Overview
This lecture covers Sanderson’s Three Laws of Magic, focusing on effective worldbuilding and the balance between magic systems, character, and plot in science fiction and fantasy writing.
The Role of Worldbuilding in Storytelling
- Strong plot and characters are more important than strong worldbuilding alone.
- Worldbuilding should serve the narrative, not exist as an end in itself.
- Ideal stories integrate plot, setting, and character with conflict.
Sanderson’s First Law: Magic and Plot Satisfaction
- First Law: The author’s ability to solve conflicts with magic is proportional to how well the reader understands the magic.
- Hard magic systems have well-defined, consistent rules; soft magic systems are mysterious or unknown to the reader.
- Internal logic (rules known to the reader) differs from external logic (using real-world science concepts).
- Readers disengage if problems are solved by unexplained magic (deus ex machina).
- Foreshadowing and seeding clues help maintain narrative satisfaction.
- Creating problems with magic (as opposed to solving them) also needs consistency and anticipation.
Hard vs. Soft Magic Systems
- Hard magic: Readers understand rules and can predict outcomes.
- Soft magic: Rules are hidden, maintaining mystery, wonder, or horror.
- Most stories use a spectrum between hard and soft magic.
- Example: The One Ring (hard rules) vs. Gandalf’s powers (soft rules) in Lord of the Rings.
Communicating Magic Systems to Readers
- Avoid infodumps—reveal magic rules through action and character interaction.
- Use more foreshadowing than you think you need; correct if readers guess too quickly.
- Red herrings and misdirection help keep readers and characters engaged.
Sanderson’s Second Law: Flaws Over Powers
- Second Law: Flaws, limitations, and costs are more interesting than powers alone.
- Limiting what magic can do creates strategic, interesting challenges for characters.
- Flaws in characters and magic systems drive deeper, more compelling stories.
- Costs can be economic, physical, intellectual, or mystical.
- Too many flaws can overcomplicate a story; focus on elegant, meaningful limitations.
Sanderson’s Third Law: Expand, Don’t Add
- Third Law: Before adding new elements, explore the depth and possibilities of what already exists.
- Complexity can dilute narrative impact; depth matters more than breadth.
- Connecting or deepening existing systems (e.g., religions, magic) is often more engaging than introducing many new ones.
Key Terms & Definitions
- Hard Magic System — Magic with clear, consistent rules understood by the reader.
- Soft Magic System — Magic with vague or mysterious rules, not fully understood by readers.
- Internal Logic — The consistent rules within the story’s magic system.
- External Logic — Incorporation of real-world scientific concepts to explain or justify magic.
- Foreshadowing — Clues and hints planted early for later payoffs.
- Deus ex Machina — An unsatisfying, out-of-nowhere resolution to conflict.
- Flaw — A notable limitation or cost in a magic system or character.
- Hindrance — A disadvantage that complicates use of magic, but may not need to be "fixed."
- Red Herring — Misdirection to keep readers guessing.
Action Items / Next Steps
- Review your own worldbuilding for meaningful integration with plot and character.
- Practice designing magic systems with interesting flaws and limitations.
- Prepare questions for next week’s deeper dive into worldbuilding.