In which the author indulges himself in airy speculation, which may not really add up to much of substance.
A
property of speculative fiction settings is that the question gets posed: how is
this world different to our own?
We
answer this rather promptly; often in the first section of the chosen medium.
The First Chapter has a propaganda broadcast by a dystopian regime; the First
Panel illustrates a trip through time; the First Scene displays stars and
star-faring vessels; Character Creation offers us the chance to play a Dwarf,
Elf or Goblin.
There
is a question beyond this that a certain narrative strand in some works of
fiction and the mediums of video and tabletop gaming offer a manner of
answering. To whit, why is this setting different?
That
is to say, we get to delve into the world and not just walk through it but
grasp it. To know the secrets of that cosmos and pick them apart. It’s a power
fantasy in its own right. Not “I have power because I’m the biggest, meanest,
toughest Son of a Bantha in twelve star systems” but “I have power because I
have walked through realms without number; and I have drunk deep of the well of
knowledge. My tongue speaks the language of the angels and the runes of life
are carved on my bones.”
[We might think of this as the
Mage-type power fantasy; the mean-tough-champion-heavyweight-of-the-known-universe
is the Warrior.
We might think of one or two
further, mimicking traditional RPG roles “I have power because I can get out of
anything: by donning my cloak of invisibility, with a well-placed arrow, a
witty quip, a cunning plan or a bout of Errol Flynn swordplay.” Call this the
Rogue.
Again, “I have power because
I am a beacon of (a particular, in-universe) morality and ethical practice.”
Call this the Cleric.
If you know your Norse Myth,
let’s say, in order as above “I want to be....Thor/Odin/Loki/Baldur.”
This is as much how one uses
power as how one gains power. They feed off one another.
Mix and match or exaggerate
certain elements from above the above to suit any given scenario. Paladins –
and Superman – mix Warrior and Cleric. Bards, Diplomats and Con-Artists take to
extremes the witty quip of the Rogue.
Just because your Cleric
worships a Satan analogue doesn’t mean she isn’t a Cleric. Just because your
Warrior has a given code, that doesn’t make him a Cleric; IE, even if he will
only kill in a ‘fair fight’, that doesn’t mean he sees any less appeal in
“crush your enemies, see them driven before you and hear the lamentations of
the women.” Just because your Mage is only an Apprentice, it doesn’t mean she
isn’t a Mage and isn’t fueling that fantasy.
Just because the main
character or the character you have created is a Soldier or a Spy or a Priest
it doesn’t mean they aren’t playing off the Mage-Fantasy. George Smiley is a
Spy, but he unearths mysteries and comes to the truth: like a Mage. A
Conspiracy Thriller will frequently have a Physically Able, Combat-Ready
Protagonist. Of course, the fantasy and the character can very easily align:
smuggler Han Solo plays nicely as a Rogue.
Television, Literature and
Cinema portrays these rather than letting you control them. It’s step away from
“I want to be Thor!” but not a complete removal. In contemporary terms, James
Bond is a Rogue, President Bartlet is a Cleric (Separation of Church and
State?), Sherlock Holmes is a Mage and John McClane is a Warrior. ]
So:
one of the primaries joys of these works of fiction is the Wizard-Joy, the Mage
Fantasy. It’s the moment when Winston Smith reads On The Theory and Practice of Oligarchic Collectivism . We learn
the back-story, the ins and outs. Even if in Nineteen Eighty-Four this is undercut and doubt is raised, the
moment when it happens is somewhat empowering. The moment when the curtain is
pulled back; when you find out what the magician has up his sleeve; a moment
common to Fantasy and Horror. Indeed, even if in
a RPG the available literature is rarely conclusive or definite or deliberately
leaves a mystery unsolved for doubt and discussion, the fact of having all the
literature on the topic available is wonderful. Gandalf doesn’t just kill
people; any idiot with a sword can do that (if you will). He rarely chucks
fireballs about. But he knows an awful lot.
Similarly
(after a fashion), Old Ben Kenobi, Jedi Master in A New Hope. He is sparing in his application of violence. He can
find his way round the Death Star without a map (whether or not this is a canon
Jedi power, it certainly looks a lot like that). He can get you a ride out of
here onboard the Millennium Falcon. (A
crucial thing to consider, that. Kenobi doesn’t just do the in-universe
equivalent of teaching Luke the Apostles’ Creed and spouting some exposition.
He can handle Mos Eisley lowlifes and Sith Lords. Sometimes.)
Where
to end all this? Some works feed a certain power fantasy; one such fantasy is
that of the mage. I come to the realisation that the works I enjoy have an
element of this about them (one of my favourite moments in role-playing was
just such a moment; one of my former GM’s favourite moments was building on the
background I had written, tickling my 'mage-instinct') and the works I create are
created to indulge this. So if I run a tabletop game for you or send you a
short story, bear this in mind!
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