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. The first being, what is it? What is Magic 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? And third, how does it work in my game
system? How do I want it to work in my
game?
The
most basic definition, according to Webster's New College Dictionary (1981
edition) is; "a display of power from a source unknown to the
observer". By this simple
definition, we can see many things that are "magic" in history. Any miracle of God seen by a non-believer
could be called Magic. Any supernatural
activity performed by demonic forces can be called Magic. Slight of hand tricks of illusion by a
performer that are not known by the audience can be called Magic. And finally, any force of nature not known
to the observer could be called Magic, I'll expand on this one later. So Magic in reality and fantasy is any
unknown force or power to the observer.
Modern
day Christians have the luxury of knowing what powers and forces that are
observed, for the most part, are.
Subsequently, by virtue of our knowledge and insight, we don't
experience much Magic in this world. If
we observe demonic and occult powers, we should call them what they are,
demonic, and not mislabel them as Magic.
Just the same as if we witness a miracle of God, do we call it
Magic? No, for we as modern day
educated Christians know what it is, and give the glory for it to God. Magic is a good word with a great
definition, but over time in the Church has taken on a very bad meaning,
demonic power, because of misuse by intellectually lazy pastors and teachers. A synonym for Magic that I like is
Wonders. Now that's a cool King James
word. Derived from the question;
"I wonder how that happened?"
And yes, there is one point of Magic in Christianity that no theologian
will ever figure out; Calvary. I
Wonder how God the Son got separated, by taking on all the sins of the world of
all time, from God the Father? I Wonder
how God died for God? The Magic of the
Cross is a point of Wonder that many a theologian will debate and talk about
and still come to the same conclusion, I don't know…isn't it amazing and Wonderful
what Jesus did?
To
answer what Magic is to role-players, let me start by answering the second
question. Why do I have it in my
game? I would say because it's fantasy,
fun, and expected. Fantasy, because I'm
stepping away from reality and into my game world, where my characters are
heroic and the confines of reality are replaced with the confines of my
imagination. In the fantasy genre
especially, magic is a necessary tool to create the illusion of a different
reality so that the imagination is freer then in the confines of our fallen
world. Yet it is simply one of many
tools used to create this illusion of a different reality. A very creative game designer or referee could
create the illusion of an alternate reality without the use of magic, but it
would be very difficult in light of our definition above. Secondly, it is fun to play in a world where
the supernatural or unknown powers can
influence a characters life and can be used by the character, or vise
versa. This is purely a matter of opinion,
but for me it is fun to have an element of supernatural unknown in the
game. And lastly, it is expected in the
fantasy gaming culture. Players, for
the most part, unless they started role-playing in a non-magical sci-fi or
historical game system, have come to expect Magic to be present or at least an
optional part of any good fantasy game system.
If you want to create a fantasy game system or world that role-players
will want to play, Magic is a necessary part of its development.
But
that leaves us to the question of how.
How do we implement Magic in a game system as Christians? Isn't there Biblical commands against
Magic? No. Let's look at what the text actually says.
Here
is the main passage that is pointed to by the people who claim it commands
against Magic, but I actually bother to include the CONTEXT of the passage:
"DEU 18:9 ¶ "When
you enter the land which the Lord your God gives you, you shall not learn to
imitate the detestable things of those nations. DEU 18:10 "There shall not
be found among you anyone who makes his son or his daughter pass through the
fire, one who uses divination, one who practices witchcraft, or one who
interprets omens, or a sorcerer, DEU 18:11 or one who casts a spell, or a
medium, or a spiritist, or one who calls up the dead. DEU 18:12 "For
whoever does these things is detestable to the Lord; and because of these
detestable things the Lord your God will drive them out before you. DEU 18:13
"You shall be blameless before the Lord your God. DEU 18:14 ¶ "For
those nations, which you shall dispossess, listen to those who practice
witchcraft and to diviners, but as for you, the Lord your God has not allowed
you to do so. DEU 18:15 "The Lord your God will raise up for you a prophet
like me from among you, from your countrymen, you shall listen to
him." -NASB
It
doesn't take a rocket scientist to see that the passage is talking about
rituals and ritualists associated with the Canaanite religion. And God is commanding them not to follow the
Canaanite religion or fall into these practices. They are to lean on God and His prophets (now His Word, the
Bible) for their (our) guidance. Let's
look at the main terms used here that are usually associated with Magic.
