One might naïvely suppose that this would be an easy distinction, for
both books and games. Fantasy has dragons; science fiction has
spaceships. But there is a set of ideas, loosely correlated with the
SF/fantasy divide, which to my mind make a greater difference to the
feel of a story than do trappings like those.
Principally I think this is the idea of the world as something to
be engaged with and changed, versus something to be taken as it is.
There doesn't seem to be an extant critical term for this distinction
(thanks to Chris Bell and
Bill Stoddard for looking for one
for me), so for this purpose I'm going to follow one of Bill's
suggestions and call it "user" versus "maker".
On the "user" side, often associated with fantasy:
-
magic/psionics/etc. consists of largely static lists of abilities,
each of which does one thing and can't be (or at least isn't) used
for any other purpose; or protagonists aren't magicians at all, and
magicians are plot devices. Developing new powers just doesn't
happen.
-
ditto technology, such as the transporter in classic Star Trek,
which is only there because the producers couldn't afford to film
shuttlecraft; or the force-field window in one episode of Firefly,
even though force fields don't show up elsewhere in the show.
-
generally, big complicated things are simply accepted without
question. "Wizards don't wear armour" and nobody ever asks why.
-
gods or other super-powerful beings may well be active in the world,
and they can actively favour some people over others in what seems
like an entirely capricious way.
-
there may be a big tough enemy, but this is something to be beaten
and then you can go back to the way things "should" be.
-
if there is any thought of a utopia, it's in the past. There may
have been a golden age once, but mere men cannot achieve that any
more. Success in a story consists of returning society to the way it
was before the threat began, and if that can't be done it's a sign
of how bad the problem was.
On the "maker" side, often associated with SF:
-
magic/superpowers give the heroes broad abilities, which they can
then come up with interesting ways of using and combining. (In an
extreme case you get something like Alicorn's Radiance.)
-
high resolution on technical matters, to the point that in a game
players can come up with combinations of entirely imaginary things
that the GM/game designer hadn't thought of – and which can
potentially reshape the world. Fanfic authors will find that there's
a consistent pattern to the way things work, and it's easy to extend
it.
-
big complicated things can be broken down into smaller things, and
tested to find where the limits are. How much armour can a wizard
wear and still cast spells?
-
if there are gods, they don't do much; or their power is available
to everyone who does the right things, in a purely transactional
manner (make the sacrifice, get the benefit).
-
a big tough enemy may well change things so much, before being
defeated, that there's no going back to the way things were before.
Or the actions of the protagonists may bring about similarly
world-shaking change.
-
utopia is in the future: we can build it! It may be necessary to
reshape society completely, but that's OK, because we know more than
the last lot of people who reshaped it, and the next lot of people
will know more than we do.
Of course this is not by any means a strict correlation with tech-SF
vs magic-fantasy. There's science fiction which talks about the past
golden age (and the hyper-technological "Ancients" who show up many
different universes are a version of this). There's (rather rarer)
fantasy that gets crunchy about details, like Graydon Saunders' The
March North; I think that rarity is because the maker approach does
need some idea of the scientific method, which would be anachronistic
for many fantasy worlds. But it obviously makes some sense to link the
user with the past (which is, at least in theory, objectively
knowable, and you can take it or leave it but you can't turn it into
something else) and the maker with the future.
Worlds derived from wargames are particularly prone to the user
outlook, since they already tend to have standard weapons, tactics and
organisations, and allowing too much innovation would break the
balance that's helpful to keep the game interesting. Taking Dungeons
and Dragons as a form of wargame (which in its original incarnations
it was, and while individual campaigns have gone a long way from that
start it's still the primary focus of the rules), there's a similar
tendency to argue "well, wizards work like this because that's what
the rules say". It makes for a better game of conflict, even if the
story is less interesting as a result.
This split is discovery versus invention, metaphysical versus
materialistic, closed-source versus open-source, VMS/Windows versus
Unix (at least traditional command-line Unix),
packer versus mapper,
buying off-the-shelf versus bodging your own. It's obvious where my
sympathies lie, and I'm concerned that that may be blinding me to the
virtues of the "user" approach.
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