or theories that best explain what is known of magic at the time. They are mutable and “true” only insofar as they achieve the desired effects. This is what the characters know about magic. The world-builder must also know how each characters relative magic system is structured.  It’s part of that “point of view” thing writers are always rambling on about.

A relative magic system is constructed inductively—that is, the characters will take the facts at their disposal and try to create a generalization that explains these facts, what would allow these occurrences? An external magic system can be constructed either inductively or deductively—that is, the world-builder takes some chosen general premise and to discover what occurrences would this allow? Some world-builders start out with their goals for the magic system, and some start out with general premises they wish to explore, and some start out with a bit of both.  But rather than taking what is true as their premises, world-builders will take what they want to be true as their premises.

So, with just this single distinction, we have already cleared up a great deal. You may be thinking: “What, that’s it? I could’ve told you that!” Maybe you could have. I have yet to see anyone adhere to this distinction, even though it would be incredibly useful in all those interminable discussions on whether magic systems should have rules or not. Well, I bet the characters have rules, even if you don’t let anyone peak at your own. Including the reader.

And it’s good for more than just discussion. Many fantasy stories rely on the clever hero to take the limited resources at her disposal and figure out a loophole to let her defeat the villain:

“No man can kill me!”

“I am no man.”

I’m sure you all recognize that little gem. (I may have paraphrased just a teensy bit…)

Now, if you break your own rules (like soooo many bad fantasy authors), you look like a cheater or an idiot, or perhaps just absent-minded. But it’s perfectly acceptable to manipulate the disconnect between your understanding of magic and the character’s.  Many authors use this for lesser hurdles as well. MC just learning how to use magic? You can slip a small hurdle in there that could be overcome if they knew all the rules… but maybe they don’t. Or maybe you want them to look clever so they figure it out. 

A great example of this is from Pat Rothfuss’  The Name of the Wind.  (I feel there are significant flaws in the rest of the book, but the magic system is pretty sound, and an interesting take on “scientific” magic.)  There are spoilers here, so you may wish to skip this part if you haven’t read the book.  The inciting incident in Kvothe’s pursuit of becoming an Arcanist is seeing a traveler defend himself with “real” magic, as opposed to “sympathy”.  This involves invoking the wind by using it’s true name, thus the title.  Kvothe, not realising this is true magic, attempts to imitate the trick by using the connection between his own breath and the wind.  This almost kills him (protags have all the luck, ne?  You or I probably would have died) and he gets a nice big lecture about stupidity:  “Don’t ever do something like that again!  Magic is daangerous! …etc”  Now, if one were to just throw in an actual consequence, that would be a pretty nice scene.

A little bonus for you all is that most of the material in this series can (and will) bend has been applied to any and every aspect of world-building. History, for instance. What people “know” happened and what actually happened are usually two (or three or four) very different things.  Which can lead to all sorts of interesting conflicts, like racism (well, okay, that’s a bit cliche) and heroes that really weren’t (Mistborn, anyone?) and false myths and prophecies.  For now, though, I’ll be applying them strictly to magic systems.   Next post, we will explore the “relative” frame of reference in more detail.

 

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