Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Friday, 29 May 2026

1d20 wizardly afflictions

In the vein of 1d20 spells from a cursed spellbook, here's 

1d20 wizardly afflictions

An afflicted, staring wizard face.
Art by Perplexing Ruins

  1. Localised portent. The patient's viscera rearranges into meaningful forms. Small objects nearby may transform into birds or comets.
  2. Mano-a-manomania. An uncontrollable obsession with magical duels. Treatable with high dosage antimagic.
  3. Sympathetic polymorph. The patient reflexively takes on the forms they magically impose on others.
  4. Partial possession. Intermittently under the control of imps or quasi-elemental spirits. Contagious.
  5. Cetaceanthropy. Transmitted by bite (usually a disease of krill). The patient swims amok on the night of the full moon.
  6. Antimitosis. Sometimes called 'void disease'. Incurable reverse aging accompanied by disintegration of bodily tissues.
  7. Clone narcissism. Obsession with the perfection of one's own form, growing in a vat.
  8. St Belthin's Fever. Infection occurs during thunderstorms. Symptoms include glowing eyes, shivers, electrical discharge.
  9. Intestinal bookworms. Ubiquitous parasitic reminder about proper hand hygiene while reading mouldering tomes.
  10. Persistent featherweight. A lingering spell reduces the patient's mass. Prolonged affliction causes brittle bones and muscle atrophy.
  11. Psychic papercut. Stinging pain in the mind brought on by telepathically reading recklessly fast.
  12. Orb-gazer's wrist. Strain caused by the weight of an overheavy head resting chin-on-upturned-palm.
  13. Oak gall stones. A solstice-time disease, thought to be caused by mishandling of galls during preparation of magical inks.
  14. Chronic hubris. Pathological egotism characterised by challenges offered against the gods. However, see also early onset apotheosis for differential diagnosis.
  15. Transitive curse. A tomb-hex heritable from mentors, yes-men, and ideological allies.
  16. Wand splinter. Burrows deeper to get away from any tweezers not made of meteorite iron.
  17. Petridermis. Overuse of protective spells leads to gradual stoneification of the patient's skin. Very bad for the pores.
  18. Prophetic bones. Generally benign. Affected bones have a telltale ache on planes where the concept of weather does not exist.
  19. Component magnetism. A lingering magnetic attraction to moss, sulfur, dried spiders, guano, and so on. Brought on by reckless overreliance on telekinesis.
  20. Early onset apotheosis. A traumatic rupture in the godhead leads to total or partial deification.


I had been thinking about Discworld's magical afflictions (like 'planets'), and that made me wonder what sort of bedevilments the Thirty Wicked Wizards would suffer from.

Book spread. Characters from 30 Wicked Wizards.
 

For more build-your-own wizardly fever-dream content, check out my zine, Wiki Articles Are Wizards [citation needed].

Book spread. Utterly forbidden wizardly knowledge. Torn pages.


Monday, 13 January 2025

One mechanic to fix RPG spellcasting

(Or, well... it's an untested work-in-progress idea for fixing the things that usually irk me about it, personally.)

Magic has to be constrained, obviously, to avoid just having an instant win button that any wizard can press at any time.

Fantasy game designers usually accomplish this by giving spellcasting certain factors:

  • Limited uses (in the form of spell slots, power points, consumable resources, etc). Book-keeping, yuk. You also need to stretch to find a good in-world reason for the limits to exist and the character to be aware of them, so immersion doesn't break.
  • Spells of different fixed power level. Usually these have to be unlocked. If only one high-level spell has some effect, then you'll never have a lesser magician who has a knack for that one spell, or can even use it. Different fixed power levels pairs with limited uses to have several consequences:
    • Even more book-keeping (bleh).
    • Spells often just succeed, or have a single opportunity to resist, because it sucks to have a valuable resource just do nothing.
    • Strategic choices usually become obvious (and therefore boring). You might straight up stop using your weakest spells.
    • If spells have different power levels and are only rate-limited then a spell can be exactly as powerful as you can bear if a wizard wants to cast it their allotted N times per day, every day, including in downtime. Get it wrong and some spells are too weak to bother with; others break the game. Usually both, and it gets worse the wider the range of power levels.
    • Jarring styles of play. The wizards have expendable resources and an incentive to use them in overwhelming bursts and/or to solve every problem, as much as possible, and then switch to 'spell recovery mode' (usually rest). This doesn't apply to other characters (or it gets awkwardly levered in by giving them inexplicably rate-limited mundane powers).
  • Quick casting. It's bad enough in D&D-likes, where most spells take six seconds to cast. That's on the shorter side of what I'd prefer. In more granular games like GURPS, they're often cast even faster.
  • Not much ritual. If there's a big slow evil magical spell happening, it's almost always a plot point rather than a mechanically underpinned option, let alone the primary method of spellcasting. In a lot of the genre fiction, spells are cast over long periods, either building and building in power/effect, or building towards a moment where they take effect! I really like the feeling of this, and almost never see it in a RPG.

I think these four aspects are worth changing for their own sake. It's worth noting that they also lead to a 'best practise' which I dislike:

Bum-rush the wizard

The RPG spellcaster in combat is unarmoured or otherwise fragile, and makes up for this with a limited number of extra-powerful hits which they deliver quickly and at range without cost, and can usually snipe a specific target and/or affect swathes of foes at once.

That adds up to a nearly universally optimal strategy: bum-rush the enemy wizard. Expend resources or open yourself to risk in order to take out the spellcaster early; it'll be worth it.

