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Tag Archives: Conflict

Real World Booty: Plundering Reality to Meet Your Fantastical Needs

Hopefully that title won’t bring me too many people searching for porn.  One of the greatest sins of the writer is disappointing your reader, intended audience or not.

What I want to talk about in this post is both the issue of cliches in fantasy, and how to more effectively draw inspiration from the real world for your science fiction or fantasy.  I’ll be looking mostly at fantasy here, though.

 

So, fantasy is often accused of being a mass of cliches, or an idealized Medieval Europe.  Also of lacking diversity, and rehashing the same few tired plots.  And it’s true.The quest narrative, the rightful king narrative, and the invasion/war narrative are three of the most popular plots in fantasy, no matter what the setting.  Urban fantasy tends to focus on murder mystery or heist plots, with the occasional corrupt authority/dictator and secret cabal thrown in.  Etc.

And that’s understandable.  They’re the most popular plots already, they’re easy to conceptualize, and they have a mass of associated tropes to draw on.  Honestly, as broad as that list is, it’s hard to imagine there even are other plots to take.  And where would one find the inspiration for them, when fantasy itself is so inbred and cliche?

 

The answer to that question, as the title of this post hopefully suggests, is the real world.  What are or were hot-button issues in the real world during various historical periods?  Especially ones outside of the traditional mediveal European settings?  And how can we makes use of them while avoiding things like cultural appropriation?

 

I’ll give a few examples, and hopefully conclude with some useful methods of finding more.

 

1. Industrialization is one such plot.  It’s almost the entire basis of steampunk, much like the digital revolution is the basis cyberpunk.  The difference between the two genres might provide some useful thoughts.  Cyberpunk relates to the information revolution.  Control of data and information drives many of the plots.  Hacking, after all, a mainstay of cyberpunk, is about liberating information and fighting manipulation of it and the invasive gathering of it.  Steampunk is about the effects of urbanization and industrialization on public morals, the class divide, etc.

2. One way to find inspiration is to take an era in the real world and tease out what the major concerns of the people were.  You can fine-tune it even more, and look at different groups in the same era.  During the 20s, you had prohibition occupying the minds of the government, the criminal element, and the various classes, especially the working class.  You had suffrage occupying much of the middle class.  Both of these are public morals issues as well as economic and political issues.

3. The colonial period deals with religious and economic issues.  The colonists wanted to practice their version of correct Christianity.  The British Empire wanted to increase its economic power and prestige as compared to the other European countries.  Countries like India, China, and Japan worried about growing European power and influence.  The proliferation of opium in China courtesy of British traders was a public morals issue for China, and an economic one for Britain.  The forced opening of Japan near the end of the period dealt with global influence and cultural contamination.  Cultural contamination is often a strong possible plot point.  So is the ability to trade.  Britain and America desired coaling stations to power their ships, which Japan could provide, though it didn’t want to, and trade targets for their goods–again, something Japan had but didn’t want to engage in.  British opium grown in India had a ready market in China, and the British needed the money to fund their colonial pursuits, but the Chinese government hated it, and indeed several wars and rebellions occurred in China over the issue of such foreign influence.

4. The decay of the samurai class in Japan is another example of a plot point not based on wars or quests or murder mysteries.  The ease of training conscripts with guns and the fact that samurai martial arts could not compete on the battle field with many modern war technologies created a great deal of social unrest in the upper classes, of which samurai constituted a large portion.  Centuries of power and tradition came under threat with the influx of Western goods and technologies.

5. Resource management is another common source of tension.  Water rights, various magical analogies to resources and resource management, the rise of land prices in response to some new perceived value.  All of these could drive fantasy plots just as easily as evil overlords or imminent invasions.

6.  Taking from the modern day, important inventions, magical or otherwise make good plots points.  Look at the many effects of social networking technologies like Facebook have had on our own society.  The cotton gin, railroads, steamboats.

7.  Things like intra-governmental conflict are also good sources of conflict.  Analogies to states rights, or who controls interstate commernce and what such a term covers, especially in the face of new ideas or technologies could drive a fantasy novel.  So could large movements of people, such as illegal immigrants to the US.  Famine or disease or political revolution and exposure to other cultures and ideas could drive stories.  US influence pre-war on Afghanistan.  Religious movements such as the Taliban or the Great Awakening.

8. Finally, something I’ve always been interested in, more low-stakes conflict, as seen in general fiction or YA contemp.  Conflict between less powerful members of society can illuminate conflicting forces as good or better than conflict between powerful sorcerers or kings.

 

And there are many more things than what I’ve listed.  Almost infinite sources of inspiration.  Even odd small facts you ran across in a Facebook post or magazine article.

 

In summary, here are three major sources of inspiration I feel have been previously untapped or not fully utilized:

1. The common concerns of various eras in various countries, such as Prohibition or urbanization in the US.

2. Conflict in microcosms of society as opposed to the macrocosm: War shortages in one neighborhood in a medium city as opposed to soldiers on the front lines.

3. Changes in a culture or society brought about not by war or good vs. evil, such as the decay of the Samurai class during the Meiji era of Japan or Southern planters near the end of slavery.

