by John Wick
Reality Check is irregularly appearing column dedicated to giving you what you need to make your games more realistic. We'll try to dispel myths, and give you the lowdown on everything from armor-piercing rounds, to castle construction, to superluminal travel... because someone has to set the record straight. If there's a topic you'd like us to cover, drop us a line at shadis2@aol.com or send us some snail mail. This month, our resident "culture nazi" (John Wick) takes a look at magic and magic- users in role~playing games. The image one gets of a typical fantasy RPG magic user is that of a thin, sickly fellow throwing lightning from his eyes and fireballs from his fingers. Role-playing developed out of miniatures combat rules. The magic-user from these games was the equivalent of an "artillery piece." -He was slow to move and vulnerable to attack, but had the offensive power of a Sherman tank. When "roll-playing 11 turned, into "role-playing" with the birth of Dungeons & Dragons, the magic-user kept his image. While that sickly Engine of Destruction creates a beautiful and dramatic image, it bears little, if any, resemblance to the wizards of history and literature. The Archtypes There are two characters from literature that can be attributed with being the main source Of inspiration for the FRP mage: Gandalf and Merlin. However, these two characters only bear a cosmetic resemblance to the FRP magic user. The FRP mage is often seen without weapons, without armor and without any knowledge of "martial arts" (that is, strategy, tactics, and the like). However, Gandalf wears armor, wields the mighty and ancient sword Glamdring and rides out in front of the Riders of Rohan right alongside King Theoden. In fact, he actually gives battle advice to the King when they encounter Sauron's terrible armies. Now think for a moment. When does Gandalf actually use magic? He calls down a rain of fire on some goblins in The Hobbit but we can attribute that to his Elven ring of fire, not to any innate magical ability the Gray Wanderer might have. When Elrond Half Elven sends a mighty wave down on some of the Ringwraiths to protect Aragom and the Hobbits, Gandalf adds a little splash of color to the wave by putting horses in the foam. Cute, but hardly impressive. Other than minor illusions and cantrips, Gandalf really doesn't do anything magical in the entire saga. No, Gandalf's power does not reside in magical ability, his true power lies in his knowledge. Gandalf knows a lot about Middle-Earth. He immediately recognizes Theoden's palantir. He knows all about the prophecy that spells the doom for the Witch King, and he knows exactly what must be done with Bilbo's little magic ring. It is his knowledge that makes him powerful, not blinding spells of thunder and lightning. So, how about Merlin? That meddling magician who guides Arthur's destiny is probably based on old Celtic legends of the druids. Unfortunately, we know precisely two things for certain about druids: 1) They did actually exist and 2) They held trees and severed heads in high regard. That's about it, everything else is just an educated guess. Merlin pulls off some fine tricks. He's able to disguise Uther Pendragon to trick Ygraine and he's able to move Arthur's army through days of travel in a single night. But he pays a high cost for such tricks. Merlin must sleep after he performs magic, sometimes for months on end. Most FRP magic-users can call up effects like that once or twice a day with the only cost being a few magic points or a couple hours re-memorizing the spell. But once again, Merlin is armed with knowledge. Since he's based on the druids of old, he understands the way that life moves: in cycles. Because he knows the cycles of the past", he can recognize the cycles of the future. That is his strength, his "power." He knows what will come because he knows what has gone. Magic Systems that Work Listed below are some RPGs that have different views on magic and magic-users from the standard spell slinging artillery piece. Ars Magica Perhaps one of the most critically acclaimed RPGs in the industry, Ars Magica took a close look at the mage of the Middle Ages and developed a system of magic that is both easy and fun to use. Pendragon In the original editions of Pendragon, the entire magic system was on a single page. Players were not allowed to play wizards because knights had all the fun. But in the latest edition, there's a a chapter on playing Wizards, including their whole strange powers and sleeping habits. Mage Perhaps the most radical magic system in the genre, Mage takes the idealist metaphysical argument ("Perception equals reality") to an extreme. GURPS Voodoo To use the word "innovative" with GURPS Voodoo would be a disservice. C.]. Carella has taken every modern magic system and incorporated it into a world of magical conspiracy, treachery and duty. Nephilim Nephilim takes modern magical theory and brings it full force into the gaming industry. A good bit of Hermetic horror. Back to Shadis #28 Table of Contents Back to Shadis List of Issues Back to MagWeb Master List of Magazines © Copyright 1996 by Alderac Entertainment Group This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |