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Worlds of Design: Magic vs. Technology
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<blockquote data-quote="lewpuls" data-source="post: 8143566" data-attributes="member: 30518"><p>In connection with my discussion about <a href="https://www.enworld.org/threads/worlds-of-design-fantasy-vs-sci-fi-part-1.665867/" target="_blank">differentiating science fiction and fantasy</a>, here’s a related question: How do we tell what’s magic, and what’s technology, especially in light of A. C. Clarke’s famous maxim?</p><p></p><p style="text-align: center">[ATTACH=full]129843[/ATTACH]</p> <p style="text-align: center"><a href="https://pixabay.com/illustrations/steampunk-laboratory-bird-bee-4888765/" target="_blank">Picture courtesy of Pixabay.</a></p><p></p><p></p><p>Having a strong grasp of differences between magic and technology is useful to both role-playing game designers and to game masters. Sometimes it's hard to say what the difference may be.</p><h2>A Matter of Knowledge</h2><p>My take is that the familiar or <strong>knowable </strong>tends to be technology, and the unfamiliar or <strong>unknowable </strong>tends to be magic. Technology and science aren't quite the same thing: technology is applied science. But here we'll speak of them together.</p><p></p><p>Keep in mind, with our current technology we could reproduce many of the miracles that any particular set of religionists are said to have witnessed. Those are magic to the religion, yet we could use technology.</p><p></p><p>Magic has an <strong>air of mystery </strong>that technology does not (or shouldn’t, anyway). Someone can explain how tech works. That's rare in magic, magic just IS.</p><p></p><p>Does technology require machinery? To create it, perhaps; to use it, I don't think so.</p><p></p><p>Novelist Brandon Sanderson's magic systems have rules and bases, but then get to the "black box" stage: "this works because it does, we don't know why or how." <strong>Science attempts to understand the black box</strong>, tries to keep working deeper and deeper into "why". Magic systems rarely bother. Perhaps that is the fundamental difference between magic and technology: we understand why technology works, but no one really understands why magic works, <strong>it just does.</strong></p><p></p><p>In a game, magic inevitably becomes "hard" to the extent that the rules of the game must explain exactly how things work. Yet heavy reliance on the "black box" is still there.</p><p></p><p>If you’ve ever read a tome purporting to be about real-world alchemy (yes, they do exist), you've seen the author trying to turn alchemy into a kind of technology with rational explanation, but entirely BSing it—a bogus "explanation" amounting to "it just is" if not "it's magic."</p><p></p><p>Isaac Newton famously said, "if I have seen further it is by standing on the shoulders of giants" (previous scientists). Technology tends to <strong>derive from previous</strong> technology. Magic frequently just happens through "mystic discoveries."</p><h2>Mass Production</h2><p>Are everyday items, items that are technology in our contemporary world, producing many of the same effects through magic? So which is it?</p><p></p><p><strong>Mass production </strong>implies technology. Individual production implies pre-technology (which can include magic). Obviously, we had individual production before the Industrial Revolution, but I nevertheless regard mass production as a sign of technology, not magic. (Of course, we can conceive of a magical world where mass production exists: but is that natural, or forced by the creator of that world?</p><h2>The Frequency of Magic</h2><p>How often do you encounter someone who can cast magic spells/make magic (as opposed to use a magic item)? How often do you encounter someone who can <strong>create </strong>magic items? For that matter, how hard is it to make magic items? (I'm reminded of the vast number of potions cheaply produced in the original version of <em>Pathfinder</em>. This "smells of" technology even though it is magic.)</p><p></p><p>If magic includes an air of mystery, then is anything that is commonplace not magic, even if it is mass production of potions?</p><h2>Star Wars: Magic or Technology?</h2><p>Many call <strong><em>Star Wars</em></strong> science fantasy. The Force, and light sabers, are mysterious, unknown, and to an extent unknowable (despite the "midichlorians"). Some of the technology is "indistinguishable from magic," such as the instantaneous communication throughout the galaxy (that is nevertheless easy to jam). I'd call <strong><em>Star Wars</em></strong> magic, tacked onto a more or less science fiction setting.</p><h2>Knowledge vs. Familiarity</h2><p>In the end, familiarity is less important than whether something is knowable. Knowable as in, understanding what happens to make the black box work. If it's mysterious, something we don't think can be figured out, we tend to think of it as magic. If we think it can be figured out (even if it has not been, yet), it is more likely technology.</p><p></p><p><strong>Your Turn: Where do you draw the line between magic and technology in your campaigns?</strong></p></blockquote><p></p>
