Saturday, 29 July 2023

TTRPGs and the state, redux: Looting the dungeon

When I was talking about states recently (one, two), someone said they thought there was a more fundamental question.

In a classic fantasy tabletop role-playing game (TTRPG), why are there reasonably nearby zones of adventure (shorthand: dungeons) filled with hoards of treasure and magic items (shorthand: loot)?

Why hasn't the local viscount sent an expeditionary force of, say, a hundred men-at-arms and a dozen court wizards to burn down the goblin lair and snaffle up the coin and artefacts?

Now in this case, there are only weak parallels to draw from our world history: in our world, people are the apex predator and are easily capable of using basic technology to survive most naturally-occurring terrain challenges, meaning there haven't been 'zones of adventure' since the stone age, and when treasures lie buried or forgotten for ages, they're essentially never guarded by traps or environmental hazards. The closest parallel might be local raids against individuals or small groups (of citizens, outsiders, or neighbouring states) to seize their wealth, or larger-scale colonial or pseudo-colonial expeditions, like Hernán Cortés using military and technological advances to loot the Americas for silver and gold.

Still, given a reasonable chance of a large resource payout by directing military action against a somewhat nearby stronghold of non-citizens, especially a stronghold which the TTRPG's nature demands can be overcome by a small group of risk-taking specialists, it's clearly sensible for the state to do exactly that. Directing military action is one of the things a state is good at, almost by definition. If it's more of a 'crumbling trap-filled but otherwise undefended ruin' situation, then all the more reason for the state to use its unique advantages (centralised wealth, coordination of groups, compulsion of individuals) to get some specialists in there and extract the wealth.


I'm not going to go for thousands of words about the world-building problem this time, but I can think of some solutions of various quality.


Poor solutions:

  • The world doesn't make sense, so what. Abandon verisimilitude, embrace gameplay. I think this unambiguously makes for a weaker game, but that may not actually matter for e.g. beer-and-pretzels one-shots.
  • People work differently here. People in this world act differently, make different decisions, and in the role of the state, do different things. This essentially turns people into aliens and makes role-playing much harder.
  • There are naturally-occurring weak states. States in this world just have little collective power and low reach, so non-looted dungeons exist. It's really a non-answer, raising questions about why other states haven't taken over, and why the individuals capable of looting dungeons haven't risen to become state powers.
  • Present it as a mystery that the player characters can't solve. By positioning the issue front-and-centre, diegetically, it turns the players' asking "but why doesn't X?" from a complaint into a question. However, it's going to be extremely unsatisfying to then never give an answer. The GM would also have to be careful about things within the world accidentally becoming false "clues".


Unusual solutions:

  • States here are extremely wealthy and have low populations. The expected value of running a dungeon is high to an individual PC, but low or negative to a state (the cost of losing manpower is high and the wealth within is low compared to the state's existing resources). This can work in some settings. The state needs to have hoarded a lot of wealth, rather than this just being a rich society: otherwise the implication is that the gold pieces and magic wands you're looting are as common as pennies and screwdrivers.
  • The PCs are the agents of the state. I seldom see this as an integral assumption of the game itself, but it can naturally emerge in a campaign. If the PCs are strong enough, then they can be tempted or compelled to act as an arm of the state. Maybe there's a gold rush on dungeons at the moment, and the PCs are one of many small groups being sent to some of the smaller zones of adventure, while the knights and court wizards and levy archers and such are sent to the big ones.
  • It's a mystic underworld, innit. In this world, dungeons are haunting netherworlds that can only be broached by true archetypal heroes. The state has no way of acquiring those without removing their 'archetypal hero' status in the process, and this is all part of the setting metaphysics. Of course, it's still in the state's interest to encourage the existence of these heroic types and then tax them enormously when they come out of the dungeon, an angle that's almost implicit in OD&D but which I haven't seen much in games since then.
  • Dungeons grow faster than states can keep up with. A few settings, especially I think those influenced by computer RPGs, have organic/magical dungeons as entities which rapidly appear (maybe propagate themselves), grow, etc. The danger/reward can therefore be higher than, and move around faster than, people can collectively deal with. I would expect states to still do what they can, but 'roaming adventurers' and 'professional dungeon delvers' can become a plausible part of the setting.


Neat solutions:

  • The game is set after a massive cataclysm. Some disaster or combination thereof (war, plague, ice age, undead legions, minor apocalypse) has resulted in weak and disorganised states, low manpower, recent ruins, un-exploited situations, and maybe a dungeon 'gold rush' as civilisation bounces back.
  • The game is set after an apocalypse.  The same thing writ large; the PCs have emerged from a bunker into a post-apocalyptic world. The neat thing is that this not only provides a reason for weak or non-existent state powers, but the remaining bunkers can be natural zones of adventure, as can the post-apocalyptic wastes. Other bunkers can be safe cities to return to.
  • The state has bad information. The state is wrong about how dangerous the dungeon is, how lucrative the dungeon is, how close by the dungeon is, whether the dungeon exists, etc. It's easy for us in the information age to overlook just how slow it can be for accurate knowledge about the world to be discovered and propagated in pre-industrial times (although you'll need to scrutinise whether communication and divination magic are enough to overcome this). This solution works best when there's little to no history of dungeon discoveries. It's perfectly reasonable for a short dungeon-delving campaign to be propped up by, say, the PCs just happening on a collection of treasure maps.
  • We entertain the gods. All-powerful interventionist forces enjoy the world being a certain way, which happens to align with the GM's aims, and the result is a setting that's good for the TTRPG. Very easy to implement, and a conscientious GM will make it a discoverable premise within the world. The only question left is "why do the omnipotent forces have these preferences?" and there are lots of answers if they are remotely person-like in nature.

 

 

Are there games that have lit upon other notable solutions?

Saturday, 22 July 2023

Reviving the village witch (Or: Worlds Where The State Can't Hoard All The Magic)

Here's another extra-long post, following on from the recent one (https://periaptgames.blogspot.com/2023/07/how-is-there-village-witch-or-states.html) which laid out in eyeball-blistering detail the following argument.

  • When something is available, usable, useful, and repeatable, that's a technology, and people will use it to make their lives better.
  • Pre-industrial states try to control the levers of power (organised violence, useful military technologies, useful people, wealth, etc). None are perfect at this but the ones that are bad at it will have a competitive disadvantage compared to the ones that are good at it (and inter-state competition is the default state of the world).
  • Historical states use positive incentives, coercion, and cultural programming - or Benefits, Blackmail, and Brainwashing (BBBs) - to control the human component of the levers of power.
  • In classic fantasy, magic-users have somewhat predictable/consistent magic, and notable benefits to using it in at least some circumstances; therefore magic is a useful technology. Usually it's a very useful technology with major military, economic, and administrative applications.
  • We generally prefer TTRPG fantasy settings with the following elements: verisimilitude; magic is a modestly scarce resource; the state doesn't control all (or even most) magic; magic-users themselves don't (necessarily) run everything.
  • The premises seem to preclude the preferred setting details.
  • States poured enormous amounts of investment into useful military technologies like 'mounted knights' or 'foreign mercenaries', which you needed a bunch of to help win a battle. If one magic-user can turn the tide of a battle via a localised rain shower, a conjured barrier, better military signals, subverting the enemy command, flying over a castle's walls, or whatever, then the state's best strategy is to switch from training men-at-arms to training mages even if the cost of that is very high. Analogous arguments apply for economic use of magic, medical use of magic, infrastructure-developing use of magic, etc.
  • If magic-users are powerful enough to avoid being compelled by the state's various methods, then almost by definition, magic-users are powerful enough to become the state, and that being the norm is not necessarily what we want in a fantasy milieu.
  • If they're not powerful enough to avoid the state, then we have these weird worlds where each village witch, reclusive warlock, or adventuring wizard represents a failure of the state to carry through with what should be one of its main objectives. The same applies to magic-users specialising in kinds of magic that aren't useful for the state, magic-using outlaws (implicitly threatening the state), magical training not regulated by the state, etc. Again, not what we usually want in a fantasy milieu.


I wanted to add a couple of things after writing the original post, based on the idea that we're mainly talking about TTRPG settings.

THING ONE

If you think this isn't a problem because you model people in the past as doing certain things differently, or you fundamentally disagree with my characterisation of pre-industrial states, remember that TTRPGs are played by modern people. If the NPC rulers for some reason aren't amassing magical power and control over magic-users, the players are likely to notice there's an unexploited power vacuum and start trying it, at least in games where their characters can reach that level of power/influence. What are you going to tell them? 'No, actually, your character doesn't have the idea to do that thing which will significantly further their interests'?

