Zeku wrote:Predictamancy is so hokey, it's my least favorite aspect of Erfworld. Once predictamancy has manifested itself, it destroys anyone who strays from it's path, like an iron maiden.
At the same time, it's exactly the kind of uncompromising storytelling I've come to expect and enjoy from Erfworld. Just as we get caught into seemingly unbreakable ruts in life, the same thing happens in Erf, just in a slightly more magical way.
With that having been said, I want Parson to annihilate predictamancy. I want a TPK on predictamancy. I want him to break the back of whatever force believes itself to be inevitable.
I tend to think of it as similar to what you experience in an actual game -- some characters are not "allowed" to die in one level as they're a vital part of the game plot and as such must survive the level or you have to replay it.
In Erf, we lack a mechanic that would allow a "level restart", especially since there could always be a scenario that would force a "replay" an obscene number of times until the "fated" survived. So, the alternative is to make it actually impossible for a "fated" to outright die, but so the world's not completely "unbalanced" towards the "fated", Luckomancy is adjusted such that the "fated" still survive, but at high cost to those around them that they value, and even to their own well-being just short of croaking.
So, our opinion of fate should be commensurate with what that fate ultimately converges to. Which begs the question: Has there ever been a "fated" that was not relevant to the current world situation? An isolated "fated" that ultimately had no significant bearing on the existance of the current characters?
In storytelling, think of "prequels" that set the background for a current story. Those characters are "fated" at least in the sense that their cumulative actions must set the stage for the sequel, but it's also entirely possible that the prequel has a side plot that is not relevant to the main plot -- where the author has to pad out the pages, for example, or suddenly finds one formerly incidental character to be quite compelling, even though their existence is not critical to the sequel.
If "fated" characters are inextricably linked -- where one character must set the stage for another, even if their contribution is not obvious to the final result, and that final result is a reasonably ideal Victory State for the existing world, then Fate Magic does have redeeming value.
If there is a disconnect between "fated" -- if there are fates that have no bearing on the final outcome -- then Fate Magic is very likely a destructive magic and one to be feared, as even some "fated" have meaningless existence.
If Fate does not lead toward an ultimate end result -- a steady state where the world war is indeed perpetual and "Fated" are simply there to ensure no Victory State -- or if it does ultimately lead to a Victory State that is also evil, then Fate Magic should be something Parson should endeavor to "break" as it is an evil concept.