It's a beautiful day and Emily is up at her parent's lake house. They're not scheduled to arrive until tomorrow for work reasons but she didn't have class so she came up a day early.
"Oh, no, I'm sorry — your universe doesn't have native magic," Hammond explains. "I am magical, but I'm from a different one. No, your universe just recently finished developing far enough that it's going to gain magic soon, and I've been sent to gather people's opinions on how it ought to work."
He follows her, deftly hopping up into a chair.
"Yes, well, I'm used to it; so it's hard for me to judge how shocking it would be to people here," he observes. "Although given how careful the bosses are about preventing sampling bias, I have to believe they don't think it will be a problem ..."
He trails off for a moment, and then shakes his head to recenter himself.
"Anyway — I should start by saying that we can skip any questions you want to; just let me know if you'd like to move on. The first one is pretty general: Do you think magic should be 'hard' or 'soft'? That is, should it be quantifiable, following mathematical or physical rules, or should it be more based on feelings, language, or another less formal system? And this is something of a spectrum, not just an either-or."
"That makes sense!" he agrees. "How do you feel about magical abilities being 'continuous' versus 'discrete'? That is, should abilities be more of a spectrum of related skills and effects that you can tweak, or should they be a collection of individual, specific effects — a large collection, that is?"
"I'd prefer continuous if I'm understanding you correctly. There's a bunch of stories where people can invent spells and then other people learn them but I've always assumed that there's a lot of other spells that could be invented that just haven't been yet. And I'd want that to be true if magic was about casting spells."
"Right, okay."
He jots this down.
"Anyway, yes, that is the distinction I was trying to get at. Alright ..."
He flips to the next page on his clipboard.
"You mentioned wanting magic to be something anyone can use; do you think that anyone should be able to learn some kind of magic, all kinds of magic, that magic shouldn't come in 'kinds', or something else?"
"Hmm, if there's enough magic that nobody could learn it all it would be okay if different people had different magic. It might even be more interesting that way. But I also want to be able to explore every bit of the magic so I'm not sure. Oh, that's something, I'd like it if magic had a way to live forever so that I could keep exploring and finding things out. Not a nasty one that requires killing people or something like that though."
"Entirely sensible," Hammond agrees. "So you want there to be some way of remaining alive that doesn't require killing people, and is not itself infinitely torturous or punitive, but you aren't opposed in principle to a system where people are relocated on the death of their bodies?"
She thinks about it for a moment. "Yes. I think it would be better if there was a way to come back from the afterlife but I guess that could cause problems. Being able to talk with people there might be better. Ooh! If it's retroactive we could answer so many questions about history that we don't know the answers to. Also people would be sad if the people they loved died before the afterlife started being a thing."
"Magic can definitely enable time travel," he notes. "So I don't know if you'll end up with a retroactive system in this case, but it is possible."
Normally he'd move on, but she seems to keep coming up with latent details.
"Are there any other things that you want to specify about how you'd like immortality to work? We've talked about what it shouldn't be like; what do you think it should be like?"
"Oh, time travel! I have thoughts about that!
"But hmm, I think that good immortality keeps you healthy and also let's you keep leaning and growing. A lot of people get really set in their ways or have issues learning new things as they get older and it would be sad if immortality just meant being stuck forever.
"As for how to be able to become immortal, I mostly just want it to be something I can do so it shouldn't be too hard. Maybe there should be multiple ways so everyone who wants to be immortal can be.
"In general I think it's better when there's multiple ways to do things. Especially if there isn't one best way that's better than all the others."
"The main thing I care about is that you're not erasing the future when you travel to the past. There are great stories about desperate last ditch efforts but it's usually not worth it and time wars are really messy things that I don't think would be fun in real life.
"As long as you rule that out, I think the idea of being able to talk to your past self or meet historical figures or even set the future on a different path are all fun ideas."
"Oh, yes — my universe doesn't do time-travel, thankfully, but I've had to do the trainings and it was a headache," Hammond agrees.
"Do you care whether traveling to the past creates a separate timeline, whether things are predestined to have always been that way, or some other mechanic, as long as timelines aren't getting wiped out? What about timelines becoming inaccessible, but continuing to exist?"
"Oh that's a big question. There's lots of things I would like but definitely at least one of teleportation and being able to fly. Maybe flying could be part of some sort of elemental magic or telekinesis. Some way of changing things into other things is also a classic and I figure that if magic can do immortality then it should also do healing."
"Hmm, in general I think fewer broader things is better than a lot of separate things but I don't think everything needs to be part of one big whole at least practically speaking. I would like it if there was some grand unifying theory for all of magic though. Even if it's hard to find it."