THING TWO

Something I didn't specifically call out is that it just feels 'off' for magic to be exploitable in the way that mundane technologies are, for most fantasy settings. It feels like the argument that Superman can do maximal good by spending all his time forcing heads of state to pass better laws for the good of humanity, or by generating clean electricity for the world. It's inappropriate to the tenor of the main source texts.

But once something is useful and repeatable, it seems inevitable that people will start treating it as a technology, even if it is originally spooky and mysterious. They'll start looking at their records and doing calculations like: "I usually make ten florins on the days that I prepare all plant growth and weather spells, and I usually only make five or six florins on the days that I also prepare levitation and transport spells. Preparing fireball spells has never paid off for me. I should look into specialising further in spells for improving crops." That kind of thinking is just how people work; it's not a modern thing.

This is all the more obvious in a setting running on TTRPG-friendly rules, where magic comes pre-systematised (so it can easily be resolved at the table) and is seldom really dangerous for its wielder (so players can be wizards). The problem of retaining a sense of the mysterious/fantastic in magic for TTRPG play is a separate one and demands a series of posts of its own.

ENOUGH OF ALL THAT

On to the possible solutions! I thought of a dozen of them, although some are variations of one idea. Thank you to the various commenters and conversationalists who helped sculpt my thinking on them.

1. THE MOST OBVIOUS SOLUTION: THERE'S A SWEET SPOT

Take the question 'How powerful and useful is magic?' and the question 'How likely is it that a successful state spends resources trying to maximise control of magic?'. The former implies a continuum of possibilities which fairly directly answer the latter.

At one end of the continuum, we have the answer 'Magic is not powerful or useful at all'. The answer to the second question is 'no successful states wastes resources maximising control of magic'. States will only care about magic to the degree that pre-industrial states are largely indistinguishable from their individual rulers, and some of those rulers may be curious about this little meaningless part of the world.

At the other end of the continuum, we have the answer 'Magic is more powerful and useful than any other technology / instrument of control'. Now the answer to the second question is 'all successful states put everything they have into maximising their control of magic, vying for control over the literal only way for them to maintain themselves'. This is the extreme case where, say, a wizard can snap her fingers and remove people from existence halfway across the world.

In the vast middle of the continuum, it seems axiomatic that the more powerful and useful magic is, the more important it is to the state.

The solution, then, is to say that there's a 'sweet spot' in the continuum, a point at which magic is powerful and useful enough to be worthwhile learning for some people, but not powerful and useful enough for the state to invest much in it. That is, it looks like this:



And not like this:



Note that as the continuum progresses to the right, we expect the state to become increasingly desperate for magic, and then at some point far enough along, instead of 'the state' there is 'the magocracy' (and then possibly just 'anarchic groups of loosely affiliated all-powerful wizards' all the way at the right end). But in the first diagram, there's a point where magic is powerful enough to serve some use in individual people's lives, but it's challenging enough for the state to get hold of that the payoff isn't always worth the effort.

I think most of the people who were unconvinced by my original post will have already had something like this solution in their heads: they may conceive of that 'sweet spot' as being very large indeed. If that's the case, the implication is only that some states will seek to control some magical power instead of other kinds of power, which matches what we usually want in a fantasy setting.

Verdict:

Your mileage may vary. To me personally it still indicates a magic which is far weaker / costlier / less useful / less exploitable than we usually see in TTRPG magic systems.

2. VARIOUS BAD SOLUTIONS (ABANDON SOME OF THE ARGUMENT'S AXIOMS)

It's possible to dissolve the problem by getting really weird with your fantasy. Any of the following will do the trick:

  • "People are different to people in our world: the nice, altruistic ones outnumber the ruthless ones so overwhelmingly that the latter never amass power (and we're willing to apply this to player characters too)."
  • "People are different to people in our world: they are completely irrational and are unable to notice and adopt useful technologies (and we're willing to apply this to player characters too)."
  • "People can't do magic (even player characters)."
  • "All the effects of magic are completely unpredictable. Maybe sometimes people do magic just to see what will happen but it's an absolute roll of the dice every time, and not even in an exploitable way where the state can radicalise magic-users and have them creep into the enemy camp and create a bunch of random spell effects as a kamikaze attack."
  • "Magic can only accomplish the same things as mundane feats, and it's always the same cost (or costlier) on every axis as doing things the mundane way."
  • "States are just different to the states we're familiar with from pre-modern history. There's no monopoly on violence, or they aren't mostly just individually powerful wealthy people, or they don't maximise making things nicer for themselves. And if a state like that arises, it doesn't outcompete other states even though it should."
  • "The world has no scarcity of magic, actually. Everyone can be a magic-user if they want to."
  • "The world doesn't have to make sense, and for things like this it doesn't."

Verdict:

Yes, these solve the problem, but not really for the kinds of fantasy worlds that we're most interested in (except as intellectual exercises! I'd actually love to see some of those written up - I just wouldn't want to run a game in them). e.g., if you replace people with 'people' who don't work like the way we know people work, then your world is going to feel like science fiction with fantasy trappings.

I do want to call out that last one in the list, "The world doesn't have to make sense", as an odd duck. It's certainly possible to just not have a self-consistent, understandable, plausible world, and for a Friday night chips-and-beers tabletop game, it might be completely fine. I don't want to yuck anyone's yum, here. Personally, I find it unworkable, for settings that players are going to spend a lot of time in (especially if you are lucky enough to have clever, curious, really engaged players). So as solutions goes, it amounts to "I don't think this will be a problem for me and my players". And that's fine if it's true.

3. RUINOUS COSTS: DANGER, POLLUTION, DISFIGUREMENT

Now this is an interesting attempt at a solution! For certain game systems, especially OSR ones like GLOG but also some others like (some classes in) WFRP, magic is a troubling, dangerous, unstable power. The implication is that magic can be so dangerous or disfiguring to the caster, or ruinous or polluting to the surrounding area, that it's not worth the state getting involved with it. Usually it's a risk (chance of catastrophe) rather than a cost (the following nasty things consequently happen), although the latter is possible.

I think this is a variation of the 'sweet spot' solution that is actually a really difficult needle to thread. It's just saying that magic has both upsides and downsides. If it didn't have any upsides, then we're at the 'nobody uses magic / unsuitable for TTRPG' end of the spectrum again. If magic has meagre upsides and massive downsides, then it will only be used in times of desperation or not at all, unless the magic-user is deranged. By the time we're talking about magic having useful upsides (coupled with those downsides), then we're in the realm of the state wanting the upsides and finding workarounds for the downsides.

And I think the default position is that the state will find workarounds. For a start, it's possible (albeit more difficult) to exert control over people at a distance. The state can get control of (and direct the labour of) magic-users at arm's length, via proxies and patsies and hierarchies, so that those who bear the brunt of the downsides are the magic-user and the people near them who the state doesn't care about. To put it another way, if every magician is dangerous in the same way a suicide bomber is dangerous, that doesn't actually change the state's military interest in sending bombs against its enemies. It just changes the methodology.

In practice I think that in a well-thought-out world the 'ruinous danger' angle might have the opposite effect from the one we want, actually increasing the ratio of magic in the hands of the state compared to 'private magic-users'. There are two reasons:

  1. The state can use BBBs to get control over magic-users and then require them only use their magic when directed. Assuming this kind of leash makes a mage less likely to cast a spell and therefore less dangerous to themselves, then it's trivially true that magic-users outside of state control will destroy themselves at a higher rate than magic-users under state control. We could even speculate that if this is publicly visible, magic-users might desire to come under the control of the state under the false impression that 'official mages' always suffer fewer catastrophes.
  2. If it's at all possible to combat, ameliorate, or prevent the 'ruinous danger' in whatever form it takes, then it is the people in power who can amass the resources to do so. Imagine the case of the private country mage accidentally summoning up a horde of fire imps. His chance of survival is going to be lower than that of the mage in the king's service who does her magic in a flooded, lead-lined, well-mortared stone room with armed guards and a priest on standby (having read the book of 'best practices' that the state has slowly developed through trial and error).

Verdict:

It's hard to make this workable on its own; I think it works best in tandem with other solutions. It's a flavourful extra reason for states to usually look at magic and say "yeah, let's just stick to having the one court magician for emergencies".

