The “Magna Carta” is an idea I discovered in No Plot? No Problem! by Chris Baty.
Basically, it’s a list of all the things — plot elements, character types, settings, themes, language, etc. — that you enjoy in a story. Then, with said list as inspiration, you can begin crafting your own story, filling it with as many things from your magna carta as possible, thus ensuring that your novel will be something you enjoy writing. We are all readers first, after all, so if we write what we enjoy reading we will create books that excite us.
I taught a Creative Writing class a couple of years ago, and I used the Magna Carta idea with my students (we also did the Anti-Magna Carta, which is from Baty’s book as well). I modeled it for them by creating my own Magna Carta for fantasy literature. I am not sure it’s an exhaustive list of the things I like, but it includes many elements that I enjoy. Some of them are easily found in today’s fantasy genre, but some (“Stories where violence doesn’t always save the day” or “Mothers and non-traditional protagonists”) are harder to come by (at least to my knowledge).
My Magna Carta for fantasy stories:
- Magical treasures
- Lots of magic (but it’s not commonplace)
- Magic that is numinous, mysterious, and unpredictable
- Magic that involves transformations
- Lost/forgotten empires
- Places/people/things being lost to the mists of time
- Dragons
- Female characters being skillful/having professions
- Characters who aren’t fighters still having an impact on the story
- Stories where violence doesn’t always save the day
- Desert settings
- Cosmopolitan cities
- Mysterious towers
- Sinister magicians
- People who can do a special craft
- Musicians
- Music
- Dungeon crawls
- Writing that is poetic and mythic
- Mothers and non-traditional protagonists
- Characters with lofty dreams
- Highly flawed characters who have to persevere
- Characters who need to atone
- Stories about forgiveness
- Stories where characters go on an inner journey as well as an outward journey
- Journeys to strange, new lands
I’m especially interested in women who have professions that aren’t the trope-y, “masculine” professions like assassin or soldier. I want to read (and write) stories about women who are craftspeople, midwives, brewers, scholars, cartographers, apothecaries, and more. I’m interested in women who are mothers who also GET TO HAVE ADVENTURES. Or perhaps a fantasy novel with an elderly person as the protagonist. I’m curious to see how such non-traditional protagonists would thrive in a fantastical world filled with danger and magic. I feel as if far too often, the “ordinary” folk who are tasked with a quest are either A.) young people or B.) “ordinary” men who used to be soldiers/warriors/wizards/ etc. George R.R. Martin explored some of these non-traditional protagonists in his A Song of Ice and Fire series (characters like Sansa and Catelyn), but he still stayed mostly in the realm of high-born people. Not many POVs from regular folk.
However, even though I’m interested in “regular folk” (especially mothers and elderly people), this doesn’t mean I want a low-magic story. What I really love seeing is how ordinary people deal with the numinous, the extraordinary, the strange, the magical. And preferably, they deal with these things in a non-violent way. Not that I don’t enjoy sword-play and action scenes (I do), but it would be nice to have more fantasy that didn’t lead to climactic battles and bloodshed. I’m guilty of this tendency myself; Merlin’s Last Magic, thus far, has lots of violence and killing. But in future stories and novels, I’m interested in exploring how to tell a rousing tale that doesn’t end with a big battle or a violent death.
Overall, the Magna Carta is a useful tool for writers. It’s not meant to limit or restrict writers from pursuing an idea that might not fit their “preferred list,” but instead, it gives them a clearer idea of what they love and what they’re interested in exploring. The things on my magna carta get me excited to start writing; they stir my imagination and feed my muse.

But I loved Tolkien’s world: the forests; the mountains; the dragons, goblins, elves, and dwarves. Mirkwood was as real to me as the little patch of woods that surrounded my grandmother’s house. The Misty Mountains were unspeakably enchanted, a world within a world filled with treasure, ancient lore, and shadowy creatures; I longed to travel there. And the map of the “Wilderlands” and Thorin’s map were like sacred manuscripts.
Back in those days, I had never played a role-playing game before. Frankly, I didn’t have anyone to play a role-playing game with. But I wanted MERP. The cover illustration alone was worth it. Also, there was something dangerously appealing about role-playing games. These games came with a dark reputation back in the 80s and early 90s. I was forbidden to play D&D; I had to work hard convincing my parents that other RPGs were okay and not gateways to Satanism. Somehow, I convinced them that MERP was alright. Maybe they figured a Tolkien-influenced game couldn’t be too bad. But the mystique, the forbidden quality of RPGs was still there, even if the cover said “Middle-Earth Role-Playing” and not “Dungeons and Dragons.”
This memory is so strong, so central to my childhood, that I know I cannot convey to you what it really felt like. Flipping through the old MERP books brings me back to the past, to being ten-years-old, to being in the backseat of our minivan, watching the Rankin-Bass Hobbit, to being a kid who loved fantasy and who felt like she had to hide that love from the outside world. And there was the forbidden danger of role-playing games: the thrill of reading something that was maybe a bit too adult, a bit too beyond my ken.
So much of fantasy literature these days has what’s called a “magic system,” a.k.a. the rules of how magic works in the story’s world. These rules are often revealed over the course of a novel/series, and the readers expect to have magic “explained” at some point. The idea is that if magic is systematic, then readers can more fully engage with the plot because they can piece together the information about the magic system — much like gathering and analyzing clues in a mystery novel — and then when it comes time for the characters to use their magic, the readers can anticipate, guess, or otherwise make predictions about how and what and when the magic gets used. Apparently, fantasy readers love, love, love them some magic systems. Me? I’m kinda sick of them. Not that I don’t love Sanderson and 
Any book that can make me feel sympathy for a cannibalistic child-killer is obviously doing something profound. 

