• This entry is part 1 of 6 in the series "No Magic" Fantasy Plot Hooks

    Long ago, one of my friends (I forgot who) who explicitly told me that he hates fantasy and fantasy games. Where? Magic is often used as a crutch. Magic can be used for deus ex machina, to explain strange weathers – anything! Be it gods, unspeakable horror, faerie creatures and so on, they have been used to, sometimes carelessly, just to explain everything. “A wizard did it!” “An imp ate my homework”

    The line between using magic effectively or carelessly is something that I have been thinking about. On one hand, it is good to use magic to preserve the mystery of a setting and the Meta Plot, but it get tiring when it’s always evil sorcerers, unhinged druids, mentioned unspeakable horrors, infernal demons and unexplained psionic manifestations behind the scene. So for this week, the usual daily adventure hooks would have no magic as its explanation whatsoever. That also includes faerie creatures and monsters which have magical abilities.

    Consistent Magic or Mysterious Mysticism?

    One of the thing I have been pondering over why D&D and Dragon Warriors are different in term of magic and the supernatural is because in D&D magic is fleshed out entirely. Schools of magic, meta-magic feats, what can be done, what not and so on. It’s limiting at first, and I find all the explanations suffocating, but on thinking through it, some people do like it. Magic cannot be used carelessly. It is possible to build a challenge revolving around the schools of Magic in D&D (or just see the speculation of who actually saved V and O-chul in the latest Order of the Stick comic).

    I can now understand why some people prefer magic to have rules and to be a closed system, rather than an open system where are lots of unknown. I guess it’s no a matter of “this way is better”. In Dragon Warriors, the school of Sorcery and Elementalism are not the only form of magic there is. There are faeries, not documented and not detailed, and what they can do is entirely up to the GM’s imagination. Those holes allow the GM to challenge the magic-using players.

    Yet this could get annoying when the GM keeps springing up “this is a new form of ancient magic which you have never encounterd before”. I have been guility of that. So how to you retain mystery and but not carelessly? I like to think of magic, like cooking and other disciplines, have basic fundamental. Work out the fundamental of magic for your setting and let the players know, but allow for variants and differences for different cultures, different ages and so on. For example, a very good fundamental would be the classic Five Elements, or Ars Magica’s arts and forms. Using those as fundamentals, even when a magic user comes across a mysterious form of magic, he would have some clue to proceed. The clues could either grant specific formal bonuses (which you need rules for) or a bargaining chip for certain rolls (agreed between the player and the GM).

    Though said, I am intrigue now by how D&D handles magic. The game is not my cup of tea, but having a ‘science of magic’ defined would help to remove the accusation that GMs and fantasy authors use magic as a crutch as an explanation for everything.

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  • This entry is part 2 of 6 in the series "No Magic" Fantasy Plot Hooks

    Note: This is the start of a week of “Look Ma, no magic!” plot hooks. Basically, none of the explanations would include magic, ancient divine powers, unspeakable horrors or such.

    The fields of the surrounding farmlands have been set ablaze, more than six times during the course of the month. Crops are burnt, villages scattered and the farmers moan, because it is almost time for harvest. The surrounding remaining farmlands have put together what money they could spare to get trustworthy adventurers to hunt down the arsonists, and if possible, protect their fields.

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  • This entry is part 3 of 6 in the series "No Magic" Fantasy Plot Hooks

    For some time, upon the peaks of the distant hills, one could see strange glowing white lights. The superstitious villagers are unnerved by it, and refused to venture into the forest near the hill. The local lord is upset about it, for the lumber mill inside there is unmanned due to most of the villagers refusing to go near the hill; even the local hunters are steering clear of the area.

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  • This entry is part 4 of 6 in the series "No Magic" Fantasy Plot Hooks

    With the growth of towns and cities, vermins of all sort (and shapes) begin to infest the dwellings of men. Rats are just one of the more numerous, persistent and stubborn pest to roam the streets and ancient sewers. Besides devouring stores of food, they are also bringer of plauge and diseases. Rat-catchers, often menials from villages or prisoners serving “correction” are often employed to keep the population of rats in check. However, recently it seems to be the other way round. Rat catchers found been found dead in tunnels beneath the city, and some went missing and never returned. Have the rats really dragged them off?

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  • This entry is part 5 of 6 in the series "No Magic" Fantasy Plot Hooks

    A once-great noble family has fallen into decline, its people quarreling and squabbling with each other for land, rights and serfs.  When the founder of the house was given the land by a king of old, a writ situated that only the the designated lord may owe the lands, and that the lands may not be split. However, with the family now broken into factions, many of them wish to be independent, and sent a group of adventurers ransacking the royal archive for the original copy of the writ (two copies were written – one for the founder, and one kept in the archive) and lo! The copy from the royal archive has no such stipulations about the splitting of land. What is going on?

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  • This entry is part 6 of 6 in the series "No Magic" Fantasy Plot Hooks

    Brigands attacking merchants caravans and wagons are one thing, having them to entirely disappear without a trace is another. It seems that after the attacks, any attempts to track the brigands and the trail of the stolen caravans or wagons is futile. The tracks can be followed for a while, then suddenly they abruptly disappeared, as if the brigands just vanished into the thin air.

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