The D&D Connection: Authors and TTRPGs- Dorian Hart

This week on Witty and Sarcastic Bookclub, I’m talking about authors and the love of ttrpgs. I’m fortunate to have several great guests throughout the week. Today I have the privilege to talk with Dorian Hart, author of one of my favorite fantasy series.

Thanks for being willing to chat with me about D&D and great fantasy. First of all, would you tell me a little bit about the Heroes of Spira series?

The Heroes of Spira is Hopeful Ensemble Epic Quest Fantasy, a subgenre I probably just made up but which describes the series pretty well.

Hopeful, because there’s a core of decency, humor, and optimism running through all the books, even when things seem bleak and perilous. My characters are flawed, but you’ll cheer for them the whole way.  Ensemble, because it features a group of would-be heroes that mostly stays together, working as a team, across all five books. Epic, because the stakes are high, and the scope becomes quite wide by the end. Quest, because the aforementioned heroes are usually on some quest or other, many of them involving strange and wondrous locales, while helping save the world. And fantasy, because it has swords and wizards and talking gemstones and giant monsters and mysterious artifacts and magical towers and dire prophecies and dream-warriors and evil math-priests and a side-trip to hell and, eventually, a nine-foot-tall oracular toad.  Also some other stuff, but that should give you a general idea.

The finished series will be five books. I’ve published four of them already, and am about halfway through the first draft of the fifth. The first four, should anyone be interested are: The Ventifact Colossus, The Crosser’s Maze, The Greatwood Portal, and The Infinite Tower

Regarding  Dungeons and Dragons:  When did you start playing? What first drew you to ttrpgs?

My D&D/TTRPG journey has been ongoing for 43 years now, and featured two specific days of special significance set 16 years apart.

The first was in 1978, when as a 9-year-old I visited a book fair at my elementary school. I was there to browse the fantasy and science fiction section, but nestled among the books was the original “blue box” Dungeons and Dragons basic set. I read the back and realized it was a game, not a book, where you pretended to be a fantasy hero. Cool! I bought it (hoping my parents wouldn’t mind that I used my book fair money for a game), took it home, and showed it to my friend John who lived across the street.  On that day, my love for fantasy TTRPGs (along with an unquenchable need for dice) was born. A year later, I convinced my parents to get me the PH and DMG hardbacks for Christmas, and that really cemented my D&D geekery in place.

Fast forward to 1994, when I was 25 years old. I hadn’t played much D&D in high school and college, lacking the time more than the interest, but on one fateful day some mutual friends introduced me to Kevin Kulp. Kevin is a brilliant game designer (his credits include TimeWatch and Swords of the Serpentine), a great friend, and, it turns out, a wonderfully talented GM. He invited me to play in his campaign, and watching his table technique inspired me to run a game of my own. My campaign, whose plots and characters inspired the Heroes of Spira series, lasted 15 years over about 300 sessions, and was one of the great experiences of my life. 

I love that the first moment you were introduced to D&D was so memorable! What’s doubly great about your two special moments is that one took place in your childhood and the other as an adult. I think it’s kind of sad that, as children, we are encouraged to use our imaginations, but adults are sort of expected to set those things aside. I think that’s one of my favorite things about gaming: the ability to keep using our imaginations. But I digress.

It is so cool that the Heroes of Spira was inspired by your campaign! Was it tough to gather such a long campaign into a cohesive narrative? Or was it easier because you had so much history to jump off from?


My journey from D&D campaign to novels was highly unusual and probably not generally reproducible.

When I was running the game, I’d write up a summary of events after every session to help myself maintain continuity and consistency, not to mention recall the names of random NPC’s I’d made up on the spot.  Eventually one of my players (the aforementioned Kevin Kulp) convinced me to post these summaries to ENWorld, a popular D&D message board that had a specific forum for “Story Hours” – basically campaign journals presented to the public. While at first my posts were extremely dry and not meant to be read as fiction per se, they inexplicably grew in popularity, and the more people were reading, the more I wanted to give them something entertaining to read.

As a result, over time, I started writing the campaign summaries more like they were chapters of an epic fantasy novel. With my players’ permission, I audio-recorded my sessions, so that I could play back the tape for more fidelity while I wrote up the summaries.  A few years in, I was essentially writing a serialized novel that was also an accurate account of the game!  It helped that my D&D style is very DM-story-driven, which I know is not for everyone, but my players bought into it wholeheartedly. I gave them a detailed, complex narrative, and they tacitly agreed to go where my adventure led them.

By the time I was done, Sagiro’s Story Hour (as it was called) had hundreds of regular readers, and I had written about 750,000 words of fantasy-novel-ish content.

So, in that sense, it was easy to go from games to books, but that coin had another side to it. Over the many years I posted my campaign’s story, lots of my readers urged me to turn the account into actual novels.  I resisted, time after time, for a number of reasons. For one, the story was loaded with WotC proprietary terms, monsters, etc. For another, D&D campaigns don’t naturally translate into books; their pacing is all wrong, and their focus is often on combats and stats and character sheets, while going light on characterization, dramatic arcs, foreshadowing, all that good stuff. For yet another, it sure sounded like a lot of work!

Over the years, though, I came around to the idea. I worked out how I could strip out all of the explicitly D&D-ish terminology. I outlined and took notes and figured out what needed to be dropped, changed, or moved around chronologically. I mapped out character arcs, and how the books would move the focus of everything onto the characters and their development.  I have spent a LOT of time figuring how to turn a TTRPG campaign into books so that they don’t *feel* merely like someone’s campaign notes written down.

It helped immensely that, as I said, I ran a very novel-like D&D campaign. In one case, I literally set up a moment that had been foreshadowed nine years earlier in real time, to the great astonishment (and joy, I hope) of my players. The game had emotional moments and lots of character development already baked in, because my players were all wonderful role-players who were just as invested in the game as I was.

And then, sometime in 2012 or 2013, I wrote the first words of the first draft of The Ventifact Colossus.

 Wow, that is incredibly cool! It definitely seems like a ton of effort (not that there’s necessarily an easy way to write a book) , but as someone who’s read the books, I think it really paid off. It reads like old-school fantasy to me, but not as a campaign, if that makes sense.

Do you have a favorite character class to play, or do you like to switch things around?

I like variety, though it’s a quirk of my adult D&D career that I’ve played very few characters. That’s because the campaigns I’ve been in have been extremely long. The first, in which I played an old, crotchety, high-wis-low-str cleric, lasted 17 years. Following that I played a low-wis kick-in-every-door fighter in a “short” game that lasted only a decade or so. But I love playing anything, really, as long as I’m with a group of friends and having a good time.

The time spent goofing around with friends and kind of telling a group story is something special, I think. Is there a particular gaming memory that really makes you smile or laugh?