This is made worse by the usual mechanical parity of NPC/PC spellcasters (a satisfying and useful part of most games which I'd like to keep). The strategy is also optimal when it's creatures fighting a PC party with spellcasters. Enemies either bum-rush the PC wizard or are complete idiots. The best you can do is switch up those two options, sometimes making it unpleasant for the PC wizard player and sometimes boring the whole group with stupid enemies.

Here's my solution so far.

Magician walks across the sky. Image via Adobe Stock.

 


One unified mechanic which solves all my problems

A spell has fairly minor base effects which always apply, and a buffet of advanced effects.

If you're not already casting a spell, you can always try to cast any spell you know. You must continue casting it if you want the effect to continue (no check) or build (requires check).

When you cast a spell, its base effects take place. When you continue casting a spell, you either maintain it, or you try to make it more powerful by adding an advanced effect. You can do this each round, for most reasonable definitions of 'round'. Each time you want to add an advanced effect to the spell you are casting, you must make an appropriate check, which becomes more difficult with each effect added.

If you spend a round winding down a spell you're casting to end it, there's no risk at all. If you choose to stop casting it abruptly, there's a small risk. If you're forced to stop casting by some interruption or injury, there's a moderate risk. And if you bite off more than you can chew with advanced effects and fail the spellcasting check, there's a high risk.

The more risk, the worse the potential outcomes when the spell ends, and the higher the weighting towards the worse outcomes. The spell might just fizzle or have some cosmetic effect, but then again it might lash out at or turn on the caster, or run horribly rampant. These effects could be generic, tuned to the spell, or both.

The more skilled at wizardry you are, the more likely you are to succeed on your checks, and therefore reduce the risks you face by casting a more sophisticated spell.

Cartoon witch and wizard casting. Image via Adobe Stock.


Examples

The mage's change spell only makes her target look like a frog, at first. As she adds more and more advanced effects, they become the size of a frog, and then become a frog, and then start thinking like a frog. By adding other advanced effects, she can make the spell last – first an hour, then a week, then permanently – even after she stops casting it.

The wizard raises a wall from the ground at the heel of his staff. As he walks, it follows in his tracks. He puts more effort in, and it changes from packed earth to sandstone, and then to granite. If he risks enough advanced effects, he can make it higher and thicker, or join it up and add features to turn it into a building, or make it last well beyond the time he spends casting. A skilled wizard with patience and a tolerance for repeated small risks could make a whole stone fortress, a little section at a time, and only have to renew it (say) once per year.

The warlock starts casting a spell to call lightning down on the enemy camp. Clouds gather, roil, and darken as she casts. If she releases it immediately, it will have no effect, but as she continues casting, an ominous glow signals more and more charge is gathering. The choice of when to actually bring the lightning down is a calculated risk. Wait too long, and it might lash out at her!

The evil cultist starts conjuring blood eels directly from the bodies of the victims. Over time, more and more of them exsanguinate, and the blood eels grow larger, more numerous, more self-directed, and roam further from the caster. If he doesn't want to push his luck, he can then maintain his swarm of eels for as long as he keeps casting.


Outcomes

So how about those desiderata from the start of this post.

Limited uses? Nope.

Spells of different fixed power level? Gone.

Quick casting? Not if you want to accomplish much!

Not much ritual? Effects build as the chanting continues, which is the key part; see also Possible Extensions, below.

The "bum-rush the wizard" strategy? Still useful, for PCs and NPCs alike, but not a no-brainer. When the wizard starts casting, he's not particularly dangerous. If you let him keep on casting, he eventually becomes very dangerous indeed ...unless he overreaches and destroys himself! We have arrived at "actual decision-making", the backbone of TTRPGs!

Corollaries:

  • Casting a spell is a risk, so spells can be powerful and yet not rate-limited. Just play out the spell each time, to see whether something goes horribly wrong. The more powerful the effects you're invoking (and thus the more potential to 'break the game' when done over and over), the more likely you are to suffer catastrophe.
  • Note that this requires negative outcomes to have actual major impacts, not just be slaps on the wrist. Otherwise you end up with a long, slow cycle of spend-resources-to-make-resources-to-fix-the-harm-which-occurred-while-making-free-resources-etc. It's going to work best in games where healing is neither easy nor quick, and where character death is a possibility.
  • Character improvement for magicians is easy. You can take whatever approach you want with learning/acquiring spells or specific advanced effects, specialising in spells, etc. The main improvement is just in spellcasting skill: a better caster can reliably get more spell effects before something horrible happens. This is skill-system-independent, with one exception: casters shouldn't get so powerful that they can do magic without risk (except possibly for the weak base effects of the spell, which might be safely freely repeatable if that won't damage the setting).
  • Certain styles of spell, with quickly-achievable instant fixed effects, wouldn't work very well with this. Your words of command, snap featherfalls, reflexive shields, wizard knocks/locks cast while fleeing, etc. But I'm confident that every interesting spell can be made more interesting with effects that build and layer.
  • I expect this to work very well with progressive status conditions, Pathfinder-style. Binary save-or-suck is often a problem with magic systems. "Spells get more powerful as the casting continues" fixed that pretty directly.

There are games that have elements of this mechanic – the GLOG's wizards, which I like; games with spells you pump up over time like GURPS Dungeon Fantasy; that one Conan game with open-ended / modular casting; any game with spell mishaps. I haven't seen anything exactly like this, but if I'm reinventing the wheel, please let me know.