 
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Posted by on July 10, 2014 in Fantasy, Ideas, Speculative Reality, World-building

 

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Societal Expectations and Real World Cultural Baggage in Speculative Fiction

A few days ago, I posted a quote that expressed a rather negative view of our current system of education  (in American and around the world).  First, I’d suggest you watch the anime mentioned in the title of the work from which the quote is excerpted: “Kare Kano”.  This show was also known as Kareshi Kanojo no Jijo in Japanese, and “His and Her Circumstances” in English.  It really gives you an understanding of where the quote is coming from.  Of course, it’s 26 episodes or about 12 hours long.  So, I also hope to elaborate on that in this post and the ones that follow.  You won’t be required to watch the anime to understand the post.  That would be ridiculous.  But I still think it would help.

Now, you might wonder what this has to do with writing science fiction and fantasy–or anything else, for that matter.  The answer is “nothing”.  And “everything”.  It also might have something to do with fact that I’m researching for a near-future SF story dealing with education and society.  Bear with me.

Every society has two important things that make it what it is: expectations and acceptations.  Expectations are pretty obvious, the things one is expected to do to make it in society.  In the modern world, these often include education, occupation, and reproduction.   Acceptations are a little more complicated.  They are culturally wide-spread opinions on what are “acceptable” deviations from the norm.  Being a child film star instead of going to normal school is an acceptation of modern American(US) society.  Becoming a drug dealer is not.

It doesn’t really matter in practical terms what an individual believes, because social pressures are usually strong enough to override individual opinions..  But it most certainly matters in personal terms.  Being forced to conform to a blanket set of expectations can be very damaging to a person.  For instance, in modern America, there is still a great deal of prejudice towards homosexual orientations.  Society expects that a man will pair up with a woman and have children.  When individuals deviate from these expectations, there are consequences, generally negative, in response to those unaccepted actions.

But think about this, there are also ways to positively violate societal expectations.  If someone drops out of college to join a rock band, there would normally be negative reactions, but if they become wealthy or famous or both, suddenly everyone is praising them.  Sort of the old “I’ll show them!” ideal.  But even with numerous examples of this, the negative perception of such behavior still exists, because “normal” people cannot do these things.  You might call these exceptions.  If one drops out of school and becomes a wealthy prostitute or pimp, even that “success” does not justify their deviation.

That’s how it works in the real world.  And on the surface, that’s how it works in fiction.  Especially mainstream, earth-based fiction.  But what about speculative fiction?  All too often, we drag our baggage along with is into stories ostensibly set in other worlds, dimensions, countries, even if the natural expectations and acceptations would normally be different in those settings. 

On the one hand, it could be argued that the whole point of fiction is to explore our own issues.  But I would counter that that doesn’t require us to transport all of our 21st century Earth attitudes into past or future worlds.  You can still address contemporary issues in fictional settings.  All it takes is a little imagination.  And I know the spec fic community—and the writing community in general—has that.

It’s actually a very common discussion topic on web-based spec fic communities whether or not that ham-fisted projection is acceptable in good fiction.  If we look at contemporary foreign literature (and this applies not matter what is “foreign” to you), we can see that these authors can write a story in which we sympathize with character issues that don’t derive exclusively from our own culture.  Look at how popular Japanese cultural exports are in America.  An enormous number of manga, anime, and light novels are translated both officially and unofficially into American English.  Is Japan a radically different culture?  Not in the modern world.  But they do have a different set of cultural expectations, acceptations, and exceptions.

When writing a story, it’s very important to consider what is “normal” within that setting, and what is exceptional or discouraged.  It used to be that people from the lower classes were discouraged from pursuing higher education—or any education at all.  It used to be in our culture that music was a special activity, for a small number of people, and now it’s a part of most curriculums.  And before that, it was a community activity.

These sorts of societal pressure have an enormous impact on us as people, and the same should be true for characters in your story.  Examining and exploring these issues before you begin to write can cut down a great deal on the clichés common to many spec fic stories, such as the plucky princess, the genius peasant,  the scholarly whipping boy, the child seer/mage, and the feisty girl thief.  Assuming they don’t fit in the context of the story, of course.

And, of course, for those characters that do fall outside of the mold, it can create a more deep and realistic sense of tension between them and society.  And it can open up a wide array of themes for the story to explore: gender, age, race, class, etc.

 

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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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How to Create a Believable Magic System

ETA:  This is pretty much my most popular post, and I’ve come to the conclusion that’s because of SEO advantages such as a convenient titles as opposed to great content.  So an edit is in order.  I’m going to leave the original post unedited below, so feel free to read all the way down if you like.

One of the most common questions about writing fantasy is what to do about magic.  How do you create a good magic system?  How do you create a believable magic system?

What Do We Mean by Believable and How do I Accomplish It?

First, let’s touch on what we mean by “believable”.  A believable magic system in my view is one that allows the reader to maintain their willing suspension of disbelief. (Don’t feel obliged to read every single link if you know what I’m talking about.  PS, link one is to TVTropes.  Reader beware.)  There are several reasons why readers might give up their suspension of disbelief:

