A couple of weeks ago, I wrote about the occult and esoteric roots of early science fiction and fantasy. The response to that post was enthusiastic, which got me thinking that perhaps it’s time I returned to writing more regularly about fantasy literature. Not long after, I happened to watch an old television episode in which a character mused that a writer’s deepest desire is to affect others with his words. That line stuck with me. Something about it lodged in my thoughts and, when paired with my recent reflections, stirred up an old connection I’ve often found fascinating: that the word grimoire, meaning a book of spells, as every D&D player knows, is merely a corrupted form of the word grammar. This, perhaps inevitably, led me to think of Alan Moore.
Now, Alan Moore has long had a reputation for being, let us say, an eccentric. From his decision to worship an obscure Roman snake god to his renunciation of the comic industry that made him famous, Moore has never shied away from holding – and expressing – unusual opinions. Among his more intriguing ones is the notion that writing is a form of magic. This is not a metaphor, at least not entirely. Moore has argued, quite seriously, that the act of writing, of using symbols to influence the thoughts and emotions of others across time and space, is indistinguishable from what the Ancients understood as sorcery.
Strange though it is, I must admit there’s something compelling about this idea. Even if one doesn’t share Moore’s larger worldview, as I do not, it’s hard to deny that writing can have a powerful effect on the human mind. Through the arrangement of words alone, a writer can make his readers laugh, weep, tremble, or dream. He can transport us to faraway lands, real or imagined, and introduce us to people we’ve never met but whose lives we come to care about deeply. In a very real sense, writing is a kind of conjuring, one that requires no candles or pentagrams, only ink and paper (or a keyboard and computer nowadays).
Consider, for example, the word spell. In modern English, it refers not only to an act of magic but also to the construction of words. To spell something is to put its letters in the correct order. Both meanings trace back to the same Old English root, spellian, meaning to speak or to tell a story. Similarly, as I alluded to above, the word grimoire originally refereed in Old French to a book of Latin grammar and only later came to mean a book of magic, in part because of its obscurity to later generations who no longer studied or understood Latin. Similarly, during the Middle Ages, the word grammar (or gramarye) was used as a synonym for occult knowledge. To be “learned in grammar,” meaning to be a sorcerer, is found in both Spenser and Tennyson, to cite two famous literary examples.
My mind continued to dwell on these and related thoughts. Like many gamers my age, my first experiences with the hobby were less like reading an instruction manual and more like poring over an ancient tome whose true meaning was just out of reach. For example, Gary Gygax's AD&D Dungeon Masters Guide is notorious for its impenetrability in places. It's dense, baroque, and often bafflingly arranged – but it's also weirdly compelling. When I first encountered it, sometime in 1980, it felt charged in a way I could scarcely articulate at the time. Its pages were filled with the promise of discovery and, yes, even power, if only I could fully unlock its secrets.
The parallels with magic are not hard to see. A rulebook, especially one from those bygone days, isn’t just a guide to playing a game. It’s a grimoire, a book of hidden knowledge that, when properly understood, allows one to reshape the world. In the case of an RPG, that world is imaginary but no less real in the moment of play. The referee becomes a kind of conjurer, invoking the words of the text and combining them with his own imagination to create something new. Dice are his ritual tools. The rulebook is his spellbook. A well-loved module might as well be a scroll, its battered pages whispering of dungeons never fully explored and treasures never claimed.
I can still remember the first time I cracked open the D&D Basic Rulebook edited by J. Eric Holmes. I had just turned ten years-old a couple of months prior and, try as I might, I didn’t entirely understand what I was looking at. Nevertheless, the effect was immediate. The words, the terse descriptions and evocative names, the crude dungeon map at the back, all hinted at something larger, something just beyond my grasp. It was like standing at the edge of a forest and seeing strange lights flicker between the trees. I didn’t need to know everything to feel the pull. The rulebook was already working its magic.
That’s the heart of it, I think. The magic doesn’t reside solely in the words themselves, but in what they evoke and the spaces they open in the reader’s mind. A good RPG rulebook doesn’t just tell you how to play; it helps you see something, to imagine people and places and situations that didn’t exist before. It grants you the ability to summon worlds. That’s no small thing. When I look back on the early designers of RPGs, there's a real sense in which the word "magician" is apt to describe them. Their words conjured entire settings, systems, and styles of play that still persist decades later. Through their books, they reached into the minds of people across the world and sparked curiosity, wonder, and creativity. They transmitted dreams, wrapped in game mechanics and monster stats.
To this day, when I pick up an old TSR module or GDW product, I feel a flicker of that same enchantment. By today's standards, their production values may be modest and the prose often obscure, but their spells still work. That probably explains why I've never left this hobby behind, as so many of my childhood friends did. There’s something undeniably magical about it, something that goes beyond nostalgia. These books are more than just artifacts of a bygone era. They’re vessels of imaginative power and those who wrote them were, knowingly or not, practitioners of the oldest art of all.