4. RUINOUS COSTS, VARIANT (i): CRITICAL MASS

One notable variant of 'magic is too dangerous' is that having too many magic-users in close proximity is automatically dangerous in some way (e.g., rifts in reality). This leads to a natural distribution of wizards over small towns and lonely towers, and we can imagine it sparking local modulating action (persecution, execution, exile, etc) if there get to be too many in one area.

Verdict:

I like this variant of 'ruinous costs' a lot.

  • It makes it somewhat harder for states to acquire magical power.
  • It makes it a lot harder for the state to consolidate magical power geographically, which is pretty key in settings without mass transit, portals, or such.
  • It makes it impossible for the state to replace armies with massed magic-users, which was one of the big concerns

But I think it's still best used in conjunction with other solutions, otherwise it doesn't stop the state being the main employer of wizards.

5. RUINOUS COSTS, VARIANT (ii): METAPHYSICAL CHAIN REACTIONS

The main problem with 'magic is ruinously dangerous' is that the people in charge can find ways to avoid the brunt of the danger. This solution asks: what if that's not true?

Magic is disfiguring, polluting, potentially catastrophic, commits you to the bad afterlife, or whatever, and the negative consequences can and do reach up the chain of command!

Let's say a magic-user (and by this metaphysical transitive property, their liege lord) has a 1/1000 chance of imploding per spell cast. That's fine for individual mages using spells rarely, and works well with magic-users being superstitious, ignorant, risk-takers, etc. But if the king is in the habit of sending out brigades of 100 mages to lay siege to castles, and they each cast a couple of spells in the process, then it's not very many castles captured before the king's odds of survival aren't looking so good. The outcome doesn't have to be self-implosion, but sufficiently nasty consequences make for a big disincentive for rulers to take advantage of magic.

It does raise questions for the GM or game designer about what it means for something to be done at someone's command, i.e., what's sufficient for ruinous consequences to get passed up the chain.

  • What if the queen gives the order to her seneschal who gives the order to his commander who gives the order to her mage soldiers?
  • What if the king pays a proxy 100 florins to "do what's best for the kingdom" and that proxy pays 10 florins each to nine suspected mages to "do what's best for the kingdom" and never follows up?
  • What if the emperor is known to often give enormous rewards to wizards who do things that the state likes, such as assassinate imperial enemies and perform medical miracles and make ships safe at sea, but the emperor never promises anything and sometimes delays the reward or never gives it and always refuses to reward a wizard who approaches expectantly?
  • What if there's a 'master of mages' position in the royal court with a high turnover rate, and the position operates completely autonomously?

Verdict:

This solution works (once you've delineated the mechanical consequences), but I personally find it unsatisfying/contrived without a really good in-setting metaphysical reason for why the spooky action at a distance happens.

One outcome that I do like is that this variant of 'ruinous costs' doesn't strictly remove the incentive to have a magic-using servant or two, and they don't have to be kept at arm's reach. It makes some sense for, say, a risk-taking monarch to have one seldom-consulted court magician, and that's a useful conceit.

6. MAGIC STAYS AWAY FROM THE STATE

This is like the last solution, except that instead of negative consequences, magic just stops working properly when used to benefit powerful people.

One way to implement this would be to say that spells which are used on behalf/command of someone who has amassed power (in terms of wealth, soldiers, legal protections, other kinds of magic, etc) become weak in proportion to the amount of power amassed. In practice, adjusting magical effects on a continuum sounds like a headache.

Another way would be to say that when a magic-user becomes powerful enough, or serves (or agrees to serve) a powerful enough person, all the magic leaves their body forever (and maybe goes and turns some random commoner or newborn into a mage). This is very direct and to the point, but has enormous setting implications, and isn't well-suited to TTRPG play. It could also create a new kind of caste hierarchy amongst people not quite powerful enough to trigger the 'magic escapes' outcome, but wealthy enough to pay for magic. And you need that clause that prevents magic-users themselves becoming too powerful, otherwise you risk a constant cycle of magic-users overthrowing the state, becoming the state, and losing their power.

In both cases the GM or game designer would also have to make a lot of decisions about what different kinds of power are 'worth', how much an individual really 'has', to what degree direct and indirect control of things matters, etc.

I'd still want a good in-universe reason for this being the way the metaphysics works.

Verdict:

This has all of the problems of 'magic is ruinously dangerous to state control' with few of the upsides. So, pass. Except...

7. MAGIC STAYS AWAY FROM THE STATE, VARIANT (i): LESS METAPHYSICS

In this variant, the affordances of the magic system - the crunchy bits that people interact with, like spells and magic items - are themselves unusually oriented towards escaping state control.

That is, there is an inherent, self-perpetuating disparity, based on the nature of magic itself, between powerful people's ability to acquire more magic and magic-users' ability to escape being acquired.

I can imagine a magic system that's chock-full of readily available effects along the lines of 'hide from authority', 'become rational', 'teleport to home', 'escape notice', 'remove brainwashing', 'change focus of target's attention', etc. It would need to have no effects like 'find mage', 'subjugate person', 'detect magic', 'persuade other', etc (or makes those effects unusually high-tier), because those could be used to enhance BBBs. With this kind of magic system, the state would still want control over magic, but would be limited in its ability to use coercion and indoctrination to do it, leaving it with just positive incentives.

A stronger way to implement this would be to say that when a person learns to use magic, part of the process is becoming psychologically or emotionally affected by it, in a way that they are made extremely averse to authority and powerful people, always resist coercion, are paranoid of positive incentives, etc. This is more impactful, but is tricky, because it has major roleplaying implications and you'd have to be careful to make it sufficiently difficult that the state can't find clever workarounds (getting control of magic through proxies, regulation, reverse psychology, market forces, other kinds of magic that override the mental effect, etc).

Verdict:

This does put additional constraints on worldbuilding and/or roleplaying, precluding certain kinds of fantasy setting. Apart from that, seems workable.

7. MAGIC STAYS AWAY FROM THE STATE, VARIANT (ii): MORE METAPHYSICS

Suppose magic is sophisticated and autonomous enough to supervise its own use according to some coherent ideology/aesthetic. Or equivalently, magic is directly overseen by super-powerful force(s) with a particular ideology/aesthetic.

And suppose that this ideology/aesthetic amounts to, basically, "shape the world into the kind of classic fantasy world that we like".

Let's set aside the meta-fictional interpretation of this metaphysics where the force accomplishing this is the GM. The obvious textual interpretation is that this fantasy world has interventionist gods or godlike entities, and those omnipotent meddlers hate it when states achieve huge consolidated control of spellcasters, magical armies, magical production lines, and so on. The tastes of these entities run to hedge wizards and travelling thaumaturges, village witches and hermit warlocks, heirloom magic and dabbling thaumaturgy. So that's what there is in the world.

Different mechanisms would accomplish this. If you want it to be something that feels really 'present' in the world, then the gods prevent magic working when used by or for the powerful, and maybe enact some huge flashy punishment for those who try. If you want it to be something subtle in the background, then the gods make innumerable tiny interventions to invisibly change the course of history, and you have to puzzle out in-setting why it is that states haven't dominated the magic business.

Or it can be done mostly through mortal instruments - powerful clerics who understand and agree with the ideology/aesthetic of their deities, and mostly use their magic to implement it; hordes of druids who stand in opposition to the very idea of states and seek to destroy them.

Verdict:

It's sort of tautologically true that you can get exactly what you want out of a setting by invoking all-powerful superbeings who also want that... Unless what you want in your setting is 'no all-powerful superbeings'. I am probably further in that direction than most GMs, my personal taste being towards massively inconsistent and varied religious practices, 'silent' gods, and little to no magical evidence of the divine.

Still, of all the solutions I've looked at, I have to admit this one is amongst the best, since it's very easy to explain ("there are interventionist gods and they have tastes"), very easy to implement (just do whatever you were going to do anyway), and exactly gets you whichever fantasy setting you want (aside from that one superbeings requirement).

8. THE CAMERA LENS IS NARROWLY FOCUSED

This one expands on someone's comment on the first article. Suppose that the argument so far holds: states which amass control over magic do tend to outcompete states which don't, and this is obvious within the world, so most states in most places and times are trying to control as much magic as they can.

Even if this is the case, by massaging the details we can come up with a workable section of the setting to play our game in.

