The Dresden Files > DFRPG

Magic and Technology

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Samldanach:
I find a blanket "it's up to the GM" statement to be, frankly, useless.  Yes, the GM has the final say, and should freely exercise his ability to say "no."  But, that's a lot easier to do when there are rules and explanations to back him up.

It's also a lot easier on the players to have the rules.  That's how you know what the boundaries of the world are.  Both in terms of stopping you from doing goofy, over-powered stuff, and in terms of acting appropriately.  If I want to reproduce an effect from the books, I want to have some idea what sort of things I should have on my character sheet to do that.  High willpower?  High skill?  Do I have to give up magical power?  What?

Similarly, when the GM has rules (not just game rules, but rules about how the universe works), the GM can break them in relatively realistic ways.  When Kincaid pulls out a trick that shouldn't work, the players can go, "um, wait a minute, how'd he do that?"  They can be impressed, and curious.  And, ultimately, the GM can later point out the loophole he used (or made up).  By using the rules, he can both maintain a sense of verisimilitude (i.e., the world makes sense and holds together), and a sense of fair play (the PCs and NPCs are playing from the same deck).

Given that, I feel that I need this discussion.  I don't want to hand-wave it.  I want to know why wizards and technology don't get along.  I want to know why some wizards are better with technology than others.  I want to know if I can play a techno-pagan, like Jenny Calendar from Buffy.  Is the very concept thoroughly alien and unworkable, or do I just have to tread a thin line, and give up power for cool factor?

LogosInvictus:
I'm not sure how welcome Thread Necromancy is ("Thou Shalt Not Bump Beyond the Veil of Death"?) around here but I was actually thinking about this very topic the other day, and I thought that a list of what we do know about magic vs. technology from the various books might help those that were looking for one come up with a rule regarding that.

We do know that the more wizards there are, the less likely technology is to hold out. (SK)
We do know that technology shorts out in the presence of just about ANY supernatural occurance, even if wizard's aren't involved (FM, SK, I think it's mentioned in GP)
We do know that the emotional state of the wizard seems to have some effect on whether the technology will work (Several books, the best reference is DM).
We do know that if lots of magic is flying around, it's more likely that technology will fail, and that mages can focus their hex to some degree.
We do know that magic's effect on technology can be warded against and spells can be used to mitigate it. (DM, DB)

This indicates to me that the effect of magic on technology is a direct result of magic itself rather than the magician. This may seem circular, but what I'm essentially saying is that magic is, itself, a force. This seems to be borne out by some of Harry's musings on magic in the books. Being a force, magic may be similar in some ways to electromagnetic energy - not the same, certainly, but similar. This would explain why ghouls and things like that that aren't wizards still mess with cameras - they possess a natural "magical field", a sort of radiation generated by their magical natures and exacerbated by their emotional state (because magic is generated from emotion, after all). This holds true for wizards as well, and Harry himself has mentioned that wizards, especially emotional wizards, can generate a lot of excess energy - otherwise why would Mac's be built as it is?

Since the effect is generated by magic itself rather than some sort of electro-magical field or the subconscious whims of mages, we can then begin to extrapolate that manipulating the hex effect is as simple as affecting a change in the magic of an area. The key is to be very, very specific in how you affect the magic - so you don't get an impressive pyrotechnic display when you knock out a camera. This likely requires a great deal of subtlety - hence why Harry has a hard time with it. Another wizard with a little bit more finesse might actually be able to direct his field away from certain objects (much as Harry directs his field TOWARD certain objects - such as cameras), allowing him to carry weapons and gear of a more sensitive nature than would be expected for a wizard. I doubt that this is terribly common, not because it's difficult, but because wizards tend to think in terms of spells. The White Council, and its enemies, seem to have developed "Everything's a Nail" syndrome, so only the younger wizards take the time to develop the magical skills necessary to channel magic in such a way as to allow them to use grenades effectively.