There are more than I can count, so I’ll just pick one.

During my long campaign, one of the characters suffered from a strange and sporadic magical effect:  bits of a second world would sometimes manifest in his vicinity, overlapping with his own world.  So, he might be out in a street, and then a forest would appear around him, with trees and buildings and roads and people all kind of mingled together.

I had that happen while the party was in an inn; for a few minutes, a wild jungle overlapped the rooms and hallways.  Among the details of the jungle I provided was a monkey running loose in the corridors, and while I may lack any number of practical skills, I am a master of making realistic monkey noises.

Foolishly, I decided that when the jungle vanished and things returned to normal, the monkey would be left behind. A few extra minutes of silliness, I thought, before the adventure I had planned for the day would continue.

That’s not what happened. Instead, my players decided to spend THREE HOURS interacting with that monkey – chasing it around, feeding it, playing with it, teaching it tricks, involving it in some practical jokes, all obliging me to make myself hoarse from making monkey noises.

At the end of the session, one of my players asked me if that was how I intended the evening to go. I sighed, shook my papers at them all, and lamented “There’s no monkey in my notes!”  We still use that phrase on occasion to denote when things don’t go as planned.

Ok… one more, since I can’t resist, and DMs out there, this is one you can use! The party was confronted with a password-protected tower door, and had just slain the beholder that was guarding it. One of the clerics cast speak with dead to learn what they could, and naturally one of their questions was “What is the password to get into this tower?”  The dead beholder answered “I cannot remember the password.”

My players then spent about two hours trying to figure it out, becoming more and more frazzled and weary, until one of them had the lightbulb moment. Turns out, it was more of a pass phrase, and the phrase, of course, was “I cannot remember the password.”

My players literally threw bread rolls at me for that one.

I must admit, I would probably have reacted in the same way. Bread throwing seems like a perfectly reasonable response. I am awful at puzzling things out.

Switching gears a little bit, I’ve noticed that a lot of authors play D&D. Do you think there’s any correlation between writing and gaming? Does one strengthen the other?

While I haven’t done any scientific studies on the subject, I’d say it makes good sense that there would be such a correlation. After all, what is TTRPGaming if not storytelling by another means? I imagine that the type of person who wants to write stories will naturally search out other ways to be involved in storytelling, and D&D can be a very strong experience in that regard.

And I’m quite sure that gaming strengthens writing, because almost any consumption or creation of stories, in any medium or genre, will make one a better writer.

Good point! That makes perfect sense that they would sort of leapfrog off of each other. What would you say to someone who hasn’t played before but is curious about it?

The first thing I would say is “There’s no single correct way to play D&D. If everyone is having fun, you’re doing it right.” As a corollary, I would say “Try your best to play with people who you’d enjoy hanging out with if you were doing something else.” D&D is a social experience at its heart, and if you’re going to spend several hours hanging around with other folks being social, it’s better if you get along.

As for the game itself, I’d offer this additional advice: Try to make sure the DM and the players agree about what kind of experience they want, especially on the player-driven vs. DM-driven axis. Do you want the DM to craft a specific adventure for you? Or do you want a “sandbox” where the DM turns you loose to do whatever you want? Similarly, do you want a game where the players are Good and Righteous Heroes™ or ne’er-do-wells who scoff at the law and revel in violence? It can be off-putting for a new player if they go in expecting one thing and end up getting the opposite. D&D games work best when everyone’s expectations are understood.

That’s a good point regarding playing with people you like spending time with. I know every gaming group is different, but with the people that I’ve gamed with for years, we spend about half the time just joking around and half the time playing. Friendships forged in the heat of battle (or around a table rolling dice) are lasting friendships.

I agree that communicating expectations is important. I once created a homebrew campaign that I was very excited about and ended up being very discouraged when each player managed to make characters that would most definitely not work in that world. The fault was mine for not communicating and finding out what the players were looking for. That being said, I am much better at participating than I am at DM’ing. I have a knack for rolling low at the most hilarious of times.

Ha! In my gaming groups, we have two important rules. Rule 1 is: “Don’t give the DM ideas you’ll come to regret.” But Rule 2 — relevant to your last observation — is “Don’t gloat before you roll.” I’m personally (in)famous for uttering statements like “The only way I can miss this attack is if I roll below a 3!” Saying something like that increases my odds of failure by an order of magnitude, but I can’t stop myself..

Now I’m curious: do you prefer sandbox campaigns or specific crafted adventures?

As you might guess, I prefer the crafted adventure to the open sandbox — both as a player and as a DM. Not that there’s a single thing wrong with liking sandboxes! It’s an entirely subjective preference. But I’m partial to long-term plots, full of foreshadowing and recurring villains and a sense that there’s a deep, underlying narrative to everything. Those are easier to create in a less sandbox-y environment, I think.

Also, as a DM, my weakest “stat” — monkey noises aside — is improvisation. I spent way more time prepping my sessions than was probably healthy, and counted heavily on my players buying into my vision of the game’s story. Again, I know that’s not for everyone, and there are players out there who would become very frustrated with my style. But where a sandbox asks players “What problems would you like to solve?” I skip to “Here is a problem to solve. How would you like to solve it?”

One of the things I’ve loved about the Heroes of Spira series is the foreshadowing. There were a few times that left me floored at how things had been set up.

That was a huge advantage of having the entire five-book series (mostly) outlined before I started the first book. I’m writing the final book now, and it feels like the whole thing is scene after scene of paying off arcs started in earlier books.

[Minor spoiler example: One character has a habit, first seen in the third chapter of the first book, of writing his name on little pieces of paper, putting them in vials, and tossing them into rivers and oceans. It’s a half-hearted way in which he hopes to be famous someday. It’s not until book five that I finally pay that off in full, but I’ve known exactly where it was heading the whole time.]

I’ve been wondering why Dranko does that since the third chapter of book one! I can’t wait to see what happens next!

Thank you so much for talking D&D and writing with me! I’ve enjoyed it so much! Do you have any closing thoughts?

First, thank you so much for inviting me to be part of this event! It’s been a real pleasure chatting with you about something that’s been such an important part of my life.
Second: I know there are readers for whom “based on a D&D game” carries a huge stigma when it comes to fantasy books. To those people, I would say: Remember, some of the genre’s most beloved works had humble tabletop origins: Erikson’s Malazan, Feist’s Riftwar Saga, Brust’s Vlad Taltos series, even Tchaikovsky’s excellent Shadows of the Apt series, not to mention all the books by Hickman & Weis, and Salvatore.

I understand the concerns, since there are some potential pitfalls in translating a TTRPG campaign into novels. But if an author is aware of them, and understands what makes the two different, a fantasy series born from a campaign can be as good as any other.

Dorian Hart wrote an excellent essay on this subject for Storytellers on Tour. They have graciously allowed me to post the link here, if you would like to read it: RPGs and Novels.