For example. There's a reason the classic witch or wizard is so old: it's because magic-users almost all serve 'the usual' twenty to thirty years in the army or bureaucracy or similar apparatus (compelled by the state's BBBs) and then the survivors are rewarded for their service with a plot of land out in the country where they can't cause trouble. This is analogous to the Roman Legion approach, where together some positive incentives, strong cultural expectations, and a mild element of coercion result in the amassing of a useful resource (fit young men) where the state wants (the army).

So now assume that the actual tabletop gameplay all takes place in the hinterlands and dangerous wildernesses, away from the locuses of power where mass use of magic is going on at the state's behest. That means any mages the adventuring party encounters are mostly the retired ones - old, moderately powerful, fairly wealthy, in possession of a plot of land to build their farmhouse/tower/lair/bakery/inn/manor, and finally able to specialise in whatever strange and fantastical kind of magic they're interested in which the state doesn't care for.

Verdict:

In some ways this is a variant of the 'sweet spot' solution. It definitely seems workable for many games and many settings, and it also seems like it would work well in tandem with some of the other solutions. There are still a few questions to resolve, like 'what about PC spellcasters?' and 'what about when they visit the big city?' and 'what about when the state is losing a war and goes to muster its veterans and stragglers?', but on the whole I really like this one. Thank you anonymous commenter.

9. MAGIC IS ACQUIRED SUDDENLY AND SPECIFICALLY

Say magic comes about like this: people are born with, or develop, a knack for a certain type of wizardry that can't be transferred to a different type which would be more useful to the state. You can't learn, say, volcano magic by studying or going to volcanoes (things that the state could control and optimise around); it just happens to a random person.

The outcome is that there's less pressure from the people in power to create specific kinds of magic-user (although no less pressure to control the ones who do exist). So there's magic-users in all the nooks and crannies of the world - just ones whose powers aren't too useful to the state. A thousand confection-mages can plausibly be spread out over the kingdom, in small market towns or on the road or inexplicably delving a dungeon, with only a few working for the state (serving manorial estates, creating wealth in big cities, etc).

Unfortunately I don't think this works very well, for two reasons.

  • Most kinds of magic are still desired by the state, because the state is just the people in charge, who want most of the things magic can offer. It's just that some are at the 'we want this' level and others are at the 'we really want this' level. Even little party trick stuff is still going to be desirable for individual rulers, just not a high priority. TTRPG settings tend to have lots of the high-priority kind which can produce wealth or military advantages or longevity or whatever.
  • Players are usually going to want their PCs to be the kind of magic-user with sweeping combat and utility powers, i.e., the kinds the state really wants to get control of.

Verdict:

This is at best a partial solution. It constrains the kind of magic in the setting quite a lot, too: If there's this spontaneously acquired magic but also other kinds of magic that are, say, acquired by study in a particular sphere, the state would just be able to invest in the latter.


10. MENTAL GYMNASTICS

Suppose to learn (or otherwise acquire) magic, you need some set of mental characteristics. Let's say, wisdom, compassion, a distaste for institutions, a preference for local over regional interests, an elevation of the abstract above the mundane, and maybe - let's just come right out and say it - a lack of interest in statecraft. Then, as long as magic itself is really powerful, states will fail to get control over magic-users most of the time.

Verdict:

This is really just an instance of solution 7(i) dressed up nicely. It has the same issues - roleplaying implications and potential workarounds - and also requires individual (or small collectives of) magic-users to largely be more powerful than states (otherwise the state can still compel its use through coercion).

Overall, it demands too much of characters for me to use it. You could perhaps apply it to certain kinds of magic (wise clerics, non-worldly hermits) as part of a patchwork solution.

11. RESCUED BY INSTITUTIONS

Fantasy milieus commonly have at least a pretense that society is organised in a classic high medieval power structure, i.e.,

Peasants < A local lord (knight or baron) < His liege, an aristocrat < Possibly a higher ranking aristocrat < The monarch

Separate from this is the "First Estate", ordained clergymen, who had a hierarchy of their own. And in urban settlements with a charter (most cities, some towns), the power structure tends to cut out the aristocrats.

So maybe we can have institutions other than states which shelter magic practitioners and allow them to flourish outside the state's purview? It seems like there's three good candidates for that:

  1. Guilds
  2. The First Estate (church or comparable religious institution)
  3. A Fourth Estate (something unique to magic-users)


RESCUED BY INSTITUTIONS, ATTEMPT 1: GUILDS

I think there's a misconception that guilds were somewhere between modern labour unions and MMORPG 'guilds' for collaborating on activities. Not really. At least in Western Europe between the Crusades and industrialisation (a pretty common touchstone for fantasy worlds), guilds tended to have some quite specific characteristics:

  • They tried to keep prices high, to their own benefit, via various means (principally squashing competition from outside the guild via political action).
  • They tried to keep quality high, or at least high enough not to ruin the guild members' reputation; to do so they met regularly, policed themselves, stamped marks on their work, and often regulated teaching.
  • They were almost always small, selective bodies. By deliberately keeping their membership low with a "dead men's shoes" type system, each individual member could get more trade, charge more, have more prestige, and so on. Plenty of historical people diligently apprenticed in a trade and never got to practice it as a guild-accredited artisan - usually because guild members' children were preferentially elevated into the guild!
  • Guilds usually were officially associated with specific religious, moral, or charitable causes - this was a deeply pious time, and often the guild would have a specific religious purpose, a patron saint, would collectively give to the church, sponsor the building of new churches, etc.
  • Guilds sometimes had an additional civic purpose - they might sponsor the construction of civil infrastructure like bridges, organise festivals, etc. They might be formal divisions of the town militia, and the guild would bear the responsibility of arming and organising their members.
  • Guilds often acted as an informal social safety net for widows and children of deceased guild members.

Successful guilds also tended to amass wealth and be politically important. Whereas outside cities, society was often arranged in the hierarchy of vassalage mentioned above, inside towns, the power structure might look more like:

Townsfolk < Wealthy and successful burghers < Aldermen/mayor < The monarch

In many cases, guilds would weigh heavily in the two middle tiers.

All of this could apply to magical arts. If magic did develop through a system of powerful guilds, would that be enough to keep it safe from grasping states?

  • Guilds flourish under a system where cities can have municipal charters, so their townsfolk are 'free'... but 'free' mostly means 'free from the tyranny of aristocrats', not 'free from the tyranny of the monarch', which is to say, city charters don't prevent the state from meddling.
  • Having a close-knit collective of magic-users definitely helps prevent the "if magic-users are too powerful to be controlled by the state, magic-users will overthrow and become the state" problem. It means that individual mages can be quite weak compared to the state's knights/assassins/armies/etc, which is desirable for most settings. It only works as long as the guild has strong bonds and weak ambitions, though; you need to find the sweet spot where magic guilds stop their members defecting to the state, but also don't grow to become de facto state powers.
  • Mage guilds need to have an extremely high rate of membership and a tight grasp on teaching magic, otherwise the state can still bypass it by spending resources to create and/or hire its own magic-users and slowly consolidate power.

Verdict:

I think this is borderline workable, as long as you don't mind the constraints it places on the setting. It still allows for a small number of court magicians and war wizards, and princes complaining about the ruinous rates the Guild charges, which are nice situations to have in the pocket. Unfortunately there's a weird implication that most of those small-town witches / dungeon-delving sorcerers / wandering illusionists / reclusive sages / etc still have deep guild affiliations (otherwise the state would be finagling them into its service).

RESCUED BY INSTITUTIONS, ATTEMPT 2: THE FIRST ESTATE

In this version we're saying that something directly comparable to the Medieval West European Christian Church is in charge of magic. It's a big, important, hierarchical, highly respected institution with major (but not complete) autonomy and a lot of accrued wealth.

A large part of the reason the Church survives (and mostly thrives) outside the secular system of fiefdoms and vassalage is that everybody of the era is highly religious, so acting against the Church gets "you are violating God's will" added to the normal list of reasons it's a bad idea to act against powerful institutions.

There's two issues with this solution.

First, why is the First Estate in charge of magic? It's extremely restrictive to world-building to have all magic be divine magic, or be non-divine magic that is nevertheless sheltered by or structured around the Church.

Second, we have historical counterexamples to the Church's ability to protect its own interests. The infamous one is Henry VIII of England, married to Catherine and wanting to marry Anne instead. He destroys the institutions of the First Estate, gets excommunicated, divorces Catherine, marries Anne, starts looting the wreckage of the Catholic Church in much of England, and replaces the local religion with his own new version. This was all done in pursuit of a personal goal, and frankly a minor one compared to some of the benefits that magic can usually offer.