Possible Extensions

Off the cuff, ideas for advanced rules:

  1. Capacity for the caster to change the spell they're casting on the fly by relinquishing specific advanced effects they added previously, lowering the check difficulty.
  2. Extensions for counterspelling / duels of wizardry.
  3. In some styles of game, advanced effects might be improvised rather than listed for the player.
  4. Rituals involving long timespans and more casters: Increase the time requirement for each 'stage' of the spell, multiplying by some factor or by the number of casters. Get a benefit like reduced risk or easier checks for adding advanced effects.
  5. Maybe everyone can do magic; the specialised wizards are just the ones who are good enough to do it with advanced effects and lower risk.
  6. If you really wanted, you could add complexity back in by giving each advanced spell effect a numeric power level, and a corresponding increase to check difficulty.


Thursday, 17 October 2024

Discworld RPG: Doing stuff and casting spells

Another Octobereview! We're looking at the Discworld Roleplaying Game (powered by GURPS), by Terry Pratchett and Phil Masters. Last time, I read the hefty character creation rules.

This time, I'm reviewing Part 5 of the book (pp 164-219), which is all about doin' stuff and castin' spells.

Part 5: Doing stuff

These chapters have a running example of criminal mime cultists in over their heads and summoning a horrible Thing. I quite like it. I doubt PTerry had much if anything to do with writing this book,* but it feels really right for the canon.

* The first version of the GURPS Discworld book was back in 1998, but I don't know to what degree he was involved to begin with, and then to what degree any of that text got passed on down the lineage of books to this one.


On p 164-191 we get that standard GURPSy core of the rules. It all seems solid; nothing jumped out at me as being Discworld-specific. Then we get to...

The magic system (messin' with reality)

I'm a sucker for reading and comparing magic systems. The Discworld RPG magic rules (p 191-217)  seem like about the softest magic system that a crunchy rules engine could have. Spells aren't codified by default, and the Skill/MP/power guidelines are very vague compared to the rest of the GURPS framework. The GM's rules/rulings balance shifts dramatically here!

The chapter structure is a little messy, going from 'general magic rules' to 'wizardry rules' to 'general magic rules' again to 'witch rules' to 'general magic rules' a third time.

This order is, I think, due to the designers' decisions to make witchcraft and wizardry ultimately the same kind of spellcasting, with surface differences.*

* Mostly just whether they name their spells (p 210).

I like this magic system as a TTRPG component. I'm sure it makes things easier at the table, too. But I don't think this is a particularly good fit for Discworld.

Witches and wizards

On the Disc, witch magic and wizard magic are very different. The canon is inconsistent over the course of the series, but generally...

  • Wizard magic is formulaic and codified (spells are mostly named, are discrete entities, and wizards have specific magical rituals). Witch magic mostly isn't (spells are completely improvisational, with the exception of 'tricks' like Nanny Ogg's man of straw).
  • Wizards need skill, but they and/or their staves also have expendable 'juice'. Witches don't have any resource like that (apart from a few examples with broomsticks early in the series).
  • For witches, casting a spell is a matter of skill and consequences and unstated costs, and is such a big deal that Not Using Magic is essentially the entire apex of their art. Witches use very little magic, very sparingly, and almost never do some 'big' work of magic. It is very unusual for them to do anything like casting a spell.
  • For wizards, casting a spell is, if not something they do every day, then something close. It's still unwise to use much magic, but there's nowhere near the level of aversion that witches have. The main risk seems to be the Dungeon Dimensions.

Even this book admits that there is a fundamental difference in kind, e.g., regarding the Dungeon Dimensions, "Witches are also tempting, but their magic tends to be subtler and less prone to making holes [in the fabric of reality]" (p 269).

The witch rules (p 196) just don't capture the idea that a witch's capacity and willingness to perform magic are tied up in costs, personal accountability, and consequences. A generic spellcasting flub table doesn't cut it here. "Not all magic is magic" is a Discworld trope, but it shouldn't apply to the actual spell rules as this book tries to. The bits in the series about the importance of the hat, tradition, style, disposition, and so on clearly refer to the overall art/trade of witchcraft, not to the relatively tiny bit of witchcraft that is 'casting spells'. It's a mismatch.

The other bits of witchcraft (medicine, community, herbalism, headology, respect, fairness, narrative, social work, etc) are much more important to them than magic is in the canon. There's a box for Headology on p 274, but apart from that, the book misses the mark. It has all these detailed rules for medicine, socially influencing people, knowing about bees, influencing narrative, etc, but it doesn't seem to understand that those things should be 95% of being a witch and only 5% should involve magic, whereas being a wizard on the Disc is probably 50% magic at least. In GURPS terms, almost none of a witch's points should come from magic skills.

This RPG mentions some of the witch "spells" we see in the books (delay a cut; draw heat from a bonfire to melt snow; cast a spell by putting in a lot of exacting research witchcraft work; make tiny changes). But it doesn't draw the right lessons from them.

And 'Riding the narrative' as a rule for witches to specifically get MP back just doesn't map onto the books at all. It's never been about running out of numeric mana.

Discworld witches aren't generic RPG spellcasters.

What would I have liked to see? The magic system as presented is fine for wizards (perhaps it could be more codified). Witches, though, should have something else: a system where you can't get something for nothing, where you have to be the fulcrum, where you get occasional opportunities to make a difference with subtle bits of magic and you still have to decide whether or not to make use of them. Enormous magical effects aren't necessary; actual full-on witch spells* are such outliers in the series that the book could have just ignored them and it would have felt "right".

* Like the big one in Wyrd Sisters.

