Episode 8: Nothing Up My Sleeve, Part Two
October 8, 1999 in Articles
A quick word from our sponsor…
Before we get back to the show, I’ve got to take care of two small details.
1) I’ve got a new e-mail address. Any mail you send me regarding ORKWORLD should be sent to “orkboss@orkworld.com”. That should clean up my mailbox right quick.
2) My words in last week’s article could be read as saying: “Neo pagans are a bunch of people who don’t know what they’re doing.”
If that’s how my column came off to you, I owe you a very sincere apology. Attacking other people’s faith is not an activity I participate in. In fact, I myself am an Omnitheist. I believe in all the gods, all the time. To quote Harry d’Amour, “You can’t have too many saviors.”
Another religious scholar, Crash Davis, also has an opinion on the topic. I’ve tried to follow for most of my life, but we’ll talk about Crash’s point-of-view on religion at the end of the column.
* * *
Last week I talked about shamanism, magical realism (a term I hate as much as I hate “genre”), and I eluded to a fellow named Hermes Thrice-Great. Let’s talk about him for a while.
Hermes Thrice-Great was a fellow who lived quite a long time ago. Exactly when he lived is up for debate, as well as just about every fact we know about him. You see, just like Plato, folks are pretty certain that Ol’ Triple-Plus Great wasn’t a single person, but a bunch of people, writing under a single name. But that’s besides the point. What we’re here to talk about is how he “single-handedly” changed magic forever.
Hermes was one of the first folks to suggest that magic was an observable phenomenon, one that could be duplicated if you got the ingredients right. In other words, he treated “magic” like science. This little sentiment has done more harm to magic than any other in the history of mankind. After all, the magic we discussed last week isn’t observable at all, it’s an implicit understanding of spontaneous events and the emotions they bring to the surface.
To make all that clear, let me give you one more example. One that illustrates exactly what I’m talking about:
Disneyland.
I’m standing with five or six friends (out of a thirty person group) in line for the Pinocchio ride. Across the way is Snow White’s Scary Adventures. High in the tower above us is a window. I’ve got nothing better to do, so I’m watching the window.
Then, the curtains of the window part and the Evil Queen is standing there, looking down at me.
She’s beautiful. She’s cunning. She’s crafty. She’s evil. She’s everything every gamer desires in a woman.
I laugh. Everyone turns to see what I’m looking at. They all feel the exact same emotion I’m feeling.
And, together, all five of us sing a quick stanza of God Save the Queen. Spontaneously. Without rehearsal. Without even verbally making the suggestion. All together, at once.
Then, as the last word fades from our lips, the curtains close and she’s gone.
Later, all thirty of us are leaving. We stop by the window. My five friends and I have told them what happened earlier in the day. When she opens the curtains, we all sing the song, but it’s not the same. It doesn’t have the magic of the previous moment.
Why?
Because the first moment was candid. The second moment was contrived.
Magic isn’t about spells and potions and cauldrons and familiars, its about being able to recognize a special event when it occurs. It’s about “sight”. It’s also about learning from those experiences and using the knowledge you gain later in your life. Just because you witness an auspicious event doesn’t make you a “wise woman”.
“Well,” you say, “that’s all fine and dandy, but how do I throw fireballs with it?”
Glad you asked.
* * *
See that tree over there? That’s where Grimshlee the Half-Blind fought off fifteen elves. He died under that tree. His blood oozed from his body down into its roots. That tree is magic.
Now, how do we make it magic in the game? Easy. We give the tree a Trait.
The tree is a story of great courage. Therefore, the tree has the Courage Trait. If an Ork fights under that tree, he will gain one extra die. If he fights against elves, he gains another die. If he fights against a whole lot of elves, he gains another die.
You see where we’re going here?
Everything in the world has the capacity for magic. When auspicious events occur and someone is there to tell the tale, as long as someone remembers, that tree will be magic. As soon as the story dies, the magic dies. That’s why bards are so powerful in Ork culture. They know all the stories. They know all the magic places.
Now, there can be an argument made that if you fight under that tree, you’ll defeat all the elves, but there’s also a good chance you’ll die there… but that’s what great stories are about, right? They’re about circles.
Look at Star Wars. Lots of circles.
Look at Lord of the Rings. Tons of circles.
Look at (let’s see if they let me get away with this one!) Legend of the Five Rings. Circles galore.
Remember last week? Remember my mug? The one that has all those stories in it? How much magic is that thing carrying around in it? How about the Darkest of the Hillside Thickets shirt? It’s got the Friendship Trait, the Camaraderie Trait and the Endurance Trait. Any and/or all of them. That’s up to the GM.
Magic Traits give bonus dice, but those bonus dice only count if the circumstance is right. My Thickets shirt isn’t magic when I’m all alone, it’s magic when I’m with friends. Maybe the tree isn’t magic unless you’re fighting elves. I think you see what I’m after.
Now, let’s talk about making magic.
