I will confess that I specifically saved this one of the Archetypes for this month. It has been something of a tradition to cover subjects related to game magic in October, begun inadvertently when I addressed the objections to Magic that first year and then returned to it a year later when I recommended Fantasy as a particularly Christian medium one year later. A Concern expressed last year also related to magic in games, so at this point it seems that in the month in which Halloween appears I must say something that is related to game magic. In fact, I already have a topic for next year’s October article, so I guess I’m taking the tradition seriously.
Seriousness is one of the characteristics of this month’s character type, the wizard. We would normally call him studious, probably learned, perhaps educated. The wizard is the sort of person who knows great secrets because he applies himself; and because of the breadth and depth of his knowledge, he wields great power. Merlin of Arthurian legend is the prototype for this character, and Gandalf of Middle Earth (Lord of the Rings and The Hobbit) and Dumbledore of Hogwart’s Academy (the Harry Potter series) both capture the concept beautifully. These are men who know, and because they know, they can do.
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