About the author:

Dorian Hart is the author of the Heroes of Spira epic fantasy series, which currently includes The Ventifact Colossus, The Crosser’s Maze, and The Greatwood Portal. He also wrote the interactive science fiction novella Choice of the Star Captain for Choice of Games.

In a bygone century, Dorian graduated from Wesleyan University with a degree in creative writing. This led circuitously to a 20-year career as a video game designer, where he contributed to many award-winning titles including Thief, System Shock, System Shock 2, and BioShock.

Now he writes books in his Boston-area study, serves as the stay-at-home dad for his two teenage daughters, and happily allows his wife to drag him off on various wilderness adventures.

Amazon links:
The Ventifact Colossus
The Crosser’s Maze
The Greatwood Portal
The Infinite Tower



The D&D Connection: Authors and TTRPGs- Geoff Habiger

This week on Witty and Sarcastic Bookclub I’m talking about the connection between table top role playing games, such as Dungeons and Dragons, and great authors. Today I’m happy to feature some thoughts on the subject from author Geoff Habiger.

When Jodie mentioned she was looking for authors to share their experiences with gaming and writing I jumped at the chance because gaming – especially TTRPG gaming – has been a big part of my life and an influence for my writing since I was in the 5th grade (many, many yahren ago). In that time, I have played innumerable RPG starting with D&D from the days of the Big Red Box up through 4th edition (I’ve not played 5th ed. yet). Other RPGs I have played include: Rolemaster, Pathfinder, Paranoia, Timemaster, GURPs, Traveller, Star Wars (West End Games version), Mutants and Masterminds, and several home brew systems. RPGs allowed me to spend time with my friends, explore new worlds, and helped fuel my imagination and creativity. I’d spend hours (days sometimes) creating dungeons, making characters, and building new worlds to play in. Based on this background it seems only natural that I became a writer.

Though it wasn’t as natural as you’d think. My path to being a writer took a detour through writing for RPGs. Around the time that Wizards released the 3rd edition of D&D and the open gaming license was created, my best friend (and now co-author, Coy Kissee) and I decided to start our own game company and create material for the D&D OGL system. Thus, Tangent Games was born and the creation of our Ados: Land of Strife campaign setting. For several years we created a new world to explore, our own monster manual (Brixbrix’s Field Guide to the Creatures of Ados), rules for a new religion (out of 20+ in the pantheon) (Jute: Faith of Creation), and an adventure module (Temple of the Forgotten God). Not to mention a ton of game supplements. We created alternate rules for using languages in D&D (Ars Lingua) and rules for creating detailed descriptions of gemstones (Gemerator), and we created supplements to get more mileage from alchemy (Better Damage Through Alchemistry) and how to harness magic from gems (Mineral Magic series) plus several others. 

All of this experience in RPG writing gave me a good foundation to move into writing fiction. There are many similarities between the two, and a few differences. The biggest difference being that most RPG writing is instructional – you are writing the rules for playing the game. Your writing must be clear and concise and must convey the rules to the reader so that they can understand and play (and hopefully enjoy) the game. But that sort of writing doesn’t leave a lot of room for creativity. The goal is to explain how to play the game and there is less importance on plot and story, and practically no character development (even when you are rolling up your character!). At the same time, RPG writing does allow plenty of chances for worldbuilding, and when writing an adventure, you do need to understand plot and story, though this process is very different from a traditional novel because you will never understand the actual motives of the main characters you are writing for – the players (and their player characters) that are playing the game. It is like writing an open-ended choose your adventure story where you have no idea who the main character is, what they can do, or even if they are motivated to complete the adventure as you envision it. 

In addition to the foundation from RPGs my experiences as a gamer, game master (GM), and designer helped when I began our actual writing career, especially with our fantasy series the Constable Inspector Lunaria Adventures. As I developed the basic premise for this series – in a world of magic and monsters, how do the police solve crimes – I wondered where to set the story. I knew we wanted a “classic” fantasy setting, reminiscent of the RPG experience I had loved playing in, and I realized that we already had a great setting in our Ados: Land of Strife campaign world. But I didn’t want to write LitRPG so we couldn’t just drop a story into our RPG world. But Ados gave us the world into which we could play with much of the worldbuilding already done. There is a direct line of influence from our RPG experiences to what goes into our stories from how the world functions to how our characters act and react to any given situation. Our RPG experiences dictate our fight scenes, how magic works in our world, and how to pace our stories. It’s even gotten to the point where we make fun of the RPG experience – especially around adventurers – in our stories. (Note for anybody who’s not yet read our books, Reva *hates* adventurers.)

In the end, I don’t know if I would have become a writer if I hadn’t been a gamer first. The characters we played, the worlds we created, and the stories we got to tell during those caffeine-fueled, all-night game sessions, all became the fodder for me to be the writer I am today. 

Where to find us online:

Website: https://www.habigerkissee.com/

Facebook: https://www.facebook.com/HabigerKisseeAuthors/

Twitter: https://twitter.com/TangentGeoff

Our Books: Wrath of the Fury Blade (book 1) and Joy of the Widow’s Tears (book 2) can be found on our website (https://www.habigerkissee.com/books) where you will find links to buy from indie booksellers or corporate behemoths. Book 3 in our series: Fear the Minister’s Justice, will be out (hopefully) in 2022. 

About the author:

The writing duo of Geoff Habiger and Coy Kissee have been life-long friends since high school in Manhattan, Kansas. (Affectionately known as the Little Apple, which was a much better place to grow up than the Big Apple, in our humble opinion.) We love reading, baseball, cats, role-playing games, comics, and board games (not necessarily in that order and sometimes the cats can be very trying). We’ve spent many hours together over the years (and it’s been many years) basically geeking out and talking about our favorite books, authors, and movies, often discussing what we would do differently to fix a story or make a better script. We eventually turned this passion into something more than just talk and now write the stories that we want to read. 
Coy lives with his wife in Lenexa, Kansas. Geoff lives with his wife and son in Tijeras, New Mexico.

The D&D Connection: Authors and TTRPGs- Zack Argyle

I am so excited to be talking Dungeons and Dragons with Zack Argyle, author of the Threadlight series. He’s an incredibly talented writer, as well as a fan of D&D.

Thanks for taking the time to chat with me! Will you talk a bit about the Threadlight trilogy?

Of course! I wrote this series as something I would enjoy reading. It takes inspiration from some of my favorite authors: Anthony Ryan, Brandon Sanderson, Brent Weeks, and Brian Staveley, but also takes the theme of family, which is important to me, and brings that to the forefront.

The story originated while thinking about the parents of the chosen one. If they knew when the child was a baby that it was key to saving the world, what would they be willing to do to keep that child safe? But also, what if they failed? Chrys Valerian is a father who will burn the world to protect his family.

