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{{notability|date=February 2011}}
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'''Sanderson's Laws of Magic''' are several ] developed by epic fantasy author ] for use in designing settings for ]. While originally created as rules for magic systems in fantasy novels, Sanderson has specified that these laws need not apply just to ], but are applicable to ] as well. <ref name=SFL>{{cite web ||url=http://www.brandonsanderson.com/article/40/Sandersons-First-Law |title=Sanderson's First Law |author=Sanderson, Brandon |accessdate=10 February 2011 }}</ref>

== The Laws ==
# {{Anchor|Sanderson's First Law}}An author's ability to solve conflict with magic is directly proportional to how well the reader understands said magic.
# {{Anchor|Sanderson's Second Law}}Magic doesn't happen in a static white box.

== Sanderson's First Law ==

This Law was originally defined in Brandon's essay, "Sanderson's First Law" located on his website.<ref name=SFL/> In the essay he qualifies the two extremes{{ref|a|1}} of design as being:

# Magic/technology has well defined rules that the audience understands. As a result, one can use this to solve conflict more easily as the capabilities are cleanly defined. Brandon classifies this as "Hard Magic". ] in her essay "Worldbuilding 101 - Making Magic"<ref>{{cite web ||url=http://blog.clwilson.com/2008/03/worldbuilding-101-making-magic.html |title=Worldbuilding 101 - Making Magic |author=Wilson, C.L. |accessdate=12 February 2011 }}</ref> advocated this method of creation, stating, "...create your rules, then follow them."

# Magic/technology has unclear or vague rules, or none at all. This allows for a greater sense of wonder to be attained for the reader, but the ability to solve problems without resorting to ] decreases. Brandon classifies this as "Soft Magic". ] specifically advised "The trick is to be a benevolent and consistent deity, not one who pulls miracles out of a hat as needed" <ref>{{cite web ||url=http://www.watt-evans.com/playinggod.html |title=Deus ex Machina and Writing Fantasy |author=Watt-Evans, Lawrence |accessdate=12 February 2011}}</ref>
== Sanderson's Second Law ==

Sanderson's Second Law was set down in Episode 14 of the podcast ].<ref>{{cite podcast|url= http://www.writingexcuses.com/2008/05/18/writing-excuses-episode-15-costs-and-ramifications-of-magic/ |title=Writing Excuses Episode 15: Costs and Ramifications of Magic |website=www.writingexcuses.com |host=Sanderson, Brandon; Howard Tayler, ] |date=18 May 2008 |accessdate=10 Feburary 2011 }}</ref> In summary, when a certain technology or magic exists or is created, it changes the world around it as a result.{{ref|b|2}}], likewise looked to Sanderson's work in his own essay involving magic systems, noting that "What are the ramifications and conflicts of using it?"<ref>{{cite web ||url=http://johndbrown.com/2008/07/inventing-magic/ |title=Inventing Magic |author=Brown, John |accessdate=12 February 2011 }}</ref> ] likewise noted several issues involved on this topic ranging from magic suppressing other technologies, to how a magic might affect farming.<ref>{{cite web ||url=http://www.sfwa.org/2009/08/fantasy-worldbuilding-questions-daily-life/ |title=Fantasy Worldbuilding Questions: Daily Life |author=Wrede, Patricia |accessdate=12 February 2011 }}</ref><ref>{{cite web ||url=http://www.sfwa.org/2009/08/fantasy-worldbuilding-questions-commerce-trade-and-public-life// |title=Fantasy Worldbuilding Questions: Commerce, Trade, and Public Life |author=Wrede, Patricia |accessdate=12 February 2011 }}</ref>

== Notes ==
:1.{{note|a}}In the essay, Brandon clarifies, "Most writers are somewhere in the middle between these two extremes."
:2.{{note|a}}From the same episode, this law is also called ] First Law. "If the energy you are getting from your magic is cheaper than letting a donkey do it, your medieval economy just fell apart."
== See Also ==
*]
*]
*]
*]

== References ==
{{Reflist}}

== External Links ==
*
*

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Sanderson's Laws of Magic are several laws developed by epic fantasy author Brandon Sanderson for use in designing settings for genre writers. While originally created as rules for magic systems in fantasy novels, Sanderson has specified that these laws need not apply just to fantasy, but are applicable to science fiction as well.

The Laws

  1. An author's ability to solve conflict with magic is directly proportional to how well the reader understands said magic.
  2. Magic doesn't happen in a static white box.

Sanderson's First Law

This Law was originally defined in Brandon's essay, "Sanderson's First Law" located on his website. In the essay he qualifies the two extremes of design as being:

  1. Magic/technology has well defined rules that the audience understands. As a result, one can use this to solve conflict more easily as the capabilities are cleanly defined. Brandon classifies this as "Hard Magic". C.L. Wilson in her essay "Worldbuilding 101 - Making Magic" advocated this method of creation, stating, "...create your rules, then follow them."
  1. Magic/technology has unclear or vague rules, or none at all. This allows for a greater sense of wonder to be attained for the reader, but the ability to solve problems without resorting to deus ex machina decreases. Brandon classifies this as "Soft Magic". Lawrence Watt-Evans specifically advised "The trick is to be a benevolent and consistent deity, not one who pulls miracles out of a hat as needed"

Sanderson's Second Law

Sanderson's Second Law was set down in Episode 14 of the podcast Writing Excuses. In summary, when a certain technology or magic exists or is created, it changes the world around it as a result.John Brown, likewise looked to Sanderson's work in his own essay involving magic systems, noting that "What are the ramifications and conflicts of using it?" Patricia Wrede likewise noted several issues involved on this topic ranging from magic suppressing other technologies, to how a magic might affect farming.

Notes

1. In the essay, Brandon clarifies, "Most writers are somewhere in the middle between these two extremes."
2. From the same episode, this law is also called Tayler's First Law. "If the energy you are getting from your magic is cheaper than letting a donkey do it, your medieval economy just fell apart."

See Also

References

  1. ^ Sanderson, Brandon. "Sanderson's First Law". Retrieved 10 February 2011. {{cite web}}: Cite has empty unknown parameter: |1= (help)
  2. Wilson, C.L. "Worldbuilding 101 - Making Magic". Retrieved 12 February 2011. {{cite web}}: Cite has empty unknown parameter: |1= (help)
  3. Watt-Evans, Lawrence. "Deus ex Machina and Writing Fantasy". Retrieved 12 February 2011. {{cite web}}: Cite has empty unknown parameter: |1= (help)
  4. Sanderson, Brandon; Howard Tayler, Dan Wells (18 May 2008). "Writing Excuses Episode 15: Costs and Ramifications of Magic". www.writingexcuses.com (Podcast). Retrieved 10 Feburary 2011. {{cite podcast}}: Check date values in: |accessdate= (help)CS1 maint: multiple names: authors list (link)
  5. Brown, John. "Inventing Magic". Retrieved 12 February 2011. {{cite web}}: Cite has empty unknown parameter: |1= (help)
  6. Wrede, Patricia. "Fantasy Worldbuilding Questions: Daily Life". Retrieved 12 February 2011. {{cite web}}: Cite has empty unknown parameter: |1= (help)
  7. Wrede, Patricia. "Fantasy Worldbuilding Questions: Commerce, Trade, and Public Life". Retrieved 12 February 2011. {{cite web}}: Cite has empty unknown parameter: |1= (help)

External Links