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The Dresden Files => DFRPG => Topic started by: johntfs on June 15, 2006, 09:13:14 PM

Title: Magic and Technology
Post by: johntfs on June 15, 2006, 09:13:14 PM
Would it be possible in the game to "harden" electrical devices against mystical attack?  I'm specifically thinking of military electronics that have been hardened against power electromagnetic pulses or solar flares.
Title: Re: Magic and Technology
Post by: finarvyn on June 15, 2006, 09:59:01 PM
An interesting question, and one that I have wondered about. In electrodynamics there is the idea of a "Faraday Cage", which is a screen enclosure which can shut out electromagnetic waves like radio. (Okay, so I teach Physics.)

Perhaps if magic is somehow electromagnetic (after all it does affect electronics) then a similar thing could be constructed to screen out magic, or to keep a wizard from affecting an electronic gizmo....
Title: Re: Magic and Technology
Post by: rdonoghue on June 16, 2006, 12:57:56 AM
Well, the rub of that is that magic also effects mechanical things at times too.  Ultimately, the logic of how magic impacts technology is, well, magical. 

I'm not meaning that to be handwavey - rather I mean that the logic is something very different from the norm, and as such, things that might seem to make perfect sense may not be applicable at all.  That said,  if you're just a guy who's knowledgeable about magic and want your machine to not get fried maybe you put it in a circle, or behind a strong threshold, or over running water.  Buy into the logic of magic, and things open up.

Setting that aside, I don't see such a thing making it into the book, but at the same time, it's something that could make for a really awesome game element.  The specifics of the device (and the first one will be a gun:  the first one is *always* a gun) don't interest me as much as what its existence _implies_.  It suggests that people with the *means* and the *understanding* necessary have made this happen, and once that's been done, what else might they do?  Whant mage-killing bombs?  Set up a stack of TNT with a sophisticated electronic device that's keeping it from exploding.  Merry Christmas.  A little tweaking of the setting and you could have a great technology vs. magic game.  It wouldn't be Dresden, but it would probably be cool.

See, on the surface, it seems like things are tilted strongly in favor of magic over technology.  Magic can do things like generate shields, kill remotely and most of all, it's directly disruptive to technology.  But that's only half the story.  Setting aside the numerous advantages in technology, like unskilled use, ubiquity and sheer variety of application, one key fact remains - the greatest advantage of magic is the ignorance of the populace as a whole.  If people understood some basic principles, like cirlces, thresholds, water, the importance of props and so on, the conflict would grow quickly lopsided.  In setting, the best illustration of this is the impact of Bram Stoker's writings on the health of the Black Court.  Just imagine if Mr. Butcher was a guy with a bone to pick with the Wizards of the world - think of how good a how-to manual the Dresden files would be.

(As an example, one of Harry's greatest strokes of luck is that he has yet to face an opponent who, upon capturing him, has not stripped him naked and thrown his every posession into the nearest blast furnace, and tucked away a few hair trimmings for good measure).

Anyway, this is a long way of saying that, no, you probably can't harden a device agaisnt magic the same way you can against EM, but at the same time, if you're willing to think a little crazy, you can make the rules of magic work for you.

-Rob D.
Title: Re: Magic and Technology
Post by: Belmonte on June 16, 2006, 01:59:15 AM
I'd disagree.  Butters has, in Dead Beat, given some thought to comparing magic to science, and created psuedo-theory about it.  Whether or not a Faraday Cage works is up to you, but I think it's an interesting idea, and Jim has certainly opened the door with Butters 'electro-magnetic-like field' thing to the fact that magic is in some way scientifically quantifiable.
Title: Re: Magic and Technology
Post by: Kalium on June 16, 2006, 02:08:50 AM
I'd disagree.  Butters has, in Dead Beat, given some thought to comparing magic to science, and created psuedo-theory about it.  Whether or not a Faraday Cage works is up to you, but I think it's an interesting idea, and Jim has certainly opened the door with Butters 'electro-magnetic-like field' thing to the fact that magic is in some way scientifically quantifiable.

The crack about a "Murphyonic field" struck me as more a Star Trek-ish joke than anything.
Title: Re: Magic and Technology
Post by: rdonoghue on June 16, 2006, 02:20:57 AM
The rub is "like". :)

Yes, absolutely there is some similarity, but this is an area that it's very, very hard to get hard and fast with.  Butters has some excellent theories, but they also don't account for why Harry is more likely to jam an automatic than a revolver, despite the fact that the automatic may be a simpler machine.  Go figure.

Now, that said, Butters is definitely on track of some interesting stuff, and there's a lot that can be done with it, but it is, at best, pseudo-science.  Even if Butters were the most brilliant researcher on the planet, his sample pool is remarkably small and his control group nonexistent.  Were one a cynic, one might point out that Butter's conclusions are remarkably similar to a lot of superstition (i see something, I explain it in the terms I know and understand!).

Given all that, the real answer is that the interaction of magic and technology works exactly the way Jim needs it to at any given moment, and when it is inconvenient or problematic, it's magic.  All author's cheat,  like this, Jim just has a better excuse.

So, this becomes an area where we need to separate the needs of a game from those of, say, an official fan guide.  If we provide an answer to this which is concrete (such as yes, it's a lot like EM, and can be dealt with) we have just cascaded headfirst away from the world of the books because as soon as that door is opened, a whole lot of mess comes through.

As such, in terms of the game, the explanation will err on the conservative side. 

In terms of private theories of explanation on the books, I've got little to say - the range of possibilities is far wider than mere EM and far more interesting, and I encourage people to run with it as far as they can.   That is, however, a different set of needs.

-Rob D.
Title: Re: Magic and Technology
Post by: M T Fierce, h.d. on June 16, 2006, 05:52:59 PM
they also don't account for why Harry is more likely to jam an automatic than a revolver, despite the fact that the automatic may be a simpler machine.  Go figure.


One of the unusual things Harry said regarding technology and magic was its timeline; wasn't it things built after World War II (the event of which there's been some mentions here and there of having a significant magical component) that had a problem?  That suggests something there in that event, or a magical "lag" before catching up to the delicacy of technology, or even opening up a whole new type of magic that wizards can't tap into (technoshamanism, anyone?)
Title: Re: Magic and Technology
Post by: finarvyn on June 16, 2006, 08:32:43 PM
I think that it may come down to the type of technology, not just technology itself. Think about what was developed right around WWII: the computer.

Computers (and similar technology) tend to be pretty fragile. For example, if you take a computer disk (or 8-track tape or cassette tape) and put it on your stereo speaker it will lose quality. Why? Because the information is stored magnetically and stereo speakers contain electromagnets. (DVDs shouldn't have this problem because they are laser/optical in nature rather than magnetic.)

If magic is somewhat electromagnetic, then any technology based on this could have problems. If you read about thermonuclear devices, you may have heard about the EMP that could destroy most of our technology if a nuke goes off nearby. An "EMP" is an "electromagnetic pulse" and it could crash computers, make cars not start, kill most phone systems, and other similar effects. The reason is that the EMP would be a huge surge of electromagnetism that would short out electric computer chips and the like. Older cars (such as the blue beetle) wouldn't have so much of this type of technology and therefore might be safe.

Magic could be like this, only on a smaller scale.

(Usually I charge for physics tutoring, but today is freebie day.  ;)
Title: Re: Magic and Technology
Post by: johntfs on June 17, 2006, 03:35:46 AM
Maybe the reason that more modern appliances tend to malfunction around magic that their magic is more sensitive.

Quantum theory's initial concept was that conscious observation impacts the physical world on at least the quantum level.  Almost anything to do with electronics especially requires quantum physics to function. 

If Clarke's maxim is "Any sufficiently advanced technology is indistinguishable from magic."

Then Dresden's maxim might well be "Any sufficiently reliable magic is indistinguishable from technology."

Maybe the main reason our technology works is that  we as conscious, sentient people believe that it will.  Whenever locally stronger magic is present, it tends to "jam" that magical signal on which our technology depends.  Thus, computers, electronics, even relatively complicated mechanical devices like guns malfunction around strong enough magic.
Title: Re: Magic and Technology
Post by: iago on June 17, 2006, 04:58:41 PM
Well, here's a tidbit that came up as we were researching the RPG (by which I mean, coming up with tough questions and asking Jim about them) -- the cutoff for what technology functions reliably around a wizard is different from wizard to wizard.  Harry's cutoff is around about World War II, for example, but Ebenezar's is even older than that.  That truck Old Eb drives around is really, *really* old -- vintage, one might even say.