"divination"
#5172
nachash
a
primary, primitive root
"to
practice divination, observe signs"
practices
"witchcraft"
#6049a
anan
a
primary, primitive root
"to
practice soothsaying"
interprets "omens"
#226
oth
from
184
"a
sign"
"sorcerer"
#3784
kashaph
denominative
verb from 3785
"to
practice sorcery"
One who casts a
"spell" -nasb
"wizard" -kjv
#2267
cheber
from
2266
"company,
association, spell"
"medium" -nasb
#178
ob
from
an unused word
"a
bottle (made from animal skin), a necromancer"
"spiritist"
#3049
yiddeoni
from
3045
"familiar
spirit"
In
a nutshell, what all of these phrases are talking about is divination and
calling upon powers (read demons, pagan gods (demons again), or supposedly the
dead (demons again)) from a Pagan perspective.
They are in contrast to prophecy (and now Scripture), which is the
correct method for calling upon the Lord and listening to His instruction.
Modern
day examples of these evil practices are: Astrology;
tarot; I Ching; rune; Ouija board; Radionics / psychometry; palmistry;
crystal-gazing; metoscopy / physiognomy / phrenology; geomancy; and water-dowsing.
None
of this has to do with Webster's definition of Magic. We as Christian role-players do not want to be involved in any of
the above forms of "magic", and should avoid designing a role-playing
game that indorses such things. Not
that it is a sin to play a character involved in such things, as it's the
character, not the player who is involved.
But if we are actually designing a game, these thing should be Evil and
off limits to our hero player characters.
How
does one use Magic in a role-playing game that is not a part of the
"evil" magic? Simple; since
it is our world we are creating, then let unknown power, Magic, become part of
the Creation. This avoids all the
controversy. Magic is another unknown
power in creation, just like gravity and magnetism. There is no calling on entities or powers. Every player character, or certain player
characters that have the ability, know how to tap into Magic, and use it. Just like some scientists know how to tap
into nuclear fission and use it. Magic
is a moral neutral and can be used for evil or for good, just like gravity,
fire, water, air, animals, plants, rocks, etc. etc. Man for both evil and good uses Creation. This model of Magic allows for character and
game referees to make liberal use of it.
It
is interesting to find out that the 1st Edition of Advanced Dungeons &
Dragons uses this model for their Magic system. "The triggering action draws power from some plane of the
multiverse. Whether the spell is an abjuration,
conjuration, alteration, enchantment, or whatever, there is a flow of energy -
first from the spell caster, then from some plane to the area magicked or
enspelled by the caster. The energy
flow is not from the caster per se, it is from the utterance of sounds, each of
which is charged with energy which is loosed when the proper formula and/or
ritual is completed with their utterance.
This power then taps the desired plane (whether or not the spell user has
any idea of what or where it is) to cause the spell to function. It is much like plugging in a heater; the
electrical outlet does not hold all the electrical energy to cause the heater
to function, but the wires leading from it, ultimately to the power station,
bring the electricity to the desired location." - Advanced Dungeons and Dragons Dungeon
Masters Guide, p.40. In a Christian
game of AD&D, the "power station" would be the force of Magic in
God's creation.
What
is a Christian Worldview? How does this
model of Magic fit a Christian Worldview?
A Worldview is how you perceive the world and interact with it. Christians perceive and interact with the
world around them differently then do non-Christians. First, Christians have a set moral code laid out in
Scripture. All moral and ethical
decisions are based upon the standard of Scripture. Second, Christians see the world as a product of God's
design. Some may differ on how God
designed it, but they do see it as a product of divine direction and
creativity. Most non-Christians see the
world as the product of random chance and time. Christians view the world through an odd set of spectacles. One lens sees Existential Reality, the
physical world around us. The other lens sees the Essential Reality, the
Kingdom of God, though through a very dim glass. With our special spectacles, we view the world around us
different then non-Christians. And see
value in things that the world views as not having any value, and devalue
things the world holds in high esteem.