If you're going to say witch magic can create the same major effects that wizard magic can, then the main thing is that there needs to be some huge specific disincentive for a witch to use more than the faintest trace of magic.

Could you make that fun? I don't know. But it's necessary for a Discworld feel.

Other bits of the magic system

There are lots of additions. Simple rules for using HEX, for witches' cottages, and so on, all of which I like just fine. I think it's a bit of a cop-out to say that a wizard's staff can be mended quickly just by sort of pushing magic into it, though.

It's interesting that there are only a few general magic constraints on the Disc (iron being unaffected, and needing to know a true-name). Both of those get mechanical support in the rules. But we also know that witches need solid bedrock under their feet to do magic; no rule is provided for that.

Counterbattery Magic (p 199) lets spells collide. It's a great rule and is supported by the books (Sourcery, The Light Fantastic).

Overall the magic system seems more powerful and useful than I would have expected. GURPS has translated magic into an effective tool in many situations, instead of something to be avoided. Later on, 'Uses and Abuses of Magic' (p 273) advises about adding layers of punishments for players who want to use that tool widely.

Gameplay

Page 218 provides pretty good basic running-the-TTRPG advice.* I don't really like the notion that "players don't have to know the rules, but it helps", especially with a system like GURPS that dumps so much stuff onto the character sheet; I guess it works for some people. It's always going to happen sometimes, but I don't think a rulebook should be encouraging it.

* I think the authors' definition of railroading is a bit off, and as a result the corresponding advice isn't as helpful as it could be.

It does state an important notion: "A strength of tabletop RPGs is that they aren't computer games; the GM's brain is more powerful than any computer and should be capable of adaptation and adjustment, even on the fly". I'd go one step further. The only absolute advantage that tabletop RPGs have over all computer games is that the GM's and players' brains are more flexible and creatively adaptable than any computer. That's why it's an important aspect to lean into!

The remainder of the book could be summed up as "all the setting stuff". I write about it next time!

Sunday, 30 June 2024

Reviewn June 14: GLOG Wizards

Every few days in June I’m picking a TTRPG book that’s been languishing on my shelf or hard drive, reading it, and writing a review. I don’t believe in attempting a full critique of game content I haven’t run or played, so my focus will be on discussing the work’s best ideas and keeping criticisms to text-level quibbles.

I'm rounding out Reviewn June and finishing up with the first chunk of the GLOG at the same time. Today it's The GLOG: Wizards, by Arnold Kemp / Goblin Punch. This is 21 pages of novel magic system for use with the GLOG – but, as the author points out in the source post, there's lots of content that could be excavated for use with another system.

Everything I wrote about the GLOG rules in terms of approachability also applies here, so I’ll mostly leave it out. (One example – The GLOG: Wizards assumes a certain amount of TTRPG knowledge. It’s informed heavily by what came before – the only reason to spend more than a sentence on scrolls and spellbooks, given that they’re functionally identical in the GLOG, is that other games make them instrumentally different things.)

I worked hard to write less this time! This one was a really enjoyable note to end the month on.

How the magic system works:

The text begins with a fairly short, fairly cohesive metaphysics that ties in magic spells to the rest of the supernatural. I appreciate that, as the GM can use it to infer a number of answers to player questions without having to worry about coming up with and then remembering something consistent.

The GLOG uses slot-based magic. There’s a nice old-school feel to everything, and rules for all the usual peripherals (magic item identification, transporting spells, etc) get quickly laid down. The actual spellcasting rules deviate a fair amount from other D&D-likes. It's based on a dice pool, and there’s a risk/reward tradeoff and therefore important decisions offered to the player. Having, essentially, points to invest creates some good affordances for the GLOG system, in particular the spell keywords ‘Splittable’ and ‘Sustainable’.

Investing more power (dice) in a spell increases the risk of a Mishap (minor penalty) or Doom (major penalty which eventually destroys the character, unless evaded through a quest). Mishaps and Dooms are specific to schools of wizardry. Schools of magic have perks and a spell list that goes up to twelve, but also have restrictions.

There’s a simple uncertainty mechanic; you’ll never be able to predict exactly how many spells you can cast each day (but you’ll have a fair estimate, and bounds). I like that. Another novel improvement is that wizards aren’t penalised for wearing armour (a restriction I’ve seen a hundred explanations for, none of them particularly good, and many of them nonsensical if you know anything about armour). Instead, in the GLOG a magic user is incentivised to choose to forego armour in favour of a magic robe, which increases their available power. No in-world reason given why you can’t wear armour and a robe, but for that, at least, solutions suggest themselves.

One bit confused me. The rules about scrolls on page 2 say they’re not remotely like OD&D scrolls, they’re just variant spellbooks. The rules on page 3-4 talk about casting from spells like they’re OD&D scrolls (but ones which also power the spell up). Text on page 7 might help resolve the contradiction, implying wherever the page 3–4 rules say ‘scroll’ they mean ‘scroll or spellbook’, with the exception that a scroll gives an extra casting die but a spellbook doesn’t. This implies you can burn up your grimoire in a last-ditch effort. It also means someone else can get into your tomes and destroy all your unmemorised magic by casting it. It still doesn't work, though: page 7 also includes a team ability which lets you “share spellbooks as if they were your own”, implying pretty heavily that spellbooks actually don't work like scrolls, because those anyone can pick up and use.

Wizards get access to their spells in a particular order, lightly implying an escalation of power, but generally what matters is number of magic dice in the pool. There are legendary spells. Some of them are missing their spell description. From the ones included, I’m not sure that legendary means ‘better’, just ‘not on the main spell list’.