This suggests that, what we're missing in the discussion here is the idea that -- at least to some extent -- the wizard's own conception of technology, perhaps at a subconscious level, plays into what gets accidentally hexed around him.  Or -- given that Ebenezar's very likely quite more powerful than Harry -- that it's power level that reaches further back along the technological advancement track.

Regardless, what it does say fairly clearly to us is that the hexing of technological devices is clearly, irrefutably not *exclusively* one of electromagnetism. 

Calling it an EMP is, I think, putting the cart before the horse.  Seeing a correlation between electronics getting shorted out and magic being used, and saying, well, EMP shorts out electronics -- that's not quite right. 

Instead, it's more that electronics are 1) Newer, and 2) More complex than non-electronic devices, so they're more vulnerable.  That just means that they're what gets hexed with a higher frequency -- but that's not the full data set, and the EMP theory misses a significant portion of the cases not covered. 

The breakdown of complex *mechanical* functions is where it becomes something more like "the ghost of the wizard's subconscious wreaking psychokinetic havoc" or some other mumbo-jumbo-like phrasing.

What's an unanswered question -- and one I am not yet strongly motivated to "research" -- is whether or not this is a sort of sliding scale based on what the current idea of "modern" is.  Wizards have been around a lot longer than technology, and certain technologies were new at one point or another.  When complex, gear-and-spring-driven watchwork was first invented, was that vulnerable to hexing so long as it was considered to be a "modern" innovation?  That's the sort of question someone might need to invent their own answer for if they were doing a Dark Ages take on the Dresden Files.
Title: Re: Magic and Technology
Post by: johntfs on June 18, 2006, 04:48:50 AM
Quote
Wizards have been around a lot longer than technology, and certain technologies were new at one point or another.

I'd take a certain amount of issue with that statement.  Ultimately technology is simply the controlled application of the observed nature of the universe.  At some point.  The wheel is technology.  Rubbing two sticks together to produce fire is technology.  The construction of shelters is technology.

At its most basic level, wizardry seems to be the application of quantum probability wave collapse brought to the conscious, classical level.  For example, it's extremely unlikely that the air in front of a person would suddenly form into a hard shield against bullets.  However, it's not impossible, just very, very improbable.

Wizardry seems to be the process of imagining a result, however improbable that result would naturally be and then using one's will to "adjust" factors to cause that result to occur.  Rings, gestures, even words are not necessary to do this.  All that's ultimately needed by the wizard is his imagination and will.

So, its very probable that wizardry and technology have been around for the same length of time.  Advances in technology, science and the process of thinking have informed wizardry as time has passed.  Quite possibly the reverse has also been true.  A wizard who causes something to be accomplished by his imagination and will might well have induced an ancient scientist to pursue that result in the natural world.

Indeed, in some ancient cultures, notably Egypt, magic and science were considered to be of a piece and reserved for the priesthood.
Title: Re: Magic and Technology
Post by: GraevD on June 18, 2006, 04:59:23 PM
To throw out a bit of my Theory of Magic here -

Science is the objective study of the forces around us.  Magic is the subjective manipulation of the forces around us.

Science is our attempt to describe, quantify, and catalog the forces acting around us.  Its completely objective, as the root of science is the repeatable experiment.

Magic is an individual's way of interacting with and altering the forces around him/her.  Its completely subjective, as each individual is unique.

Since electromagnetic theory and tech seems to dominate current theory, let me use electricity as a base example.

Electricity is charged particles in motion.  Science as studied the generation of these particles and how they move, and we build items based on these observations.  Magic, however, doesn't concern itself with the conductivity of various metals, or what materials make the best insulators.  The magic user doesn't concern himself/herself with "how" a cloud forms a lightning bolt.  The magic user *is* the cloud per se, and produces the charge without needing to understand the process.

My idea on older technology is The Law of Magical Inertia which states the amount of magical force an object can withstand without being altered is directly proportional to the amount of time an object has been exposed to magical forces and remained unchanged.  This theory assumes magical energy exists constantly and consistantly at a low low level at all times around us.  Its low enough to not affect the natural laws of science as they are. (after all, if the background magic changed natual law, then they'd be different than they are)  The longer an object exists inside that background magic, the more of a resistance to magical energy it builds up.  The effect magic has is to alter the inherent natural working of an object, and the long that item/object has worked that way, the more magic is needed to make that alteration.  Also, an interesting side note to this in terms of tech is the alteration itself.  Objects which are more basic tend to be able to withstand alteration and still function within reasonably normal parameters.
Title: Re: Magic and Technology
Post by: Kalium on June 18, 2006, 06:36:18 PM
What I see is that it seems to be based on how the wizard regards technology. I suspect that if a wizard was your typical computer geek, then we'd see them having trouble with basically no electronics.
Title: Re: Magic and Technology
Post by: TMW on June 18, 2006, 06:52:37 PM
I can just imagine, at some siege in the 14th century, where a wizard is standing next to a trebuchet and he mucks it up cause his personal concept of whats "new" doesn't include it.

But he's just fine with the older, more reliable catapult.

What I see is that it seems to be based on how the wizard regards technology. I suspect that if a wizard was your typical computer geek, then we'd see them having trouble with basically no electronics.

This brings up an interesting question...what about the concept of "technomages", or wizards whose main medium is technology...or, more specifically, the mass movement of electrons within a electronic device.

Would there be rules for that sort of thing?
Title: Re: Magic and Technology
Post by: Kalium on June 18, 2006, 07:00:20 PM
That makes me think of the old World of Darkness and the Sons of Ether/Virtual Adepts.
Title: Re: Magic and Technology
Post by: TMW on June 18, 2006, 07:08:12 PM
Well yes, it has been done before.  But how would it work within the magic system for the Dresden files, is what I'm asking.
Title: Re: Magic and Technology
Post by: johntfs on June 19, 2006, 05:32:56 AM
Quote
Well yes, it has been done before.  But how would it work within the magic system for the Dresden files, is what I'm asking.

It wouldn't.  You can be a tech guy, or you can be a wizard, but you can't be both.  At least not in Jim Butcher's world. 

That said, a wizard's handicap opens up some fairly good options for mortal players.  Sure, your wizard can throw fireballs, but he can't perform a simple internet search without making his PC explode.
Title: Re: Magic and Technology
Post by: Kalium on June 19, 2006, 05:41:37 AM
Well, we don't conclusively know that. The only wizard we've seen anywhere near high tech stuff is Harry, and we know he's not a fair representative for all magedom.
Title: Re: Magic and Technology
Post by: finarvyn on June 19, 2006, 12:35:19 PM
Well, we don't conclusively know that. The only wizard we've seen anywhere near high tech stuff is Harry, and we know he's not a fair representative for all magedom.
Not conclusively, but...

If you plan to create a simulation of a literary world it often helps to look at examples from that world and build your simulation around that. With each book Jim adds a few new twists and elements to his world, but as a game designer that can be dangerous because it might not fit the big picture.

For example, look at Middle-earth:
1. Tolkien no longer can add to the world, so the picture is more clear. At least he can't change his mind.
2. Like Harry, Gandalf may be an exception to the rule. In Middle-earth this is because maiar (like Gandalf) are sort of like angels and each sems unique (the 5 wizards had differing abilities), plus Gandalf has one of the three great elven rings to assist him.
3. Gandalf has certain types of magic (fire, for example) but we notice that most of his magic is subtle and changes a process rather than crazy blasting magic. To use a "traditional" spell system for Middle-earth with a gaudy spell list, certain number of spells per day, and so on, would strip much of the life away from wizards in this world. That's just not the way they operate, so running a game that way doesn't work right. Would we want a "first lavel maiar" in the game?

Harry's world can be looked at in much the same way:
1. Jim clearly isn't dead and is still writing, so he may be adding twists as we go. This world still evolves, which makes our simulation very tricky.
2. Lots of people say that Harry is the exception, but in what way? Are all wizards different, and if so just how different? Harry has access to some non-traditional magic (for his world) and so we may not ever know how much is Harry and how much is the other stuff.
3. We have seen no examples of magic style X, but it may pop up in the next book. We don't want to rob the setting of its flavor, but if Jim doesn't use something we should be careful before we assume it should be in there.

So ... in my opinion we use Harry as the main template. Wizards mess up technology. Could there be a techno-mage (for example)? My answer is "no", unless Jim decides to put one in. In that case, we revise the model.  ;)

Just my two cents.
Title: Re: Magic and Technology
Post by: rdonoghue on June 19, 2006, 04:01:45 PM
Actually, I am under the impression that Ramirez is even more tech-friendly than Harry is, but that's just an inference.