But what does this have to do with Magic in role-playing games? Only that it is the World View of the game
that determines the ethical, moral, and creative thinking of its
participants. And it is the GM who is
the force that controls what World View of the game takes on.
In
apologetics, the term Magical Worldview has been coined recently. This view says that supernatural powers or
forces can be manipulated through rituals.
Please do not confuse my use of the world Magic, with the idea of a
Magical Worldview. The concept of the
Magical Worldview sees unknown powers or the mystical power of God as being
manipulated by us humans through the use of key words ("In Jesus
Name" used as a "magic" phrase to manipulate God) and through
the use of rituals ("fasting" in order that prayers while fasting
will be more effective). In my opinion,
this is counter to the Christian Worldview.
But still, there is some sense in which we do have an effect (not
manipulation) on what God does in response to us (JAM 5:16 Confess your faults one to another, and pray one for another,
that ye may be healed. The effectual fervent prayer of a righteous man availeth
much.-KJV).
The
Christian Worldview, however, sees prayer and works as not an attempt to
manipulate God, but to appeal to Him for His help, which He may give an answer
different then our expectations. The
Christian Worldview sees all power and all authority in Christ, which makes it
impossible for anyone to manipulate Him.
He not only created reality, but also sustains it. ROM 11:36 For from Him and through Him and to Him are all things. To
Him be the glory forever. Amen. -NASB. Here the term Magic takes on a different meaning, one where Magic
is no longer used to describe an unknown power to the observer, but used to
describe the key words or rituals used to invoke a response from a power. Magic, in this sense of the word, is
something that the first person is doing.
Magic in the Webster sense is something that the third person is
observing.
Looking
back to our excerpt from AD&D's DM's Guid, we see spells described in terms
of key words and rituals. Yet they are
clear to point out that this is the prescribed method of drawing the power from
the "power station" to supplement the casters own power, and not a
method used to manipulate supernatural powers (God). It is not the method that defines a Magical Worldview, but the
intentions. So it would not fall into
the category of a Magical Worldview.
The
GM must decide how he wishes Magic to operate in his campaign, and the way it
operates should reflect our Christian World View. The only truly acceptable option is that Magic is a natural force
of nature that God has put into operation, like gravity.
Games
systems that use Magic in them like GURPS, (A)D&D, Earthdawn, Warhammer
Fantasy, Alternity (using FX: Beyond Science sourcebook), In
Nomine (referring to songs), Toon (using Dungeons and
Toons from the Tooniversal Tour Guide), etc. can all be easily
brought in-line with a Christian World View by simply defining your terms used
in the games so that Magic is a natural energy source. Point based and cast & forget spell
systems are easy to link to Magic as a natural force of creation. And in fact, it also allows for more
flexibility on the part of the GM for having Low Magic areas in the game. Characters that start relying on spells too
often can find themselves in a Low Magic area and not be as effective.
Now
some will argue that Magic in an RPG could be high technology that the users do
not understand, and not a force of nature.
However, I would argue that the Webster's definition of Magic does not
cover technology. Although we may not
understand exactly how a piece of technology does what it does, we still
recognize it as a man made device.
Magic as a natural force is more mysterious and throws in the element of
the wonder that one would hope to see in a Fantasy based RPG. In this wise, Magic is still unknown, holds
it mysterious elements, and still meets up to the standard of a Christian World
View.
What
about Clerical Magic and Psyonics? They
are beyond the scope of this article, but in a nutshell; they can easily be
converted to a Christian World View.
Psyonics are simply another natural force in God's creation. Clerical "magic" is simply a
method that God ordains for His followers to use to call upon Angels to do
certain tasks for the glory of God. The
'gods' of Good in a poly-theistic game system are simply Angels of the Lord
with specific areas of responsibility, like the River god in C.S. Lewis' Narnia
Chronicles. A Clerical "spell"
that is not godly in nature will simply fail or be carried out be something
other than an Angel with dire consequences.
So
you need not throw out the baby with the bath water, but simply define the
terms to make the system conform to a Christian World View.
Rev.
Rodney E. Barnes, M.Div. <mailto:TheGameMaster@Hotmail.com>
Christian
Gamers Guild Chaplain
Author
of Claymore! RPG <http://www.hevanet.com/rebarnes>