When did you start playing ttrpgs?

I joined Pinterest as a software engineer in 2015 and shortly after found out that they had a few D&D groups. One of them had two of my teammates, and they invited me to join. None of us work there anymore, but I do still play with those two teammates who invited me, even though we all live in different states! That group is the three of us and our wives, currently running the Ghosts of Saltmarsh 5e campaign.

Has gaming inspired you in any way?

Being a dungeon master is what gave me the confidence to go all-in on this years-long storytelling adventure! There was a particular moment that I’ll never forget.

Each of the players provided me with backstories at the start of the campaign which I used to weave into the greater arc of Storm King’s Thunder. One night, on the streets of Gauntlgrym, the party had just defeated a powerful foe when a high level member of the Zhentarim faction—their greatest enemy throughout the campaign—appeared. The man dropped to a knee in front of one of the players, then bowed and whispered, “First Lord.” The players gasped. Those two words changed everything in the campaign. It changed the player dynamics, the plot focus, and the tone of the story.

Since you weren’t there, it probably seems like nothing. But in that moment, I knew that I could write a compelling story. I knew that I could take complex arcs and weave them together to create moments of awe. Shortly after, I started seriously writing Voice of War.

As someone who has been on the player end of a moment like that, I absolutely get it. My husband once ran a campaign in which he wrote separate visions for each player of how their character would die (if the visions were correct). They ranged from sweet and satisfying to violent or completely unexpected. Mouths dropped open. One player teared up. It was such a cool moment! 


On the opposite side of that, has publishing books made you more confident in your gaming?

It’s actually quite interesting. As a character, I do think it has helped me be more confident in creating and role-playing more complex, interesting characters. On the other hand, there is an added pressure now when I am the dungeon master for the story to be great! Which is a lot of pressure for something that’s supposed to be fun! The same goes for writing. If you publish a book that people love, there is a lot of pressure to make the next book better. If you succeed, the pressure is compounded for the third book. In a way, it’s given me a bit of empathy toward Patrick Rothfuss. With the acclaim of his first two books, I’m sure he’s freaking out about ending the series well. Same goes for popular TTRPG personalities, like Matthew Mercer (Critical Role) or Griffin McElroy (Adventure Zone). The pressure on their shoulders as DMs is insanely high.

I never would have thought of it that way, but that makes perfect sense. Although, when it comes to the next book in your series, I really don’t think you need to worry. 🙂

Are there any parts in your books that are a direct result of a D&D campaign?

I’ve reused a lot of names between campaigns and the Threadlight series. My first D&D character was Sir Atticus Endin, which led to the Great Lord Malachus Endin. There were also characters named Alverax and Corian. But none of the plot points have yet to be taken from a campaign.

I’ve noticed that many great fantasy authors play D&D. Do you think there is a connection between gaming and writing?

If you enjoy being a dungeon master, which requires a ton of hard work, worldbuilding, juggling of complex scenarios, as well as a wild degree of creativity, then you almost certainly enjoy writing. It doesn’t surprise me at all that so many fantasy authors love TTRPGs!

What are some similarities and differences?

Extensive worldbuilding, characterization, magic-filled fights, and mysteries are all quintessential building blocks of both.

Does gaming help with writing creativity or vice versa?

True role-playing—I believe—does help your writing, because it forces you to learn how to think and make decisions based on the perspective of another person. If you can learn to put yourself into the mind of a character that does not think or act like you, then you will be that much better of a writer.

What do you love about gaming?

For me, it’s the camaraderie. I love being in a situation where people can let down their defenses, where they can be silly, creative, dorky, anything. Mix that in with moments of unpredictable, collectively-inspired storytelling, and it’s just wonderful fun.

I totally agree! I love that you mention the storytelling being collectively-inspired, because it is such a group event. You could take the exact same campaign and play it with two separate groups and the stories would end up being two completely different stories. Do you have a favorite character class, or do you like to mix it up?

Definitely love variety! I’ve played a Gnome Barbarian (Corian), Changeling Sorcerer (Alucard), Tabaxi Rogue (Boots), Human Paladin (Atticus), and Vedalken Druid (Keltrovac). My two current characters are a Firbolg Wizard (Marsh) and an Eladrin Rogue (Rael). I have no shame, so I’ve also done different character voices for each one.

Oh, kudos for the firbolg! I actually had to look that one up. I have yet to do the voices for my character myself (I’m working up to it). The amount of creativity that can be put into making a character is one of my favorite things about D&D. The sky (and the DM’s final word) is the limit! 

What first drew you to writing?

I’ve always loved storytelling. Despite having a degree in electrical engineering, I actually started out my college career in Journalism. Fifteen years later, the itch to write never left me. Mix that in with my love of learning and trying new things, as well as an unhealthy dose of stubborn tenacity, and here I am with a full-time hobby job.

Is there a particular gaming memory that always makes you laugh or smile?

There was a moment in one of our campaigns where the party really grew attached to one of their traveling companions, a hill giant named Moog. One session, Moog had been captured and was going to be killed, mostly as a way for me to simplify the campaign. The sorcerer in the group said “No!” and rushed to save her. I only allowed it because he said he had a spell called Tree Stride that allowed him to move one mile per minute through the forest. He got to the hideout, blasted the captors, and then quickly fell to the floor dead. While rolling for death saves, he rolled a nat 20, got up, and killed the captors, saving their friend. It was already an epic moment that became even better when we realized that he’d mistaken the spell, and he did not actually have Tree Stride—he couldn’t, it was too high level. The sorcerer and Moog became best friends after that, and we still laugh about the wonderful mistake.

What would you say to someone who hasn’t played before but is curious about it?

Do it! Find a group you can feel comfortable with, and just have fun. Play a character that acts just like you would if it helps, then, when you’re ready, try a new character that is wildly different. The friendships you make and the fun you’ll have outweigh any of the fear of getting started. Make it happen!

About the author:

TTRPG’s that are Based on Books

Tomorrow marks the beginning of a week of interviews with authors who enjoy table top role playing games, or TTRPGs. In many ways, TTRPGs and books go hand-in-hand. While the most well known TTRPG is Dungeons and Dragons, you can find books as TTRPGs as well. So, after you’ve read and enjoyed the book, maybe play in its world yourself. Here are just a few:

The Lord of the Rings

Smaug has been defeated, the Battle of Five Armies has been won, and Bilbo has returned to the Shire. But much danger still remains, and from the Orc-holds of the mountains to the dark and corrupt depths of Mirkwood a darkness waits, recovering its strength, laying its plans, and slowly extending its shadow…
The One Ring Roleplaying Game is the newest fantasy roleplaying game set in the world of The Hobbit and The Lord of the Rings, allowing you and your friends to set out on your own adventures in Middle-earth. (taken from Amazon)

Who wouldn’t want to adventure in Middle Earth? Tolkien created a rich setting that is perfect to explore in. There are several different editions of LotR roleplaying books, ranging from affordable to “well, let me sell my kidney so I can buy this book”. I’d suggest grabbing the affordable ones and keeping your eyes peeled the next time you’re used book buying.

