… AND THERE’S MAGIC

Magic. Sorcery. The supernatural. So many of our most imaginative settings involve some kind of mystic, occult, or paranormal powers or beings. Next time you’re developing a new setting, consider these ideas:

What do these all have in common? Obviously, in each, magic is real despite being in settings where you wouldn’t expect it. Magic, as a broad concept, can transform a setting into something truly unique. Maybe it just gives the player characters (and the NPCs) more options, or maybe it reshapes the setting entirely.

If you’re wondering how to craft such a setting for your next game, simply take a genre you like and say, “…and there’s magic!”

Creating a Setting With Added Magic

Although a non-fantasy setting never needs magic, it can be like a seasoning that makes a good meal into a great one. Perhaps the best way to understand all the possibilities is to browse a number of different examples—but this is just a starting point. There are so many more options.

Magic Replaces Technology

Take elements of a non-fantasy world and replace them with fantastic ones.

Magic Stands Alongside Science

Mixing streams that are often kept separate leads to fun and excitement. In a world like this, you can choose which elements you want, or you can take them all and combine them.

Magic Enables Adventure

Maybe you’ve got a fun idea, but reality just gets in the way. Magic is your friend.

Magic Answers Questions

Looking at worldbuilding issues from a different perspective, you can take just one element of a typical genre setting and insert a bit of the supernatural. Maybe in a space opera setting, the tropes that violate hard science (antigravity, FTL, space combat that resembles dogfighting aerial combat, the ability to operate easily in extraterrestrial environments) all involve magical processes.

Alternatively, the “magic” you add might shape the environment more than the action. Maybe it’s a world of swashbuckling privateers on high-masted ships, but you want it all to occur in a setting of floating islands and endless atmosphere without seas or even a planet. You can easily accomplish this in a supernatural realm without also including sorcerers and monsters (but you can include those too—nothing’s off the table).

One thing you might do is examine various mystical beliefs or superstitions and present those alongside science. Cameras really do steal the souls of those they photograph. A four-leaf clover really does bring good luck, so the wealthy employ huge numbers of people to collect them on their behalf. Breaking a mirror, conversely, brings misfortune, and the concept is weaponized so that one'ss enemies are forced into doing it.

Running a Game With Added Magic

The scope and theme of a game with magic likely depends on the genre that you’re building from. Magic can change the feel of a setting, sometimes dramatically, but that change may come from the addition of whimsy, mystery, sinister darkness, or epic grandeur.

Unless you’re completely replacing science and technology with magic in your setting, you’ll need to think about how it all works together. Who uses technology and who uses magic? Do they get along, or are they rivals or enemies? Do some people rely on both equally?

More than anything, players will want to understand the difference between sorcery and science and how those things interact. Do they coexist easily or cancel each other out? Is one more potent than the other? Can a character have a normal pistol loaded with mystical bullets? Can a genie be fitted with cybernetics?

The Player Characters

You decide to craft a setting using a genre and there’s also magic. This decision affects the world, the NPCs, the creatures, the politics, and so on. But most important, you probably need to make new options available to the players. You might create a setting wherein the characters begin with no knowledge of the paranormal aspects of the world. They’re normal people (for the genre) at the start, and they discover the existence of spirits or wizards or whatever magical elements exist in the world, either because such things are secret or because they’re brand new.

However, most settings with added magic allow PCs to have access to the paranormal forces in the world. One PC in your science fiction game might be a starpilot, while their closest companion is a witch. Or maybe the pilot is also a witch.

You can also turn the concept around and have the fantasy genre be the baseline of the setting but add something extrinsic to it, such as alien invaders with incredibly high technology.

Depending on the setting, you might make some fantasy species options, like Elf or Dwarf, available to PCs.

Types and Genre Abilities

Select one or two magic-themed types from one of the fantasy genres and make those available in addition to the types for the base genre. Mages, Necromancers, Witches, Sorcerers, Wizards, or even Clerics might be interesting choices, but use whatever is appropriate to your setting. These types—again, unless you’re segregating them for setting reasons—should have access to the genre abilities available to all characters in the setting.

Further, these characters (and probably all characters) should have access to some of the fantasy genre abilities—again, as you see fit. This enables even an Engineer character to also know a bit of magic.

Foci

Certain foci, probably not normally available in the given genre, represent magic abilities and knowledge and thus could be used in this kind of game. The players could use some or all of the following to create their characters.
Suggested Foci for a Game with Magic
Abides in Stone Blazes With Fire Casts Spells Commands Mental Powers
Consorts With the Dead Controls Beasts Crafts Illusions Howls at the Moon
Masters Telekinesis Reveres a Supernatural Force Rides the Lightning Speaks for the Land
Strikes With Mystic Might Wears a Sheen of Ice

Equipment, Cyphers, and Artifacts

Although equipment for a given genre likely doesn’t change much by adding magic, artifacts almost certainly do, with the fantasy artifacts in this book (or those like them) being added to the existing genre options. Likewise, you might strongly consider using magical items in the form of manifest cyphers to your setting.