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The double standard for magical and mundane abilities
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<blockquote data-quote="ExploderWizard" data-source="post: 6353838" data-attributes="member: 66434"><p>This is at the heart of the issue. D&D is its own genre. It is not pure pulp or superheroic. This is why the game world or setting that is used is so important. The setting sets the level of what is mundane vs fantastic. The ability of the game world to set the tone, and thus the greatest genre influences is one of the reasons why D&D is so awesome. </p><p></p><p>As a genre, D&D plays a bit with pulp and superheroism but by no means are they the only genre influences. The base genre meme to me is the journey from being nobodies to important personalities in a fantasy setting. There is a bit of horror thrown into the genre mix as well, especially for beginning adventurers. The whole challenge of the game is fairly horrific from a certain point of view. Will you be just another nobody that dies in a dark hole while searching for fame and fortune or will you become powerful and famous? This rather dark genre view was reinforced by the published adventure material. Modules were littered with the grisly remains of previous adventurers who didn't make it, sometimes leaving a bit of treasure behind for luckier adventurers to find. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>Not everyone likes to play D&D in the standard mishmash that is the D&D genre. Some like like it more superheroic, more pulpy, more horrific, or whatever. </p><p></p><p>Ravenloft was D&D with more of a horror twist. 4E was a very superheroic flavor of D&D. </p><p></p><p>When playing "stock" D&D, I don't play with the assumption that the PCs are heroes. Part of the fun of the game is to see IF they will become heroes or just end up dead in a ditch somewhere. </p><p></p><p>IMHO if play begins with the <em>assumption </em>of heroic status and the resolution mechanics support that, then the game is actually a supers game as far as genre focus is concerned. The setting may be fantasy, but genre tropes don't lie. I personally don't play D&D for a supers genre fix. I like the base D&D genre which is why I choose D&D in the first place. </p><p></p><p>This is where dials & switches come in. I think the baseline for D&D should be the default D&D genre. From there, modules to tweak it in a number of different directions can pull itmore toward supers, pulp, horror, or whatever. </p><p></p><p>Thus we come back full circle on the magical & mundane scale. First define what is normal for the setting. That will tell you what needs to fall in the magical or supernatural bucket.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6353838, member: 66434"] This is at the heart of the issue. D&D is its own genre. It is not pure pulp or superheroic. This is why the game world or setting that is used is so important. The setting sets the level of what is mundane vs fantastic. The ability of the game world to set the tone, and thus the greatest genre influences is one of the reasons why D&D is so awesome. As a genre, D&D plays a bit with pulp and superheroism but by no means are they the only genre influences. The base genre meme to me is the journey from being nobodies to important personalities in a fantasy setting. There is a bit of horror thrown into the genre mix as well, especially for beginning adventurers. The whole challenge of the game is fairly horrific from a certain point of view. Will you be just another nobody that dies in a dark hole while searching for fame and fortune or will you become powerful and famous? This rather dark genre view was reinforced by the published adventure material. Modules were littered with the grisly remains of previous adventurers who didn't make it, sometimes leaving a bit of treasure behind for luckier adventurers to find. :) Not everyone likes to play D&D in the standard mishmash that is the D&D genre. Some like like it more superheroic, more pulpy, more horrific, or whatever. Ravenloft was D&D with more of a horror twist. 4E was a very superheroic flavor of D&D. When playing "stock" D&D, I don't play with the assumption that the PCs are heroes. Part of the fun of the game is to see IF they will become heroes or just end up dead in a ditch somewhere. IMHO if play begins with the [I]assumption [/I]of heroic status and the resolution mechanics support that, then the game is actually a supers game as far as genre focus is concerned. The setting may be fantasy, but genre tropes don't lie. I personally don't play D&D for a supers genre fix. I like the base D&D genre which is why I choose D&D in the first place. This is where dials & switches come in. I think the baseline for D&D should be the default D&D genre. From there, modules to tweak it in a number of different directions can pull itmore toward supers, pulp, horror, or whatever. Thus we come back full circle on the magical & mundane scale. First define what is normal for the setting. That will tell you what needs to fall in the magical or supernatural bucket. [/QUOTE]
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