The art of making something from nothing.
The art of words.
Moore is not even the only person to point out the connections between art and magic. I'd point to Eros and Magic in the Renaissance and Out of This World by Ioan Couliano (sometimes spelled Ion Culianu), Thinking Write: The Secret to Freeing Your Creative Mind by Kelly L. Stone, The Hounds of Actaeon: The Magical Origins of Public Relations and Modern Media by Mauricio Loza, A God Who Makes Fire: The Bardic Mysticism of Amergin by Christopher Scott Thompson, or even Spellcraft by Robin Skelton, which concentrates on the close relations of poetry and magic, and Geosophia vols. I and II by Jake Stratton-Kent, which demonstrates how intertwined the Argonautica, Iliad, and Odyssey, foundational to the western literary canon, are with magic, and back around to The Moon and Serpent Bumper Book of Magic by Alan Moore and Steve Moore (no relation), since it sort of sums up what Moore has been saying on the topic.
ReplyDeleteAnd now you see the real underlying fear of the Satanic Panic.
ReplyDeleteThat is a fascinating insight in response to an absolutely marvelous post by James. The spells are working..........
DeleteThat is poetic, but I rather doubt the proponents of the Satanic Panic read the books sufficiently, if at all, to make that connection. As with most censors, their reaction came because they didn't understand it, not because they did.
Delete@Beoric:
DeleteGiven that the people prone to things like Satanic Panic often seem to fear books *in general* it's probably that they feel that books have some occult power *in general* even if they couldn't express that coherently and it isn't directly based on the actual content of the books.
Tolkien has much the same insight in "On Fairy Stories" though not referring to RPGs of course. But he draws a bit of a distinction between magic ad what he calls enchantment, and views what you are describing as the latter:
ReplyDeleteEnchantment produces a Secondary World into which both designer and spectator can enter, to the satisfaction of their senses while they are inside; but in its purity it is artistic in desire and purpose. Magic produces, or pretends to produce, an alteration in the Primary World....it is not an art but a technique; its desire is power in this world, domination of things and wills.
James, you've come as close as anyone ever has to describing how the early D&D enthralled me as 8-10 year old. My parents didn't know Basic from Expert from AD&D, and so (in a comic scene I wished I had experienced first hand) they just bought a bunch of books at the local book store. They left me to sort it out Christmas morning.
ReplyDeleteAnd I couldn't sort it out - it took some time for me to figure out what the various editions were, and why they were different. But until I was able to draw those distinctions - and for a little while after - the magic of role playing, of inhabiting an imaginary realm, was palpable and irresistible.
It was also indescribable; it still is. The closest I can get to recereating the feeling, if only faintly, is when I look at one particular picture in the 1ed PHB. Then the magic comes back for a bit.
...until your angle on it, above, which--while it isn't exactly my experience--perfectly sums up how besotted I was with the whole enterprise. Thanks for this.
Could I revive within me
ReplyDeleteHer symphony and song,
To such a deep delight ’twould win me,
That with music loud and long,
I would build that dome in air,
That sunny dome! those caves of ice!
And all who heard should see them there,
And all should cry, Beware! Beware!
His flashing eyes, his floating hair!
Weave a circle round him thrice,
And close your eyes with holy dread
For he on honey-dew hath fed,
And drunk the milk of Paradise.
This may be the best thing you’ve written. You’ve cast the spell perfectly. Thanks.
ReplyDeleteYou're very kind. Thank you.
DeleteAbsolutely agree. Enough so that I could (and did!) read it to my (teenage) children and have it prompt discussion on the nature of reality.
DeleteAegrod
Hmm, this makes me think of the early days of my engagement with my college friend, Mark's, game Cold Iron. By the time I got into it, several folks were GMing games. I was attracted to a new game being started by Rob who had collected various bits of the game and got them all typed into computer files. He showed up to run his game with a 2" thick fan-fold printout of all the spells. Now Mark, was concerned that people would use this "unofficial" book to tell him how to run his campaign. So he didn't allow printouts to be distributed. But Rob said he was OK with people hand copying stuff if they wanted to. So to this day, I have a college composition book with the spells laboriously hand copied. Subsequently, sharing the files was allowed, and sometime in the 2000s I even got an updated version from Mark himself. But that composition book is still a treasured part of my game collection. A grimoire indeed.
ReplyDeleteThere is also the similarity between the act of engaging in a role playing game and the act of undertaking a magical pathworking. Both can transport you somewhere else and cause changes in consciousness (the whole point of any magical undertaking!). So the games we play may be closer to a magical act than a lot of people realise, or some people do actually realise and want to ban it (cue satanic panic).