  1. Deus ex Machina:  When your magic system makes things too easy.  As the third link above says, you get a certain amount of suspension of disbelief from your reader–I’ll call them confidence points, and you can use it up.  Especially by solving your main plot conflict by using your magic system in a way you haven’t shown that it can be used.  Your fire mage suddenly learning they can use water magic when that’s the easiest way out of the situation is a deus ex and it’s going to use up most or all of your reader confidence points.
  2. Your magic is too easy.  There’s a common sentiment that magic requires a cost.  That’s often understood in the sense of mana points in a video game.   But there can be many “costs” to a magic system.  The important point is that your magic can’t just solve the plot problems for free or with little or no effort on the part of your protagonist.  Your cost can be in mana points if you want, or maybe it’s less concrete and logical such as losing an arm or a life.  Maybe you get a crippling migraine and can’t do anything for three days so you miss work.  But there has to be a trade-off.
  3. Your magic only solves problems but never creates them.  In our migraine example above, Hero Protagonist misses three days of work and gets fired.  Sure, he got rid of the poltergeist haunting his little sister, but he had to pay a cost for it.  And in this case, that cost caused new problems even as it paid off his old debts.  Borrowing from Peter to pay Paul is a great way to price your magic.
  4. Your magic is all powerful.  Not only does that seem pretty unlikely, it’s kinda boring.  Why am I walking halfway across Middle Earth if I can just nuke Sauron with a passing asteroid?  There are famous memes tackling this very question.  Similarly, why didn’t they just fly to Mordor on eagles?

 

So how can you make your magic system more believable for your reader?  It’s not that it has to be understandable in real world terms.  That’s not what we mean by believable.  After all, you’re writing fiction and we know magic isn’t real.  What you’re really trying to do is convince your reader that this is how things would turn out based on your description of how magic works.  Let’s try answering each of the complaints listed above:

  1. Don’t do it.  Don’t let magic all by itself solve your conflicts.  You can let it solve part of your problem, but make your character use other tools, too.  Cleverness, for example.  Maybe you can cast an illusion or change the text of a document with magic.  But your character has to figure out what illusion or change to make.  Maybe your supporting characters can hold off the evil minions with magic, but your character still has to beat them in a sword fight.   Or perhaps your main conflict can’t be solved with magic at all.  Perhaps it requires persuasion, or compassion, or strategy.  And please, please, for the love of the fantasy genre… don’t have your magic do something that breaks a rule you’ve previously established for it.  This includes giving your character unique powers you’ve said your system doesn’t have, giving them a new power–especially with no foreshadowing–right at the key moment because otherwise they’re screwed.
  2. Magic is too easy?  Make it harder.  You can put costs on it as I mention above.  You can make it take awhile.  You can require it to be prepared ahead of time like the old D&D trope of memorizing three spells at a time and forgetting them as they are cast.  Maybe it requires specific ingredients.  Maybe you have to learn a magical language or writing system.  Or complex magical theory.
  3. Have your magic create as many problems as it solves.  This is a pretty common method for non-magical plot solutions, too.  You steal the artifact to trade for your dad, but now you’re a wanted criminal.  Like Nick Cage in National Treasure.  Or consider something like my migraine example above.
  4. Limitations help to make magic believable.  After all, everything in real life has costs and or limitations.  You might be able to walk 20 miles a day.  A car can take you 600 miles a day.  But it can’t cross the entire planet.  A pallet jack in the back of Walmart can let you pull over 1000 lbs, whereas you can only carry 75 lbs.  But it can’t put them on the shelf, and you can’t take one home when you buy a futon.  Magic doesn’t have to work exactly like science or technology do on Earth, but if it can do anything you have to wonder why we’re not all living in palaces waited on by djinnis with zombies plowing the fields for us.  As an example perhaps your fire mage can manipulate fire, but they have to create the first spark through natural means.  If magic that can do anything isn’t believable, then all you have to do is not let it do everything.

Now, I realize these are general abstract principles rather than concrete suggestions.  That’s because the possibilities of magic are by definition almost endless when you consider all the systems together.  I can’t precognitively diagnose your specific problems without knowing what your system is and can do.

Scientific Magic Systems

To address the giant elephant in the room, one common way people have claimed you can make a believable magic system is by having a “scientific” magic system.  You can read that post if you don’t know what that means.  I’ve ranted a few times about the misunderstanding of what constitutes a scientific magic system, but the link above covers the gist of it.  This is one method, but it isn’t the only method, and it has its own problems.

Most “scientific” magic systems are not scientific but rather logical.  You list a few base premises, and then–in theory–by combining these premises the characters and the readers can figure out exactly what the system can and can’t do.  I discuss this at length in my post about The Inverse Law of Utility and Understanding.  The idea is that if your reader knows exactly what your system can do, they can be confident that the conflict won’t be solved by cheap tricks.  (A truly scientific magic system is slightly more complex and involves the idea of limited information, where we don’t have all the rules laid out for us.  Then the reader must make hypotheses, and seeing whether these turn out to be correct is one way to create believable tension.)

A logical magic system is a promise to your reader that you won’t undermine the tension of the story by solving your conflicts with cheap tricks.  They know the dire situation really is dire because by the rules of your magic system the protagonist can’t just wave their hands and say a few words and “Poof!” the bad guy bursts into flames.  Of course, there are two ways to deal with this.  One is to meet the readers’ expectations, and the other is to cleverly subvert them.  This is where a lot of logical magic systems fail to suspend the readers disbelief.  When they aim for subversion but actually just straight up cheat in the reader’s eyes.  It’s a tightrope.

A Metaphor!