[QUOTE="lewpuls, post: 8143566, member: 30518"] In connection with my discussion about [URL='https://www.enworld.org/threads/worlds-of-design-fantasy-vs-sci-fi-part-1.665867/']differentiating science fiction and fantasy[/URL], here’s a related question: How do we tell what’s magic, and what’s technology, especially in light of A. C. Clarke’s famous maxim? [CENTER][ATTACH type="full"]129843[/ATTACH] [URL='https://pixabay.com/illustrations/steampunk-laboratory-bird-bee-4888765/']Picture courtesy of Pixabay.[/URL][/CENTER] Having a strong grasp of differences between magic and technology is useful to both role-playing game designers and to game masters. Sometimes it's hard to say what the difference may be. [HEADING=1]A Matter of Knowledge[/HEADING] My take is that the familiar or [B]knowable [/B]tends to be technology, and the unfamiliar or [B]unknowable [/B]tends to be magic. Technology and science aren't quite the same thing: technology is applied science. But here we'll speak of them together. Keep in mind, with our current technology we could reproduce many of the miracles that any particular set of religionists are said to have witnessed. Those are magic to the religion, yet we could use technology. Magic has an [B]air of mystery [/B]that technology does not (or shouldn’t, anyway). Someone can explain how tech works. That's rare in magic, magic just IS. Does technology require machinery? To create it, perhaps; to use it, I don't think so. Novelist Brandon Sanderson's magic systems have rules and bases, but then get to the "black box" stage: "this works because it does, we don't know why or how." [B]Science attempts to understand the black box[/B], tries to keep working deeper and deeper into "why". Magic systems rarely bother. Perhaps that is the fundamental difference between magic and technology: we understand why technology works, but no one really understands why magic works, [B]it just does.[/B] In a game, magic inevitably becomes "hard" to the extent that the rules of the game must explain exactly how things work. Yet heavy reliance on the "black box" is still there. If you’ve ever read a tome purporting to be about real-world alchemy (yes, they do exist), you've seen the author trying to turn alchemy into a kind of technology with rational explanation, but entirely BSing it—a bogus "explanation" amounting to "it just is" if not "it's magic." Isaac Newton famously said, "if I have seen further it is by standing on the shoulders of giants" (previous scientists). Technology tends to [B]derive from previous[/B] technology. Magic frequently just happens through "mystic discoveries." [HEADING=1]Mass Production[/HEADING] Are everyday items, items that are technology in our contemporary world, producing many of the same effects through magic? So which is it? [B]Mass production [/B]implies technology. Individual production implies pre-technology (which can include magic). Obviously, we had individual production before the Industrial Revolution, but I nevertheless regard mass production as a sign of technology, not magic. (Of course, we can conceive of a magical world where mass production exists: but is that natural, or forced by the creator of that world? [HEADING=1]The Frequency of Magic[/HEADING] How often do you encounter someone who can cast magic spells/make magic (as opposed to use a magic item)? How often do you encounter someone who can [B]create [/B]magic items? For that matter, how hard is it to make magic items? (I'm reminded of the vast number of potions cheaply produced in the original version of [I]Pathfinder[/I]. This "smells of" technology even though it is magic.) If magic includes an air of mystery, then is anything that is commonplace not magic, even if it is mass production of potions? [HEADING=1]Star Wars: Magic or Technology?[/HEADING] Many call [B][I]Star Wars[/I][/B] science fantasy. The Force, and light sabers, are mysterious, unknown, and to an extent unknowable (despite the "midichlorians"). Some of the technology is "indistinguishable from magic," such as the instantaneous communication throughout the galaxy (that is nevertheless easy to jam). I'd call [B][I]Star Wars[/I][/B] magic, tacked onto a more or less science fiction setting. [HEADING=1]Knowledge vs. Familiarity[/HEADING] In the end, familiarity is less important than whether something is knowable. Knowable as in, understanding what happens to make the black box work. If it's mysterious, something we don't think can be figured out, we tend to think of it as magic. If we think it can be figured out (even if it has not been, yet), it is more likely technology. [B]Your Turn: Where do you draw the line between magic and technology in your campaigns?[/B] [/QUOTE]
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