In short (too late, right?), its the magic itself that's doing it. As to why? Well, magic is a naturally intuitive force - yes, it has rules, but those rules are always changing, and a magician can get by just fine on a bit of wisdom, a lot of instinct and a little luck. Technology, on the other hand, is based around science. Yes, there's room for inspiration, but it's mostly based on trial and error, logical progression and static understanding - which is to say that there's a finite amount of science and, once we've come to completely understand it all, there's no more to learn (not to say that understanding is even possible). Magic on the other hand is chaotic and ever-changing. Much as in the game Arcanum, magic could affect technology because the two are counter-intuitive - a sort of conflict between the left and right halves of the Universal Brain, so to speak.

Also, yay first post.

cybrgrl:

--- Quote from: LogosInvictus on February 27, 2007, 09:19:35 AM ---We do know that the more wizards there are, the less likely technology is to hold out. (SK)
We do know that technology shorts out in the presence of just about ANY supernatural occurance, even if wizard's aren't involved (FM, SK, I think it's mentioned in GP)
We do know that the emotional state of the wizard seems to have some effect on whether the technology will work (Several books, the best reference is DM).
We do know that if lots of magic is flying around, it's more likely that technology will fail, and that mages can focus their hex to some degree.
We do know that magic's effect on technology can be warded against and spells can be used to mitigate it. (DM, DB)

This indicates to me that the effect of magic on technology is a direct result of magic itself rather than the magician.
--- End quote ---

Bravo, LogosInvictus.  Your post sums up my understanding of Dresdenverse magic, right up until the "As to why" paragraph.  I don't know why magic interferes with technology.  The books give examples but no explanations for magic's effect on technology.  Therefor, I suggest leaving the matter open - not publishing one reason in the RPG that might conflict with future Dresden File books.  To address the issue, you could include a sampling of theories presented *as theories*.  GMs and players could use one or more of the theories as they see fit.

My favorite theory is that magic messes with probabilities.  Fits all the facts in the books so far.

cybrgrl

Ebenezar McCoy:
We have seen Harry use magical means to stop from shorting out the cameras and all the studios technology when he appears with Mort and is then challenged by Ortega. It is obviously possible to lessen the effect and the range of it, but by how much and for how long? It is a wizard by wizard situation and circumstantial type deal. Only my opinion, though.

Soulless Mystic5523:

--- Quote from: Star_Controller on October 28, 2006, 10:41:18 PM ---
This is a bumpy issue.  very curious.  i would like to see butter's quantify the particle of magic though.  That would be amusing.  I have faith Butcher will do the issue justice in the books, as he's a sci-fi nerd as well as fantasy.  good luck with the rules ironing.

--- End quote ---

BUt didn't you know? The particle of magic has been quantified as the Thaum.

Thaum
see also: Discworld magic, Fictional particles, and Thaumaturgy.

The Thaum is a measuring unit used in quantifying magic. It equals the amount of mystical energy required to conjure up one small white pigeon, or three normal-sized billiard balls. It can, of course, be measured with a thaumometer, and regular SI-modifiers apply (e.g. millithaum, kilothaum).

A thaumometer looks like a black cube with a dial on one side. A standard one is good for up to a million thaums - if there is more magic than that around, measuring it is not going to do any good.

An alternate measurement is the "Prime." It measures the amount of mystical energy required to move one pound of lead one foot. An attempt to put magic measurement into a logical framework, it never really caught on, as wizards are natural traditionalists.

Confusingly, the thaum also appears to be a particle; the magical equivalent of the atom. "Splitting the thaum" revealed that it was in fact composed of numerous sub-particles, called resons ("thingies") which came in five "flavours", up, down, sideways, sex appeal, and peppermint (see quarks). Note that since even before this discovery magical fields of less than one thaum were reported (The Light Fantastic), the particle known as the thaum must represent less magic than one thaum on the measuring scale.

The term thaum is based on the Greek term thauma (marvel), which is often used as a prefix meaning "magical" on the Discworld. It also suggests the non-SI unit of energy therm.



And as for the magic/tech interferance, I agree that understanding has some say in the matter, but its mostly emotional. Harry tends to be a very emotional person, whereas Carlos, is calmer and has better emptional control. Maybe that's why he can get away with using an automatic rather than a revolver.

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