And here I’m going to digress a bit.  A truly good magic system (or story) doesn’t rely on the reader to suspend their own disbelief.  It provides the harness itself and suspends the reader’s disbelief for them.  When the magic breaks a promise to the reader, such as that you can’t bring back the dead, it’s like cutting one of the ropes holding the bridge up over the chasm.  If you cut enough of the ropes, even if there are still some there, the bridge comes loose and drops the reader into the chasm of broken trust.  What makes for a really spectacular climax is when you drop the reader into the chasm but then at the last minute they find an intact rope to hang onto, restoring their trust and suspension of disbelief.  But if the rope you leave dangling for them is too slippery, they can’t grab ahold and still fall to their death.

The most basic answer to the question in the title of this post is that you establish trust with the reader by making promises with your magic/story and then keeping them.  If you promise a harrowing ride with death-defying leaps, it doesn’t really work out if the safety net below your characters is too obvious.

Conclusion

In the simplest terms, a believable magic system is one where the reader can believe what you tell them about it and one where they can believe that the story and the world it’s in really would turn out like this given what they know of how the magic works.  I haven’t addressed the latter point quite as thoroughly as I did the former in this post.  But it is a very important point from a world-building perspective rather than the story perspective through which we looked at the first point.  I hope to address it better in a later post.

I hope this time I’ve done a better job of answering your question.  For more concrete or specific suggestions for creating a sense of trust in the reader and then living up to it, please check out the “Magicology” page which links to all my posts on magic systems.

Original Post:

For the last two posts, I took a break from discussing magic to lay some basic groundwork on how stories function. To sum up:

Stories are kept interesting through conflict and suspense. These are created through tensionSuspense is built through external “story” tension, and conflict is built through internal “character” tension.

If you haven’t read those posts, I suggest you do. But if you understand what I just said, you’re good to go.

How do you create a believable magic system?

The first step is to decide on your goals for the magic. Ask yourself these basic questions:

  1. Does it create suspense? Perhaps the Dark Lord has the power to turn all the seasons to winter, and your characters are on the verge of starvation. Or maybe he can’t. But you as the writer must know which.
  2. Does it create conflict? You know vampires? And all the angst that fantasy has decided comes with being one? That’s magic-derived internal conflict. But magical conflict isn’t only about whether Louis wants to drink blood or not. How would you feel if you couldn’t give your daughter a proper burial because that bitch Carnival had sucked her dry? Or what if the dragons are taking back their country dammit, and themselves take whoever is getting in their way.
  3. Does it resolve suspense or conflict? For example, are your characters allowed to escape a situation by using magic? This is fireball country, people. Brutes or brains? Or both? Lavan Firestorm burned up an entire invading army that seemed destined to overrun Valdemar. And Dirk Proven saved the world by figuring out when the next eclipse would occur—and lying about it.
  4. Does it create a sense of wonder? Who wasn’t impressed by the Nazgul, or Shelob? But I bet you don’t know where they came from, or how their power works. Good thing it didn’t matter. Now, Lackey’s ley-lines were fun, and you might even have wanted to be able to use them, but were they mysterious and awe-inspiring? No. Just a way to move along the plot. And there’s nothing wrong with that. But is it what you—as an author—want?
  5. What themes will your magic express or explore? Yes, themes. I know you had enough of analyzing literature in high school. Or not. But whichever it was, this is still something you need to think about. Maybe you’re a panster, and you only know the themes after you’ve written the book. But they’re there all along, and it can be much simpler to follow them if you know what they are in the first place. Maybe you’re an environmentalist. Would you prefer a story about ghosts or trees that would rather not be cut down? What about the pollution of sacred sites? Ursula K. Leguin tackles this with the story of how one of the great cities used the Lips of Paor as a garbage dump. I bet they were really willing to help when our friend the Mender needed his powers temporarily removed.

Now that we’ve gone over choosing goals, maybe we should talk about how to achieve them. There are several things you need to do to make your magic meet your goals:

  1. Know what your magic is and what it can do. Yes, flying is cool, but if your character is a water mage, there’s not much they can do about it. Making them a wind mage is not the solution, folks. The solution is to make compromises. Your character needs to part the sea in chapter 4? Then they can’t fly over the Mountains of a Million Trolls in chapter eight. If your character can do anything, we aren’t going to have much of a story.
  2. Know what your magic is and what it costs. Maybe you can part seas and fly. But it’ll cost you your first-born child. And you’ve already got one. Maybe you know the character will pay for this later. But the reader has a much shorter attention span. The more you can do, the more—and sooner—it should cost you. Physically or mentally, it doesn’t matter. As long as it’s permanent at some point. You can trade the cost as many times as you want, as long as you don’t trade it out of existence.
  3. Make it hard to learn. If your hero can learn the equivalent of a bible’s worth of spells in four weeks, why isn’t everyone and their pet hydra killing bandits and enjoying the magical equivalent of total climate control? If they are, then why does a prophecy about a fire-flingin’ half-elf princess so incredible to them? You’ve got to work out all the consequences. After that, it’s okay to indulge in some judicious ignorance.

Those are the basics, guys. There are way too any ways to create magic systems for me to fill out every little nook and cranny of magic-making theory. Later, I’m going to do some in-depth critiques of various magic systems, pointing out all the places things went right, and all the places they went wrong. And maybe I’ll even make up a magic system just for the Chimney, to really show you how the process looks. Field-work is fun, but “show don’t tell” is a real pain. Why do you think we writers don’t do it?