To buy:

The Lord of the Rings Roleplaying Game Core Book on Amazon

Jane Austen

Romance. Scandal. Manners. Welcome to Good Society, the Jane Austen Tabletop Roleplaying Game. (taken from Story Brewers Role Playing)

Who says classics can’t be played? This is a pre-order right now: the game should be available in October. This has some definite potential and it’s an indie game! If you decide to give it a go, let me know what you think!

To buy:
Good Society

The Dresden Files:

Tell Us Your Story
Beneath the “normal” surface of the world are things and people which most of us don’t want to know about, and will do our best to forget about if we ever come near them. People won’t see what they don’t want to see.
But that’s most of us. And you—you’re not most of us.
What’s Your Story?
Whether you’re a champion of God, changeling, vampire, werewolf, wizard, or plain “vanilla” mortal human being, this volume of The Dresden Files RPG gives you all the rules you need to build characters and tell your own stories in the Dresdenverse. Inside, you’ll uncover the secrets of spellcasting, the extents of mortal and supernatural power, and the hidden occult reality of the unfamiliar city you call home.

I’ll be honest: I really haven’t read much Dresden Files. I think I’ve read one, maybe two books in the series. However, I know a lot of people would love gaming in this world.

To buy:

Evil Hat Productions

Mouse Guard

I love Mouse Guard! This graphic novel series is a surprising combination of adorable illustrations and breathtaking, rather brutal, fantasy. I would expect the TTRPG to be just as great.

To buy:

Mouse Guard Roleplaying Game

Frankenstein

What if Frankenstein got it right?
What if Victor Frankenstein had embraced his discoveries rather than seeking to destroy them?
Rejected by his peers and his family, hunted by the Creature, Victor slips into the background of history. Manipulating people, events, whole countries, Frankenstein slowly plans and executes his revenge.
Carved out of the Balkan conflicts of the mid-1800’s, Victor Frankenstein hijacks the unification of Romania and creates his own country: Promethea. Established on high ideals of equality and scientific advancement for the good of all, the reality is very different.
Creating Promethea saw Victor make deals that compromised the integrity of his vision. Almost literally walled off from the rest of Europe, Promethea is a nightmare where the rich elite feed off the beauty and strength of the poor. While incredible advances across all scientific disciplines promise a bright future, the land is blighted by a new feudal regime – the Harvest.
Even as Frankenstein moves to bring Promethea in line with his original vision, so he is stalked by the Creature. Seeking to destroy all his creator’s works, the Creature and the resistance movement he leads often find they share Frankenstein’s goals. Both Victor and the Creature know that Frankenstein’s gift must never escape the fortified borders of Promethea, bringing the dark harvest to all the world. (taken from Drive Thru RPG)

This particular TTRPG seems to be very loosely based on Mary Shelley’s Frankenstein. I think this could be a really interesting game setting, but I don’t expect it to be much like the original book. Either way, it’s intriguing.

To buy:

Dark Harvest: Legacy of Frankenstein

These are only a few of the books that have been reinterpreted as roleplaying games. There are so many others: Watership Down, The Song of Ice and Fire, and others also have TTRPGs. And of course, there are gaming systems for series such as Dragonlance, Forgotten Realms, and Ravenloft. These books were originally written to tie in with gaming systems, although they have their own self-contained storylines and don’t really fall into the RPGlit category.

What books would you love to see get the roleplaying game treatment? Have you played any of these?

Now for Something Different: Unique or Bizarre Books

Sometimes I enjoy a book that is really different, possibly even a little – dare I say it? – bizarre. I like to be surprised by books, and sometimes I want a book that challenges my expectations. Here are some utterly unique books that I’ve enjoyed.

Your Favorite Band Cannot Save You by Scotto Moore

Your Favorite Band Cannot Save You is a story of music, obsession, violence, and madness by Scotto Moore

I was home alone on a Saturday night when I experienced the most beautiful piece of music I had ever heard in my life.
Beautiful Remorse is the hot new band on the scene, releasing one track a day for ten days straight. Each track has a mysterious name and a strangely powerful effect on the band’s fans.
A curious music blogger decides to investigate the phenomenon up close by following Beautiful Remorse on tour across Texas and Kansas, realizing along the way that the band’s lead singer, is hiding an incredible, impossible secret.
At the Publisher’s request, this title is being sold without Digital Rights Management Software (DRM) applied.

Your Favorite Band Cannot Save You is a book that goes straight past unique and right into weird. I mean that as a compliment. I would bet money that no one could possibly figure out where this book is going. It’s twisty and disconcerting and I was on board for all of it! You can find my review here.

Duckett and Dyer: Dicks for Hire by G.M. Nair

Michael Duckett is fed up with his life. His job is a drag, and his roommate and best friend of fifteen years, Stephanie Dyer, is only making him more anxious with her lazy irresponsibility. Things continue to escalate when they face the threat of imminent eviction from their palatial 5th floor walk-up and find that someone has been plastering ads all over the city for their Detective Agency.The only problem is: He and Stephanie don’t have one of those.Despite their baffling levels of incompetence, Stephanie eagerly pursues this crazy scheme and drags Michael, kicking and screaming, into the fray only to find that they are way out of their depth. They stumble upon a web of missing people that are curiously linked to a sexually audacious theoretical physicist and his experiments with the fabric of space-time. And unless Michael and Stephanie can put their personal issues aside and fix the multi-verse, the concept of existence itself may, ironically, no longer exist.

I read this one with Beth from Before We Go Blog and we had a blast discussing the odd goings-on. I laughed so stinking hard! In a time where laughs are sorely needed, this one definitely fits the bill. You can find my review here.

Around the Dark Dial by J.D. Sanderson

Take a trip around the dark dial with eleven original and thought-provoking short stories that invoke the wonder and mystery of old-time radio dramas. Forget all that you know about modern sci-fi. In Around the Dark Dial, it’s all about the unexpected.

“Around the Dark Dial is a good old-fashioned science fiction, full of twists and surprises and the sense of wonder, but leavened with modern sensibilities-there’s a lot to recommend here, with stories ranging from the present day to the far future, from the promise of new technology to the dystopic future we all dread.” – David Wellington, author of The Last Astronaut

This collection of short stories by J.D. Sanderson was creative and fascinating. Each story was different and it really is unlike anything else I’ve ever had the pleasure to read. This was a different sort of science fiction, one that was very thought provoking. You can find my review here.