"Ooh, that's a fun question. Ultimately I think it should come down to studying known magic and trying things that are similar. Having magic you can use to study other magic would also be good. That could be anything from the classic of mage sight to elaborate divination rituals. I think needing to experiment is a good thing regardless though. Obviously it's more important for softer magical since those generally won't be precise enough to know exactly what's going to happen before you try it."
"Well I think that some magic can probably happen by accident either because it's just based on people intending to do something and not expecting it to happen or because it happens to mirror or encompass something people are doing already like art or religious rituals or something."
"That's a less fun question. I guess the fast answer is that it shouldn't make it really easy to kill people or hurt them badly. Otherwise, I'm not sure. I think in general bigger effects should be harder to do for one reason or another but I don't think there's anything I want to be impossible. Well beyond the time travel thing I mentioned or other things that hurt a lot of people in ways that are easy to pull off and hard to fix."
"I like the idea you mentioned about people always finding a way to get better. I wouldn't want anyone to be fated to never get better or to stay the same forever. And in general I think good fates are better but good is complicated. And none of this changes what I said about specific fates being worse than vaguer ones."
"Right. So only vague predetermination toward 'good' things, specifically people being able to heal, grow, and change," he summarizes.
"Do you have any thoughts about whether there should be entities associated with performing or learning about magic? Gods, fairies, and so on? And if so, what should they be like?"
"I'd like it to be engaging and immersive. So not just in your head. And also a mix. Some magic should be possible to do with nothing but your body and time while other magic should require elaborate preparations and setups. I don't really want it to be about acquiring rare materials but it's okay if rare materials can work as a shortcut."
"I don't think it counts as finite if it's that straightforwardly renewable. As for what I think of the idea, I'm okay with it as long as it's reasonably plentiful. I want to be able to do a lot of magic and I don't want people to have a reason to I threaten each other to be able to do more."
Hammond notes this, flipping to a new sheet.
"Alright — I think we've gone over all the really important ones. It sounds like you're generally in favor of having a lot of diverse experiences with magic, with a bias toward things turning out okay," he summarizes
"There are a bunch of more specific supplemental questions I can ask if you'd like, but first I should ask whether there are any areas of magic that we haven't talked about that are important to you, or specific ideas you have that you haven't gotten to share yet?"
"Oh!"
He scans through the papers for a moment.
"I completely skipped the aesthetics questions! I'm sorry. Pretty lights, noted. Are there other aesthetic considerations that you'd like to see? Like atmospheric weather, a distinct feeling associated with magic, or anything like that?"
"Oh, I have lots. I'm assuming that you've been using world to refer to our whole spatially connected region and not this planet but am I right about that? And if that is right do you know if there's aliens out there in this world? Also do you know what's involved in making new magic systems? Do you know how long it's likely to be before this world gets magic or if it'll be announced somehow?" She paused for breath and visually restrains herself from peppering him with more questions.
"Heh. Yes, by 'world' I mean 'spatially connected region'. I'm afraid it's against policy to tell you about whether aliens exist until you find out for yourself. I know the broad outlines of what's involved in making magic systems, but the precise details go far over my head."
"Broadly, my bosses take all the survey feedback and turn it into a single consensus description, and then give that to the Will of Magic, who is not really a purposive entity, but is more like that then it is like other things that you or I have a reference frame for. The description guides how the Will of Magic chooses to 'fold' or 'crystalize' into the new shape of magic in your world. I should have your feedback back to the bosses by the end of the day, and they'll have a consensus put together in another two days or so. At that point, it's all up to the Will of Magic. Sometimes the process only takes a few days, and in rare cases it can take months. On average, you should expect magic to arrive in a week or two," he explains.
He nods.
"An excellent insight. The answer is a little complicated, but the truest version is probably 'it depends'. Magic is fundamentally a different set of rules about how things can work; if a world's rules don't have enough 'flexibility' in them, then you can't really port magic into it. I couldn't have visited you a week ago, for example. But your world is preparing to gain magic of its own, which makes the rules a little looser," he explains.
"Once your universe does gain magic, it's not impossible that the rules would become too rigid again, or impose additional requirements on visitors, but that's pretty unlikely. Most magic systems that develop accommodate magical visitors just fine. But there's also the nature of the visitor's origin world to consider — some magic systems work by manipulating natural forces present in their world. If my world worked like that, I wouldn't be able to do any magic here, even if I were able to visit, because those forces wouldn't exist."
"I'm lucky enough that my world's magic, although there is a component tied to the world itself, mostly works by granting inherent powers to people. My magic abilities aren't really a separate thing that can be removed from me, they're just things that I can do. It makes people from my world a popular choice for jobs like this that involve going to other worlds, actually."