 
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Posted by on October 29, 2009 in Fantasy/Sci-fi, How To, Ideas, Magic, Themes, Writing

 

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The Other Side of Tension: Conflict

Last time, I discussed tension in relation to the interaction between the writer and the reader.  Basically, tension exists between what the reader thinks will happen and what the writer knows will happen.

But there’s another kind of tension, and it’s one that many people may be more familiar with.  We’ll call the first kind of tension “external” tension.  In this post, we’ll be discussing “internal” tension.

Internal tension is tension that exists entirely within the book.  It is the difference between one in-world world model and another.  If a character’s vision of the world is different than the world’s vision of itself, the character cannot predict how the world will react to their actions.  Similarly, if the character’s idea of how a man should act is different than his love interest’s, he can’t predict how she will react.  Remember how I said readers hated not knowing what will happen?  Well, it’s the same deal for characters.  Because readers and characters are both people (or they should be, but I’ll save the discussion on cardboard characters for another day).  And people don’t like uncertainty.  It makes them nervous and it makes them feel helpless, because they don’t know what to do to get their desired outcome. 

If you will remember, I made the claim last post that tension is the basis of conflict.  To be more specific, internal tension is the basis of conflict.  One character sees something one way, the other another.  Well, that’s fine, right?  But when people see that thing a certain way, they try to make it fit their vision.  They make things conform to their expectations.  If it doesn’t fit, it’s got to go, or be ignored, but whatever 

The problem is, we have two (or more) different views here.  One person’s uncertainty is another person’s comfort.  Now we have an issue.  The hero wants the king on the throne and not one penny more than 20% taxes.  The villain wants himself on the throne, and not one penny less than 90% taxes.  And they’re both ready to fit the world to their vision.  (The main reason the bad guys needs those high taxes if he wins, to pay off all the debt.)Which means one of them won’t get what they want.  They’re gonna have to fight it out.  Now we’ve got conflict.

And this goes for any type of conflict, really.  Want internal conflict?  The love interest likes bad boys.  The hero is a mama’s boy.  To wear a bike helmet or not to wear a bike helmet?  That is the question.  Still internal tension, but now we have one person having a choice, instead of two people having a fight.  Sure there’s no bangs and zooms and magic swords (or are there?), but we’ve still got that tension.  And the reader (and the character) wants to see it resolved.

To sum up, conflict is when resolving one character’s tension prevents the other character’s tension from being resolved.  It doesn’t end until both are resolved.  Often by killing one character (in fantasy, since this is a blog about spec fic), and other times through character growth.  Which is a lot harder to pull off well.

Next post, we’ll apply some of these ideas to magic systems.

 
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Posted by on October 27, 2009 in How To, Ideas, Writing

 

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Tension; Or, How Stories Work (And a Little on Suspense)

I know that, last time, I promised I would explain consistency in magic systems. And I will.

But before we get to that, we need to understand why consistency is important. And to understand that, we need to understand how a story works. This post is applicable to almost any post about writing that you will find on my blog. This may be the single most important post you will ever read on the art of writing a good story—in any genre. I’m not trying to say I’m the only person who knows how stories work, or how to a write a good story. But I have yet to read anything that actually breaks down the concept, in simple terms, of reader-writer interaction.  And reader-writer interaction is the foundation of story-telling.

Reader-writer interaction is the basis of tension. And tension is the basis of a good story. You can have a story without tension, but it will be boring. You will hear from a lot of people that conflict is the basis of a story. That is false. Tension is the basis of conflict, and—being more basic—it is thus more important to a good story than conflict. There can be conflict without tension. And again, it will be boring. Now refer back to the first sentence in this paragraph. You should now understand why reader-writer interaction is the basis of good story-telling.

So, you are probably wondering what I mean by reader-writer interaction, and you are also wondering how it works. It’s pretty simple. Tension is built on the reader’s understanding of the way the world works. The reader knows (or thinks they know) what can and can’t happen, and thus they know whether the characters are in a tough spot—or not. Their understanding of the world is based on their knowledge of the real world, genre conventions and tropes, and what the author tells them. These three legs support their world model. What does the reader model have to do with how stories work? Stories are made up of “scenes (and sequels)” Each scene is like a miniature story. To understand how a story works, we need to know how scenes work. So, what is a “scene” how do scenes work?

A scene is a sub-section of the story consisting of a set of closely related and chronologically sequential events. It is the writer’s input into the reader’s world model.

Scenes work like this:

The reader starts with a model of the real world. They then modify it to fit the genre of the story—and thus, the scene. Since this scene is the beginning of a larger story, they may further modify it to fit what they learned about the story from a) the back cover blurb and b) the little excerpt that often comes after the glowing recommendations from other (popular) authors. This is called a “primary (world) model”. The reader then proceeds through these steps:

  1. The reader loads their primary model.
  2. The story provides the first scene. The reader reads this scene and then runs it through their world model to determine the most likely outcomes. At the beginning, the reader’s model is likely to be rather generic. They don’t know enough about the story yet to generate a specific, complex and realistic model. (This modeling occurs in real time, re-modeling every time the reader learns/discovers something new.)
  3. The reader looks at all possible outcomes. If the writer is good, there are a few, prominent outcomes that over-shadow all the rest. If they are really good, there is one of these that is not only the most likely, but also the most horrible. Alternatively, there may be a small group of bad outcomes.

