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Interview #550: Babel Clash: Brandon Sanderson and Brent Weeks, Entry #13

Brandon Sanderson (25 September 2010)

Magic and Wonder

Okay, wow. I don’t want to put you on the spot, but… You think Jordan, LeGuin, GRRM, Brooks, Hobb, Erikson, Zelazny, and Donaldson ALL got WORSE the longer they wrote in a series? You think that they were strongest at worldbuilding, so the longer they went, the more the novelty wore off of their worlds, and there was much less left to hold the stories together? That it was not character or plot that made them good, but exploration of worlds?

This is…yes, let’s just let this one die. Admittedly, perhaps you wouldn’t count each on that list. (It seems, from what you’ve been mostly focused on Jordan without wanting to say it.) My argument will continue to be this: There have been stumbles, but I think it’s due to the nature of the form, not bad writing. We just haven’t explored the epic fantasy long enough to have figured out the ways around all the pitfalls. And if we do figure it out, it will be from the perspective given by standing upon the shoulders of the greats.

Anyway, on to Magic.

If you dissect the magic too much, do you risk it dying on the table? Certainly, you do. Any time you explain a magic, rather than allowing it to remain mysterious, you are trading some of the sense of wonder for something else. An ability for the reader to understand the world, and what the characters are capable of. If you give a character a magic box, and say that when it is opened, something magical will happen that’s one thing. If you tell them what the magic box does when it is opened, that trades some of the sense of mystery and (a smaller bit) of the wonder in exchange for a plot point. Now the character can open the box consciously, and influence the world around him/her by what is in the box. Done cleverly, you’ve traded mystery for suspense, which do different things.

When you start explaining why the box works like it does, you also make a trade. You trade more of your sense of wonder in exchange for an ability for the character now to extrapolate. Maybe figure out how to make boxes of their own, or change what the box does when it is opened. You make the character less of a pawn in a scheme they cannot understand, and more of a (potentially) active participant in their destiny.

I’m certainly over-simplifying, and I don’t want to understate the power of either side. A sense of wonder, mystery, and a smallness to the characters was essential for such works as The Lord of the Rings. If you’d known exactly what Gandalf could do, and why, it would have changed the experience. Instead, you are allowed to feel like Frodo and Sam, who are moving through a world of giants, both literally and figuratively.

However, there are always going to be trades in fiction. What is it you’re trying to do? I tend to gravitate toward worlds where the science adheres to the scientific method. And so long as something is repeatable, it can be studied, understood, and relied upon. You don’t have to understand the HOW, so long as you know the WHAT and a little of the WHY. What is going to happen when I open this box, and how can I change the effect?

Done really well (and I’m not certain if I do it really well, but I hope to someday get there) explaining can still preserve a measure of wonder. The classical scientists discovered, explained, and tried to understand science. But the more they learned, the more wondrous the world around them became, and the more answers there were to be found. I think it is important to establish that there IS more to be learned, that the answers haven’t all been found.

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