Wednesday, April 28, 2010

Come Together, Coven Me

It's not uncommon. People are social animals. It stands to reason that magic will be a social event for people. Sure there will be loners, there always are, and as with any social context the morality of the majority or at least the strongest personalities will prevail, forcing some to reclusion for their nefarious deeds. There are many advantages to gather multiple spell casters together to work on a shared goal. We've already mentioned pooling points, magical essences, or mass quantities of will focused together as one reason. This is something that can even involve non-casters as well, depending on the setting. So, what are the other reasons for the joining of mystical forces? As with most things the first and easiest answer is logistics. These can be logistics of a martial type, but they can also be a matter of non-violent nature.

The first logistical need anyone might have is coverage. How much of an area does a spell cover? Even boosted the scale has to be less if cast by only one person. Aside from the raw size of the area multiple participants can achieve different shapes or configurations of coverage. The areas need not even overlap; the desired effect may be to affect multiple locations at the same time. Time itself can be another strategic obstacle overcome by more than one caster, especially for prolonged effects. This time-restraint may be a matter of fatigue in the short term or sleep in the long term. It may also be a matter of focus and attention that is mitigated by separate participants in a lengthy casting or ritual. Either the area or time factors are a matter of scale so don't forget to cover truly epic scales, or at least as epic as the setting allows.

Focus and attention are not limited to being maintained for long periods of time. One mind can only handle so many details at one time. Here is an opportunity to craft spells that are really impressive, like the Swiss clocks of spells. Again, consider the epic scale, dozens upon dozens of effects or a handful of effects on numerous targets. This can be devastation or construction, detriment or enhancement. Nuance is a good thing here. Layering might be a consideration as well as the tweaking of effects as they are created. Here the skill of the participants becomes important with less skilled casters doing the simplistic parts and the more skilled ones doing the tweaking, and certainly orchestrating it all. Where normally the novices would be given the grunt work only the more experienced members may have to power to shoulder the power requirements. It all depends.

Mood: relaxed.
Music: Come Together by Aerosmith and Legions by Stratovarius.

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Wednesday, March 18, 2009

Anatomy of a Horror Setting #4-3: Scalar Planar Collisions

Scale is the means by which things are measured whether it is a mile, or a millimetre, or a setting or plot. The scale of story elements in a horror story tend toward the small with a few notable exceptions. One of those exceptions is the zombie apocalypse story. The apocalypse portion of the requirement does not rule out the small scale though. The focus always narrows down to the key characters and their involvement with the crisis, and the antagonists, the zombies. This focus shift is true for all stories. If the intention of coming up with the setting is not for a single story then the scale needs to be examined even more thoroughly. Though they come in different flavours a predominant number of role-playing games fit in the fantasy mould.

Whether the intention is a horror fantasy role-playing game or a storyline with that cross-genre mix scale is an important factor. Zombies are no strangers to fantasy settings, nor are mummies and animated skeletons. They are common on a small scale. Armies of them appear occasionally, covering the middle ground, but usually not as a global level threat. Given the day-to-day level of horror inherent in most fantasy settings, even to some extent in medieval life, zombies don’t rate very high. Where swordsmen wander ceaselessly crushing evil, zombies are not a real threat without an edge greater than being similarly armed to the swordsmen. Something more powerful is usually pulling the strings and presents a greater level of menace bringing the scale, the focus, down again.

Another option is replacing the harbingers of the apocalypse with something more frightening. Defying demonic invasions from the outer planes are the fodder of prophecies to be fulfilled in many a fantasy. Certainly a horror fantasy could reverse things. The prophecy predicts the invasion, or better yet and somewhat its own horror to the protagonist(s) the prophecy fails to be fulfilled. Hell on Earth has a certain appeal for a storyline, or a state of the setting, a backdrop upon which to paint the rest of the story. This is about setting, not plot. This level is the foundation and some of the story structure. Like a house, with only a basement and some outer wall joists any number of frames is possible. Where the construction goes from here quickly becomes a matter of perspective.

Music: Metal Health by Quiet Riot and Funeral Mute by Stever.

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Wednesday, March 04, 2009

Anatomy of a Horror Setting #4-1: Dark Phantasy

There is one more enormous genre that hasn’t been corrupted by horror in this series, fantasy. The broadest category of fantasy generally refers to medieval high-magic settings. There are magical creatures of every stripe, races that interact and conflict with humans, and magic that is a powerful force wielded to far-reaching affect on the world and everything in it. Most of the stories take place in medieval Europe though often details like how feudal life worked, peasants lived, and their ability to do things within the hierarchical caste system sometimes falls to the wayside. To a large extent taking the time period forward to modern eras--anything 1900s or later--has already been covered. There are some settings in the industrial age but that will come later.

It is a common belief that it is nearly impossible to bring about real horror in the traditional fantasy setting, much like it is claimed to be in the super-hero genre seen in comics. The main point of contention is that which makes it fantasy in the first place, the in your face, capable of anything, game-changing, world-defining magic. Deities have influence and power in these settings if only through their priests and followers. There are rarely infernal beings without celestial counterparts. Then there are the heroic aspects aside from the magic. Knights and Paladins wander the lands performing monster-slaying deeds and facing off against impossible odds like battling fire breathing, arcane infused, dragons. These brave souls often face and defeat the masters of magic as well.

The answer as usual to tackling this problem is all about the setting. It starts with asking the right questions and choosing the answers that will aid the horror at all levels. Working within the constraints of the genre as it stands on its own is only one of two options. Changes can be made to the fantasy genre assumptions since the type of fantasy discussed thus far is the largest chunk, not the only chunk. Magic in a horror fantasy requires a different approach if not an alteration in power level. Scale is another important factor to consider and can make great differences in the quantity and quality of horror in the setting. Perspective is going to be another factor that is important in imparting horror to the settings and plots. These are the starting points upon which to proceed.

Music: Objects in the Rear View Mirror by Meatloaf and Watching Over Me by Iced Earth.

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