Tension is created in the third step, as the reader begins to question the inevitability of these horrible outcomes: Is this what will really happen? Can the characters avoid this? If so, how? The more horrible the outcomes are—and the less chance the characters have of avoiding it—the greater the tension. If there is no tension, the reader has no reason to care about the scene, and thus no reason to care about the story. This is bad.

But wait, you may be thinking… what happens next?

Next, the writer must resolve the tension. How do they do that?

This goes back to the idea of the world model. A writer will have a complete world model, where the reader only has a partial model. In order to resolve the tension, the writer must apply this model to the scene. Unlike the reader, they know exactly which outcome will occur, and why. They just apply their complete model, and the outcome is obvious.

Sounds easy, right? Wrong. To keep the reader interested in the story, the writer must maintain suspension of disbelief. It doesn’t matter whether they choose to surprise the reader, or conform to their expectations. (The first resolves tension by saving the heroes from the undesirable outcome; the second by getting the pain over with. Both are powerful methods and do much to shape the course and feel of the story.) The reader must not be allowed to question the inevitability of the writer’s chosen outcome. They must eventually accept it as the right one.

  1. Writers achieve this goal by completing three basic tasks: They must make sure their complete world model allows for the outcome.
  2. They must make sure the reader’s primary model allows for the outcome, but doesn’t exclude others
  3.  They must retroactively exclude other possible outcomes with as little conflict with the reader’s primary model as possible.

At the end of a scene, the reader has formed a slightly different model of the world, a secondary world model. The goal of a story is to slowly guide the reader’s model towards becoming consistent with the writer’s model by repeating the above process so that the two are identical at the end. Not every scene has to bring the reader closer, but there must be an average shift towards the writer’s model. That’s why the writer’s model must be consistent with itself, or they’ll never bring the reader into the fold. (But that’s next post.)

To sum up: Tension is created by differences between the reader’s model of the story world and the writer’s model of the story world. These differences are not a matter of fundamental differences, but of the reader’s model not being as complete. The goal of the story is to slowly complete the reader’s model in a way that does not push them out of the story.  (This post also touches on “suspense” quite a bit, even though I don’t call it that.  But I’m going to do a post on using suspense later, so I didn’t want to spoil it.)

 
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Posted by on October 24, 2009 in How To, Ideas, Writing

 

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Magic’s Price

Or, On More Principles Tricks of Good Fantasy and How Authors Screw Up The Third Principle of Good Magic

Now, those of you in the know have probably noticed there was something missing in my previous post on balanced magic. That’s right, the most abused principle of good magic systems: The Principle of Appropriate Cost. Oh, and its corollary The Principle of Suitable Sacrifice.*

The most widely used excuse for poorly balanced magic systems is the “cost” of magic. Cost can be physical energy, physical backlash (as in Lackey’s brilliant cost of… headaches?**), life essence(whatever that is), actual years off of life, powered by nebulous energy which may or may not be renewable or unending, blood, human and animal sacrifice, deals with spirits or demons, and many others. After “limits”, cost is the most badly abused balancer in fantasy. Why? Because a lot of costs don’t really “cost” anything. Maybe, if the author is feeling really reasonable, cost can limit the duration or strength of magic, but it’s still transient. The mage is back after some bed rest and a good meal, ready to go at it again. Or they just snag the nearest ley-line.

Another form of abuse is one that violates my First Law of Delayed Gratification, which most simply translates to “the sooner, the better”. Sure, years off your life sounds bad, but it’s a long way into the future. For example, how many teenagers do you know who would sacrifice ten years of life in the future for the chance to fly or throw fireballs now? Or get whatever wish they want most met? How many adults like that do you know? Probably enough to understand my point. Just like a newly married couple handing over their first-born child. “That’s okay. We don’t want kids.” Right… Readers like costs now, or at least costs that they know about. Writers, don’t wait too long to bring on the pain. Or we will bring on the wall.

There are all sorts of great costs that magic could have, but authors afraid to really hurt their characters will not use them. Happily-ever-after is fine, but have them earn it. There’s no conflict in an obvious decision, authors. Characters should suffer, have regrets, feel guilty, make tough choices. And while we’re at it, no fake costs. No fair bringing a character back to life after they’ve sacrificed it to drive the magic. No, Ms. Lackey, not even once. Or as a ghost. Paid costs should stay paid–unless the magic is undone in return… and it matters that it is.

Another thing that is commonly ignored is external costs. That is, the cost to other people of the character using their magic. Call up an earth quake to trap the villains in a rockslide? What about the village a mile down the road? Is it still standing after? Magic nuke that destroys the enemy? What about the innocents caught in its path? Burn down the vineyard the enemy is hiding in? How is the owner going to pay his taxes? Everything has consequences, and those consequences have consequences. Drain this node and the one down the road, and how will the next village’s magic dam stop the flood? But now we’re leaking into logical effects. More on those later.

Summation: Make your costs cost—permanently.

*As in, headaches don’t make fire.  And sacrificing squirrels doesn’t defeat the Dark Lord.  Now, the hero(ine)’s Love Interest… that could do it.

**I love Lackey, really. Not the best fantasy I’ve ever read, sure, but I was using light sarcasm; I don’t bite.  And she gets it right, sometimes.  Lavan Firestorm, anyone?

Next post: On Setting Limits and Why Breaking Them is Bad. Bad. Bad!