Verdict:

This solution's plausibility really depends on setting details. If it's the kind of fantasy milieu where interventionist gods literally exist, then no earthly ruler is going to succeed in replacing the First Estate a la King Henry. But in that case you're probably better off just going with Solution 7 (ii).

RESCUED BY INSTITUTIONS, ATTEMPT 3: A FOURTH ESTATE

Not 'Fourth Estate' like the modern media. Magicians.

The three 'Estates' were, in their historical context, viewed (by the people who put stock in the framework) as deeply different things. It's possible that if magic actually existed, it would be thought of as so fundamentally different that magic-users would end up structured as another Estate, separate from those who ruled, those who toiled, and those who prayed. This might be especially true if magic is of a weird and otherworldly kind which changes the person who wields it.

But I think this probably oversells how weird magic is if you grew up in a world where it existed. Imagine saying 'if metallurgy actually existed, it would be thought of as so fundamentally different that blacksmiths would end up structured as another Estate'. Or 'if literacy actually existed, it would be thought of as so fundamentally different that scribes would end up structured as another Estate'.

Verdict:

Maybe a long, ancient, ingrained tradition of "mages are just a different class of folk, and we let them govern their own" is doable. But it's not like rulers didn't try to meddle in the affairs of the Church, a different class of folk who were meant to govern their own.

And, as I've said before, all you need is for one state to find a path to controlling a bunch of magic (in this case by busting down the traditional setting-aside of the Fourth Estate). Then it starts to outcompete its neighbours, its successors learn from its success, and soon there's a new normal.

12. SOME STATES, SOME OF THE TIME

One of the rejoinders I heard to the original argument was that it makes its own case too strongly. In particular, we do have what amount to counterexamples from our own history - cases where states had the ability to seize additional power and failed to do so.

For example, someone mentioned Genoese engineers in the late medieval/early modern period who built cannons for anyone with the cash. From Wikipedia, we get examples like "Orban [...] was an iron founder and engineer [...] in the Kingdom of Hungary [...] who cast large-calibre artillery for the Ottoman siege of [Byzantine] Constantinople in 1453. [...] He had offered his services to the Byzantines in 1452, a year before the Ottomans attacked the city, but the Byzantine emperor Constantine XI could not afford Orban's high salary nor did the Byzantines possess the materials necessary for constructing such a large siege cannon. Orban then left Constantinople and approached the Ottoman sultan Mehmed II, who was preparing to besiege the city. [...] Orban was given abundant funds and materials by the sultan."

The implication is that in some cases a skilled magic-user might just exist outside the state system, and offer their services to anyone rich enough... and some states say "yeah, that's fine. We'll call you back if we get money."

Of course, it's not a perfect analogy. For a start, magical power tends to be both more wide-ranging and more tightly linked to the individual than engineering power. We also usually want settings where spellcasters of various capabilities and specialisations might be wandering around in every little corner of the world; I get the impression that this was not historically the case for cannon-founders.

(Also part of the Wikipedia entry points out that the Byzantines didn't actually have the materials to make a large siege cannon, which in the analogy is like a state with no access to parchment failing to put effort into getting a maker of magical scrolls under its control. Still, a sufficiently ruthless state might have imprisoned or killed Orban just in case he took an offer to their enemies, as he ended up doing.)

To generalise, though - yes, I think it's fair to say that there are forces and incentives opposing the ones which should drive states to invest heavily in magic power. Systems are complicated, people are motivated by things other than perfect rationality, information is obscure (especially before the Information Age), circumstances can change, outside factors can intervene, and winning strategies are seldom obvious before the competition takes place.

And maybe all this can lead to a 'fantasy mess' milieu where different states have different levels of, and methods of, investment in getting the useful technology of magic under their control - and even when they try, sometimes fail due to all sorts of messy reasons.

Verdict:

This is again quite similar to the 'sweet spot' solution, implying that yes, some states, some of the time, should be investing heavily in magic, but for many states much of the time, there are good reasons for them not to. Things often are messy and inefficient. I think it's a fair view, enough so that it actually makes me feel that the problem is less of a sticking point for verisimilitude.

So... sure. From time to time, states can emerge which hate magic, or overvalue military power, or rely on a different kind of power base they've built up, or accidentally drive all their citizen mages into hiding, or whatever. If you have a sufficiently cynical view of people's basic competence, this could even be the norm. Expect that if there's a well-run, thoughtful, wealthy state, it will be grabbing up a disproportionate numbers of magic-users - but nothing like all of them.


FINAL VERDICT

So, what are the winners?

The obvious 'out' is [#7 variant (ii), 'superpowers keep things the way they like it']. As long as you have all-powerful interventionist gods in your setting, you can directly import this rationale and pretty much never worry about verisimilitude again.

I think my own preference, at the end of all this, is to combine [#1, 'sweet spot'] with [#12, 'some states, some of the time'] and [#8, 'narrowly focused camera lens']. In conjunction, you get a glorious mess where yes there are lots of sorcerous mercenaries and manor mages and court magicians and so on, in some states more than others, but whichever state(s) the game is taking place in are the ones that happen to be lower on the magic-investment end of things, so that there are plenty of magic-users choosing their own paths as individuals. On reflection, I think that works okay.

And my personal favourite, which I'd throw into the mix just for flavour? The partial solution where mages tear apart reality if you stack them too tightly in one place: [#4 variant (i), 'critical mass'].


ANY OTHER SOLUTIONS?

I'm excited to hear whether other people thought up other ways to address this world-building problem, or picked a hole in one of these solutions. Comment if you did!

Thursday, 20 July 2023

"How is there a village witch?" Or, States Should Be Hoarding Magical Power: A Problem for World-Building

This is a long post. I'm going to lay out the structure in advance to help preserve the thread of the argument. The parts are:

  1. I list a bunch of things that we know about people and technology
  2. I note some common elements of how pre-industrial states work
  3. I establish various features that are typical in magic systems (especially those of fantasy TTRPGs)
  4. I claim certain desiderata for fantasy settings (especially those of fantasy TTRPGs)
  5. I point out how those things we know about people/pre-modern states and those commonalities of magic systems together keep us from achieving the desiderata :(
  6. I mention a few unfortunate corollaries to the problem


Thank you to the folks on Mastodon (https://dice.camp/@Periaptgames) who debated some of my initial thoughts on this topic and helped to firm up my ideas.

In the next post, I'll go on to present and analyse various possible solutions to this problem.


PART ONE: THINGS ABOUT PEOPLE AND TECHNOLOGY

People, as a whole, are optimisers and innovators and they recognise when things are useful and they do what they can to improve their lot in life. They are not (individually or collectively) perfect at any of these things, but most people are pretty good at them. If that weren't the case - if a setting's people didn't create new things, refine things, solve problems, use technologies, and try to make their own lives better - they wouldn't feel like people.

People, with rare exceptions, are great adopters of technology. When a farmer is presented with a new animal-drawn plough, he's not going to upgrade from pulling one himself if he can. If the three-field system is going to improve his harvest, he's going to switch to that. When metallurgy makes steel armour possible, soldiers are going to want that (if they can afford it). They're going to favour javelins over rocks and powder weapons over javelins and laser pistols over powder weapons.

For a useful technology to spread, all it needs is for people to do what they always do: travel and trade a bit, and adopt that technology once it is available nearby (by which I mean local people know it exists, know how to get it, and know how to use it). A more useful technology is likely to spread faster and see wider uptake. In the long term, it's practically tautological that useful technologies will see widespread use.

People's mindsets are affected by culture, and cultures are affected by their component people's mindsets. Ideas and perspectives change. Modern civilisations recognise many things as being utterly unacceptable that were everyday in many places and times: slavery, rule by might, execution of political opponents, torture for information or punishment, torture of animals for sport, etc.

When something is useful, some people will use it - even if the thing is regarded as terrifying, or gross, or unethical, or dangerous. Sometimes if something is discovered to be useful, the culture will change so that the negative valence is reduced or disappears.

There are enough people who enjoy the benefits of power that, in every place and time, SOMEONE will find a way to be in charge. Ruthless and strong-willed people and people with a leg up (in power terms) will tend to be the ones who end up in charge.