Piranesi by Susanna Clarke

Piranesi’s house is no ordinary building: its rooms are infinite, its corridors endless, its walls are lined with thousands upon thousands of statues, each one different from all the others. Within the labyrinth of halls an ocean is imprisoned; waves thunder up staircases, rooms are flooded in an instant. But Piranesi is not afraid; he understands the tides as he understands the pattern of the labyrinth itself. He lives to explore the house.

There is one other person in the house―a man called The Other, who visits Piranesi twice a week and asks for help with research into A Great and Secret Knowledge. But as Piranesi explores, evidence emerges of another person, and a terrible truth begins to unravel, revealing a world beyond the one Piranesi has always known.

For readers of Neil Gaiman’s The Ocean at the End of the Lane and fans of Madeline Miller’s CircePiranesi introduces an astonishing new world, an infinite labyrinth, full of startling images and surreal beauty, haunted by the tides and the clouds.

Piranesi was beautifully written. It was also a little bit confusing. Author Susanna Clarke deliberately gives only bits and pieces of information. I was left with almost as many questions as answers. The prose was magnificent, though. You can find my review here.

“The Tale of the Three Beautiful Raptor Sisters, and the Prince Who Was Made of Meat” by Brooke Bolander from Uncanny Magazine

This is by far the best fairy tale about dinosaurs that I’ve ever read. It’s also the only fairy tale about dinosaurs that I’ve read. It shouldn’t work, but it does. It’s odd and clever, and so much fun! You can read my review here.

The Metamorphosis by Franz Kafka

This story is so flipping weird, but I love it! It’s thought-provoking and one of the few “classics” that I think actually benefits from being picked apart in a school setting, just because it’s so fascinating to get other opinions on this one.

What about you? What “odd” books have you enjoyed?

And Now This

A while back, I thought it might be cool to do a week of reviews, cover reveals, and book spotlights focused solely on self-published authors. I shared this little idea with some others, and Self-Published Authors Appreciation Week was born. So many people joined in and made it amazing! I tried to gather (hopefully all of) the posts in one place, which you can find here: Self-published Authors Appreciation Week. The fun isn’t over, though. Let’s talk about Indie August!

I am not the originator or organizer of Indie August. That credit goes to the fantastic Literature & Lofi. While Self-Published Authors Appreciation Week focused the spotlight on self-published authors, Indie August includes indie and small press as well. It also runs for the entirety of August!

How can you participate in Indie August?

1. Whenever you write a blog post/review/cover reveal etc. about an indie or self-published book, use the hashtag #IndieAugust.

2. Buy indie books!

3. Practice safe social distancing: yell loudly from your window at random passersby, sharing (or bombarding them with) the love of great indie books.

I can’t wait to read all the fantastic posts that will be coming out during Indie August.

From Merlin to Mistborn: A Discussion on Magic- The Night Circus

This week Witty and Sarcastic Bookclub has been the host of many discussions on magic systems in fantasy. I’ve been joined by some amazing contributors, both bookbloggers and authors. Before I close out the week, though, I have to talk about The Night Circus.

I love this book! I mean rereading, paraphernalia-owning love. Reading The Night Circus is like wandering though a beautiful dream. I’m going to attempt to talk about magic in the world of The Night Circus, but please forgive me if the post rapidly dissolves into gushing. I promise I’ll try to keep it in check.

What makes the magic in The Night Circus different from other magic systems is not the how but the what. Magic doesn’t exist in the world of The Night Circus, magic is the world. The stage is set, the circus a playing board for a duel between two separate schools of thought. Two powerful magicians battle each other to see whose magic is better- that of Marco, who uses glyphs and symbols; or Celia, who uses her own mind as the focal point.

There are rules to how the magic works, but the reader is drawn into the magic itself. Everything is a product of one magician or the other, from the black-and-white striped tents, to the cloud maze, and everything in-between. Words and creativity become real. And, holy crow, author Erin Morgenstern is creative! Her words themselves weave a magic spell around the reader.

“When the battle are fought and won and lost, when the pirates find their treasures and the dragons eat their foes for breakfast with a nice cup of Lapsang Souchong, someone needs to tell their bits of overlapping narrative. There’s magic in that. It’s in the listener, and for each and every ear it will be different, and it will affect them in ways they could never predict. From the mundane to the profound.”-Erin Morgenstern

And here’s the crux of it: every book is magic. Every author has the power to draw a reader into a world both different and new. As readers we know the power of words. The books we’ve talked about this week are samplings of some of the incredible magic that words can cast on the reader. A book can entertain, it can teach. It can open a path to new worlds, or comfort someone during a difficult time.

I am incredibly grateful to bloggers who gave their time and energy to a discussion on magic, and to the authors who were willing to talk about their magic systems. Each book we focused on has a unique, creative magic system. I hope you found some new books to add to your tbr and some new bloggers to follow.

What magic system has completely floored you? Tell me what you loved about it. I’m a glutton for punishment, go ahead and add to my tbr!

“There are many kinds of magic, after all.”– Erin Morgenstern

About the blogger:

 Jodie is the creator of the Witty and Sarcastic Bookclub blog and a contributor to Grimdark Magazine. She either lives in Florida with her husband and sons, or in a fantasy book-she’ll never tell which. When she’s not reading, Jodie balances her time between homeschooling her hooligans, playing Dungeons and Dragons, and lamenting her inability to pronounce “lozenge”.

Find her online at :
Blog: https://wittyandsarcasticbookclub.home.blog/
Twitter: https://twitter.com/WS_BOOKCLUB

More from this series:
From Merlin to Mistborn: A Discussion on Magic
From Merlin to Mistborn: A Discussion on Magic- Wheel of Time
From Merlin to Mistborn: A Discussion on Magic- The Coldfire Trilogy
From Merlin to Mistborn: A Discussion on Magic- Magic for Mercenary Kings
From Merlin to Mistborn: A Discussion on Magic- The Weather Warden
From Merlin to Mistborn: A Discussion on Magic- And Now This
From Merlin to Mistborn: A Discussion on Magic- Blood, Fire, and Death
From Merlin to Mistborn: A Discussion on Magic- Teaching Physics to Barbarians
From Merlin to Mistborn: A Discussion on Magic- Discworld
From Merlin to Mistborn: A Discussion on Magic-Let’s Talk Mistborn
From Merlin to Mistborn: A Discussion on Magic- Fae Magic

From Merlin to Mistborn: A Discussion on Magic- The Kate Daniels series

It’s been a magical week on Witty and Sarcastic Bookclub! Magic is often a staple in a good fantasy world. One of the many things I love about magic in urban fantasy is the dichotomy between magic and machine. Can they coexist? And if so, how would one interact with the other?

Tabitha from Behind the Pages weighs in on magic in the Kate Daniels series by Ilona Andrews.