ReplyDeleteIn the introduction to his 1980s re-release of Astral Doorways, J.H. "Herbie" Brennan (designer of Man, Myth, and Magic and Timeship) discussed that very matter, though not the pearl-clutching nonsense of the early culture warriors.
DeleteYeah, that's why I get Playboy for the articles.
ReplyDeleteI'm finishing a book about Jews and fantasy literature, and parts are about the connections between fantasy literature and the modern occult. I posted some of my investigations a few years ago on my blog, e.g.
ReplyDeletehttps://investigationsandfantasies.com/2022/06/24/the-occult-jew-pt-4/
https://investigationsandfantasies.com/2023/06/05/from-dust-to-ooze-antisemitism-and-the-weird/
Though I'm revising heavily in the current manuscript, a number of my observations are very much along the lines of points you and other commentators have made, such as the intimate historical connection between fantasy and the occult, Tolkien’s important distinction between what he calls "enchantment" and "magic" (as kintire cites here), and your recent description of Weird fiction as an occult emptied of transcendent meaning.
For anyone wanting to look at the academic scholarship on the modern occult, I found Wouter Hanegraaf's Esotericism and the Academy: Rejected Knowledge in Western Culture and Alex Owen's The Place of Enchantment to be helpful points of entry.
James, you really hit the nail on the head. I started about the same time as you(1981), and I had those same thoughts and feelings about this game of imagination.
ReplyDeleteWhen I read through those books, either for Basic or AD&D, every sentence seemed like a whole new world was opening up to me, but at the same time, there was something familiar.
It was like an amnesia. Something awoke within, and it was a paradigm shift for me. My whole world got rearranged for the better.
Somewhere in the back of my head I probably thought, "THIS speaks to me. THIS is what I've been looking for."
I loved that it took some work to understand what EGG meant by some of his purple prose. It forced me to read more and to understand the nuance of language.
Through those tomes, I learned that nothing is impossible with the imagination.
Clark Ashton Smith was quite the sorcerer with words as well, and aware of it.
ReplyDeleteI find this excellent post, coming on the heels of "Stuck" from a few days ago, a sign of something great percolating.
ReplyDeleteThere's definitely something percolating. Whether it's "great," I will leave to others to decide.
DeleteMoore's far too narrow in his beliefs and choice of medium. It's not writing, it's communication. All communication is magic, regardless of form or format. The ability to reach beyond oneself and influence others is simply miraculous when you pause to think about it. Sure, most of the time we don't use it for much beyond the prosaic, but anyone can in theory change the internal world of another being through communication, be it speech or writing or forms of art, lasting or ephemeral - and through changing others, cause them to change the world.
ReplyDeleteI strongly suspect that, if a modern role-player could talk to theologians and 'sorcerers' of the Middle Ages, they would find their personalities very recognizable. The sort of person who enjoys writing long descriptions of twenty different types of angels would, I think, understand what is interesting about the Monster Manual.
ReplyDeleteBrilliant post.
ReplyDeletePaul Hume wrote the Neo-Anarchist's Guide to North America chapter on the Washington DC area. The amusing thing is that he lived in the general area as me so there are notes on parts of Wheaton MD, where I went to high school, that I could picture in my head. (Met him at an SCA event several years earlier).
ReplyDeleteInstant classic Grognardia. You have articulated perfectly the effect these books had on my young mind. And forever changing how I think of these games.
ReplyDelete" it felt charged in a way I could scarcely articulate at the time. Its pages were filled with the promise of discovery and, yes, even power, if only I could fully unlock its secrets."
ReplyDeleteI feel that the reading level of the DMG assisted with this, and that the later editions that arguably dumbed down the text diminished this effect.
Look into Tim Morton's "Realist Magic" book. Where AESTHETICS is CAUSALITY.
ReplyDeleteA lot of Moore's ideas just come straight out of older Hermeticism and modern "mystical anarchists" from the late 60s/70s/80s who mined those ideas.
If you've never read Jeff Vandermeer's masterpiece "Annihilation," now might be the time. While it might be a Lovecraftian-inspired sci-fi horror story about a slow-motion alien invasion on the surface, at its core the novel is about how language and words are a virus that can infect people with *ideas* and change the world around us.
ReplyDelete"...it’s hard to deny that writing can have a powerful effect on the human mind. Through the arrangement of words alone, a writer can make his readers laugh, weep, tremble, or dream. He can transport us to faraway lands, real or imagined, and introduce us to people we’ve never met but whose lives we come to care about deeply. In a very real sense, writing is a kind of conjuring, one that requires no candles or pentagrams, only ink and paper (or a keyboard and computer nowadays)."
ReplyDeleteVery true but I wouldn't stop at the written word. Spoken words are equally powerful. After all, in order to cast a spell, you recite magic words. And history has shown that a compelling orator can do everything a skilled writer can in regards to changing minds, and therefore the world.