In a given fantasy setting, you normally have at least one culture that is an obvious parallel to an earth culture. Usually the world has some "great empire" that's either in the height of it's power, or has collapsed leaving the world technologically backwards (because, you know, it works like that).
How about paralleling modern themes?
In particular, what do you guys think about a world that IS collapsing right around your character's ears?
This high-magic world used advanced understanding of magical energies drawn from the eldritch reaches of the sun and moon. These energies permeated everything, so much so that the enlightened magic wielder could feel it dripping from even the smallest stone. Several mage societies rose up within normal societies, co-operating or competing to market their magical goods and services.
But for the last century, magic has been increasingly hard to bring forth. It seems that the magic has been overtapped, and is no longer regenerating. Their entire society DEPENDS on magic, for food, fuel, law, etc. Even the humble farmer sews his magical seeds in with magical fertilizer...but now it's going away and can never come back.
Basically it parallels the peak-oil crisis that has boned everyone on these find forums, myself included.
1) How cliche is that concept?
2) Do you think it would lead to an "exciting" or "captivating" world?
M.
1) While the use/abuse of magic leading to widespread disaster has been done many times, I can't think of any examples where it's been modelled as the exhaustion of a non-renewable natural resourse. So I think this could be an interesting modification of an old trope, definitely not cliche in my eyes.
2) Whether the world will be exciting depends on many things. I see nothing wrong with the theme itself. A good setting could potentially be built around it.
1) Mostly what Ghostman said. It may have been done at some point in the 70s as fantasy was on the rise at the point (early D&D and all) and there was a rather acute oil crunch. That said, if it was done, nobody remembers it-- so this seems like a new idea.
2) It could. It all depends on execution of course. If it's just a stock fantasy world with this one addition, it probably won't be very good. However, if it's a creative setting where this is one of the "unique twists," then, yes, it could be quite exciting.
Quote from: sparkletwist1) Mostly what Ghostman said. It may have been done at some point in the 70s as fantasy was on the rise at the point (early D&D and all) and there was a rather acute oil crunch. That said, if it was done, nobody remembers it-- so this seems like a new idea.
2) It could. It all depends on execution of course. If it's just a stock fantasy world with this one addition, it probably won't be very good. However, if it's a creative setting where this is one of the "unique twists," then, yes, it could be quite exciting.
On 2, it does give a whole extra set of reasons for adventuring, especially if the source(s) of magic are tangible resources or misunderstood mechanisms. I have always loved the 'world of tiers' approach, where the creators of the technology/magic are gone and their decendants have rudimentary understanding of how it works, so that if a mechanism fails, it canot be restarted.
Quote from: GhostmanI can't think of any examples where it's been modelled as the exhaustion of a non-renewable natural resourse.
"The Magic Goes Away," Larry Niven (which is also a parallel of the oil crisis).
The only place I can think of where magic is a finite resource are a set of novels by this author. Basically a guy can travel back in time to the middle ages. In the middle ages he learns how to become a wizard and turn into a dragon.
Llum is, I believe, referring to the books by Gordon R. Dickson; a rather long series that starts with The Dragon and the George. Good, quick reads.
Quote from: EladrisLlum is, I believe, referring to the books by Gordon R. Dickson; a rather long series that starts with The Dragon and the George. Good, quick reads.
I believe you are correct. I've only read a couple of them, The Dragon and the Troll and The Dragon and the Djinn.
Ah damn.
M.
"The Magic Goes Away" has its claim to fame in introducing an obscure Polynesian term into the collective conscious of the fantasy hobby: mana (his stand-in for oil).
This does not mean that such a setting would not be powerful and poignant, only that you might not want to think of publishing it. It could still be very fun to play.