Honestly, I had a working theory for a while that the key of magic and technology was all about the wizard's level of _understanding_.  The wizard had to trust and understand somethings innards to not create a conflict with it.  This correlates soemwhat with simiplicity, but it also moves forward with age - there is tech that Harry can use because he has more of a natural understanding of it than an older wizard would, and a younger wizard, growing up now, may have even fewer problems.  it means that ebenezar's truck runs because it's one of those good old fashioned ones that he could take apart and put back together with tools in his barn if he needed.  He _knows_ every piece of it, and as such, nothing will go mysteriously wrong as a result of magic - there's no mystery to it. 

Not only did it work pretty well, it opened up a lot of possibilities in terms of what the trade off between magic and tech really is - can you be a good electrical engineer and still also have the time to learn to be a wizard? If so, could it open new an interesting vistas?  I had a lot of fun thinking about it.


Unfortunately, I was wrong.  Sad, but such is life.

-Rob D.
Title: Re: Magic and Technology
Post by: Kalium on June 19, 2006, 05:01:21 PM
So, care to enlighten us then?
Title: Re: Magic and Technology
Post by: The Last Bean on June 20, 2006, 05:12:44 PM
Seems to me that the solution to magic-proofing technology has already been given to us in the form of Butters and his GPS. By erecting a magic circle around it he was able to screen it from magical interference on a pretty serious scale.

Perhaps the best way to screen tech against magic is, ironically, a spell? Create a warding against magic around the object, then it should be fine? Especially if you leave it turned off while you're working so that it doesn't get fried while the spell's being cast.

And that "Understanding equals not explodey" theory is pretty interesting... makes for an interesting element to add into the game. (Tech Friendly as a stat, for example)

The other theory on why magic hates technology that made a lot of sense to me was (don't remember where this came from) that technology is based on the rules of physics, and magic tends to change them on a pretty frequent basis. So the problem with Dresden and a GPS is that the silicon chips in a GPS are counting that planck's constant won't be changing in the near future, and that the conductivity of silicon doesn't change. When a wizard enters into the physics, he might be changing such minor, unobservable properties ever so slightly without realizing it. Enough teensy little changes and "paf"... you're down one peice of tech.

Also goes a long way towards explaining why simple tech works better. The inherent necesary phsyics of a revolver are: "Springs pull things, levers work, gunpowder explodes, and metal is hard". Not exactly subtle or unmeasurable quantities there. Also, this and the "understanding equals not explodey" principle might work together, since once a more subtle law of physics is understood by the wizard, he might not make the subconcious alterations to it that another, less knowledgeable wizard would. (example: I know magnets hurt computers, and why. Harry doesn't really. So why would he bother to avoid making magnetic waves while around them?)
Title: Re: Magic and Technology
Post by: johntfs on June 21, 2006, 04:12:04 AM
Except that Harry apparently does have a decent layman's understand of technology.  If you'll recall, the GPS is Harry's idea, because he read about it in magazine in the library.  So while Harry certainly wouldn't have much "hands-on" knowledge about technology, it appears that he probably has at least a decent amount of "book-learning" about it.
Title: Re: Magic and Technology
Post by: Kalium on June 21, 2006, 04:29:34 AM
Except that Harry apparently does have a decent layman's understand of technology.  If you'll recall, the GPS is Harry's idea, because he read about it in magazine in the library.  So while Harry certainly wouldn't have much "hands-on" knowledge about technology, it appears that he probably has at least a decent amount of "book-learning" about it.

He understands that it works, but nothing about it that we know of. The difference is huge. If he had decent "book-knowledge", he would know about the EM physics involved and such. What he has is a vague knowledge that it exists.
Title: Re: Magic and Technology
Post by: johntfs on June 22, 2006, 05:11:35 AM
Somehow I don't really see "understanding" as the key to this.  Harry seems to be an intelligent, curious, research-oriented guy.  It seems quite likely that he's tried in the past to understand how magic messes with tech, if for no other reason than he's kind of a "wizard-nerd."

It's also fairly obvious that he's failed to find any kind of decent "magic bullet" to allows him to use technology with any reliability.  The man has an icebox with actual ice.  He cooks on a wood-burning stove.  He doesn't have electricity, using candles and magic for light.  He drives the simplest, most easily repairable car he can.  If solving the "magic-tech" problem was simply a matter of "Ah, I just need to use the ward vs. Magnetism and all will be well", I figure somebody else would've found it by now.

Personally, I think that magic is really just focused probability.  The area around a wizard, especially a strong one, is charged with that probability.  So, any time a some piece of delicate, complicated machinery goes near a wizard, it has a good chance of blowing out.  This is because it has an extremely narrow range of probabilities that allow it to exist.  Alter those probabilities and the thing stops working, often in a shower of sparks.
Title: Re: Magic and Technology
Post by: The Doctor on June 28, 2006, 06:27:31 PM
He understands that it works, but nothing about it that we know of. The difference is huge. If he had decent "book-knowledge", he would know about the EM physics involved and such. What he has is a vague knowledge that it exists.
If Harry only read a couple of magazine articles on GPS units and suchlike, chances are the articles would not go into great detail on their inner workings because such articles are written as overviews of technologies and what applications they could have, not the theory and implementation therof.
Title: Re: Magic and Technology
Post by: neminem on June 29, 2006, 03:08:03 AM
I have this to point out about Harry, though - he seems like the sort of guy who generally does something, assuming it works reasonably well - because he's always done it that way. We know it's possible for wizards to stay around technology without anything going wrong - we saw that in Death Masks. The spell he used was ridiculously complicated, required complete concentration and failed at the least mistake. But he also probably didn't spend a long time researching the problem. Suppose we had a geek-minded person like Butters, who also happened to have wizardly powers on a Dresden-like level. Do you honestly think that person wouldn't research the hell out of the problem, until they'd found a spell that required less constant thought, and was more reliable?

I honestly don't buy your thought, johntfs (does your name have anything to do with the file-system, incidentally?) - Harry is a huge wizard-nerd, yes, but that's about the only kind of nerd he is. I've always gathered that he doesn't use technology because, well, that's just the way it works.

Then, too, I gather that in the Dresdenverse, magic often does what you think it will. That's not the only issue, of course, but I imagine that he'd at least find it easier to figure out how to ward technology from his effects, if he thought it would be easy to find.

P.S. You know, if it were just a matter of probabilities... a phone requires way less delicate calculation than, say, a human brain. :P

Wow, this thread is going way off topic... sorry for contributing to that, but it's an interesting discussion.
Title: Re: Magic and Technology
Post by: Mickey Finn on June 29, 2006, 12:44:09 PM
As Harry's magic comes from life itself, brains are probably no going to affected by the ambient field ;)
Title: Re: Magic and Technology
Post by: Kalium on June 30, 2006, 03:36:39 AM
As Harry's magic comes from life itself, brains are probably no going to affected by the ambient field ;)

Last I checked, brains basically ran on electricity.
Title: Re: Magic and Technology
Post by: The Last Bean on July 11, 2006, 03:52:04 AM
Yes, but they run on Biochemical electricity. It is a well esablished fact in the dresdenverse that magic comes from life, and even seems to support and protect it at a basic level. (Such as the fact that wizards live a really long time and will recover from almost any injury) One could even make the argument that technology is being damage because of its dissimilarity to the natural order of things, and the fact that it is not, in fact, living.
Title: Re: Magic and Technology
Post by: Samldanach on July 17, 2006, 05:44:11 PM
It's also been pretty thoroughly established that affecting other living things is harder than affecting non-living things (and, yet, affecting mental states isn't, oddly enough).

Personally, I think it has more to do with the number of moving parts.  And, probably, an application of quantum probabilities and chaos theory.  I bet that Harry actually would cause a 16th century clock to pop a spring.  But, Goretex still works just fine around him, despite being vastly more technologically advanced.  The problem becomes magnified when you add active chemical reactions (e.g. internal combustion engines) and electricity, as the scale of the moving parts becomes much smaller.  Allowing chaotic interactions to have more of an effect.

It doesn't do much to explain different mages having different tolerances, though.

Title: Re: Magic and Technology
Post by: houndrogerson on August 18, 2006, 04:15:52 AM
Hi all, first poster here, and what a fun topic to start with.

