Being in the Main the Mouth of Olde House Rules

Tuesday, December 3, 2019

Making the Arts Dark Again...

Sorcery.  The Dark Arts.  These words conjure up images of occult knowledge wrestled from forgotten old tomes and worked in guilty secrecy.  Magic is sinister.  Evil.  It comes with a whiff of brimstone at great personal cost; but such is its price.  Magic is a deal with the devil, a Faustian bargain that underscores the sometimes corrupting force of ambition.  But D&D has turned magic into a neutral energy to be manipulated, an undiscovered science exploited by studious and charming magicians to fight evil.  Quasi-Christian clerics work cheerily alongside wizened spell casters despite the adversarial nature of their occupations, and there’s nothing wrong with this except that magic loses some of its edge and, shall we say, much of its danger.  It loses its luster and differs from the common sword only in the particulars of what it can do.  And this just might be too bad because…

Magic is dangerous.  It’s a violation of the laws of nature and an existential threat.  Casting even the simplest spell erodes the fabric of reality, with dire consequences.  It’s like thermodynamics  the power has to come from somewhere, and each spell cast robs the universe of something.  Or perhaps the magician draws upon their own essence, becoming a corrupted, distended shadow of their former self to fuel ambition until they fade into shadowy dark.  The latter has primarily personal implications until they start targeting others to restore their vigor or channel their essence into a magic ring or some similar artifact.  Magic has a price.  And magic gets paid; there's no exception to the rule.

But magic is also diabolical.  Depending on the tradition, humans aren’t naturally adapted to its use and must bind or bargain with demons.  The spirit world is neutral at best.  At worst it’s the stuff of Hell, demonic to the core.  Good and neutral practitioners do this stuff at great risk, while the evil enter into pacts to secure ever greater power – for a time at least.  There’s something undeniably tragic about all this, especially when that kindly old wizard or village healing woman is basically damned, destined to roast in the pit of Hell for all eternity.  Cthulhu dethroned Satan in the scary department, although fandom has steadily neutered Lovecraft’s dark god, so maybe it’s the devil’s turn again.  It’s the same old song; magic has a price.  Magic gets paid.  This is dark stuff, and good stuff easily incorporated into an existing game, whatever the system.  D&D’s magic doesn’t have to be a neutral force.  It could be diabolically granted.   Let’s say the character racks up CORRUPTION points equal to a spell’s level when used, accumulating over time and erased only through good deeds or ritual purification.  Once a certain threshold is crossed, the devil (or whoever) comes to collect their soul!  Hell (so to speak), magic-users might even be allowed to cast any spell of any level, but at increasingly greater risk to their personal salvation.  Rules, remember?  There's no getting around 'em.  

Of course there’s a long tradition of so-called white magic, and many gamers won’t like the idea of their cherished spell casters getting their hands dirty.  They like being the party’s artillery and intelligence wing and prefer to see magic as an undiscovered science.  There’s nothing wrong with this, and astute readers will notice that our Pits & Perils game basically takes this approach.  At any rate, an overtly diabolical magic system would have validated the Satanic Panic, and since gaming is an industry with every right to make a buck, it’s not hard to see why this approach hasn’t exactly penetrated its mainstream wing.  But for those comfortable with a darker, edgier version of alternative reality, magic as a dark and diabolical art might be just what the (witch) doctor ordered.  I'm pretty sure most of what I've suggested is already being used somewhere; but here's a little reminder that it can be used anywhere, and with little additional preparation.  Go ahead, make that deal with the the devil or – better still, make your players do it.  Assuming your group is willing and their character concepts don't suffer, maybe give 'em a little Hell... 

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