Showing posts with label medieval misconceptions. Show all posts
Showing posts with label medieval misconceptions. Show all posts

17 January 2014

Would Magic Change the World?

Following on from an interesting (if frustrating) discussion with Alexis at Tao of D&D, I'm going to talk about whether magic would change the world.

There are four scenarios worth considering, representing the ends of two "dials" on magic - how recent it is, and how prevalent/practical it is:
  1. Magic has always been around, but it's incredible rare/difficult.
  2. Magic has always been around, and it's very common/easy.
  3. Magic has only recently been discovered, and it's incredibly rare/difficult.
  4. Magic has only recently been discovered, and it's very common/easy.
Scenario 1 and 3 would result in a world much the same as our own. For whatever reason, there is some intrinsic barrier to widespread dissemination of magic. Perhaps (like Harry Potter) some people are Wizards and can do magic, and some people are not and can not and that's that. Perhaps magic requires certain ancient or otherworldly artifacts that cannot be duplicated, or materials of incredible scarcity. Perhaps magic has such catastrophic side effects that it is outlawed, or simply not practiced out of prudence.

There are any number of possible explanations, but the point remains - a small amount of magic, even if around for a great deal of time, would not have any significant effect.

Scenario 2 would be wildy, radically different from our world. As different as the world of a modern Briton is from an agrarian Brit living under the Norman yoke in 1088. Positing a world where anyone can do useful magic with the equivalent of, say, a six-week nightschool course would result in a world where everyone who's anyone retains one or more potent magic-users. Magic is used in industry, warfare, trade, diplomacy... Much as computers have transformed every facet of our current world, plentiful cheap magic would transform the ancient world, and therefore transform every subsequent age beyond recognition.

Instantaneous communication, teleportation, magical lie detection, purification of elements, transubstantiation of elements, battlefield artillery, mass production of wondrous objects... The possibilities are limitless, and it is difficult to make any kind of prediction about what such a world would be like. It would depend greatly on the exact types of magic that are feasible.

But to argue that plentiful, cheap magic, available over the long term, would not cause at least the degree of transformation that computers and industrialization did is insupportable.

Scenario 4 would be a world like our own transitioning into a different kind of world, like England at the beginning of the Industrial Revolution. Forward-thinking businessmen and princes would be making the most of the new-found magic in industry, commerce, and war. Most people would still be living pre-revolution lives.

Perhaps centuries of alchemical and astrological work were converging on a single solution to the problem of practical magic, and near-simultaneous discoveries were made in several places. Perhaps some planetary convergence opened rifts to another world. Perhaps powerful beings have returned to this realm, bringing magical potential with them.

None of this is Earth-shattering. I wouldn't think this is particularly controversial even (although I might be surprised). I don't think Alexis and I disagreed so much in our conclusions as our premises - if I understand correctly, he's thinking of a Scenario 1 world, and I'm looking at all the possibilities.

That said, we play a game. If you want to play a game where powerful, plentiful magic has always existed, but the borders of Europe are the same in 1088, the feudal system is in place in Norman England, and in every way the world mimics our own (but there's powerful, cheap magic everywhere), all power to you. It's a game. Do what works for your game!

But don't try and tell me that's a plausible historical scenario. It's not.

6 September 2013

Medieval Battlefield Medicine

It is generally believed that the Medieval Era was almost entirely ignorant of medical and surgical procedures.

This is simply not true.

By about 1400, medical knowledge included knowledge of the importance of cleanliness; suturing of wounds, blood vessels, and nerves; treatment of simple and compound (open) fractures, dislocations, amputation, cauterization to prevent excessive blood loss; anaesthesia; trepanning to treat skull fractures; gangrene and debridment of dead tissuel; etc. etc. Much of this knowledge dates to the Classical era, but some of it was developed during the late Middle Ages.

Medieval surgeons knew pretty much everything you need for battlefield medicine with the notable exception of antibiotics, transfusion, intravenous drips, and organ transplantation.

What does this mean? Well, if you can get to a surgeon and haven't lost too much blood, you're in OK shape. You might get an infection, and there's really nothing they could do about that, but if you don't (or if you survive it), you're likely to live.

Battle commanders of the Middle Ages were well aware of this fact. For instance, during the campaign that included Agincourt, the English army of 10,000 brought at least 24 surgeons - about one for every 400 men (incidentally, the current standard is about 1 surgeon for every 500-800 men).

By the 1200 or so, there were established medical schools you could go too, and the requirements for training were actually not that far from today's - you would take a 3-year college degree, a 4-year medical degree, then a year of practical study, and possibly another year of anatomy for surgeons.

The idea of getting your wounded Fighter to the Surgeon is definitely a lot less snappy than getting hands laid on by a Paladin or a Cure Light Wounds from a Cleric, but for a high-grit low/no-magic campaign set in a Middle Ages-like setting, consider having Surgeons available for hire in major centres to patch up serious injuries.

Regarding pricing, there's some evidence that medieval physicians and surgeons charged on a charge-what-you-can plan - i.e. make the wealthy pay through the nose, and give care away for free to the needy. So excellent medical care need not only be available to the wealthy.

Surgery will feature in my upcoming draft of a Descriptive Damage System, a gritty replacement for a hit point system that focuses more on roleplayable injuries and treatments.