My two cents is simply this:  I am an avid gamer of many tabletop games (Vampire, Mage, Werewolf, D&D, Trinity, and others), and I've found that it's easier to settle all disputes like this one in the role of the Gamemaster.

When this RPG is published, it will be the standard rule set to work with, or from.  If, in the end, the rules state that Magic and Technology are mutually exclusive, then you have at least two equal, and opposite outcomes:

1)  Rules-lawyers will stick to it tooth-and-nail, with no hesitation.  That is the Law laid down by Jim, and the Evil Hat dev team, so mote it be.

2)  Non-rules-lawyers will look at it, determine that it puts too much of a limit on the game (if he, or she has other ideas), and choose not to abide by it.


For example (getting a bit off-topic here), I run a Star Wars game and one of my players decides to try to detonate a Black Hole.  For me, this is an idea to play with....  and frankly, I'd allow this to happen, saying 'no, that doesn't work' isn't fun to me.

Does it go against all Laws of Physics as we know them?  Yeah (so far as I know, at least).

Does it matter that it does?  Not in the least.

As long as the game is fun, and everybody is having a good time, do anything you want.  If one of your players comes up with an ingenious idea to skirt around the whole Magic/Technology issue in the Dresden novels, I say run with it...  But thats just me.

The point of all this dribble is this:  Let the books be written, take them for what they are worth.  If you use them as an iron fist, then thats your choice to make as GM.  If you like to twist some stuff around to tell your story within the world of Harry Dresden, go ahead. It's not like anyone is gonna beat you to death with the game books for going off the beaten path.


Sorry for not really contributing much to the whole issue, but I felt a different look at things was needed.
Title: Re: Magic and Technology
Post by: The Last Bean on August 19, 2006, 01:00:55 AM
Quote
It's not like anyone is gonna beat you to death with the game books for going off the beaten path.

.... Clearly you have never played witha  true rules lawyer DM. I have in fact seen a player struck with a DnD book (I believe it was Unearthed Arcana, but I can't remember) but that was more for being an irritating twit than anything else. It was also a blow for democracy. There was a unanimous vote by everyone at the table (via head nods) to use that book rather than the paperback "song and silence" to get his attention.


Oh, right. On topic. Uhm. I think it's worth pointing out that altering living things/mental states doesn't actually seem to be that hard at all in the DresdenVerse. It actually seems to be pretty easy. Necromancy doesn't seem to be that difficult, and that is basically using magical energy to emulate a living body. It has been demonstrated again and again that manipulation of another's mind is both subtle and easy, and a very seductive way to get things done. Also, even people who are essentially non-magic users have been able to complete transformation spells on themselves. (Billy and the Werewolves)

The only reason I don't think we see much transformation or mind manipulation is because they are, in fact, punishable by death. If electricity had been decalred witchcraft and was punishable by stake burning, I think we would have had to wait a lil bit longer for lightbulbs even though they're really a simple concept.
Title: Re: Magic and Technology
Post by: houndrogerson on August 19, 2006, 01:25:24 AM
Quote
It's not like anyone is gonna beat you to death with the game books for going off the beaten path.

.... Clearly you have never played witha  true rules lawyer DM.

heh, I used to be one man.  It took me 6 years to not be so stifling, that I sucked all the fun out of the game.

Anyway, I agree with you.  I just finished reading book 4 again, and I'd have to say that animating dead, building ectoplasmic constructs, or even getting the whole of Graceland Cemetery to start dancing, and playing a mambo looks like it could happen by just getting some spell components wrong.
Title: Re: Magic and Technology
Post by: Star_Controller on October 28, 2006, 10:41:18 PM
I am intrigued.  I hadn't visited this area of the forum much, since I'm not much of an RPG gamer, but the long discussion on tech vs magic is one i've been itching to have/read.  I've never really had a good beraing on how it worked in the dresden-verse, but after reading all the posts, this occurs to me:
  I really like the idea of the understanding == safe for magic users and tech.  Dresden doesn't know circuits, thus a USB drive isn't going to be safe around him dur to unconscious, probability-shifting, mupheyonic field.  Once he understands how something works intrinsicly, then his subconscious control mechanisms that are used for his magic screen out things harmful to that tech.  as long as the wizard wants to.  we have seen at the beginning of death masks how devastating a wizards hex-field can be if a wizard lets it go full bore. 
  I was bothered by the age of the tech being a direct issue of its susceptility, since harry can short out automatic weapons (grave peril) but we've seen wizards the age of ramirez carry *grenades*.   

The understanding angle helps with that issue,  though it does seem more direct with the age of the wizards. 

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.
Title: Re: Magic and Technology
Post by: Samldanach on October 30, 2006, 06:03:01 PM
Keep in mind that, actually, a grenade is a MUCH simpler piece of technology than an automatic rifle.  It just happens to be a less reliable one, due to the unpredictable length of the fuse.

I've always found it odd that the field strongly affects electronics, weakly affects mechanical joints, and only rarely affects chemical reactions.  So, if a wizard was shorting out a car, he'd probably blow out the alternator, distributor caps, and spark plugs first.  The drive train and transmission would be next, or possibly the CV joint and brakes.  But, it's extremely unlikely that the anti-technology field would cause the compressed gasoline vapors to fail to ignite (assuming the piston and spark plug both worked properly).

And as a reply to The Last Bean, there are numerous explanations throughout the series that affecting the body is extremely difficult, because of how complex it is.  That's why Harry's not a healer.  There's a bit in Fool Moon where he explains why werewolves like Billy can transform themselves, but normal wizards can't.  And, in Grave Peril, his godmother demonstrates her power over him by healing the cut on his forehead.

Title: Re: Magic and Technology
Post by: The Corvidian on November 01, 2006, 03:59:50 AM
Would gunpowder be considered technology?
Title: Re: Magic and Technology
Post by: Thanatos on November 01, 2006, 06:23:32 PM
I think that it's a matter of belief, just like working magic is. For some reason, wizards have a tradition of not trusting tech to work properly, and so it doesn't. Normal people have a tradition of not believing in magic, so even if Harry walked them through a spell step-by-step, they probably couldn't get it to work. They'd ground out whatever power they managed to raise before they even became aware of it.

Butters is more open-minded than most, after all, he classed the vampire corpses as "humanoid but not human" before he knew Harry. Most doctors would probably try to explain the differences in the bodies as deformities or the effects of disease.

Ramirez is probably a good example of a wizard that is a little more open-minded towards tech. Part of it is his youth, but it may also be something intrisic to his personality that makes him just not worry too much whether tech will fail on him, so by default he trusts it more.

Early on in magical training, an initiate has to believe that all the symbols, words, and strange materials have innate power, and he is just putting them together like a puzzle. Later on, he comes to realize that all those things are just foci, and amount to nothing more than a way to get the conscious, worrying and doubting mind to shut up long enough to let the magic work. The foci are mental toys that get the logical mind to stop asking "but why?" for a while. If you were to reveal that the foci are nothing more than a psychological crutch too early in a mage's training, he probably wouldn't trust in those tools long enough to develop trust in himself.

By the same token, wizards are taught that tech is unreliable, but each one has a different line defining what's "simple" and "complex" tech. A sword could be forged with modern metallurgical techniques that might not have been available before WW2, but it still seems "old", tried-and-true.

I think that game-mechanic wise, there could be a few different options, or ranks of "tech friendliness", and you could spend some of your development points towards that. If Harry is a default, then you could say that if you don't buy or sacrifice any ranks of "tech-friendliness" you're comfortable with things that predate you by roughly two generations (or about twoscore years ;) ). You could make an effort to adapt over time (Ebenezar obviously has, he's around 300 and the fact he can work any motor vehicle is a wonder in itself) by spending experience-based development points on it as well.

If the default rank 0 is about -40 years, then the next rank up could be -20, then 0, then +20, +40, +60 and so on. Normal humans probably default to somewhere around the +60 level if they grew up in a developed country, as that would be about the age where all the "newfangled gadgets" start to seem too mystifying to use. :P

After 5 increments of 20 years each, you could start taking larger steps. Maybe it could increment by 50 years after that? Ebenezar is able to use a truck that postdates his birth by about 200 years, so that would put him at 7 ranks of tech-friendliness, even though he's still using very old stuff by modern standards.

Oh, and on the side topic of generating "shields"...

From: http://www.scansite.org/scan.php?pid=203
Quote
Industrial Force Field
Industrial Case Evidence
An invisible force field has been experienced as a by-product of a particular industrial process in a 3M manufacturing plant in the south eastern United States. This occurred in August 1980 at its polypropylene plant around a large film-slitting machine with usually a temperature of about 80 degrees Fahrenheit with a relative humidity of 75-80%.