Tabitha:

When I found out Jodie over at Witty and Sarcastic Bookclub was doing a project based on magic systems I had to join in! Unique magic systems are a key element to the fantasy books I truly enjoy. While characters certainly play a large part in what I love, I need the magic system to be a worthy component as well. Today we’ll take a look at the magic in the urban fantasy Kate Daniels Series by Ilona Andrews.

The series takes place in Atlanta, Georgia after a magical apocalypse has accosted the world. People tried to advance technology and did not take the proper precautions. Now waves of magic are tearing the world apart. When a wave of magic hits, all technology dies. Cars, phones, guns, electricity you name it. When the magic is up, the tech is down. And the skyscrapers that cities were known for? Those have been turned to rubble unless enough people shell out the money and magic to protect them. People have developed magical vehicles (noisy as hell), that can clunk around and run when the magic is high. But when the magic wave ends, you’ll still be stranded. 

The main rule of magic in the world of Kate Daniels is that technology and magic cannot coexist. Anyone with the slightest bit of power can use magic, and sometimes that means those who are a bit foolhardy may summon nasty creatures from another world. You might even wake up a God who starts destroying the city. My advice is to not dabble in magic unless you know what you are doing.

And while there aren’t exactly spells, wards can be drawn for protection and certain individuals can use their magic in specialized ways. Take for instance the vampires. They are undead mindless killers. However, if you can use your magic to pilot them, they are weapons and tools. The Masters of the Dead are a group of magic users who keep hoards of vampires locked up for their uses. While piloting a vampire they can see and hear everything their chosen vessel can see, and they can even use its vocal cords to talk. But sending a vampire into battle can be tricky. If it is destroyed and the magic user piloting it does not remove their mind from the vampire in time, it could have devastating results for the magic user.

Then you have Kate Daniels, whose magic is in her blood. As part of the mercenary guild, she is called in to clean up the magical messes the police can’t handle. She can manipulate a vast amount of magic due to her heritage, and she has an affinity for the undead she is loath to use. As the series progresses, you’ll find that her blood can be used in a variety of ways. For the sake of keeping this a spoiler-free post, you’ll just have to read the series to find out. 😉 But it’s never a good idea to only rely on magic, so Kate is a skilled swordswoman for when the magic is down.

The magic system of the Kate Daniels series increases in intensity with each book. Ilona Andrews has paced the series to gradually show the increased strength and chaos of the magic that has been unleashed. As readers progress, they will find all manner of supernatural creatures and magical mayhem cropping up from the magic waves. And Kate Daniels is right there in the thick of it trying to keep her city together as best she can.

About the blogger:

Hello everyone! My name is Tabitha and I run a review blog called Behind the Pages. It’s my little corner of the internet where I geek out about books. I’m an avid fantasy reader, but dabble in other genres from time to time. Book blogging has allowed me to connect with so many other people who love reading as much as I do. I hope you enjoy this snippet of my bookish thoughts!

Check out my review blog at www.behindthepages.org
You can also follow my random bookish thoughts on my Twitter: @behindthepages1
And if you prefer to follow along with reviews on Goodreads: https://www.goodreads.com/user/show/5863594-tabitha

For more from this series:
From Merlin to Mistborn: A Discussion on Magic
From Merlin to Mistborn: A Discussion on Magic- Wheel of Time
From Merlin to Mistborn: A Discussion on Magic- The Coldfire Trilogy
From Merlin to Mistborn: A Discussion on Magic- Magic for Mercenary Kings
From Merlin to Mistborn: A Discussion on Magic- The Weather Warden
From Merlin to Mistborn: A Discussion on Magic- And Now This
From Merlin to Mistborn: A Discussion on Magic- Blood, Fire, and Death
From Merlin to Mistborn: A Discussion on Magic- Teaching Physics to Barbarians
From Merlin to Mistborn: A Discussion on Magic- Discworld
From Merlin to Mistborn: A Discussion on Magic-Let’s Talk Mistborn

From Merlin to Mistborn: A Discussion on Magic- The Invisible Library

Witty and Sarcastic Bookclub is focusing on magic in fantasy novels all week. I have been fortunate to have guest authors and bookbloggers discussing the magic systems in books. It’s a broad subject and one that I find fascinating.

As all readers know, words have power. They can teach, evoke emotion, or even change a person’s perspective. Well, words have power in Genevieve Cogman’s Invisible Library in a more literal way. Today the Book Pyramid has joined the conversation to talk about magic in her excellent fantasy series.

The Book Pyramid:

Thank you Jodie for having me on your wonderful blog! There are so many intriguing and fascinating magic systems out there. When I start a new series, I am always hopeful that I will discover a new, interesting one, as it is one of the main elements of the Fantasy genre that really hooks me in for the ride. One of the most unique one I have discovered recently comes from the Invisible Library series, by Genevieve Cogman. In it, we are introduced to this inter-dimensional library that collects rare texts and books for parallel dimension versions of our world by sending their Librarians (really more like field agents) to retrieve their targets. These agents have been trained in many disciplines to survive the always different environments and threats of the many worlds they must travel to, but perhaps their most valuable skill is the power to use The Language.

The Language is the main magic system we are introduced to in The Invisible Library. I say “main” here as there are other forms of magic in the worlds our main character travels to, but the one at the centre of it all, the one being used by our protagonist, is The Language. Now what I thought was super interesting about The Language is that it has a set of very specific rules and boundaries. It cannot be used to summon elemental creatures or cast a fireball at your enemies, but instead it lets its users manipulate the world around them by talking to it, by issuing it commands. So while in some fantasy novels, magic users can be all-powerful gods who can wreck havoc on entire armies and lay waste to kingdoms with a flick of the wrist and an uttered word, our Librarian has to use her powers within the limits of what they can accomplish and that makes for some very compelling situations. 

That is not to say that The Language is not a versatile tool to have in your toolbox. Quite the contrary actually, as there are millions of ways you can interact with your environment and to make it do what you need to do. For example, you might speak The Language and say “Door, close and Lock!” If you are being pursued, but be careful, as every door that can “hear” your command will obey it. You might command Water to boil, museum figures to Come alive to help you out, or tell a gun to Jam and explode, but one who commands The Language always must be careful of using it in the exact way they need it to avoid what could be catastrophic consequences. 

While I am not one to look down on a good old fashion lightning bolt or healing spell, I found the intricacies of The Language to be very compelling. The fact that it allows its user to manipulate almost everything around them gives them an almost infinite array of tools to use in the right situation, while keeping the power level in check to maintain the sense that anything could go wrong at any time. An all powerful mage might be a very cool character, but they also might remove the sense of threat and danger that keep me invested in our character’s well being. I have read the first two book of this series and in each one the author finds new, unique ways for her heroine to use The Language to get herself out of all kinds of crazy predicaments. Magic systems are such an important part of the Fantasy genre and it always feels special when you find one you enjoy so much that you wish you were able to use it yourself. That is why I choose Genevieve Cogman’s The Language for this article. 