  • The Orthodox wizard has no casting restrictions, and on their final Doom, loses the ability to cast spells. Could be a lot worse.
  • The Illusionist’s restriction is that they can’t cast spells unless they can currently see all six primary colours. This would be a nightmare to adjudicate (properly), but fortunate they begin the game with rainbow-coloured gloves, which reduces the question to whether the illusionist still has their clothing and can see their own hands. A Doomed illusionist becomes nothing more than an illusion.
  • The Necromancer’s shtick is expending corpses and shunning magical healing. They get cool gross spells like ‘Raise Skin Kite’. Their final Doom (besieged by 3d20 undead) sounds fairly survivable, with luck and preparation.

Those are the only wizard schools included in the document, but I’ve seen others in the glogosphere.

Wizards also get team abilities, advancing a design concept I don’t think I’ve seen in a TTRPG before: “I want to encourage more mono-classed adventuring parties. A party of wizards sounds cool. So does a party of thieves.” Team abilities are meant to offset players increasing their capabilities by diversifying classes. They are little synergies that apply whenever two or more characters have the same (main) class.

Juicy content:

Everything is flavourful and hardcore:

A wizard’s number of spell slots “is limited by their ability to flex their brains into mindscapes that better accommodate the spell they wish to lure into their brain-trap. It is not knowledge that achieves this, but rather visualization and self-delusion.”

A wizard’s memorised spells disappear from the encoding in their spellbook. Therefore, to learn spells from a dead wizard, you might acquire whatever was in their spellbook unmemorised, but getting at the ones in their head involves “bisecting the wizard's skull and balancing it atop a golden needle. The memorization of spells causes the brain to carve grooves on the inside of the skull, and the skull now moves over these grooves like an Ouija board. With a compass, water clock, and brain almanac, these movements can be deciphered.”

The Wizard Vision spell can have permanent effects, both good and bad. “You suffer a permanent loss of 1d6 Wisdom (as you reject the impossible reality you are looking at, and go a tiny bit insane) or 1d6 Charisma (as you accept this transcendental truth and become forever alienated from your fellow humans, who will never understand the truth).”

You might escape a particular Doom by eating the heart of a high elf, or by journeying to hell and cutting a deal “with the Underpope or one of the Satans”.

The GLOG spells:

The spells are designed to “lend themselves to clever uses”. To this end, they are mostly adaptations of old-school spells – broader and more powerful, but my impression of the system maths is that wizards won’t typically be able to cast as many spells in this system.

I like the spells, especially the deviations from the classics. The implementation of False Life makes it an interesting tactical tradeoff. I love that the (Diablo-inspired?) Explode Corpse spell works on undead creatures, working particularly well on friendly ones. Revenant only works on dead PCs, turning them into a temporary resource. Fade seems to let a target walk through any solid barrier (which might not be intended? But it is a legendary spell).

I'd modify the necromancer spell list to include Speak With Dead, given that one of their first spells is  Essential Salt(s, sic), which is only useful with Speak With Dead.

There's a missed opportunity in that none of the listed spells actually use the ‘Sustainable’ keyword, even though some would have been a good fit. The wording of ‘Sustainable’ does mean you can just end the spell before going to bed and then wake up with your dice refreshed, so maybe there was a concern that it’s too powerful? That said, it's not quite a no-brainer to use on every spell which permits it: there’s a 50-50 chance that each dice invested in a spell comes back immediately, so if you don't need to extend the spell's duration, you're better off with the chance of getting some power back.

Minor text quibbles:

Various grammatical errors (‘off of’); various typos (‘calss’); various terminology errors (‘MP’ for ‘casting dice’).

My main plaint is that spell names like ‘knock’, ‘entangle’, and ‘illusion’ don't get any emphasis when mentioned within a sentence (not even an initial capital), making the text unnecessarily hard to parse.

My favourite bit:

There's lots that's great, and it's hard to pick. Even if you don’t use The GLOG: Wizards in play, it’s inspiring from a design standpoint. If I have to choose just one thing, it's Dooms which wait at the end of every wizard's career. “Every apprentice knows that if they travel down the road of wizardry long enough, their doom will eventually claim them.”

Where to get it:

https://goblinpunch.blogspot.com/2016/09/the-glog-wizards.html

Wednesday, 15 May 2024

On edge cases and magic

There's an innate design tension which RPG magic systems must contend with.

Magic must be more powerful than enacting the equivalent effect by mundane means, otherwise it's not fun and not fantastic. But if it's powerful and its uses are limitless (or at least non-rate-limited), then you become committed to an exceptionally high-magic setting.

If it takes ten seconds to give yourself a magical boon which lasts for ten minutes, the default player behaviour and the reasonable in-world behaviour will be to cast the spell every ten minutes... Unless they have a specific reason not to. That's almost always 'resource management'. In almost ever fantasy TTRPG, magic (whether spells, items, rituals, innate powers, etc) will be powerful and limited, i.e., a valuable resource; something to be conserved for when it will matter. Therefore, players will want to know the exact effect of some magic they might use, so that they can make an informed choice.

And this creates a design tension. How predictable to players is the magic their characters are harnessing?

Witch casting spell from book


The predictability predicament

Assuming you want magic to be able to do a huge range of things (it's magic), to get breadth of coverage, you either end up with these huge, minutely-detailed lists of magic effects and parameters (almost certainly player-facing), or you have a fuzzy system where the GM instantiates vague wordings at runtime (possibly via what amounts to negotiation with the player). These game design choices have different costs in terms of usability and satisfaction.

