Handwavium is a neat concept in fiction that can be applied to tabletop RPGs. It can be used as a McGuffin for a goal. It can be used as a solution for an esoteric problem at hand. It can be used as part of a riddle or clue. It can even be used to give a person, location, setting, or event some mysterious properties.

Definition and Discussion

 Any hypothetical but unobtainable material with desirable engineering properties. 

Handwavium (noun): Any hypothetical but unobtainable material with desirable engineering properties.

Let’s break that down a bit:

Hypothetical: This means it could be a real thing in your setting, but has yet to prove itself to be a fact. It could remain hypothetical during the entire story arc, or it could be discovered to be true (or false) during the course of the story.

Unobtainable: This means you can’t actually get your hands on it, but for the effects of storytelling (either in fiction or at the RPG table), it might be obtainable. This descriptor is optional in my book. It just depends on what you need in your story.

Material: Some physical object, item, or substance. I’m going to expand this one to be an effect (whether magical or supernatural or advanced science or psionic or whatever) that can change the course of the story as well.

Desirable: The PCs (and maybe the NPCs) will want to get their hands on this supposedly unobtainable material.

Engineering: As we all know, any sufficiently advanced technology is indistinguishable from magic. (Thank you Mr. Clarke for your third law.) This means an “engineering” bit of handwavium could be magical in nature as well. It could also be completely bogus engineering that solves an equally bogus technological problem.

General Use in Fiction

 Star Trek uses lots of handwavium. So do most sci-fi shows. 

Most likely, the most common usage of handwavium in fiction is in Star Trek. They’re constantly reversing the polarity on the crystals that power the genesis machine that drives shuttles through wormholes… or something like that. A quick search for “Star Trek Jargon Generator” came up with this generator. It actually comes up with some pretty cool handwavium styled phrases. I like it.

If anyone out there has read my Modern Mythology novels or short stories, you’ll notice that Marcus Barber (my immortal Roman centurion bounty hunter) is constantly pulling gear and his father’s journals from his sea bag. Yeah. The bag is huge (’cause they are), but I make sure to not stretch the limits of what could be in there. If he needs a spare magazine for his Glock, it’s in the bag. If he needs some binoculars or a burner cell phone or a notepad or some other small gear, it’s in the bag. If he needs a bazooka, well, he’s gotta look elsewhere for that gear. This is my flavor of handwavium in an urban fantasy setting. The bag isn’t magical, but it’s a convenient storage container for my protagonist to have on hand.

General Use in Games

 Can work well in any genre. 

I’m currently a player in a 1st Edition AD&D game. We’re running through (and almost done with) an older adventure called Baltron’s Beacon. In exchange for a reincarnation cast on our magic-user/thief, we agreed to take on a mission to take some “feral seeds” across a swamp to a remote keep in order to “bake them in the black flame.” What are the seeds? What is the black flame? Big Shrug. We don’t know. We didn’t really care. (Other than to follow the strict instructions to not touch the black flame.) We’re on a quest to repay a wizard for bringing our friend back from the dead. The seeds and the flame are all handwavium to us. It works and works quite well.

This style of handwavium can work quite well in almost any genre. Go find this magical artifact and bring it back (or throw it in the volcano). Go find this indecipherable, advanced technology at the far reaches of known space and turn it on with this blue crystal energy source. Delivery this encrypted thumb drive to a drop point and wait to see who picks it up before reporting back their identity. Hack this network on the Ultranet, fetch a data payload with this PIN after breaching the ICE protecting the network, and upload the data payload to a Russian server on the other side of the world.

All of the above examples leave gaps in the knowledge of the PCs. They might ask questions, but at face value, everything in the above examples is packed with handwavium elements.

When and Why to Use Handwavium

 Handwavium is a powerful spice of mystery. 

If you want to build an air of powerful mystery around the story’s goals or mission objectives, injecting a bit of handwavium is potent. However, handwavium is a very potent spice to use in your preparation of your story. Don’t overuse it. It might lead to confusion or frustration in your players. It might also lead to too many questions from your PCs that you’re not ready to (or able to) answer. Additionally, some PCs might refuse a mission with huge unknowns involved, so you’ll need to be prepared for this to happen.

Having said all this, I like using handwavium from time-to-time for extra flair and the sense of discovery as the PCs work their way through the mystery. Killing monsters is fine for giving a sense of accomplishment, but solving mysteries can be even more powerful for getting the players to earn that confidence and sense of doing something to move the story forward with success.

Conclusion

As you can tell, I like the concept of handwavium. Like with all elements of tabletop gaming and storytelling, don’t overuse it or abuse it. Expect questions from your PCs to get clarification on what the material (or effect) will do when found, activated, destroyed, or otherwise interacted with. PCs love to ask questions, so be ready for them. I think if you open this chest of mysterious, hypothetical materials, you’ll find some great elements of mystery to add to your game.