 
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Posted by on October 20, 2009 in Fantasy/Sci-fi, How To, Ideas, Magic, Writing

 

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The Inverse Law of Utility and Understanding

(and many other First Laws Principles of Good Fantasy)

One thing I mentioned in my previous post but did not expand upon was my “Inverse Law of Utility and Understanding.” That is:  “A character’s ability to solve a conflict with magic is inversely proportional to how well the character understands said magic.”  (I’m looking at you, Eragon!)  Basically, the more you know, the more you fuck up. 

 

It’s the corollary to Atsiko’s First Law of Magic. Which reads: “An author’s ability to solve a conflict with magic is inversely proportional to how well the reader understands said magic.” Because I am egotistical like that… and meta.  Basically, this Law says that the more a reader understands your magic system, the less you can get away with the less useful it will be in solving conflicts(, because you will be working within more limits).  Instead, you will have to rely on your characters’ actual heroic traits.*  In a paradoxical turn of events, my law and Mr. Sanderson’s are equally and simultaneously true.  I think mine is more useful from a plotting standpoint, while Mr. Sanderson’s is more useful from a construction standpoint.  Keep his in mind when you make your magic, and keep mine in mind when you use it.

 

What makes Atsiko’s Law relevant in fantasy is the Sliding Scale of Magic vs. Science.  (Some of you may have guessed already that I’ve spent too much time on TV Tropes lately.  I blame it on NaNoWriMo.)  Basically, the more you explain a magic system, the more of a pain in the ass it is to actually do something “magical” with it, or do anything at all, really.  (Science is not omnipotent.)  For authors who want their reader to experience a sense of wonder in their stories, this is a rather undesirable trait. 

 

It can also lead to “necessary” info-dumping–and plot holes.  The plot holes arise when an author wants to do something freakin’ awesome previously forbidden.  But here’s a little secret.  Readers will forgive anything as long as it fucks something up later.  They love that.  Let’s call it delayed consequences gratification.  Just don’t wait too long, or the book will already have hit the wall.**

 

Which leads us to our next writerly trick: the invisible rule.

 

That’s right.  Hidden rules.  Because hidden rules rule.  One of the best ways to create a mysterious and yet satisfying plot-buster magic system is to have rules and not tell anybody.  Seems counterintuitive, right?  If we don’t know the rules, how will they know you have them?  Doesn’t matter.  See, in the real world, we learn the rules by observing and formulation hypothesis.  We then apply these as laws until something disproves them.  You can do this in fantasy, too.  Of course, it’s much harder.  You have to avoid really big flashy stuff until the necessary rules have been introduced–but still meet the criteria for Retroactive Consistency we established in the last post.  For skilled plotters only.  But see Atsiko’s First Law.

 

Now we can address the two major ways in which you can create the illusion of balance through construction, without hemming yourself in with restrictive rules.  This is where you keep in mind Sanderson’s First Law and what you want your magic to do.  Here are your two main tools:

 

1. The Principle of Limited Application—the magic is not applicable to any situation, and can only meet a few, clearly-defined needs.  Robin Hobb’s magic in Soldier Son has limited applicability.  It cannot throw fireballs, or summon lightning, and while it appears quite flexible, it almost always approaches conflict indirectly.  No stand-offs here.  The “Great Ones” must find other ways to achieve their goals.  Allows for a greater sense of mystery.

 

2. The Principle of Limited Effect—the magic can apply to a broad range of situations, but there is a limit to how much power can be thrown at the problem.  Lackey’s magic system in Velgarth has limited effectiveness.  Some mages are more powerful than others, and even though you can do pretty much anything with it, if your lightning doesn’t pierce the opponents shields, you aren’t going to damage him.  Allows for a greater sense of tension.

 

Now, many authors use a combination of mysterious and scientific magic in their stories.  The more mysterious the magic is, the more the Principle of Limited Application is used to keep magic in check.  The magic is a step on the road to solving the conflict, but it requires the character to use other skills and assets to ultimately solve the problem.  Scientific systems can get away with a broader application, but they tend to rely more on the Principle of Limited Effect.  Yes, the character can throw a fireball, but you’re not going to obliterate the foe in one go.  Both of these Principles deal with solving the conflict, but the means to the end are quite different, and a reader can be happy or unhappy with both types of magic.

 

But there’s another writerly trick that allows you to have mystery and avoid deus ex machina.  The goal here is to create the illusion of logical progression, by adding an extra assumption just before the fact; ie, trick the reader into believing you foreshadowed this all along.  Word-games work great, as Tolkien proved.  “I am no man.”  (Any tropers out there have probably figured out I fall somewhere on the right of this, in regards to my view of “clever” fantasy authors.)

 

 

 

*Atsiko’s First Law of Protagonists:  “Magic does not make you a hero!  Or, magic does not make you Speshul, Snowflake–good character does.”

 

**Atsiko’s First Law of Delayed Gratification:  “The less gratification is delayed, the more gratifying it is.”

 

 

Next post:  On More Principles Tricks of Good Fantasy, or How Authors Screw Up The Third Principle of Good Magic

 
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Posted by on October 18, 2009 in Fantasy/Sci-fi, How To, Ideas, Magic, Writing

 

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Meeting Your Goals for Magic

Meeting Your Goals for Magic

Last time I talked about the purpose of magic in fantasy. I covered wonder/coolness, conflict, and solutions. Now I am going to talk about how magic can be used to meet these goals.

