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Jonathan Lyons-Raeder's avatar

You're touching on one of the axes of SFF I often think about, which I can only describe as "grounded vs. dreamlike." A "grounded" piece of SFF is doing what you describe as your preference; the researched and historically-derived world where thought has gone into how the economic, political, physical, etc. elements all fit together and make the story feel, "real."

I see "hard magic systems" as actually trying to do the same thing to the magic, in a sense forming the "grounded" magic to set against your preferred spiritual/poetic, "dreamlike" magic.

With this lens I see you advocating for SFF that has a "grounded world" and "dreamlike magic." This is also my preference, but I also have a soft spot for stories that go dreamlike in both ways - "dreamlike world" and "dreamlike magic." I don't know if these types of stories need to serve any politic purpose aside from engaging with poetic beauty, with the surreal, with emotions over thought (though of course one can argue that those things in and of themselves can be political). Just wondering what you think of that way of looking at SFF and the merits of stories that stay in the dreamlike and the surreal.

Also wondering if you've ever read Le Guin's Earthsea books. I see them as having a relatively "hard magic" system in the original trilogy, only to have those assumptions explicitly and politically challenged in the subsequent sequel, as Le Guin refined her own politics and upended the assumptions that the first trilogy (which I still think are fantastic, quality wise and in the magical sense) had baked in. I also have a little pet theory that Le Guin's anarchism is best seen in her SF and her Daoism best seen in her fantasy.

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Anecdotage's avatar

Okeydoke. I concede that a lot of SFF is historically illiterate. I even agree that hard magic systems are overused.

But there's no bottom to the type of criticism that you're offering on world building. You'd like grain and wool production to be historically accurate. Others will obsess about plate tectonics and the weather. Still others will want the languages referenced in the narrative to follow known rules of grammar and syntax. Every mistake or omission will take some readers out of the narrative, but it's a hopeless task to get the history and culture completely right. And if any of us ever did our novels would suck, because it's impossible to both set the perfect scene and write compelling characters and plots.

I do concede that a writer who wants to do a generic, bog standard medieval fantasy should read some of the works you cite or others as good. But some aspects of medieval life are completely orthogonal to good writing. No modern reader wants to read about a female character who sits in one room spinning 12 hours a day. And if everyone in the village has historically accurate levels of literacy and education then the dialogue is going to be ridiculous focused on farming and the weather and conversations that explain the world and its culture will only be possible if the characters talk to the local priest or well to do merchant, which they will have solid in character reasons for not being able to do. In short, good writing requires breaking historical verisimilitude, and knowing when to do so, as much as adhering to it.

As I said up top, I think there are too many hard magic systems and I think they've reached their maximum development in Brandon Sanderson's work. I think most writers that try to emulate him because of his success will produce far inferior works. That being said, there's nothing wrong with treating magic like physics. And doing so doesn't require the writer to have creepy, apocalyptic Mormon beliefs. Classic Vancian magic systems reach audiences in the hundreds of millions via books and video games. One can say that these are cliched, and that Tolkien and GRRM are doing something more sophisticated, but that claim is frequently bollocks and writers should always have the freedom to choose their preferred method of storytelling.

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