[MENTION=2067]I'm A Banana[/MENTION] - I having trouble getting a handle on the canon changes that you're talking abut. Gnomes, Reorx, the Greystone as a cause of transmutation among the races of Krynn, the Cataclysm - these have all been part of DL from day 1. Mortals with serious doubts about the gods - part of the setting from day 1 - but
insofar as they have these doubts, they are
not the heroes of the setting. To the extent that they emerge as heroes - as the good guys - they overcome those doubts, or realise that the doubts are the result of error, and help restore Krynn to its proper equilibrium in relation to the gods.
You, or someone like you, could read
nothing but DL Adventures (published 1987) and come up with your character idea - a gnome whose Lifequest involves magic rather than technology, and whose goal is to dethrone the gods, or at least free mortals from their yoke, because that seems the fittest response to what they did in creating the gnomes and in inflicting the Cataclysm. The
only canon change I can see is that you are a wild mage - which is mostly a rules change retconned back into the setting - but that does not seem to be the cause of the disagreement between you and [MENTION=22779]Hussar[/MENTION]. The same issue could have come up with a gnome illusionist in 1987, who is also barely a canonical DL character. (The DL Adventures book has a slighly confusing sidebar dealing with the idea of "mad gnomes", which - lilke Heathen Clerics from other dimensions - seems to be primarily although not exclusively a device for allowing non-tinker gnomes from other campaigns/settings into a DL game.)
The issue - as far as I can see - is that you are departing from what (as best I can tell) Hussar is taking to be the moral/thematic premise of the setting (and me likewise) - by presenting the repudiation of the gods as a protagonistic rather than antagonistic oriention towards the setting . And you are taking this non-canonical orientation using also a non-standard vehicle - namely, a gnome who is not a tecnologically-oriented tinker gnome.
At the end of this post, I guess my question is - of the elements of your character, which one do you think is canonical, but only in light of later canon? Not gnomes, with their crazed ways and Lifequests. Not Reorx. Not Reorx creating the gnomes as a punishment. Not the Greystone. Not the Catalcysm. Not the fact that some mortals doubt/reject the gods.
The non-canonical bits, in terms of "classic" (1980s) DL, are (i) that a hero of the setting would be opposed to the gods, and (ii) that a gnome's Lifequest would be focused on magic rather than technology. Are these the things you are saying come from later canon? For the sake of utmost clarity, these are thing things that I have been assuming come from
you, as your interpretive response to the canonical material you'ver read which seems to me to be basically no different from 1987.
in my opinion [MENTION=2067]I'm A Banana[/MENTION] has a pefect Dragonlance character and it's not like there isn't a precedence for characters who rise up agains the gods
See above. LotR has characters who revere Sauron - but would a game in which such characters are framed as the heroes and protagonists be canonical? It doesn't seem to me that it would.
This is one of the reasons I find you and [MENTION=22779]Hussar[/MENTION] 's definitions of canon hard to grasp. IMO they rely too much on interpretation of subjective things. Two readers can both read the same work, look at the same piece of art or hear the same piece of music and interpret totally different themes, meanings, etc. from it.
Correct. And as far as I can tell this is what is causing I'm A Banana's character to provoke an unexpected and undesired response in Hussar.
The same thing is going on when [MENTION=23751]Maxperson[/MENTION] tells me and [MENTION=6787503]Hriston[/MENTION] that it is perfectly canonical to play a Middle Earth game in which people of South Gondor take revenge against Minas Tirith for those Gondorian soldiers raping and pillaging. I'm sure that Maxperson read the same words that I did, but he obviously took them to convey something utterly different from what I did.
Which is why I am asserting that
freezing the canonical story elements (eg no new classes in DL ever, no matter what supplements TSR/WotC publishes) will not get rid of I'm A Banana's problem, of inconsistent preconceptions when players come to the gaming table. And that, in turn, is why I don't think that I'm A Banana has identified a cost that result from changing those canonical elements.
For instance, to point to [MENTION=2067]I'm A Banana[/MENTION]'s drider example: it may be true that, for a given person, the meaning of fighting a Lolth-cursed drow is different from the meaning of fighting a Lolth-blessed one. But for two differeent players the meaing of fighing a Lolth-cursed drow might also be different. And it may be that, given other assumptions/presuppositions, the meaning for player A of fighting Lolth-cursed drow is the same as the meaning for player B of fighting Lolth-blessed drow.
Hence why I am saying that you can't resolve these interpretive clashes by freezing the words you write in your stories.
I also get the impression that in order to adhere to your defition of canon is to essentially replay the same stories, explore the same values, and be driven by the same motivations found in the stories of a setting with a different coat of paint... otherwise you all don't believe one is adhering to canon.
IMO on the other hand the point of playing in a canonical setting is to see what if with different characters who have different motivations, goals and stories while adhering to what I and others consider as the canon... the places, characters, history, etc. of the setting
I am going to start another thread that tackles this issue in a more general context - is the main aim of RPGing
exploration (in a suitably full and rich sense of that word).
But within the context of this thread, and to set out my response to your post - if you take hope and providence out of LotR, then you
can't find out what would happen. Because those are the most important "causal mecahnism" in Middle Earth.
Likewise (though with appropriate substitusions of values and literary purposes) for REH's Hyborian Age. It's not as if REH is running a simulation to see whether civilsation or barbarism is a truer expression of human virtue. He is making a point, and the world is set up to illustrate that point.
That's not to say that to play a "true" Hyborian Age game one would have to play a literal barbarian. One might play an urban character - but that character would have to be prepared to embrace the values that REH regards as expressive of the superiority of barbarism to civiliation: forthrightness over subtlety; masculinity over effeteness; nature over artifice; and, ultimately, a willingness to use vioence over the fear of death.
I mean, if you wanted to you could pull out the maps of REH's world and run a game in which grain traders count the drachmas in their purses and the bushels in their silos, and most of the action of play is calculating shipping costs and timetables. You might even use ancient magic of Acheron to make your ships faster (eg by crewing them with zombies). But I personally don't see how that would in any meaningful sense be a Hyborian Age game. It has nothing at all to do with the world written about and presented by REH!