There are two basic types of magic common in fantasy. The “scientific magic system”, and the way Tolkien did it. The latter has fallen into disuse as a pure system, but there are bastard systems significantly influenced by it. First, let’s talk Tolkienian:

Magic that is left mysterious gets top score in one specific category: awe and wonder. We are naturally more impressed by things we don’t understand. Lightning; auroras; that girl down the hall who can play anything on the piano. (Not that I have any particular experience with that last, nope I do not.) Just wow. Well, it’s the same with magic. The less we understand about how it works, the more we are amazed by it. After all, you know stage magicians are fakes, but that doesn’t make the disappearing space shuttle any less awesome, does it? It’s not about the effect; it’s about the cleverness behind it.

Mysterious magic also allows the author to create conflict. Ha! You thought Mr. Protagonist was safe, did you? Too bad you didn’t know that “every magical action has an equal and opposite disproportionately large magical reaction”. Surprise! This is Atsiko’s Third Law of Magic. And it’s also purpose number two. So far, so good.

But the problem with un-explained magic arises when an author uses it to address a story conflict without. As readers, we don’t mind the first kind of surprise. It’s not piling on the pain that we have a problem with, it’s snapping your fingers and making it vanish… as opposed to, you know, actually making the characters work for their victories. This can result in us readers feeling cheated. The author ratcheted up the tension and threw this character into a difficult spot. We didn’t know how the character was going to get out of it. Great, we love that. We want to discover how the character gets out of it. But if the answer is just to throw magic at the problem—magic you didn’t tell us about, or even hint that the character could apply to this situation—that big balloon of tension and suspense is immediately deflated. It wasn’t the character that solved the problem, it was the author. This is called “deus ex machina”, a Greek term which means “the author is a lazy ass”.

The excitement that comes from stage magic in our world revolves around the magician doing something they shouldn’t be able to do, even though we know there’s a logical reason behind it. It’s supposed to make no sense. The fun is in making sense of it. But in fantasy, where real world rules don’t always apply, we don’t know there’s a logical reason behind it, and we won’t be able to make logical sense out of it—unless the author helps us. There’s more likely an arbitrary reason behind it, anyway: author fiat. Using fantasy magic doesn’t require an author to be clever–only autocratic.  But it helps if they are.

In the real world, there are rules and the world never deviates from them, even if we don’t know what they are. The system runs itself, and it can’t cop out when things aren’t going its way. But in a fantasy world, the author runs the system, and they can cheat whenever they want. In order for us to suspend disbelief as readers, we have to be convinced that the author is following her own rules, and the best way to do this is to establish them early, and have everything follow them. If the author wants to do something the current rules don’t allow, they must set up the proper conditions beforehand. Either they explain the new rule and how it fits into the old system before using it, or we feel like they pulled a fast one.

And thus we come to the “scientific” magic system. What it lacks in awe and wonder, it makes up for in suspension of disbelief. It does this by mimicking a facet of real-world “science”: logical consistency. In the case of magic, I will refer to this as the Principle of Non-Retroactive Consistency. That is: “no new rule may invalidate an old solution, or (and this is the important one) invalidate an old conflict. That’s the secret of maintaining suspension of disbelief in us readers. If a new power could have been used to greater effect during a previous conflict and was not, then it is clear to us that the either the author withheld this rule to create more tension, or else has now found themselves in a corner that they are too lazy to think through or incapable of getting out of using their old rules. In the first case, they artificially created tension and suspense to make a scene more exciting. This is not nice. It tricks readers, and we do not like that. In the second case, they artificially extricated the hero from an unwinnable situation so that the story could continue. This is not nice. It’s a way to avoid good plotting, and we do not like that, either. One way or the other our suspension of disbelief is broken. Bad author! No royalties for you! Word of mouth shall bury your book. (And that could ruin your career. As an author, you don’t get to make that sort of mistake—not if you want to keep writing under your current name, anyway.)

So what system is best for you? We have established that magic can be divided into two categories. Here’s a condensed description of both:

1. Magical— This form of magic is usually not practiced by the heroes. The author does not explain its rules, except in very general terms, and its pros and cons are not revealed. Most useful for providing a sense of wonder and awe. It is not used to get a character out of a tough spot. Rather, it is more likely to create conflict than resolve it. Or else it balances solution with creation. The real solution comes from the characters’ other strengths. Like courage, or compassion. You know, the things that make them a hero.

2. Scientific— This magic is generally explained in detail. The rules especially are known, and it has a clearly defined set of limits and costs. Most useful for direct application to plot conflicts, and is most often wielded by one or more of the protagonists and their allies. It can be used to create and resolve conflict, because it does not deceive the reader with a false sense of tension. But it is not awe-inspiring. Usually. magic systems can fall anywhere in between these two extremes, and a balance is generally best for what most authors want to accomplish. It’s like distributing stat points. You’ve got to make compromises. You can’t be both a powerful wizard and a powerful warrior… Or can you? (See below.)

Next time, I will examine in detail how magic can be used to create and/or resolve conflict. That entry will be slightly more snarky, however. Many authors have screwed this part up. Beware: Names will be Named.

Secret bonus snark: Remember that Law I mentioned in the last post? As a special bonus, I will explain it–and a few other nifty gewgaws.

 
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Posted by on October 16, 2009 in atsiko, Fantasy/Sci-fi, How To, Ideas, Magic

 

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