David Swenson of 3M Electrical Specialties Division in Austin, Texas was called in to investigate the problems with contamination of wide web film as it was being run at high speed, converted (split) into “film jumbos” with a width of 3’ x 5’ for coating with adhesive to make tape.

The Polypropylene web was 21 feet across – with the film running from one roller up 20 feet to another roller; across 15 feet to a third roller; down 20 feet to a splitter; and was then wound onto two rolls. It formed a huge dynamic “tent”. Swenson was there to measure the static electricity inside the web tent . As he approached the tent, his static field meter recorded a 200kV @ 12” The amount of static electricity was in the Mega volt range. The force that engaged him inside the tent was invisible and impenetrable, certainly making him unable to move further forward.

This was Coulomb’s Forces – the law of static attraction and repulsion – Static Electricity can cause some very strange and often difficult to explain phenomena. It is easily controlled if a commitment is made. This nuisance can be reduced to a non-nuisance level by proper analysis and installation of suitable equipment, at a very low cost.

To get rid of the effects at the plant an induction static eliminator was installed across the web at the unwind. The static electricity was immediately reduced throughout the process to less than 50kV (from MV’s). It was then possible to make measurements in the rest of the area. Additional induction units were also installed at the jumbo wind-up areas, which resulted in less than 5kV at conclusion.

Another link on this: http://www.esdjournal.com/articles/final/final.htm





 8)
Title: Re: Magic and Technology
Post by: deathdeeIer on November 15, 2006, 07:33:05 PM
everyone seems to be thinking how to shiel technology from magic but what about shielding the wizard from technology. what I mean is we know that a strong energy field surrounds wizards but when that field is depleted as in fool's moon harry had to consentate hard to fry the camera could there be a correlation and if there is could something be designed to suppress that energy field like a magical wrist strap
Title: Re: Magic and Technology
Post by: Samldanach on November 16, 2006, 01:46:37 PM
Hmm.  That should be theoretically possible.  However, I think it would likely also interfere with the wizard's ability to both touch the magic, and to use it to interact with the world around him.  So, in essence, the wizard becomes less able to cast spells.

Of course, if you take that to its logical conclusion, you can make a tech-friendly wrist-strap into a set of wizard-numbing handcuffs...

Title: Re: Magic and Technology
Post by: The Doctor on December 06, 2006, 06:02:21 PM
Would gunpowder be considered technology?

The argument could be made that gunpowder is an alchemical compound.
Title: Re: Magic and Technology
Post by: Lord Nedd on December 06, 2006, 10:33:13 PM
Would gunpowder be considered technology?

The argument could be made that gunpowder is an alchemical compound.

Yep.  It is part and parcel to the ferromancy that Mab talked about in DB.

-LN
Title: Re: Magic and Technology
Post by: The Corvidian on December 15, 2006, 01:42:44 AM
Would gunpowder be considered technology?

The argument could be made that gunpowder is an alchemical compound.

Yep.  It is part and parcel to the ferromancy that Mab talked about in DB.

-LN

One man's magic is another man's science.
Title: Re: Magic and Technology
Post by: waywardclam on December 15, 2006, 03:05:41 AM
One man's magic is another man's science.

Not in the Dresdenverse it ain't--I'm pretty sure Harry would tell you magic is a distinct, defineable noun.
Title: Re: Magic and Technology
Post by: Slife on December 17, 2006, 01:41:38 AM
Why not magic based technology?

No, really, why not?

A computer doesn't *have* to use electrons and magnetism to represent states.  If you really wanted to, you could make a computer out of tin cans and string or legos (http://acarol.woz.org/LegoDifferenceEngine.html).  The two biggest problems with using alternate computer designs are A) a working interface and B) size.  Magic can fix both of these.

If you really wanted to make it foolproof, you could incorporate living creatures as part of the works.  Coral or plankton might be decent components... genetically modified organisms would be even better.


EDIT: link to high-performance flexible organic transistors (http://www.stanford.edu/dept/news/pr/2006/pr-zbnature-011007.html)!
Title: Re: Magic and Technology
Post by: Abstruse on December 28, 2006, 02:29:12 AM
I've always seen it more like that magical fields screw up technology, no matter the level of understanding.  In SF, Harry talks about how a revolver isn't 100% reliable around him, and that's a very simple machine that I'm sure he understands completely.  Understanding has little to do with it IMO.  I think Butters is closer with the EMP field, though it's not strictly EMP as it can affect non-electronic machines as well.  It's just the stronger the magic + the stronger the magician = the more interference produced, and the level of interference needed depends on the complexity of the machine in question.  I think maybe you guys are overthinking this whole thing...

The Abstruse One
Darryl Mott Jr.
Title: Re: Magic and Technology
Post by: Samldanach on December 29, 2006, 01:21:01 PM
And, no offense, but I think you're underthinking it.  Your argument is very circular.  Why does magic screw with technology?  Because magic creates a field that creates interference with technology.  That's not really an answer.  And, more importantly, it does absolutely nothing to help the GM who is struggling with a smart-ass player trying to manipulate the rules.

Suppose the player wants to play someone like Ramirez(?), the younger wizard who can actually use a gun.  Why can he use a gun?  Is it because he's younger, and more used to guns?  Is it because he's weaker, and produces less interference?  Is it because he's learned to rein in his interference?  If so, how hard/common is that?

Suppose the player wants to deliberately use his interference to jam a gun that's being held to his temple.  Harry can do it to a degree, in that he can deliberately short out cameras.  How hard is it to focus your interference field?  How hard is it to jam the gun?

Suppose the player wants to create the magical equivalent of a computer.  Is it possible, or will the inherent chaos of magic prevent even magical "technology" from working?

The answer of "just because" works well in novels, where the author controls not only what happens, but what questions get asked.  You need something a little more developed for an RPG, where the players are sure to focus with unerring precision on whatever question you don't want them to ask.
Title: Re: Magic and Technology
Post by: Abstruse on December 29, 2006, 01:53:55 PM
That's a problem for the game designers and the holder of the original intellectual property to figure out, not for us.  Jim hasn't said other than giving Butters' theory as to why magic screws up tech.  So anything we have to say on the matter is simply speculation.

However, my theory has a big more genre backing in it.  For one thing, the idea was more or less directly lifted for the Returner series or whatever it's called...some semi-readable urban fantasy put out by Harlequin's new imprint for supernatural and fantasy stories.  Think back to Highlander.  What caused all the sparks from everything?  Was it an effect of the two immortals fighting?  Their inherent powers clashing?

How can the kid use a gun and Harry not?  Either he's not as strong or he has more fine control over his raw power and is able to rein it in.  Remember, even Harry himself says that he has a lot of power but not a lot of fine control.

And honestly, why would the other theory even work?  Harry's not trying to use the camera or high tech lights on the set of the TV show.  Why would he need to "understand" it?  It goes haywire just because he's nearby.  He can short out stuff he doesn't even know is there.  The residual magical energy field or strong aura theory seems a lot more sound IMO.

The Abstruse One
Darryl Mott Jr.
Title: Re: Magic and Technology
Post by: waywardclam on December 29, 2006, 02:10:39 PM
If your problem is that you're trying to block a rules lawyer with a rule, you're approaching it wrong.

Keep killing his character until he smartens up.  Problem solved.  ;D
Title: Re: Magic and Technology
Post by: The Last Bean on December 30, 2006, 12:15:51 PM
Or even better. Just say "no, that's unbalancing, and it's against the spirit of the rules." If he's the kind of player than can't handle that kind of answer, then perhaps he should find a more black-and-white universe to play in. Keep in mind that the FATE handbook says, perhaps hundreds of times, that it is the job of the DM to control the game to an extent, keep it functional, and most of all, keep it fun. If that means using a stick instead of a carrot sometimes, then so be it.

Remember, DMs, Just say "no" to powergamers.
Title: Re: Magic and Technology
Post by: Samldanach on January 03, 2007, 02:25:38 PM
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?
Title: Re: Magic and Technology
Post by: LogosInvictus on February 27, 2007, 09:19:35 AM
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.
Title: Re: Magic and Technology
Post by: cybrgrl on April 07, 2007, 05:10:58 PM
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.

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

Title: Re: Magic and Technology
Post by: Ebenezar McCoy on April 07, 2007, 09:22:55 PM
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.
Title: Re: Magic and Technology
Post by: Soulless Mystic5523 on April 07, 2007, 11:14:54 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.