Most big, popular fantasy TTRPGs like D&D go with the huge, minutely-detailed lists of magic effects option. This arguably results in greater player agency, in the sense of being able to make good and meaningful decisions about resource allocation, but it constrains magic to the big official list (and if it's not exceptionally well-designed, you end up with weird codified corner cases and interactions). You also need to know the system really well to be effective as a player or a GM. Finally, there's a risk that presenting in exhaustive detail what is possible strongly implies that anything else isn't possible. You get cases like D&D 5e, where many destructive spells officially don't damage objects because a small subset of them specify that they do.

The fuzzy system option is attractive because it makes magic more 'mysterious' and wild, and thus fantastical. But it can be hard for a GM, especially one who isn't already operating in a "rulings not rules" tradition. But it can also be hard for players to come to terms with, unless either (a) it's the case in-world that a mage never knows exactly what they're going to get when they do some magic (which is flavourful, but risks a poor play experience), or (b) the GM and player together determine what happens when the magic is used. The latter might sound good (an opportunity for collaborative buy-in) or bad ('Mother May I' gameplay). Some GMs are surprised to find that many players hate 'collaborative storytelling exercises' spilling over into their roleplaying games. Either way, it doesn't actually resolve the tension: it's still in the player's best interests to stop and discuss the possible magical effect before they can make an informed choice whether to use their magic.

Variants of the fuzzy system where e.g. the GM has to follow certain rules to come up with a power-level-appropriate instantiation of a spell at run-time are close to being the worst of both worlds: mechanically fiddly but without giving a player enough information to make decisions with, and you just end up building that minutely-detailed canonical list slowly over time.

Resolving the tension

I consider this an open problem. As I've suggested before, I think the best practises are to

  • Pick a path and stick with it, rather than mixing up how rigid and predictable the magic system is in different use-cases within the same game; and
  • Have an extremely strong, well-thought out metaphysics which either underpins the mechanical design for the minutely-detailed lists option or informs what 'should be the case' for the fuzzy system option.

Food for thought

Here are some questions your magic system must be robust enough to answer, consistently:

If you turn flour to silver dust and mix it into acid, changing it to silver nitrate and creating heat, what happens to the silver nitrate if the spell wears off? What happens to the heat? If the compound is left over, can you reduce it to get silver? Does the resulting silver still count as being magical?

If you turn a pile of stones into loaves of bread and spend a week eating them, what happens to your tissue, the partially-digested bread, and the waste, if the magic ends? Do you die instantly? Does the energy you got from eating disappear?

If you turn a stone into a cat, and that cat eats and sweats and breathes makes waste, then the magic is dispelled, what happens to the bits of world (food and air and water) that got incorporated into the cat's body? Are they in the stone? Do they turn to stone? Can they be turned back? What happens to the cat's sweat and waste and loose hairs and skin particles out in the world? Do they turn to stone? What if the cat was a kitten, and it grew much bigger and older before the spell ended?

Or if the original subject was a mouse rather than a stone, what happens to the cells that changed in its body? Was there a 'mapping' from one mouse cell to multiple cat cells, so that injuries and shed cells and replaced cells carry back over? Do microbial diseases carry back over? Does cancer?

Are all your answers consistent so far?

What happens if you turn someone into a statue and snap their arm off? What about if you turn someone into steel and then temper or anneal the metal? Or take a mould of their body, turn them into ice, melt them, and then refreeze the water in the mould?

What about if you turn a piece of metal into a piece of wood and burn it inside a big tank of air? Does the carbon dioxide turn into a metal oxide? In general, if you heat something up while it's magically transformed and then turn it back, is it still hot? What if you turned something really small into something really big and then it just got slightly warm by soaking up a million times more sunlight than the tiny thing would have?

If you expand a mouse to be the size of a horse and it eats a bucket of oats, what happens to the oats if it turns back? Does it matter whether they've been digested?

If you expand a mouse to be the size of a horse inside a mouse-sized terrarium that a mouse couldn't possibly break but a horse easily could, does the spell work? Does the answer change if the terrarium is nearly horse-sized? What about if you try it on a mouse that's inside a crack in solid rock? Is this meaningfully different from trapping a mouse under a piece of heavy cloth and then expanding it to the size of a horse?

If you cast a spell on a subject, then another one that seems to have the inverse effect (flesh to rock then rock to flesh), do you get back the exact original? If so, why? If not, what happens if only the first spell ends or is dispelled? What if you cast the first spell, then make some orthogonal change to the subject, then cast the second?

What in-universe mechanism decides whether an object counts as meeting the targeting requirements of a spell? Does a spell that works on chairs work on a one-legged stool if the caster doesn't think a one-legged stool is a chair?

Do any of the answers to these questions change depending on whether it's a temporary effect, a dispelled permanent effect, a magically reversed effect, an intrinsic ability of a magical creature, the effect of an item, etc?

Two wizards examine an elixir


Friday, 1 September 2023

1d20 spells from a cursed spellbook

 
The magician's curséd tome has protections both obvious and subtle. Here are some infuriating and dangerous spells to include as traps.

