Two weeks ago, I had an interesting chat with
@Auke about Magic influencing the Game World. This is, IMO, related to the GM Triangle of Story, Setting, System. The rules of magic are usually codified in the system. But how do they affect the setting?
AFAIK, most fantasy settings based on these systems don't reflect that.
How does your setting incorporate these magics?
For example, take D&D's Zone of Truth spell (or GURPS' Compel Truth spell):
How does that change trials/court hearings?
Will there be a "truth-sayer" present?
Who will pay for the truth-sayer?
How to prevent the truth-sayer from cheating?
How do you handle such "obvious mismatches" between system and setting?
Heyho!
Interesting questions! Whereby I must say that I actually see no contradiction.
First I would like to try to make clear what I mean. Then some "solution approaches" supply.
Actual - state:
D&D /Pathfinder/ Gurps offer this spell. In the rulebook. First
independent of the game world. Just like many other spells, which can completely confuse the inner-world logic of various fantasy settings or lead it ad absurdum.
Let's stay with "finding the truth".
Rules:
1. all the spells you listed inherently offer the possibility to
resist them via a saving throw.
2. the
higher the level or the better the saving throw, the greater the chance for the character to resist these interrogations and still be able to lie.
3. it only says that you can only not
CONSCIOUSLY lie, but you
don't HAVE to tell the truth.
A resourceful player (and normally we are not really interested in the world outside the game experience) can get around the meaning of the spell here within the rules.
Setting:
What specific setting of D&D do you have in mind where there is a huge obvious discrepancy between these rules and the setting?
1) In the Forgotten Realms, of course, there is magic in abundance and, in fact, anything goes there. But just as there is the Zone of Truth spell, there is also Conceal Mind or Banish Magic or magic items that could prevent such things.
2) Ravenloft categorically restricts the way the spells work in order to support that type of play.
3) gurps dungeon fantasy is just a "generic" fantasy world and in my opinion it is always up to the gamemaster to define the "appropriate framework" for his fantasy world.
Solutions for NOT changeable settings:
If I MUST use the rules as written and cannot/should not adjust the magic in a world to fit the mood/genre through clear house rules, I would proceed as follows.
1. courts/jurisdiction.
What does the setting description say? How common is magic? How common are the mages and priests who can use this magic? If there are enough of them, how common are mages who offer matching counterspells for money? Or how well do evil gods protect their priests? Keyword: lie detector and training to outsmart this. E.g. with drugs, mental relaxation or simply by the fact that not every perpetrator has all the information of a plan.
2. truth finder
Who says that a truth finder can not also be a fanatic? Or has long since lost the power to see the truth? Or is simply not strong enough to force the hero to the truth?
3. magic and faith can be expensive expenses. I don't think that in every court case such a thing can be applied.
4. fraud
A Truthfinder might have to submit to a GEAS spell or be tested by another Truthfinder before each trial.
Solutions for settings in which one can and may change:
Just set what can and cannot be done and
ignore the rules.
An example for my game world to avoid most "problems".
1. the limit of immortality
Magic cannot stop or reverse natural aging. Slowing down is possible, but immortality is not. LICHes are undead!
2. the limit of magic connections
Magic can only be cast beyond a caster's field of vision if the caster has an arcane connection available (i.e. a lock of the victim's hair, a pebble from the location to be enchanted at a distance, etc.).
3. the limit of creation
Magic can only create things permanently if the caster permanently sacrifices special reagents, life force, or their own magical energy.
4. the limit of healing
Magic cannot recover physical energy, or heal injuries permanently. Nor can it heal mental injuries. This is reserved for the gods and their believers.
5. the limit of the soul
Magic cannot create an immortal soul, and therefore cannot create real life. For this reason, resurrections are also not possible. Animals usually do not have a soul and therefore can be created.
6. the law of time
Magic cannot influence the passage of time. What has happened cannot be changed afterwards. What will happen can only be influenced by changes in the present.
7. the law of deep feelings
If people have true love or true faith or similarly strong beliefs, then that cannot be changed by magic (there are not that many people to whom this applies, though).
8. the law of magic
Those who deal with the powers of magic longer or more often will change. Mortals are not made for the Source.
9. the limit of the mind
The thoughts of conscious beings cannot be read. Likewise, it is not possible to transmit thoughts without eye contact or in sight.
10. the limits of travel
Neither is magic able to make a wizard fly, nor can he teleport. Both are possible only with the help of powerful permanent magic.
Greetings