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.
Title: Re: Magic and Technology
Post by: iago on April 08, 2007, 01:47:19 AM
Here's my brief understanding of Magic and Technology based on my conversations with Jim on the matter.

Magic is a powerful force and gets directed like a laser in the hands of an unconflicted being.  Creatures from the Nevernever usually fit this bill.  Their nature and their will are in unity -- they don't have a "free will" that's separate from their nature, in other words.  Look at Mab: she is who she is, through and through.  If Mab turns you into a toad, she's doing that because her nature is one of something that turns you into a toad, and she has no doubts about it.

On the other hand, look at a mortal spellcaster.  A mortal spellcaster has his nature as a human being, and he also has free will.  These things are sometimes at odds.  He has emotional states, and doubts, and so forth.  When he throws magic around, he's probably got to have 99.9% of his mind in line with what he's doing -- he has to BELIEVE that he can do it, through and through -- but it's not perfect.  Unlike the unconflicted beings of the Nevernever, a mortal spellcaster has pesky things like self-doubt, a mortgage, emotions, a twitch in that hand that got burned by a flamethrower -- you know, the usual stuff that plagues normal folks. :)  So that leaves us with 00.1% of his mind not entirely on the task at hand.  Which means we've got a smidge of magic that's not being guided by his will.

It's that smidge of magic that "leaks" out of the spell -- or even just gets shot off by a flare of emotion and intense thinking -- that gets inside of technology and screws it up.  So regardless of your perspective on what magic as a *force* is and does, that's *why* the "hexing" effect happens for mortal spellcasters.  They aren't perfectly unconflicted, so stuff shorts out.

You can theorize all day as to why "stray magic" causes technology to fry.  Maybe it is probability-bending.  That's certainly supported by what we've seen; after all it's very improbable that if I point at you that fire will leap from my hand and burn your face off.  But magic does seem to change the odds of that happening...
Title: Re: Magic and Technology
Post by: Samldanach on April 09, 2007, 03:22:27 PM
Wow.  That's a really cool explanation for the leak.

So, stronger mages tend to short things out more than weaker mages, because .1% of the kilothaum (to borrow the above Discworld reference) McCoy tosses around is a lot more than 1% of the single thaum Molly is handling (despite the fact that, because of his training, McCoy is leaking, proportionately, ten times less energy from his "pool").

And, it tends to reinforce the theory that different mages affect different levels of technology based on their core understanding.  The magic that is used in the spell is guided by belief.  The magic that runs stray is also guided by belief, but in a sort of inverted way.  The spell is defined by what you believe will happen, and the side effect is by you don't believe will happen.  So, if you don't trust cars, phones, or elevators, your stray magic tends to reinforce that mistrust, and they break down.  A computer would be really hosed, because even the most devout techie does believe that it will break, and generally at the worst possible moment.

Thanks, Fred!
Title: Re: Magic and Technology
Post by: iago on April 09, 2007, 03:44:37 PM
Excellent elaboration, man. I think I may borrow some of that idea for the writeup of hexing in the RPG!
Title: Re: Magic and Technology
Post by: Rel Fexive on April 09, 2007, 05:27:08 PM
Both together make for an (unsurprisingly) excellent explanation, it's true :)
Title: Re: Magic and Technology
Post by: Mario Di Giacomo on April 10, 2007, 07:15:03 PM
Here's the thing.  I'm a computer programmer.  Have been for over a decade.  That means that I not only am familiar with computers, but that I often have to "think like" a computer.

Wouldn't that suggest that I might think "Gee... I should be able to enchant my computer to protect it from magic, no matter what my teacher says."?
Title: Re: Magic and Technology
Post by: cybrgrl on April 10, 2007, 08:44:34 PM
Here's the thing.  I'm a computer programmer.  Have been for over a decade.  That means that I not only am familiar with computers, but that I often have to "think like" a computer.

Wouldn't that suggest that I might think "Gee... I should be able to enchant my computer to protect it from magic, no matter what my teacher says."?

I have the impression that you can't put wards on technology.  I imagine that the magic involved in either the act of creating the ward or the functioning of the ward itself would mess up the technology.  If it could be done, I would have expected Harry to put wards on the Blue Beetle by now.

If understanding the technology mitigates the disruptive effects of magic, then we must ask what level of understanding is required?  Would you need to know the tolerances of all the transistors and wires, the circuit board design, and so forth?  If so, then very few people could reach the level of understanding necessary to safeguard even simple modern technology from magic.

However, you could put your computer in a circle (see Dead Beat), maybe a permanent one such as the summoning circle in Harry's lab.  That would let it function even with a strong magic user in the room, but wouldn't let the magic user sit down and browse the web.
Title: Re: Magic and Technology
Post by: Mario Di Giacomo on April 10, 2007, 08:49:48 PM
What about something like a grounding strap, that the wizard can put on to use tech normally?  Maybe Harry's could be made of copper discs... :D
Title: Re: Magic and Technology
Post by: cybrgrl on April 10, 2007, 08:55:34 PM
What about something like a grounding strap, that the wizard can put on to use tech normally?  Maybe Harry's could be made of copper discs... :D

Heh.  Good idea.  We've seen Harry ground magic (White Night).  I can envision a wizard clipping on a cable and willing the magic to dissipate before entering a room with technology.  That might let him use the technology for  a while.

cybrgrl
Title: Re: Magic and Technology
Post by: jtaylor on April 10, 2007, 08:57:41 PM
I have the impression that you can't put wards on technology.  I imagine that the magic involved either the act of creating the ward or the functioning of the ward itself would mess up the technology.  If it could be done, I would have expected Harry to put wards on the Blue Beetle by now.

If understanding the technology mitigates the disruptive effects of magic, then we must ask what level of understanding is required?  Would you need to know the tolerances of all the transistors and wires, the circuit board design, and so forth?  If so, then very few people could reach the level of understanding necessary to safeguard even simple modern technology from magic.

However, you could put your computer in a circle (see Dead Beat), maybe a permanent one such as the summoning circle in Harry's lab.  That would let it function even with a strong magic user in the room, but wouldn't let the magic user sit down and browse the web.
You know, I wonder if wireless/bluetooth keyboard and mouse would work through a summoning circle. you could shield the pc, but still surf the web using the easily replaceable keyboard and mouse.
Title: Re: Magic and Technology
Post by: cybrgrl on April 10, 2007, 09:11:07 PM
You know, I wonder if wireless/bluetooth keyboard and mouse would work through a summoning circle. you could shield the pc, but still surf the web using the easily replaceable keyboard and mouse.

Ha!  Good idea!  I think it might work because we've seen devices that rely on a wireless signal work from within a circle (Dead Beat).  Woo!  You may have come up with a way for wizards to use computers! 

Now, I expect you would go through a LOT of keyboards... but consider the possibility for voice recognition software...
Title: Re: Magic and Technology
Post by: x-tricks on April 10, 2007, 09:51:08 PM
One way to look at magic – if you want to try and make it logical or follow the currently understood laws of physics and nature – is that it may affect the natural tendency of things to break down, go wrong or wear out.  So, when Harry, or a mage is near a light bulb, which radically increases its chances of burring out right then.  And the more infused with magic (not necessarily obviously more powerful), the greater that tendency is.

Magic is, after all, the manipulation of extremely unlikely events – among other more boom/flash effects.  Magic can create good and bad luck, miracles etc.

Modern technology is rather delicate – the effect of a chip or a logic board deciding to go on the blink at a particular moment is more catastrophic than say, one hinge on a door.  The door may work, if poorly but few computers can handle a logic board crash.

As to what magicians believe about how they affect technology on an individual level – well, that’s theory.

IMO – there shouldn’t be a way to keep technology safe from magic in this particular game. It starts to get too WoD and munchkin if you’ve got the magic/technology détente going on.  In this game, if you want magic, you give up telephones and iPods. If you want iPods, you give up magic.

And, magic isn’t necessarily stronger than tech – because the strength of magic depends totally on the strength of the person using it.  Sure, in the books we see Dresden slinging uber-powerful shields around but remember, he’s the crem-de-la-crem.  Most players, starting out, will not be nearly o powerful, and may never achieve that level of strength. 
Title: Re: Magic and Technology
Post by: Mario Di Giacomo on April 10, 2007, 10:25:55 PM
IMO – there shouldn’t be a way to keep technology safe from magic in this particular game. It starts to get too WoD and munchkin if you’ve got the magic/technology détente going on.  In this game, if you want magic, you give up telephones and iPods. If you want iPods, you give up magic.

