This is Faith in Play #23: Kralc’s Law, for October 2019.
I don’t want to say that Arthur C. Clarke is famous for this; he is, after all, author of the book behind one of the most iconic of near-term science fiction space travel movies (have I limited that enough?), 2001: A Space Odyssey. However, he is quite frequently cited for one of his proposed “laws”, with sufficient prominence that it has become known as “Clarke’s Law”. It states
Any sufficiently advanced technology is indistinguishable from magic,
and a significant part of the point of the quote is to imply that magic never has to be the explanation for anything, because something we do not understand could well be technology beyond our knowledge.
I don’t know whether Clark believes in magic; I don’t know enough about the man. James “The Amazing” Randi is a devout disbeliever and debunker, yet I read a short story by him years ago (in Omni Magazine) in which the lead character, a stage magician, discovers that there is real magic in the world outside his knowledge, and so seeks to learn it. It is easy to assume that what we are watching has an entirely scientific explanation—what we would perhaps prejudicially call a “rational” or “logical” explanation.
However, the reverse is also true. Read more
Sometimes I look at the search queries that lead people to this website, and I see something interesting. One day last year, I saw that someone had asked Bing “is hacking a sin in christanity” (sic). I have no idea what that person actually had on their mind—if they were wondering about software piracy, or cheating in a video game, rooting their phone, or penetrating the computer systems at NORAD. All I know is that they were interested in God’s view of hacking. Now, bear in mind that I’m no theologian nor a professional minister. I am just someone with a platform who thinks he has something to say. Maybe it will help somebody. Read more
Often you will get advice from Christians suggesting that if you want to play role playing games as a Christian you need to remove the magic from the games. Don’t play the wizards, whatever you do; and if you have the choice, stick to science fiction games, or espionage or western or other settings in which there isn’t any magic. Magic, we are told, is a terrible thing which should be removed from our games as much as possible.
I’m going to go against the grain. One of the best ways I know to bring your faith to bear on the games you play is to infuse those games with magic. Read more
It was inevitable that this subject would eventually surface in this series. After all, the supernatural elements in many role playing games are the ones most feared and criticized by those who oppose them, and eventually something would have to be said about them.
But it is just ironic coincidence that the issue has come up in October, the month in which issues of pagan magic and supernaturalism are most debated in the church, the month in which most Americans, at least, celebrate what some still think is the ancient and mystical pagan Druidic festival of the New Year, Samhain, thinly veiled under the pseudonym Halloween.
So what is it about imaginary magic which gets so many people so upset? Read more
First, let me address the matter of the question. When talking about a designing a role-playing game and the role that magic in the role-playing game will take, we must first decide on what questions we are asking ourselves. Several questions come to my mind. First, what is magic? What is it, not only in fantasy and reality, but also in the role-playing sub-culture? What will it be in my game world or system? The second question is “Why do I want it in the game system?” Why do I need or want magic in the game I’m designing? Third, how does it work in my game system? How do I want it to work in my game? Read more