PART TWO: THINGS ABOUT PRE-INDUSTRIAL STATES

I think it is realistic to view states (maybe excepting some states very recently in history) as primarily a product of, and a tool to perpetuate, individuals or groups attempting to monopolise organised violence. All that is needed for a state to form is that someone wins the competition of applying violence to get their way. In early peoples, better nutrition and a touch of ruthlessness might be enough to tip the balance: the big mean guy gets the best food and develops the best muscles and, as the guy who can beat the snot out of everyone else, sets the rules. He leverages this to make use of other people's labour to get weapons and armour and housing and the best food for his children, and all of a sudden you have the start of the institution of military aristocracy which essentially all early states comprise.

Side note: I think it's actually safe to generalise 'the state is an attempt to monopolise organised violence' to 'the state is an attempt to control as much as possible of the tools of power: organised violence, formal alliances, wealth and taxes, land ownership, high-calorie and nutritionally dense foods, education, administrative functionality, military technology and the people who make it, infrastructure, personal security, etc'.

I am not going to provide a lot of arguments in support of this view; I think it is more or less self-evident. As a source I will pass on a recommendation originally from https://acoup.blog/ for Patricia Crone's book, 'Pre-Industrial Societies: Anatomy of the Pre-Modern World'.

So, individuals are motivated to use organised violence as a tool to improve their own life, and the lives of the people close to them (spouse, children, other family, friends, cronies, clan, caste, backers, etc). In pre-modern history, the mechanics of that basically go like this:

  1. Organised violence gets you control of fertile land and other people's labour
  2. Control of fertile land and other people's labour gets you a food/wealth surplus
  3. Food/wealth surplus, possibly with an intermediate step of 'trade', gets you supporters and specialists who improve your life by providing things like arts and entertainment, medicine, physical security, high-quality goods, robust shelter, etc

I'm not saying that the state is perfect at using organised violence and other tools of power to amass resources and improve the lives of its components (people in the military aristocracy), but it is almost certainly better at that than anybody else in the vicinity.

When a thing is both scarce and desirable, the people who succeed in using organised violence and other levers of power (i.e., the state) will usually get that thing. In practise, the outcome may not be "the state has all of the thing" but it's probably at least "the state has disproportionately much of the thing and tries to prevent its enemies getting the thing".

When the scarce desirable thing is a useful military technology, all of this is doubly important, because states that don't secure enough of the scarce desirable military technology will be destroyed or outcompeted by states that do.

I should clarify that I'm using "the state gets the thing" as a shorthand. It can mean that the state "possesses the thing", but also "oversees the thing, can demand the thing from its populace at will, indirectly controls who gets the thing and who doesn't, limits access to the thing, prevents its enemies getting the thing, etc."

Finally, let's consider what happens when "the thing" is a person, or a person's service. There are lots of different methods the state can use to "get the thing" then. One way to categorise these methods is:
(a) Positive incentives
(b) Soft or hard coercion
(c) Cultural programming
Or as I'll be flippantly calling them, Benefits, Blackmail, and Brainwashing (BBBs).

Let's take a look at three examples of the state acquiring military technologies using BBBs.

1. Men-at-arms (or knights, i.e., men-at-arms with a title) were a useful military technology. They were raised to fight from childhood. This often took the form of a child being sent off to be a page at some other knight's property. By raising a man-at-arms to serve their liege you are culturally programming them; you are providing positive incentives (it is prestigious and beats the base case of being a starving peasant); there is some coercion involved (the father, also a man-at-arms, is obliged to fight for his liege - note that his child is effectively a hostage of one of his liege's allies).

2. Longbowman were a useful military technology, famously so in medieval England. Cultural programming in the form of legislation and social expectation required young men to do archery practise and banned certain other more 'frivolous' pastimes. Armies were (before the rise of professional armies) distributed, hierarchical, and mustered when needed: a village or estate or shire would muster a certain number of archers to accompany their liege when he went at his liege's command. There was little element of choice (so, coercion). Soldiers were, in theory, paid, and the major 'perk' of the job was looting (a positive incentive).

3. Arrows were a useful military technology. The Parliament Rolls of Medieval England reveal that makers of pattens (wooden overshoes) were forbidden from using aspen, which was regarded as the best wood for arrows, on pain of a (colossal) 100 shilling penalty. This was an Act of the Parliament of Henry V in 1416, in response to a petition by arrow-makers cautioning that source wood was running low; the same Act required arrow-makers to sell arrows at lower prices. As the primary buyer of arrows, the English Crown had a huge interest in manufacture of cheap, plentiful, good quality arrows. Other legislation penalised low-quality steel in arrowheads, dictated what were acceptable feathers to use in fletching, and so on. Artisans were financially both incentivised and coerced to provide the Crown with arrows.

An aside

In early polities, there was usually very little difference between the state and the individual ruler, who usually had final say in matters of legislation, judiciary, religion, taxation, and warfare. That's why I've been saying things like "the ruler is the state" or "the state is made up of a few ruthless powerful people". This means that the ruler's personal wealth was, essentially, indistinguishable from the state's wealth.

Contrary to popular belief, historical rulers weren't always the most wealthy of the people in their land. Often this was because cultures treated exorbitant spending by rulers as a sign of nobility ("largesse"); sometimes it was because of financial mismanagement. There are lots of examples of rulers having to borrow money and lots of examples of merchants "as rich as princes". Wealth was a signifier of military power but it wasn't necessary for it because of, amongst other things, BBBs: if the state itself was skint it could often still rely on members of its carefully cultivated ruling class and their cronies to provide soldiers and equipment. Why? Because those supporters stood to benefit from doing so, could be coerced if needed, and the culture they grew up in said that they should as part of fealty and vassalage.



PART THREE: THINGS ABOUT MAGIC SYSTEMS

Here are some things I think are very common in magic systems, and nearly ubiquitous in TTRPG magic systems:

1. At least some people can use magic.

  • Using magic may entail casting spells, applying magical powers, producing magical items, calling down miracles, creating magical materials, subverting existing magic, waving wands, performing lengthy rituals, negotiating for the intervention of magical entities, or whatever.

2. Magic is at least somewhat consistent or predictable.

  • A magic-user has at least some expectation about what is likely to happen when they use magic, and are correct more often than they're not.
  • (As opposed to there being a simple dichotomy of "use magic and something completely out of your control happens / don't use magic".)

 3. Either magic is capable of unique feats, or it can improve on mundane feats, or both.

  • By "unique feats" I mean bring about an outcome that isn't possible to bring about with mundane work using the non-magical technologies available.
  • By "improve on mundane feats" I mean reproduce those feats in a way that is strictly better along at least one axis (time, effort, cost, expedience, secrecy, scale, durability, whatever) even if it is worse along other axes. If you can snap your fingers and conjure a stone wall but doing so exhausts you worse than if you'd built the wall by hand, that still counts - that's a useful tool in the toolbox because it has emergency and military applications.

I think that together, these features are enough for us to call magic "a useful technology". Notably, if either (1) or (2) is false, it's not a technology, because people can't reproducibly use it for specific effects. If (3) is false, it's not useful: some irrational/ignorant/desperate/curious people might get involved with magic, but it has pretty much no worthwhile impact on the world.

The conclusion: in most magic systems, and in almost all TTRPG magic systems, magic is a useful technology.

Let's add that it is also very common for magic to be a useful military technology, which is to say that in almost every setting where magic is useful, it has useful direct or indirect military applications. I think it is very easy to understate this.

For example, in just core fifth edition D&D (which I really doubt is an outlier in this regard), the following are cantrips (i.e. trivial spells infinitely repeatable by even the lowest tier of mage):

  • Any number of ranged weapons that require no ammunition, some of them invisible or inflicting lingering harm
  • Instant lights for signalling or night operations
  • Perfect mending of damaged weapons, armour pieces, or fortifications
  • Instant fire
  • Absolutely secure messages capable of crossing 120 feet and minor obstacles
  • Brief improved resilience, aim, or ability for a soldier
  • Instant, guaranteed effective, battlefield trauma medicine
  • Tripling the volume of orders delivered by voice

Availability of even a small number of these technologies would have significantly changed military tactics (and in some cases, operations) for most of pre-industrial history. Once you start getting into level one spells, which the worst tier of mage can cast a few times per day, you have the potential to radically change pretty much every aspect of warfare.


PART FOUR: DESIDERATA FOR FANTASY SETTINGS

We generally want a magic system and a fantasy setting (especially for the purposes of TTRPGs) to have the following features. This is of course a subjective claim, but a conservative one; I don't think any of them will be controversial.