Wizpods are more Diane Duane's shtick, anyway :)
Title: Re: Magic and Technology
Post by: Samldanach on April 11, 2007, 02:14:01 PM
Hmm.  I tend to think the wireless/bluetooth option wouldn't work so well.  That is some pretty finicky technology, even with no magic around.  I think it would lose the connection often enough to be more frustrating than useful.  The voice recognition software, though, is certainly an option.  You'd have to end up with a techie who is willing to set up the computer, and patiently train the wizard on how to use it.  Basically, I think, from a game standpoint, you'd either have to have the techie be another PC (which makes most any gain the wizard gets from the computer be a wash at best), or some kind of dedicated ally (meaning the character isn't as good at being wizardly).  Since the computer itself can't be enchanted, it would be hard to work up any kind of potentially game-breaking synergy.

And, of course, it wouldn't help either the Blue Beetle (you can't drive a car and keep it inside a circle) or the phone (too many pieces of the phone system would be outside the protective circle).

Title: Re: Magic and Technology
Post by: Slife on April 13, 2007, 01:56:41 AM
And, of course, it wouldn't help either the Blue Beetle (you can't drive a car and keep it inside a circle)

Why not?
Title: Re: Magic and Technology
Post by: Samldanach on April 13, 2007, 01:02:47 PM
Er, because the car moves, and the circle doesn't?   ???
Title: Re: Magic and Technology
Post by: cybrgrl on April 13, 2007, 01:12:36 PM
Quote
Quote from: Samldanach on April 11, 2007, 10:14:01 AM
And, of course, it wouldn't help either the Blue Beetle (you can't drive a car and keep it inside a circle)
Why not?

Samldanach Er, I mean Slife, how would you keep the car in a circle while driving?

cybrgrl
Title: Re: Magic and Technology
Post by: Mario Di Giacomo on April 13, 2007, 02:43:23 PM
Inscribe anti-magic wards on the doors?
Title: Re: Magic and Technology
Post by: Soulless Mystic5523 on April 14, 2007, 09:09:48 PM
Why not?


Samldanach Er, I mean Slife, how would you keep the car in a circle while driving?

cybrgrl

Weld a steel circle along the undercarage.
Title: Re: Magic and Technology - encircling the Blue Beetle
Post by: cybrgrl on April 15, 2007, 10:05:46 PM
Weld a steel circle along the undercarage.

Thus encircling the engine, I assume.  But, the wires, tubes, mounts and things would stick out from the engine to the rest of the car, thus breaking the circle.

If you welded on a circle large enough to encompass the whole car, then you may indeed block out magic.  However, a magic user in the car would make the whole construct moot at best.  Circles hold magic in just as well as they hold it out.    Anyway, parking would be hell.

cybrgrl
Title: Re: Magic and Technology - encircling the Blue Beetle
Post by: Soulless Mystic5523 on April 15, 2007, 11:37:30 PM
Thus encircling the engine, I assume.  But, the wires, tubes, mounts and things would stick out from the engine to the rest of the car, thus breaking the circle.

If you welded on a circle large enough to encompass the whole car, then you may indeed block out magic.  However, a magic user in the car would make the whole construct moot at best.  Circles hold magic in just as well as they hold it out.    Anyway, parking would be hell.

cybrgrl

Didn't say it was flawless, but it is a way to keep a car in a circle while driving. ;oP
Title: Re: Magic and Technology - encircling the Blue Beetle
Post by: Slife on April 17, 2007, 12:28:54 AM
Thus encircling the engine, I assume.  But, the wires, tubes, mounts and things would stick out from the engine to the rest of the car, thus breaking the circle.

Not if the circle was made out of car parts. 


A quote from jim (http://www.jim-butcher.com/bb/index.php?PHPSESSID=d1998cdc05fd74843bd8ca207bc71458&topic=1942.msg37964#msg37964) about circles here.
Title: Re: Magic and Technology - encircling the Blue Beetle
Post by: Soulless Mystic5523 on April 17, 2007, 12:40:28 AM
Not if the circle was made out of car parts. 


A quote from jim (http://www.jim-butcher.com/bb/index.php?PHPSESSID=d1998cdc05fd74843bd8ca207bc71458&topic=1942.msg37964#msg37964) about circles here.

So just get a couple of extra bumpers to attach to the doors to make a full circle of bumpers. And it would be extra safe if someone tries to run Harry off the road.
Title: Re: Magic and Technology
Post by: Simon Hogwood on April 17, 2007, 03:21:13 AM
An interesting idea, but it begs the question of just how circular a circle needs to be - on one hand, you have a perfectly uniform circle (which is probably impossible to make outside an equation); on the other, a nonuniform shape - picture a rope with the ends tied together and thrown into a random but non-overlapping shape. Now, how far from the former to the latter can you go without the circle failing?

Did that make any sense? ???
Title: Re: Magic and Technology
Post by: Samldanach on April 17, 2007, 02:21:48 PM
Hmm.  Well, it certainly needs to be a simple, closed figure, at least in basic outline (though, it could be created from dozens or hundreds of complex, open figures, e.g. glyphs or other writing).  I would also tend to think that it needs to be smooth.  Corners would create inconsistent concentrations of magic, probably creating weak spots.  The closer to a true circle you get, the stronger it would be (similar in principle to most structural engineering problems, in that many stress diagrams are based on true shapes).

So, creating a box around the car would probably work.  You would tend to have issues at the four corners, where the energy would bleed off, possibly with visible effects.  But, for the level of working you're talking about, it should hold together.  (Of course, as cybrgrl pointed out, it still wouldn't actually help.  I don't think there's any way to create a circle that would separate the driver from the engine.)

Title: Re: Magic and Technology
Post by: Slife on April 17, 2007, 09:03:44 PM
So, creating a box around the car would probably work.  You would tend to have issues at the four corners, where the energy would bleed off, possibly with visible effects.  But, for the level of working you're talking about, it should hold together.  (Of course, as cybrgrl pointed out, it still wouldn't actually help.  I don't think there's any way to create a circle that would separate the driver from the engine.)

Make a circle around the driver's seat.
Title: Re: Magic and Technology
Post by: Rel Fexive on April 17, 2007, 10:14:23 PM
That would only work if you kept your hands inside the circle, wouldn't it?  Reaching for the steering wheel would break it, either by your hands crossing the line or the wheel doing it.

Maybe what is needed is a bleed-off... like those static strips that used to be attached to the backs of cars.  But instead of grounding the car for static, it connects to a strap around the wizard's waist and and grounds him for magic.

While leaving an almighty trail of energy to follow, of course....
Title: Re: Magic and Technology
Post by: hollow49 on April 17, 2007, 11:02:34 PM
Actually, from what we've seen in the books, "grounding" a wizard's power is prone to make things even worse technology-wise.
(click to show/hide)
When the wizard releases the power without shaping it, either in an emotional surge, as overspill from an existing spell or by releasing excess energy, it seems more prone to cause malfunctions a la Murphy's Law. Grounding the power as it builds would only lead to a constant chance of failure (lower rate of risk than releasing a larger amaount, but spread over longer time it evens out). The opposite strategy, namely deliberately concentrating on holding the magic in (like on Larry Fowler) seems to work best, but requires serious control and calm.
Title: Re: Magic and Technology
Post by: Rel Fexive on April 17, 2007, 11:11:34 PM
That's true... but if you drove fast enough, or had a long enough 'grounder', it might all be going wrong to someone else behind you somewhere ;)

More seriously, yes, good point :)
Title: Re: Magic and Technology
Post by: Slife on April 18, 2007, 12:30:01 AM
That would only work if you kept your hands inside the circle, wouldn't it?  Reaching for the steering wheel would break it, either by your hands crossing the line or the wheel doing it.

Again, if the circle was made of car parts the steering wheel wouldn't interfere.
Title: Re: Magic and Technology
Post by: Samldanach on April 18, 2007, 12:56:40 PM
Again, if the circle was made of car parts the steering wheel wouldn't interfere.

But, the steering wheel would be inside the circle.  So would the drive train under the car.  So, the car itself can't be insulated from the mage through the use of a circle.

Hmm, taking the "static strip" idea, what if you bled the excess energy into a special container, rather than out into the environment.  Kind of like Harry's ring that stores up kinetic energy.  There would be no way to make it perfectly efficient, but you might be able to significantly lessen the effects.  And, as a bonus, you're charging up a magical battery for later!

