Absinthe
Arcane
- Joined
- Jan 6, 2012
- Messages
- 4,062
I think a large part of the problem is just a poor ability to envision a mystical setting. There is an excessive tendency to turn magic into a discrete force that can only be commanded by the vaunted magic-users who seem to demote magic to a grab-box of powers and the occasional ritual while everyone else has no superhuman ability at all. Usually when you deal with mythology even mundane people had ways of interacting with mystic forces, although perhaps not that well, and even simple things like oaths, a king's command, sacred rites, particularly foul misconduct, folk curses, significant days (solstices, stellar alignments, holy days, etc.), and so forth would have supernatural implications and effects. Mythic warriors were usually capable of extraordinary feats that cross the line into the supernatural, frequently by overcoming mystical trials, but also through battlecries that could sweep a battlefield and feats of prowess that defy reason, like being able to divert a river with bare hands or something, having extraordinarily good senses, significant dreams, an unusual ability, rites of strength and/or endurance that give them the ability to shrug off what should be mortal wounds naked, gaining power just from eating a bear's heart in a ritually prepared way or something, turning into beasts, and so on. So there's a lot more shit to work with than we see in most fantasy RPGs.
Tbh, that's one of the things the Witcher series handled a bit better, because it wasn't just copying from western fantasy but also a lot of traditional folklore and various mythologies, so it featured various ways that things like curses and mystical effects could interact with ordinary folk without a wizard or similar behind it and how the line between alchemy and magic could be blurred as well as the line between folk superstition and actually effective methods of minor supernatural interaction.
A lot of modern fantasy ultimately draws inspiration from things like D&D, and D&D at its roots was a wargame that turned into a dungeon-crawling simulator into a general fantasy role-playing system (although in all honesty it is still a dungeon-crawling system, considering how D&D's mechanics are almost all about combat, with everything else being handled as a clear afterthought) which created a more perfunctory implementation of magic where mystical abilities are more the sole domain of mages.
Now, you don't need to lift all this kind of stuff just to have decent warriors or something, but my point is there's a lot more to doing a fantasy setting than having magic as a discrete set of powers for the magical ones where the rest are handicapped by the rules of a mundane world, and that kind of conceptualization probably plays a pretty big role in these design issues where mage-types get all the awesome powers and everyone else looks like a scrub. In the end, a lot of it really goes back to the example D&D set and the people who just built on top of it instead of reexamining what makes a good fantasy setting, a problem that's also worsened by the fact that D&D's wizards are basically gods that can do whatever the fuck they want because they readily get all kinds of magic, instead of taking a nuanced approach to magic proficiencies.
Tbh, that's one of the things the Witcher series handled a bit better, because it wasn't just copying from western fantasy but also a lot of traditional folklore and various mythologies, so it featured various ways that things like curses and mystical effects could interact with ordinary folk without a wizard or similar behind it and how the line between alchemy and magic could be blurred as well as the line between folk superstition and actually effective methods of minor supernatural interaction.
A lot of modern fantasy ultimately draws inspiration from things like D&D, and D&D at its roots was a wargame that turned into a dungeon-crawling simulator into a general fantasy role-playing system (although in all honesty it is still a dungeon-crawling system, considering how D&D's mechanics are almost all about combat, with everything else being handled as a clear afterthought) which created a more perfunctory implementation of magic where mystical abilities are more the sole domain of mages.
Now, you don't need to lift all this kind of stuff just to have decent warriors or something, but my point is there's a lot more to doing a fantasy setting than having magic as a discrete set of powers for the magical ones where the rest are handicapped by the rules of a mundane world, and that kind of conceptualization probably plays a pretty big role in these design issues where mage-types get all the awesome powers and everyone else looks like a scrub. In the end, a lot of it really goes back to the example D&D set and the people who just built on top of it instead of reexamining what makes a good fantasy setting, a problem that's also worsened by the fact that D&D's wizards are basically gods that can do whatever the fuck they want because they readily get all kinds of magic, instead of taking a nuanced approach to magic proficiencies.
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