1. Magic is neither incredibly scarce (three spellcasters in a kingdom of a million) or incredibly common (9 out of 10 people learn a little magic; half go on to specialise as full time mages).

2. There are magic-users in roles that aren't focused on military power, intensive economic support, state administration, spycraft, and political influence. That is, there can be hedge wizards, village witches, small-time mages, adventuring sorcerers, reclusive warlocks, runaway apprentices, obsessive thaumaturgy wonks, small town militia magicians, travelling entertainers with a knack for illusion, magical confectioners, dabbling alchemists, toothache-cure-makers, and so on. To put it another way, we want it to be possible that most magic-users - say, 80%, or even 90% or 95% - are private individuals, rather than being co-opted into the apparatus of the state.

3. It's possible for a state to exist that's not run exclusively or near-exclusively by magic-users at the top (although some might be). That is, the state being a magocracy is possible but not necessary.

4. The world has verisimilitude. It feels real; things in it make sense; its rules are self-consistent and in principle discoverable; things work like in our real world unless there's a specific reason they don't; people with power mostly aren't holding the Idiot Ball; consequences logically follow from antecedents.

Some specific settings won't care about (1) or (2) or (3). I think they're rare, especially in fantasy TTRPGs. Some game tables won't care about (4). That's sufficiently antithetical to my TTRPG preferences that I'm not going to consider it further (sorry).


PART FIVE: THE PROBLEM

Now let's synthesise what we've laid out. You've probably already seen where this is going and are wishing I'd done it in half the word count.

Importing the following premises from earlier...

  1. People optimise, innovate, spread and adopt technology, and want to use it to make their lives better.
  2. States form naturally, and where they don't, other states take over.
  3. Pre-industrial states are individuals or groups attempting to control as much as possible of the levers of power: principally organised violence, but also auxiliary things like "useful military technologies and the people who create/invent/maintain wield those technologies."
  4. States are not perfect at getting and keeping control of power, but are generally decent at it. They're made up of (often ruthless) people, who when presented with a big juicy prize will make sweeping changes to get it, including changes to society/culture/the state apparatus. States who aren't good at controlling the levers of power are replaced over time - one way or another - by states that are.
  5. Controlling the levers of power may mean possessing them, overseeing them, the capacity to demand them from parts of the populace at will, limiting access to them, denying them to enemies, etc.
  6. The state uses what I flippantly called BBBs - Benefits, Blackmail, and Brainwashing - to control the human component of the levers of power.
Then in most interesting fantasy TTRPG settings...
 
7. Some people can use magic in a way that is predictable or consistent, and there are notable benefits to using magic; therefore magic is a useful technology. In most setting's magic is a VERY useful technology with direct applications as a lever of power that may be wielded for administration, military action, subjugation, communication, economic improvement, information gathering, life extension, trust building and verification, cost avoidance, etc.
 
8. The setting is verisimilitudinous, magic is a modestly scarce resource, the state doesn't control all (or even most) magic, and magic-users themselves don't (necessarily) run everything.

My argument is that (1-7) appear to preclude (8).

(1-7) imply that the only plausible way for magic to be distributed amongst people is for magic-users to be substantially under the thumb of the state, or to themselves comprise the state.

Magic is, basically, too desirable. The state has too much interest in magic as a useful technology. Mundane or mixed magical/mundane state powers will use the power they have amassed to get control of magic and magic-users in various small ways, thereby getting more power, which they will use to grab more magic, and repeat, continuing to consolidate power in that way. Magic has so much upside that there's basically no case where you, the overlord, say: "Oh that guy who can conjure wine, send secret messages across the country, improve crops, change the weather, heal grievous wounds, and set things on fire with his mind? I already have some guys who can do that so I'm happy to just let him do his own thing."

There's a natural selection problem implied by premises (3,4,7). If powerful/ruthless people fail to seize such an important technology as magic, then other powerful/ruthless people who succeed will eat their lunch (in the case of individuals, usurp them personally; in the case of kingdoms, invade and loot them; in the case of economies, outcompete them; in the case of cultures, destroy them).

That's if magic-users can be bullied by state actors. Alternatively, if magic is SO powerful that mundane states can't get leverage over magic-users and thereby acquire them as useful technology, then the only plausible system of government is magocracy: the most powerful/ruthless local mages will seize control, because they are people and want power and resources too, becoming rulers/patrons with less powerful/ruthless mages as vassals/clients, and so on down a hierarchy until you reach mundane subordinates. If magical power overwhelms mundane power, all it takes is one magic-user to get the ball rolling. People tend to form traditions and institutions, which means that the only thing particularly likely to overturn a magocracy once established is a paradigm-shifting outside force: mages stop being born, invaders from an even more powerful magocracy, etc.

I think the most plausible world where (1-7) are true is one where (8) is not: some enormous percentage of magic-users are courtiers, high-status servants, mercenaries, bureaucrats or otherwise employed by or involved in the state. Even in a world with unusually disorganised/incompetent/poor/incoherent state apparatuses, you're going to end up with either "most wizards are officials/vassals" or "wizards are mostly in charge".

  • For every mage dabbling in orchard magic or enchanting baskets, there's ten mage-knights specialised in military magic.
  • For every town warlock delighting children and crowds with illusions and fancies, there's three doing the same in the duke's court.
  • For every village witch whipping up pox cures, there's surely a dozen dedicated to healing the nobility.
  • For every wandering sorcerer with a lightning spell in their pocket, expect to see a score of them in the king's retinue.
  • For every lonely wizarding tower, there's a whole magical academy that's for the children of the ruling military aristocracy and their cronies.

What does the process of state investment in magic look like? Well, we would expect the kinds of BBBs we're familiar with from history. People in power have historically been...

  • ...willing to seize and indoctrinate children, so if children are detectably born with magic, that's what happens.
  • ...willing to sponsor and regulate education where it suits them, so if magic is a studied ability, that's what happens.
  • ...willing to search for what they want and pay exorbitantly to get it, so if magic is a subtly learned knack, that's what happens.
  • ...willing to integrate with religious institutions to get an advantage, so if magic is a divine gift, that's what happens.
  • ...happy to funnel resources disproportionately to their own children, so if magic is sparked by special circumstances, that's what happens.
  • ...able to change laws, sculpt societies, and mandate cultural changes so that people have particular characteristics and feel a duty towards the state, so if magic is only granted to the 'worthy', that's what happens.

Or, remembering that people are often innovative and ruthless and cunning, we would expect the state to find new BBBs better-tailored to fit whatever process it is by which some people end up as magic-users. In practise, I would expect there to be combinations of different kinds of pressure.

Benefits Positive incentives

  • "Cleric of war? Best opportunities are in the queen's army. Cleric of the sea? Everyone knows the best opportunities are in the queen's fleet. Cleric of ironfounding? The queen's workshops, easy."
  • "The wizard guild's the de facto leader of the city. If you reach a position in the hall, there's a gold chain and a monthly feast and districting power. And it only gets better from there."
  • "The duke's amassed so many mages that the ducal court is a place of plenty. You can get a levitating pillow and a month's conjured wine for just what he pays you for a week of work. It'd be worth it even without the food and housing, let alone the sheer prestige."
  • "Marriage prospects? I guess, but I tell you they get a LOT better if you've done your customary stint of service to the emperor."

Blackmail Soft or hard coercion

  • "Tax on mages outside the king's service is thirty shillings annually. I hear it's going up to forty next year."
  • "Oh, you're a mage on your requisite annual pilgrimage to the imperial capital to provide a day's magic to the crown? Me too! I'm thinking of moving close to the city. There's plenty of work to be had there and of course the pilgrimage would be minutes, not weeks. Oh, you're thinking of moving closer too?"
  • "We're from the enforcer mage agency. We know where you live. Here's your invitation to attend the earl's staff for two years. The pay's good. When you get back your family will be right here, safe and sound."
  • "Join the royal magical academy without a noble sponsor? You must be out of your mind. Get lost."

Brainwashing Cultural programming

  • "If you're a mage, you can't call yourself an upstanding citizen of Somewhereistan unless you put in your customary crown service. People would spit on you in the street if they knew you dodged service!"
  • "When they found out I had magic as a child, they bought me from my parents and sent me to the local baroness to learn spells, of course. Tutelage, opportunities, and fealty to a powerful woman? I shudder to think of how my life would be if they hadn't found me."
  • "Ares has called for a holy war! All men-at-arms, mages, and anybody who's ever strung a bow is marching under the temple banner! Join us or turn your back on the gods!"
  • "Legionnaires serve for twenty years, but you can choose to switch to civic magic after twelve in the magical legion. Anyway, if your number gets called, then smile, boy - that's our whole people's future on your shoulders."