  1. Abrogate Healing
  2. Aura of Increasing Entropy
  3. Circle of Protection Against Air
  4. Conjure Wasps
  5. Detect Traps Mostly
  6. Exocoelomic Retreat
  7. Fuse Portals
  8. Gain Enmity
  9. Hear Everything
  10. Illusory Respite
  11. Infectious Disdain
  12. Invisn'tbility
  13. Power Word: Disoblige
  14. Protection From Gut Flora
  15. Quine
  16. See Transparency
  17. Summon Self
  18. Teleport Within Error
  19. Transitive Curse
  20. True Time Stop


Bonus: 1d8 annoying trap spells that are basically just puns

  1. Char Person
  2. Enchant Armoire
  3. Feather Fill
  4. Gourds and Warts
  5. Grater Conjuration
  6. Levigate Self
  7. Stone's Kin
  8. Unseen Serpent




Tuesday, 15 August 2023

Internally consistent magical paradigms: A paean to good design

I talk a lot about verisimilitude in fantasy settings, both here and in real life (whenever a friend doesn't manage to escape). One thing I often think about is the metaphysical nature of magic, and the competing desires in fantasy TTRPGs to have player-graspable/predictable magic, mysterious/fantastic magic, and sensible/plausible world design.

I think it's both possible and desirable to have an internally consistent magical metaphysics ('thaumaphysics'?). By which I mean: a framework of magic that is based on inviolable rules (not necessarily complex ones) that are theoretically discoverable by people within the setting. At this point, some readers will clamour that I intend to "Conquer all mysteries by rule and line, / Empty the haunted air, and gnomed mine— / Unweave a rainbow", but my definition makes for a broader umbrella than you might think:

  • The kind of spellcasting where you learn secret words and gestures which affect reality can be internally consistent.
  • Magic where psychic phenomena are measurable in the universe, and spells are entities which occupy some analogue of physical space in your head, can be done with internal consistentency.
  • If every magical effect is always completely random, in the sense of 'drawn from an enormous table or procedurally generated', that's internally consistent as long as the methods of invoking magic are.
  • Magic that is fueled by spell points / mana / energy which the body recovers naturally over time can be internally consistent.
  • Some creatures being innately magical by their nature, and defined methods existing to borrow those beasts' power, is internally consistent.
  • If near-omnipotent gods are locked in conflict over the world, with factions and/or individual minor power variations, and all magic is that which they pass down, then with sufficiently delineated gods the magical framework is internally consistent.
  • High fantasy magic aligned along ideas like "magic always requires a sacrifice" or "magic comes with a commensurate cost which can only be delayed or passed on to others" can easily be internally consistent, being based on a few simple rules.
  • Frameworks where multiple types of magic and spellcasting co-exist (D&D-style) can be internally consistent.


What magic isn't internally consistent?

In most fairytales, magic is presented as something of a fait accompli. Sometimes there are rules based on the implied rules of storytelling, but not usually.

  • The tree can be cut down with a single chop by a princess's hair pressed into the edge of an axe made of wax, and this idea goes unexamined. It says nothing about whether the same axe can break through a stone wall, or whether a prince's hair would work, or if a regular axe with the hair glued on would still have done the job in one chop.
  • The wicked sorcerer tricks the king into agreeing to give up his firstborn child, but it's not clear whether the king follows through on this because of an ensorcelment, or because of the king's honest nature, or the king's fear of the sorcerer's unspecified magic.

Some TTRPG systems and settings aren't sufficiently well-described to have internally consistent magic. What Justin Alexander called 'dissociated mechanics' are sometimes an indicator that magic isn't internally consistent: characters, monsters, or environmental features might be able to do things or have in-game effects that "exist outside of the character’s world and they are only rough approximations of that world." They are insufficiently described in the rules for a player or GM to work out cohesive underlying principles (and use that knowledge to infer capabilities, make predictions, judge interactions and edge cases, etc).

Now, just because the metaphysics is insufficiently developed for the magic to be recognisably consistent doesn't mean the magic is inconsistent. But it does mean that the onus of filling in the gaps is on the GM, and usually the GM won't even think to try to do that ahead of time (which would require, at a minimum, reading and internalising all the official rulebooks and adventure scenarios of the TTRPG, and then coming up with something that is consistent - i.e., doing the rest of the game designer's job for them).

No, it will tend to only come up when some interaction in the game needs a ruling, and the GM has no (or too few) established 'first principles' of magic to fall back on. With every such ruling about the way the world is, the implied underlying rules of magic get squirrelier and squigglier, until it's nearly impossible to come up with an internally consistent framework. At some point, the GM makes a ruling which contradicts an earlier one or something else in the books, and all of a sudden magic is inconsistent.

(Those who went before warn those who go ahead; it's happened to me.)


Why care?

An absolutely fundamental aspect of a roleplaying game is that a player can get a measure of what is going on around them and make choices based on that. If you could boil down roleplaying to three words, "make reasonable choices" would be a decent first draft. That requires a character's surroundings to be (mostly) intelligible. As they travel, interact with things, look at stuff, learn and explore, 'a character's surroundings' expands to 'the observed world', and not just objects within it, but processes too. Simple logic has to work in the metaphysics, too, or it's impossible to do basic roleplaying.

If absolutely anything in the world can change at any time for any reason or no reason — if it's a world where things can stop being true, or retroactively not have been the case — then it's a world you can't roleplay in, let alone get invested in. You certainly can't identify character goals and plan to achieve them. In a world like that, when the GM asks "what do you do next?", the appropriate answer is "who cares?" and to start packing up your things.

