The "What was JRRT's contribution to D&D" threads prompted the above question: what is distinctive about fantasy RPGing?
Is it the tropes? (Swords, spells, fantastic monsters, magic potions, undead horrors, etc)
Or is it the themes and situations? (Rightful kings to be restored to their thrones; ancient secrets to be rediscovered; vengeful gods to be placated; etc)
The same question can be asked about sci fi RPGing.
Recently I've been re-reading my Classic Traveller stuff and GMing some sessions of it. The first Traveller adventure published in White Dwarf was "The Sable Rose Affair". It's notionally a sci-fi adventure - the PCs fly in from another planet, there are flying cars, etc - but in the actual play it's barely distinguishable from the sort of adventure Gygax described in the closing pages of his AD&D PHB. The players receive a briefing from some NPCs - and with a map, and an outline of the expected targets, and the opportunity to choose their equipment, they have to infiltrate a club and extract some secret information. There are no wandering monsters, but there are "club alert buttons" which - if pressed - will bring the police in a certain number of rounds.
I was struck how closely the adventure resembles the sort of dungeon raid Gygax describes. It's basically stactical wargaming.
Does it become a sci-fi adventure just because of the tropes and trappings? Does a dungeon raid become fantasy just because there are orcs and rough walls rather than soldiers in a concrete bunker?
Is it the tropes? (Swords, spells, fantastic monsters, magic potions, undead horrors, etc)
Or is it the themes and situations? (Rightful kings to be restored to their thrones; ancient secrets to be rediscovered; vengeful gods to be placated; etc)
The same question can be asked about sci fi RPGing.
Recently I've been re-reading my Classic Traveller stuff and GMing some sessions of it. The first Traveller adventure published in White Dwarf was "The Sable Rose Affair". It's notionally a sci-fi adventure - the PCs fly in from another planet, there are flying cars, etc - but in the actual play it's barely distinguishable from the sort of adventure Gygax described in the closing pages of his AD&D PHB. The players receive a briefing from some NPCs - and with a map, and an outline of the expected targets, and the opportunity to choose their equipment, they have to infiltrate a club and extract some secret information. There are no wandering monsters, but there are "club alert buttons" which - if pressed - will bring the police in a certain number of rounds.
I was struck how closely the adventure resembles the sort of dungeon raid Gygax describes. It's basically stactical wargaming.
Does it become a sci-fi adventure just because of the tropes and trappings? Does a dungeon raid become fantasy just because there are orcs and rough walls rather than soldiers in a concrete bunker?