PART SIX: UNFORTUNATE COROLLARIES

The problem I've described has some additional emergent issues for a typical TTRPG fantasy setting.

Corollary 1. If you're buying magic items, you're doing so from the state, at the state's discretion (although grey markets and black markets for magic would likely exist, because pre-industrial states tend to be corrupt and inefficient). The same is analogously true for access to other kinds of magic (buying spells, casters for hire, spellswords, magical advice or prophecy, etc): you're limited to that which is permitted by the state. Access to other people's magic is only possible when the state gets more benefit (typically wealth) from selling that magic than it does by using it for itself. All of this is of course a huge issue for the flavour of a setting (but, ironically, it can actually help with certain other problems in TTRPG design).

Corollary 2. If there are dungeons, zones of adventure, outlaws, mysterious outsiders, tribal demihumans, ruins, and so on, they don't have magic items, because the state has too much of an interest in extracting those magic items via a state-organised expeditionary force. The only exception is when the entity is so incredibly powerful and dangerous that it's not worth the risk of the expedition, in which case what chance do the PCs have? A horde of orcs with some magical artefacts implies the state is too weak to find and kill them, which implies that horde of orcs is a burgeoning state itself.

Corollary 3. If a PC wants to be a magic-user, they are presumably under the state's control, and all that entails. Alternatively, they are an outlaw or pariah or being actively headhunted, and all THAT entails. Alternatively, this is a world where magic is too powerful to be controlled by states, and what you have in the group is effectively a demigod - and all THAT entails.

Corollary 4. Again, magic is a very useful military technology. How much does it cost for the state (i.e., some local knight or noble) to train a magic-user compared to a man-at-arms? In both cases, you're training a specialist, probably from a young age, probably for a decade or more, probably with associated equipment costs. Raising a man-at-arms was EXPENSIVE. Magic changes the nature of warfare so much that in typical TTRPG settings, I'd rather have a level one magic-user than a dozen men-at-arms. In which case even in the (surprising, to me) case where raising and equipping a war mage is TEN TIMES the cost of raising and equipping a man-at-arms, you're going to see retinues of forty war mages plus ten men-at-arms rather than ten war mages plus forty men-at-arms. This is probably contrary to most people's fantasy aesthetic.

Corollary 5. In most TTRPG settings, magic has opportunity costs and specialisation is possible. If you rain down purple fire on the enemy, that's one less use of Enchant Sponge Cake or whatever. For some kinds of magic-user, having access to Enchant Sponge Cake means not having access to a different spell today; for other kinds, it means locking in Enchant Sponge Cake as an option for the foreseeable future. So the objection "there aren't enough mages around to replace men-at-arms and serve en masse as bureaucrats in the imperial city" is actually just another way of saying, "because there's not enough magic to go around, there is an absolutely massive pressure from the state upon mages to specialise in those things that the state wants most: military magic, economic magic, and magic that can do stuff for the nobility that they can't get through mundane means".


CONCLUSION:

I wish I didn't believe this argument was valid. It makes world-building difficult!

Don't despair, though. In the next post I'm going to be examining possible solutions.

Monday, 17 July 2023

Shortform article: NPC wants

A referee or Game Master can get an enormous amount of mileage out of working out what their characters want and then setting those goals in conflict.

Let's call received/onerous/reluctant goals 'extrinsic NPC wants' and personal/selfish/ambitious goals 'intrinsic NPC wants'.


Here's a rule of thumb. A sapient character should have a minimum of one intrinsic NPC want and one extrinsic want. These will almost always be in tension or somehow modify each other, because goals are usually unfulfilled due to resource (including time) scarcity. The character's behaviour follows from there.

The sarjent at the head of a pack of tired soldiers?
Intrinsic NPC want: To rest up where it's safe.
Extrinsic NPC want: To double time to report to where the vanguard's meant to have camped before nightfall.
Tension: The sarjent's fear of reprisal may lead her to quick march as directed and be in a foul mood because of it, or set a slower, plausibly deniable pace, camp early, and be consumed with worry.

The wild-looking figure in the woods guiltily holding a fistful of herbs?
Intrinsic NPC want: To not be found out as an illegal warlock.
Extrinsic NPC want: To make a bespoke curse for the man who's blackmailing him.
Tension: The warlock's fear determines the specific ways he will act in creating the curse (disguising his actions and identity, etc).

The old village priest red-faced on the festival day?
Intrinsic NPC want: To drink wine and mutter crude remarks, like on any other day of the year.
Extrinsic NPC want: To present a good image while presiding over the festival.
Tension: The priest's drinking affects his capacity as the master of ceremonies, and his prominence today makes him conceal his drinking.

The tax collector warily riding down the valley road?
Intrinsic NPC want: To amass exorbitant personal wealth.
Extrinsic NPC want: To pay the Duke a plausible amount for the size of the valley.
Tension: Depending on who asks and when, the bulging saddlebag is either personal wealth or for the Duchy. Say, have you paid your passerby fee yet?

The ogre chief presiding over the ogremoot?
Intrinsic NPC want: To get personal revenge on a powerful rival.
Extrinsic NPC want: To make strong, clever, reasonable decisions with the support of the clan.
Tension: If the chief wants to use the role's prestige to enact his revenge, he'll have to disguise it as something for the good of the clan.

This all helps to prevent NPCs seeming flat without taxing the GM's brain or notes. This follows naturally from the outcomes of wants in tension:

  • NPCs appear to have their own rich internal lives
  • NPCs sometimes do things for unclear reasons, but players can always pull on that thread and discover the reasons, rather than it ever being random
  • More ways to negotiate and interact with NPCs
  • When PCs change the world, it's easy to quickly tell which NPCs will care about those changes and how they will react

A good deal of this is said to also apply to fiction writing.



Monday, 10 July 2023

Jade Perida: A 5e character made using lifepath generation

The Kickstarter campaign for my new book is three days in and has reached its funding goal. Today I'm sharing a 5e fantasy character created with the Steps to a Hero system.

The book has several ways to randomly generate character ancestries. For this one I used the balanced method, which has a small bias towards human ancestry. In today’s case, nine dice rolls gave us djinni and elf ancestry, and the story of someone's life.

Jade is not a physically brawny character, but a mental powerhouse. The uncovered story of her life is a driven and noble one. She set off at age 28 (young, for someone with elven blood) on a three-year journey.

Jade has one lifepath step from each ancestry, and another four steps that are events in her life. Jade is a bit of an outlier in that she didn't learn to use any tools over the course of her lifepath, but she ended up with plenty on her character sheet: lots of languages, skills, weapon proficiencies, starting equipment, and background features.

Steps to a Hero includes an optional rule for selecting a class based on the character's lifepath. In return for this constraint, a character can transfer a point from as many as five ability scores into one of their choice (to a cap of 19). We applied this rule and found that Jade is torn between Paladin, Wizard, and Cleric. Given her modest physical attributes and the righteous path in her background, Cleric is the obvious choice! The final step was to transfer a point from Intelligence to raise her Wisdom to 19.

You can follow along with the campaign to get more updates like this one.

Friday, 7 July 2023

Now on Kickstarter: A lifepath system for fifth edition fantasy!

Do you want characters to have deep ties to their world? Backstory that directly affects their mechanical traits?

We're crowdfunding the creation of a book that lets you create incredible characters using a uniquely tailored lifepath generation system. Click through to check out the project:


Lifepaths tell the story of a character’s early life, and let you discover how those experiences gave them the unique abilities and traits they start the game with. A lifepath is a process of discovery, and each step on the path is an event, decision, or encounter which will reveal things about your character.

We're writing Steps to a Hero, a 127-page book that will be available digitally or as a physical volume via print-on-demand. It contains tons of new game content, including 300 unique “steps” affecting a character’s ancestry, actions, and fortune, a lifepath system for combining those steps into millions of possible backgrounds, new background features, new ancestries, and more.

Back the book on Kickstarter to get a reduced price as thanks for your support in bringing the project to life!

Let's make character creation a journey of discovery!

Quality and Quantity of Player Choices

Just some brief design musings. Player choices are perhaps the most important component of TTRPG play. They're certainly one of the very...