How many stories do you know that go something like this:
There’s a guy driving in a car with his best girl. He’s got an engagement ring in his pocket. He’s taking his loved one up to the same hill where his father asked his mother to marry him. Why? Because that hill is magic. It’s got the Love Trait (or, the Marriage Trait, or the Devotion Trait, or whatever you want to call it). If he asks her to marry him and she says “Yes” (of course she’s gonna say “Yes!”; this is a magic hill we’re talking about!), then they’ll carry the Devotion Trait with them for the rest of their lives.
You see, magic is contagious.
Born under a good star? You get a Magic Trait.
Born in the same place a great hero was born? You get a Magic Trait.
Soon, you start getting more and more Magic Traits. You become more legendary with each adventure.
And before you know it, people are getting Magic Traits from you. They’ve got a Sam Magic Trait or a Donna Magic Trait because they drank from your cup or they danced with you in the rain to the sound of The Thickets or something equally sentimental.
The best part is that bard characters can make Magic Traits. Check it out:
Three players and a GM. The three players go through a death-defying adventure and return to tell the tale. One of them is a bard. The player (and thus, the character) tells the story. Thus, he gives Magic Points to his players.
(Or maybe “Story Points”? Hm. There’s something there. Don’t know what it is, yet. I’ll have to think about it and let you know next week.)
“Okay, John,” you say. “What happens if I go back to the same place and do the same thing over and over again? Do I get multiple bonus dice?”
If you’re asking yourself this, then you’re missing the point.
It’s about spontaneous sentiment. Not repetition. Here’s another quick example.
* * *
You know ‘bout Percival? You know, the guy who heals the Fisher King?
Well, in case you don’t, here’s a very quick version.
Percival isn’t a real knight; he’s a faker. He’s a farmboy dressed up in armor pretending to be a knight. He’s been quickly trained by a rogue knight, but he’s still very unsure about how he’s supposed to act and all that stuff.
So. With that in mind, let’s head over to ol’ Fisher King’s house.
The Fisher King is in charge of guarding the Grail. But, he’s lost it. He even got injured in the process of losing it. Now, he’s got a festering wound that won’t heal. All that has to happen is a knight come into his court, see that he’s hurt and ask, “What ails you my brother?”
A spontaneous act of sympathy. That’s what he needs.
Here comes Percival. He sits at the table, sees the King is in pain, and wants to ask him if there’s anything he can do…
BUT!
He’s a knight. He doesn’t speak unless he’s spoken to. That’s the rules. That’s what he was taught.
Farmboy Percival wants to ask what’s wrong, but Sir Percival won’t let him. So, he fails the quest. What’s worse, he can’t go back and try again because he knows the answer. If you know what you’re supposed to do, it isn’t a spontaneous act of sympathy, now is it? The Fisher King is still wounded and Percival wanders around for another twenty years hating God for putting him into such a predicament.
Wanna know how it ends? Go read it! And when you do, rent The Phantom Menace and tell me that Anakin ain’t Percival.
* * *
The point of the Percival story is this: magic happens. It doesn’t happen on purpose. The guy taking his sweetheart up to the hill is a good example. If he’s truly in love, if he truly wants this woman as his wife, the magic will be there. If he’s relying on the Bonus Die, he’s in trouble. He’s assuming, and you know what that does.
Bad mojo.
* * *
So, we got ourselves a magic system. Well, the beginnings of it, anyway. At least, that’s how Ork magic works. We’ll have to spend some time talking about elf magic and human magic (if they even have any), but for right now, I’m pretty happy with the way m’boys’ magic is working out.
Which brings us to Crash Davis.
If you don’t recognize the name, it’s from the movie Bull Durham. One of my favorites.
There’s a moment in that film where Crash goes into a little speech about “respecting the hitting streak”. Essentially, it boils down to this:
If you believe you’re on a streak because you’re wearing women’s underwear under your uniform or it’s because you spit three times before you go up to bat or because your girlfriend kissed you before you left for the stadium, then by god, that’s why you’re on a hitting streak!
A lot of people call ballplayers superstitious. I prefer to call them “reverent”. Like Annie says at the beginning of the film, baseball is like a religion. And if another player thinks he’s on a hitting streak because he wears his t-shirt inside-out, nobody laughs at him. Nobody. Because they respect the streak.
I remember watching the Twins the first time they won the World Series. I remember watching them all sitting on the bench with their hats off, trembling those hats down low to the ground.
Does it work?
You’re damn right it works.
And you can say the same thing for every religion on this planet.
If your faith keeps you from bein’ bad, then it works and nobody’s got any right to mess with you about it. Nobody.
* * *
So, this week, I’m telling you all to go watch Bull Durham. Also, check out The Sandbox. It’s another baseball movie, but it’s got a lot of what I’m talking about here. And read or watch The Natural. More goodies, more magic.
Next week, we’re going to talk about how this little magic system of mine changes the game system. Until then, keep your chin clean.
And remember:
Respect the streak.