Tag Archives: Role-playing

Magic – World Mechanics and Story Device

This week saw the premier of the final Harry Potter movie and the launch party for Magic the Gatherings 12th edition. It’s almost like magic is everywhere, and really, it is at the very core of the fantasy genre. Magic is an integral part of fantasy and fantasy gaming, from magical creatures to spells and worlds formed by raw magical energy. In this article I’ll look at magic in terms of world mechanics and as a story device.

 

Defining Magic

I could look specifically at magic in this article, but then write a similar article on mutation and super powers that wouldn’t add anything new. Rather, let’s group magic, super powers, psionics, amazing technology and everything else that is “abnormal” and call them “world mechanics”. I’m using broad strokes here, but let me explain. Mouse Guard is a game (and comic) with little magic. Mice can talk, but they possess no powers as such or magical artefacts. Mouse Guard’s “world mechanics” are interesting because we can play as mice in a world terrifying to mice. Dungeons and Dragons, on the other hand, lets us use magic to fight magical creatures, and we can become powerful beings that can take on terrifying dragons through the levelling up mechanic. If you think about it, levelling is a type of magic, you would never gain such abilities in real life even with dedicated training. Thus the world mechanics for D&D represent a world that is full of magic. So, I’m going to use “world mechanics” and “magic” interchangeably in this article.

 

Magic has Boundaries

Magic needs to have boundaries, without these boundaries players will feel cheated and confused. Can my wizard become invisible if he casts an invisibility spell? Boundaries (rules) set this out for you. The boundaries then, like I said above, define the world at the same time. Frodo’s ring had power to corrupt, so we understand that in The Lord of the Rings magical items may have a risk involved when they are used.

 

Magic breaks Boundaries

Firstly, as a story element, magic breaks boundaries. Magic lets your characters and NPC’s do things that they would not normally be able to do in the real world. Flight, as an obvious example, is only possible through magic. Because of this, you need to think outside of reality and be creative when designing your sessions and include encounters and NPC’s that bring the reality of the game world into focus and let the players experience that world. It’s no good running a fantasy game where everything is normal by everyday terms, and I’d argue that a normal day even in terms of your fantasy world would be too boring for your players, but there needs to be an obvious difference between the two worlds. A note of caution though, sometimes subtlety really pays of with regards to the differences in your fantasy world and our own, you do want it to all be believable in some way.

Furthermore, magic gives you a reason to break the mould with you game, within reason. In a recent game I introduced a series of earth-nodes that needed to be used in sequence, and did not let players move as they wished between the nodes. I explained this difference as a consequence of the spell plague, which the players were happy with and I could then stagger encounters out between the different nodes. Because magic and the mechanics of your game world represent the weird and wonderful, take inspiration from the setting and let your creativity flow.

 

Magic is often Limited

Magic has its limits, which is important to remember. If any world mechanic is limitless, it becomes worthless in a way. If everyone can fly, you will need ways to cut that ability at some point and you need to work out the repercussions of giving everyone such an ability. In my opinion, magic becomes more interesting if there is less of it. In the Lord of the Rings, there are only a handful of magical users, which makes characters like Gandalf and Saruman stand out amongst the rest, magic is thus strange and valuable.

Potter Fans at the Premier
Potter Fans at the Premier

At the end of the day magic represents a great device for telling the stories we love, that’s why so many people fell in love with the Harry Potter series, The Lord of the Rings and so many other fantasy stories. Use magic well and your games will be that much more interesting and captivating.

 

If you watched the last Harry Potter, or played MtG during the release party or have any other thoughts about magic, leave a comment. Let’s talk geek 🙂

Imagination Gaming

I love PC games, they are easy to get into and the level of immersion is huge. But, like TV we are fed so much visual and audio stimulus that little is left to the imagination. That is the sad thing to me, and why I love role-playing games and boardgames so much. Yes, I know, I’m an idealist, but bare with me. “Analogue games” let us exercise that important skill that is so often neglected by adults: the imagination.

 

A little experiment

Let’s try a little experiment. I’ll describe someone to you, and you try and imagine him in your mind:

A sullen looking dwarf stands before you, his long dust coloured beard hanging to the knees of his short, stumpy legs. His dark eyes seem to stare out into space, chasing some distant thought. The helm on his head is painted blue and gold, with a horn attached to either side. Over a blue tunic he wears a coat of scale mail, well polished but battered by many battles. He leans on a large axe with his right hand, and the thumb of his left hand is slung through his belt.

Now, once you have that image in your mind, skip to the end of this post and see the image I’m describing. Which image was better, the one in your mind or the one below?

With the imagination, anything is possible and anything can be experienced. This is an important tool for the GM as well as the player. When you build your world, your NPC, even your magical items, take a moment to imagine your creation. Not only does it help you describe what you see more vividly, but it helps you spot obvious flaws in your creation and gives you more ideas to work with. Let’s go ahead and try it (yeah, we’re getting really practical in this post).

Take a moment to imagine one of your major NPC’s, or a character you’re playing if you’re not a GM. Imagine what he or she is wearing, what they are doing and how they feel. Also think about where they are and the things that are influencing them. In my mind, my character is taking a moment to watch the birds (there are birds outside my window now) and he’s feeling the weariness of the day, and the weight of his armour. It’s an unusual moment of peace for this battle weary veteran, and he’s even put his prized maul aside, he’s not thinking of war and monsters right now.

 

Visualisation

Visualising something with your imagination lets you practice or rehears something in your mind. Visualisation helps you achieve your goals by letting you see the steps you need to complete to get there. It’s not only useful for role-playing, athletes use it too, like the race car driver memorising the track before he sets out. When I do martial arts, I sometime just stand still and imagine what  I’ll be doing next. It lets me practice quickly. I think this is a vital skill for any GM.

When we were children, how much easier was it for us to use our imagination. Sometimes a box was the best toy, or a stick. I think we are slowly losing our imagination, outside of role-playing and fiction writing, it’s practically unfashionable to use your imagine. I’d like to get your feedback, what do you think?

Getting the most out of any game, for me, is all about imagination. From PC games to boardgames and role-playing games, I’m the commander, or the spy, or the assassin, and I’m living the game. All games are essentially about escapism, and your imagination is the key to breaking the bonds of earth.

Dwarf
A dwarf warrior, not quite as you imagined him.

 

I’d love to hear from you, so tell us what you think and share some of your experiences.