Kintara said:
That doesn't have anything to do with magic, as far as I'm concerned. That doesn't make your preference less valid, but I don't see the magic thing in the least. Again, I go straight to Pan's Labyrinth (rent it if you haven't seen it, a great movie). I could see a female "fierce forest protector" dryad with some of the demeanor of the Faun. The fact that such a role might seem more fitting for a woman makes it all the better, in my opinion.
That's a bit too literal.
I was using magic in the more general sense, in that it really is more "magical" for a mermaid to exist than for a manatee to be mistaken for a mermaid. In the same way, it's more "magical" for a beautiful tree spirit to exist then for some malformed twig to be mistaken for a beautiful tree spirit.
I mean, dryads aren't typically illusion-using tricksy fey. They're more representative of nature than the spirit world.
Mustrum_Ridcully said:
The Sirens tempt the sailors of Oddyseus ship. They look and sound beautiful, but in truth, they lead you in a deadly trap.
Nymphs, Dryads, Sirens, Mermaids and Succubi, they follow one theme - they are a temptation man has to resist.
Actually, all those are very different.
Dyads and Nymphs (which dryads are just kind of a class of, in myth) usually represent the true beauty of nature. They're not there to lead people astray, they're there because it's pretty and they're pretty and pretty things go together and are attracted to each other. They represent the fragility of nature, being protected, chased...as well as the sexuality of nature, and the parallels between the untamed world and the young person. Specifically, because they're Greek, they've got more than a little dash of that ol' time misogyny, to boot.
Sirens are specific monsters that lure people into danger with songs. Sirens have more in common with Will O' Wisps and Kelpies than dryads and nymphs. They represent the dangerous side of unknown space along with it's attractive side, how we are tempted to cause our own destruction by our interest in this hypnotic effect. They don't really embody any natural forces or natural things, they're just supernatural beasts like anything else, not avatars.
Mermaids aren't so much a dangerous temptation as they are a living thing. They're not avatars like the dryads and nymphs, they're not exactly terrorizing monsters like the sirens, they're more just an entry in the catalog of species, an interesting insight into the world of natural history, something exotic and bizarre, like the Bearded Lady, but not something unnatural.
Succubi are dangerous, but they're not natural monsters like the sirens, they're otherworldly temptations. They don't use tricks of song or light to lure their prey, and they don't live on some forlorn rocky outcrop, they live right next door and you've known her all your life and she will use you, throw you aside, and damn your soul while she's at it.
The roles they fill as Anybodies are quite distinct, and the roles they could fill as Adversaries and Allies should be similarly varied. Though nymphs and dryads could be rolled together and I wouldn't begrudge it much, I think the powers of a dryad could be different enough from (say) and oread to warrant the division in the game.
If they are just hot-looking women with some powers, there is no real reason to resist their temptation, at least no more reason then to resist the average bar maid or village's beauty. Every forest dweller can happily fall in love and marry his favorite Dryad or Nymph, and sailors might have one mermaid per ocean they travel, in addition to one maid in every port.
Actually, the fact that they are hot-looking women out in the middle of the wilderness where goblins and orcs and snakes and spiders and all sorts of other unpleasant things lurk is THE reason to resist their temptation.
Though, again, the dryads and nymphs would have no reason to be trying to tempt themselves. They *are* attractive. They don't try to lure people in, they just happen to do so by virtue of what they are. They'd prefer to be left alone, and they need protection from the aggressive threats out there who don't want to leave them alone.
That's the same story told about the wild areas. They are replete with useful things that lure people in just by the virtue of being wild, these wild areas will loose what they have if they are not protected from the aggressive threats out there who want to take what they have.
Loving a beautiful fey creature (and even having children with them) is a well-represented theme in myth. If you loved a dryad, you would take care of her tree. If you loved a nymph, you would defend her field. And if you have a child with one or the other, you might have a hero on your hands (or a villain). There really shouldn't be a problem with that potentially occurring for the PC's.
If they don't have an inherent danger, they don't suit their mythological backgrounds.
And D&D might not always care much about the mythological background, but usually, it does (with bending and breaking a few things, for sure).
See, this is disappointing. D&D characters should, in part, behave like superstitious weirdos because most of the superstitions from our world are REAL in D&D. In such a case, someone meeting a pretty girl out in the middle of nowhere should be VERY suspicious, because the most likely options are that she's going to kill you, she's going to drive you mad, or she's going to drive you mad and then have your children kill you.
Dryads are something of exceptions to the usual rule. And if the core rules aren't going to support that, but are still going to insist on calling it "The Dryad," I'm going to be disappointed at WotC's failure of imagination.
If dryads or nymphs aren't particularly dangerous, I can deal, though I'd prefer them to be dangerous AND attractive.
You don't need to look like some sort of tree-monster to be dangerous. You can look like a beautiful young woman and kick butt WELL out of proportion to your appearances, and, in fact, probably do. I mean, if a dryad can survive out where orcs and goblins and spiders and serpents lurk, she's definitely tougher than anyone back in the village who isn't an adventurer.
Testament said:
At any rate however, I do think archetypes are changing. The younger generation's fantasy influences are coming from the LotR films sure, but also from anime/manga, WoW, shows like Avatar, video games. Their influences I do think point to the sort of thing described in the BO9S preface, 'culture-blind' fantasy. And I like it. Do What Thou Wilt!
It should be noted that I do agree with this sentiment 100%. But I also think that it's important to reflect the origins of these influences. Rangers did COME FROM Aragorn. Aragorn CAME FROM old-school European legendary kingship. D&D should be able to reflect old-school European legendary kingship, and someone who is one of those should be able to travel across the wilderness like Aragorn and be a Ranger.
Of course, Drizzit has about as much influence as Aragorn at this point, so they should also wield two weapons in a blinding flurry of steel and skill.
Don't just use archetypes. Use what those archetypes *mean*.
Dryad doesn't mean "scary woodland tree-monster." Dryad means "natural untamed beauty that is, perhaps, under special protection." Unless 4e is compatible with that idea, it should represent that idea.
And if 4e IS incompatible with that idea, I've not only got fears about WotC's imagination-level, I've now got fears that I might need to learn a different game in order to recapture that mythic feel that D&D has been able to capture for me since I realized it could be present in a game.