Title: Re: Magic and Technology
Post by: Rel Fexive on April 18, 2007, 06:48:15 PM
Hmm, taking the "static strip" idea, what if you bled the excess energy into a special container, rather than out into the environment.  Kind of like Harry's ring that stores up kinetic energy.  There would be no way to make it perfectly efficient, but you might be able to significantly lessen the effects.  And, as a bonus, you're charging up a magical battery for later!

I was thinking exactly the same thing earlier today!  Just make sure it's away from all the important stuff.  And again, I'd imagine such a 'battery' could attract unwanted attention.
Title: Re: Magic and Technology
Post by: Slife on April 19, 2007, 01:42:23 AM
But, the steering wheel would be inside the circle.  So would the drive train under the car.  So, the car itself can't be insulated from the mage through the use of a circle.
But it's a steering wheel.  What could go wrong with it?  Dresden doesn't have problems with his shoes, does he?

And I assume the drive shaft would be outside of the bottom of the circle.
Title: Re: Magic and Technology
Post by: Soulless Mystic5523 on April 19, 2007, 01:45:42 AM
But it's a steering wheel.  What could go wrong with it?  Dresden doesn't have problems with his shoes, does he?

And I assume the drive shaft would be outside of the bottom of the circle.

But that begs the question; how far up, and how far down do circles go?
Title: Re: Magic and Technology
Post by: Simon Hogwood on April 19, 2007, 02:09:52 AM
But that begs the question; how far up, and how far down do circles go?
See this conversation (http://www.jim-butcher.com/bb/index.php/topic,1825.0.html).
Title: Re: Magic and Technology
Post by: Samldanach on April 19, 2007, 03:39:18 PM
But it's a steering wheel.  What could go wrong with it?

As a note, one of the most delicate pieces of equipment in a certain generation of cars was the stick that came out of the side of the steering wheel.  That's because it had been designed to control the headlights, windshield wipers, and often cruise control as well.  Too many little fiddly electronic bits in there.

Even outside of that, the steering column contains the ignition switch (not necessarily a bad thing to have stop working while you're driving, but definitely a bad thing to have working erratically).  In most modern cars, it also contains an air bag (definitely a bad thing to have working erratically).  Basically, the steering column on a car is a little more fiddly than, say, the steering wheel on a go-cart.

OTOH, based on the thread Simon linked to, it would seem that you're right about the drive train.  The circle would only go up and down far enough to enclose the driver.  So, you'd have to worry about the steering column, and a good chunk of the dash, but the rest of the car might be ok.

Ultimately, I think this is one of those cases where, even Bob would suggest actual experimentation over theorizing.  We're treading on some hazy lines of magical theory, and it's hard to really say where they'd fall.

Personally, though, if I were GM, I'd disallow using a circle to protect the car from the driver.  That's just the side I come down on.
Title: Re: Magic and Technology
Post by: Rel Fexive on April 19, 2007, 06:21:18 PM
If nothing else, the fact that one one has done it in the books yet is a pointer to the chances of success.
Title: Re: Magic and Technology - encircling the Blue Beetle
Post by: cybrgrl on April 19, 2007, 11:52:26 PM
So just get a couple of extra bumpers to attach to the doors to make a full circle of bumpers. And it would be extra safe if someone tries to run Harry off the road.

LOL!  It would be safer! Nobody would cut off a car with bumpers on every side.  ;-)

cybrgrl
Title: Re: Magic and Technology
Post by: Slife on April 23, 2007, 01:57:42 AM
If nothing else, the fact that one one has done it in the books yet is a pointer to the chances of success.

That's what Iago said about healing.  [/WN teaser]
Title: Re: Magic and Technology
Post by: Rel Fexive on April 23, 2007, 07:15:01 PM
Heh, true ;)

I'm really not sure the circle-around-the-car thing would work.  The whole idea is to insulate the car from the wizard, right?  If you put them both in the circle it won't achieve anything.  The "magic sink" (as opposed to heat sink) would be the better option.

That or having a driver and a stretch limo.  Keep the wizard as far from the most important working parts as possible ;)
Title: Re: Magic and Technology
Post by: Slife on May 11, 2007, 06:46:31 PM
Just had a funny thought...
If Harry wanted to work around computers, he'd probably need a circle for any long period.  And the circle would probably have to be made out of the same things a computers to allow him to use keyboards and stuff.  So what's a computer made of?  Silicon, plastic and copper wiring.  Of course, he'd have to find a way to use it without any hands...

"Harry, is that-"
"It's my portable murphionic field dampening device.  Very sophisticated."
"It looks like a hula hoop with some wires taped on."
Title: Re: Magic and Technology
Post by: Soulless Mystic5523 on May 12, 2007, 10:02:47 PM
Just had a funny thought...
If Harry wanted to work around computers, he'd probably need a circle for any long period.  And the circle would probably have to be made out of the same things a computers to allow him to use keyboards and stuff.  So what's a computer made of?  Silicon, plastic and copper wiring.  Of course, he'd have to find a way to use it without any hands...

"Harry, is that-"
"It's my portable murphionic field dampening device.  Very sophisticated."
"It looks like a hula hoop with some wires taped on."

He could just use a handful of ribbon wires connected end to end.
Title: Re: Magic and Technology
Post by: The Doctor on May 13, 2007, 07:59:39 PM
He could just use a handful of ribbon wires connected end to end.
What about the magical equivalent of telekinesis?  He might not be able to touch type, but he might be able to manage point-and-click (as opposed to search-and-destroy).
Title: Re: Magic and Technology
Post by: Samldanach on May 14, 2007, 11:13:59 AM
He could just use a handful of ribbon wires connected end to end.

Nah, that's too practical.

The hula hoop is much more classic Dresden style....

Title: Re: Magic and Technology
Post by: Elaikases on May 25, 2007, 10:57:39 AM
What about the magical equivalent of telekinesis?  He might not be able to touch type, but he might be able to manage point-and-click (as opposed to search-and-destroy).

Err, how does he do it without breaching the circle?
Title: Re: Magic and Technology
Post by: Rel Fexive on May 26, 2007, 03:10:10 PM
And wouldn't the magic telekinesis mess with the computer anyway, defying the whole point of the exercise?
Title: Re: Magic and Technology
Post by: The Corvidian on June 07, 2007, 03:09:45 AM
What if you bought an EMP hardened computer?
Title: Re: Magic and Technology
Post by: Lord Nedd on June 07, 2007, 05:59:38 AM
What if you bought an EMP hardened computer?

It is not clear that the murphyonic field that Wizards put out is EM based.  The problem is that every tool they use to test for it gets fried.  Butter seems to think that perhaps the field is EM.  But we don't really know the cause.

-LN
Title: Re: Magic and Technology
Post by: Soulless Mystic5523 on June 24, 2007, 09:11:26 PM
It is not clear that the murphyonic field that Wizards put out is EM based.  The problem is that every tool they use to test for it gets fried.  Butter seems to think that perhaps the field is EM.  But we don't really know the cause.

-LN
But we do know that some electronics are more resistant to magic than others. IE.The lights in the cave in White Night are a good example. Harry even mentions how they must have spent some good money on the lighting system to last so long.
Title: Re: Magic and Technology
Post by: Lord Nedd on June 25, 2007, 04:07:23 PM
But we do know that some electronics are more resistant to magic than others. IE.The lights in the cave in White Night are a good example. Harry even mentions how they must have spent some good money on the lighting system to last so long.

Sure, it is a question of simplicity of moving parts.  The more comlex the tool, the fast it fries.  We still don't know why, though...

-LN
Title: Re: Magic and Technology
Post by: mikeryan on June 25, 2007, 05:03:28 PM
Sure, it is a question of simplicity of moving parts.  The more comlex the tool, the fast it fries.  We still don't know why, though...

-LN

When the game comes out, I'll have to pitch it to folks who aren't Dresden fans yet. So I've been thinking of how to pitch this. Otherwise I expect to hear things like "that's stupid and just an cop out way of artificially balancing wizards against non-wizards."

The explanation that I'm leaning towards is that since wizards can bend reality with their will, reality is constantly in flux near them. This isn't usually noticeable to the naked eye, but electronics and complicated mechanical devices can't handle the variations. Hope that'll work.
Title: Re: Magic and Technology
Post by: iago on June 25, 2007, 05:38:56 PM
I've got a nice long section talking about Hexing.  You'll have plenty of material to use to explain things to your friends.