If a game rule says that a spell of type X does Y, and another rule says that whenever a spell does Y it's [verb]able by any magical effect of type Z, then that tells the wizard's player something about how magic works. If there's a monster which accomplishes Y as an effect of its X spell, then the wizard's Z magic better bloody be able to [verb] it, and if not (because the game was poorly designed), the onus is on the GM to find a theoretical underpinning for that. They don't necessarily have to tell the player why not, but they do need to assure the player that there's a reason, and a theoretically discoverable one in-world.

If the GM has three options and they are 'sacrifice magical consistency to create this exception' or 'change an established rule of magic to support this monster design' or 'change this monster so it follows established rules of magic', they should understand those options to be terrible, mediocre, or necessary, respectively.

This is all such pain in the neck for the GM that a well-designed game goes out of its way to avoid it, by making its magic internally consistent and spelling out at least the more major of the rules on which it rests.


One particular example: Magical realism

Take the magic of artsy literature, 'magic realism'. Here's the kind of magic you would expect from that metaphysical framework:

The plants in your grandfather's garden all grow three metres tall and are well-stocked with flowers and berries. You have a photographs with you as a kid, overshadowed by them fivefold. You move for college, then for work, and when you come back to visit fifteen years later the plants are all in the same places you remember, as vivid as ever, but they only reach to your knee.

A knight in shining armour loses her child; her sword and armour break into splinters, leaving her able to be harmed by the worst of the world and unable to lead the charge against it. After a long period of character growth and psychological healing, an ogre appears on the horizon and, looking about for her sword and armour for the first time in a long time, finds them to be intact once more.

A stressed businessman goes home tired every night and must then spend hours shoveling food into the dragon's head that grows out of his bedroom wall, tongue lolling over his bed. He is completely exhausted by this and then has to sleep on the floor because his bed is taken up by the horrid mass. One day he sees an advertisement to work at a charity. He applies, gets it, and quits his former job, then goes home and finds the dragon's head has turned into the softest blanket in the world. He gets the best night's sleep he's ever had.

Despite its seemingly vague nature, magical realism can be made an internally consistent framework, by creating rules like:

  • The world is divided into important characters and background characters by some criterion
  • When an important character experiences a powerful or persistent emotion, their surroundings change to elicit that emotion in a hypothetical viewer
  • The challenges an important character faces in their daily life give rise to the introduction of new fantastic objects into their surroundings representing those challenges
  • When an important character develops as a person or solves a major problem, they undergo a corresponding symbolic transformation in their material possessions, environment, or body
  • Any politically, economically, militarily, socially, (etc) powerful person, if they are a background character, has an appearance or key trait that is fantastic or phantasmagorical, and allegorical to the nature of their power


Not all internally consistent magical paradigms are equal (when it comes to TTRPGs)

Magic realism can be made internally consistent. But it still doesn't work in a TTRPG because of the interactive nature of the medium.

Readers can enjoy magic realism because they can, in the worst case, write to the author to say "when Jorris had his nightmare he should have woken up to find all the curtains in his room had turned into red-hot serpents, why didn't you turn them into red-hot serpents you hack". Most won't bother.

Players in a TTRPG tradition can't enjoy magic realism because not only are they able to say things like that to the game master, but they should. By  which I mean it's in their best interests to engage directly with, and explore, the magic system — as we've covered, magic is a useful technology and players would be idiots not to try to make use of it. It's not an 'exploit', it's the human condition.

A TTRPG world based on magical realism would be one of constant argument, or one where magic is proudly (unpleasantly) inconsistent, or one where the players have the (unpleasant) false belief that magic isn't internally consistent.

Other magical paradigms have other problems for TTRPG usage.

  • Classic high fantasy magic in the vein of Lord of the Rings is typically too subtle for PC spellcasting. Also, the source media usually tries to hide its more detailed rules, if not its broad-stroke ones, in a way that's incompatible with a player wanting to know how many orcs their Concussive Wave is likely to knock down and how often they can cast it.
  • If magic is (very nearly) random, drawn from huge tables or procedures, a spellcaster can't reliably do much other than cause a distraction, and (given the nature of many magical effects) can't do that safely.
  • If magic is all in the hands of powerful entities, and people can use it to the extent that they can convince an entity to grant it, then you have too much 'roleplaying' and not enough 'game'. At the very least, you need additional game structures preventing degenerate conditions where the players talk to too many entities or win them over too completely. Along the way you need to solve the old dichotomy of player skill (at persuasion, in this case) versus character skill.
  • If magic comes entirely from objects and materials, then the game must be very precisely designed to preclude too strong of a positive feedback loop whereby getting your hands on too much treasure lets you acquire too much magic which lets you seize more treasure which lets you acquire more magic which [...]

Considerations like these act as design constraints on fantasy TTRPG elements.


Design tensions in fantasy TTRPGs

I quoted Keats' Lamia above to set up a juxtaposition.

Yes, I think it's best that magic be discoverable, explicable, rules-based, and consistent.

No, I don't think that magic should be all discovered by NPCs in the setting, that it should be explained to the players, that its rules should be in a player-facing rulebook, or that its applications must all be obvious outcomes of a single consistent pattern.

Magic should be internally consistent (a) as a matter of elegance, (b) so the GM doesn't have to do a ton of extra work to avoid making bad rulings, (c) so that the world has verisimilitude, (d) as evidence that the designers knew what they were doing, and (e) so players can adequately roleplay in a world where they will interact with magic.

But the players shouldn't be sat down with a complete overview of the exact details of magical metaphysics and all the implications, any more than a fantasy book should open with a dry five-page essay on underlying rules and cosmology.

Graspable, yet mysterious. Sensible, yet compelling. Consistent, yet fantastic.

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!

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