Maybe if I try…

Reader, Follow Witty and Sacrastic Bookclub’s blog.

… did it work? 

About the blogger:

Max is a career book seller and long time book reader and collector. His passion for books is only rivaled by his unease at writing about himself in the third person. 
When he is not out camping or playing board games with his family, he can usually be found sitting near a window, wrapped up in a blanket and reading a Fantasy or Mystery novel, with a glass of his latest single malt found and his three-legged cat Peggy nearby.
You can read more of his stuff here:https://thebookpyramid.wordpress.com

Follow him on Twitter at: @BookPyramid

For more from this series:
From Merlin to Mistborn: A Discussion on Magic
From Merlin to Mistborn: A Discussion on Magic- Wheel of Time
From Merlin to Mistborn: A Discussion on Magic- The Coldfire Trilogy
From Merlin to Mistborn: A Discussion on Magic- Magic for Mercenary Kings
From Merlin to Mistborn: A Discussion on Magic- The Weather Warden
From Merlin to Mistborn: A Discussion on Magic- And Now This
From Merlin to Mistborn: A Discussion on Magic- Blood, Fire, and Death
From Merlin to Mistborn: A Discussion on Magic- Teaching Physics to Barbarians
From Merlin to Mistborn: A Discussion on Magic- Discworld
From Merlin to Mistborn: A Discussion on Magic-Let’s Talk Mistborn

From Merlin to Mistborn: A Discussion on Magic- Discworld

I had a hair-brained idea for my blog: a discussion on magic in fantasy! Not just in one fantasy book, but across the broad spectrum that is my favorite genre. Of course, there is absolutely no way I could do something like that justice, so I put a call out for bookbloggers and authors to lend their unique perspectives. They have shown up in a huge way to kindly share their time and opinions.

Author and Youtuber Rob Edwards sharing his thoughts on a big addition to fantasy: Discworld. You can hear his discussion on YouTube.

Rob Edwards:

Look, there in the dark. 

That shape.

It’s hard to judge size when the only comparison available is an endless stretch of inky dark nothingness, but the shape is huge. Beyond huge. Huge, and moving. Huge, moving and, on reflection, not just one shape, but a compound, complex set of shapes. Flippers. An impossibly vast shell. And standing on that shell, four elephants. Perched on their backs, it can only be…

Shape, then, is the wrong word. This has every appearance of being a place; more geography than geometry.

And this is a place steeped with magic. The sort of place the word “steeped” was made for. A place left to soak in an octarine infusion, like a tea bag left in a cup so long it… 

This metaphor is getting away from me.

Terry Pratchett’s Discworld series is quintessential gateway fantasy. It is a place of wonder, a place of life, of humour, sharp satire, beguiling stories, larger than life characters and a whole lot of magic. Both in the world, and the way it is described.

And yet, while there are multiple volumes about the Science of Discworld, if there is such a treatise on the magic of the Disc, I’ve not encountered it.

So, what then can I divine about the Discworld’s magic system? This is my interpretation based on many rereadings of the series, but only recent revisits of Eric and Reaper Man. 

Three fundamentals drive all magic in Discworld: Purpose, Personality and Belief.

Magic wants to be used. We see it time and again across the series, from the single spell that Rincewind learned, to the magic of Moving Pictures and the mysterious globes in Reaper Man. Magic once manifested, needs to fulfil its purpose. 

It is something that the Wizards and Witches appreciate. The more senior the Witch or Wizard, the more power they have access to, the less likely they are to use it. You don’t claw your way up the hierarchy of the Unseen University without learning a healthy sense of self preservation, and an appreciation that wotting things man was not meant to wot of, is just not the done thing. Much better to have a big dinner and then a long nap instead.

Which is not to say that Witches and Wizards are fakers incapable of magic. There are plenty of examples in the books where both engage in activities which can only be described as magical. But there is always a risk in the act, the chance that the Wizard or Witch might get carried away. Sometimes literally. The Dungeon Dimensions and the terrible horrors which live therein are always waiting to take advantage of the unwary. We see several times in the series what happens when magic is unleashed too freely. Calamity and Chaos are never far away.

With purpose, oftentimes, personality follows. 

Death is the prime example of this. He is an embodiment of the most fundamental aspect of life, he has purpose to which he must attend, but more he has, he is, a personality. One of Sir Terry’s greatest creations, in fact, and one of the most beloved characters in the franchise. Which is weird when you think about it. He’s not the only example, though. The Hogfather, the Tooth Fairy all fill similar roles. And it’s not just the anthropomorphic aspects of reality that end up with personality. Almost anything infused with magic develops personality eventually, like Rincewind’s Luggage.

The final pillar of magic in Discworld is belief. Most obvious in the case of the Disc’s pantheon of gods, large and small, sometimes all that is needed to manifest something magical is enough belief. Pratchett lays it out specifically: the existence of gods does not result in belief in them, belief in gods results in their existence. Again though, the use of belief in magic is not limited to the gods. If you come in the door marked wossnames, that means you get treated as a wossname, right?

At the end of the day, Discworld is not the sort of series to have a regimented magic system. Instead, it’s a tool that Pratchett uses to fill a need in the story, a useful tool that can fit many shapes. Still, if the specifics of magic are malleable, I think it’s clear that the principles that underpin it are consistent.

About the author:

Rob Edwards is a British born writer and content creator, living in Finland. His podcast, StorycastRob, features readings from his short stories and extracts from longer work. He writes about coffee, despite not drinking it, spaceships, despite being down-to-earth, and superheroes, despite everything.

His debut novel, The Ascension Machine was published in 2020. His short stories can be found in anthologies from Inklings Press and Rivenstone Press.

A life-long gamer and self-professed geek, he is proud of his entry on wookieepedia, the result of writing several Star Wars RPG scenarios in his youth.

Links

Follow him on Twitter: https://twitter.com/StorycastRob

Check out his Podcast: http://storycastrob.co.uk/

Or YouTube: Rob Edwards


For more from this series:
From Merlin to Mistborn: A Discussion on Magic
From Merlin to Mistborn: A Discussion on Magic- Wheel of Time
From Merlin to Mistborn: A Discussion on Magic- The Coldfire Trilogy
From Merlin to Mistborn: A Discussion on Magic- Magic for Mercenary Kings
From Merlin to Mistborn: A Discussion on Magic- The Weather Warden
From Merlin to Mistborn: A Discussion on Magic- And Now This
From Merlin to Mistborn: A Discussion on Magic- Blood, Fire, and Death
From Merlin to Mistborn: A Discussion on Magic- Teaching Physics to Barbarians