Laurefindel
Legend
I don’t know, many of the things listed strongly support the themes of LotR, at least the departure and fading of the « great », the rise of the « small », and what happens when they’re confronted to power, whether it’s one they have or one they must oppose. The weakest creatures finding the most powerful ring, or the ironic laughter of a desperate woman counterspelling the dread of the most powerful undead, the « new » child-like hobbit disturbing the tombs of an old, powerful kingdom that stood where the Shire now is, closing the story by the « small » being admitted among the « great » for baring their burden… They may be unique elements in the setting but they are very consistent (like, inter-dependent to the limits of over-thinking) with the themes of the story.I recently watched the Return of the King film with my family, and the (second-last) ending, where the "last ship" sails from the Grey Havens, prompted the thought that has led to this post.
JRRT is probably the most famous conceiver of a fantasy setting, and that setting - Middle Earth - is widely regarded as a high point for evocative, verisimilitudinous and thematically sophisticated world building.
So it's interesting to note how many "one offs", how much "ad hocery" there is in the setting:
To me, it can be three things:.
In the Burning Wheel Character Burner (Revised, p13), Luke Crane writes:
If the GM proposes a game without magic, there's always that one player who's got to play the last mage. And you know what? That's good.
- the player is being a prick.
- the player is expressing a vote of non-confidence.
- the player is trying to open a conversation on the themes used. At the conclusion of that conversation, I hope either the DM will make a good use of the « last mage » in a consistent manner with the setting, or the player will find another concept that doesn’t go against those proposed for the game.
TL;DR: oddities and consistency are not in opposition. Good oddities are treated in a consistent manner with the setting.