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What is Gygaxian?
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<blockquote data-quote="The Shaman" data-source="post: 2545665" data-attributes="member: 26473"><p>Well, that's one thing that I think of as Gygaxian right there - the rules were (are) fun to read!It sounds like your assuming that everyone has the same idea of what defines "Gygaxian" as you.</p><p></p><p>My one-and-only 3.0 D&D character was a barbarian 3/bard 1 (or thereabouts), called Chases-the-Wind. Chases-the-Wind wanted to become the chief of his tribe, so he set off in search of adventure, to gain skill as a warrior and to return covered in glory and riches. To me, THAT is Gygaxian - no childhood trauma, no racial angst, no family misfortune, just go out into the world and come back a hero, or die trying.</p><p></p><p>What else do I consider Gygaxian? I don't think dungeons need to have a reason to exist, beyond a mad wizard listening to the voices in his head. I think that a world with magical sustenance can find plenty of work-arounds for dealing with ecological constraints. Any player who ran a paladin like the one you described would end up running an ex-paladin fighter (after his horse beat him up, that is) in my games - then again, if something detected as evil, it was probably there to threaten the paladin at best, kill him at worst, since in my games, EVIL is an inimical force of nature, not a collection of abstract concepts painted in shades of gray. I think Conan was a 3-D character who's motivation could be described at times as "the next gold piece" - I think for Fafhrd and the Gray Mouser, a gold piece was more than enough most of the time, and they were both 3-D characters, too. I think a steady diet of "morally-complex plotlines" is suitable only for anemic, angsty navel-gazers - give me red-blooded, flash-seared adventure, thank you, and serve it with a frosty-cold mug of ale carried by a blond-and-buxom wench before I trash the common room.</p><p></p><p>That's Gygaxian to me, not badly written adventures or shallow characters or inconsistent game worlds.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2545665, member: 26473"] Well, that's one thing that I think of as Gygaxian right there - the rules were (are) fun to read!It sounds like your assuming that everyone has the same idea of what defines "Gygaxian" as you. My one-and-only 3.0 D&D character was a barbarian 3/bard 1 (or thereabouts), called Chases-the-Wind. Chases-the-Wind wanted to become the chief of his tribe, so he set off in search of adventure, to gain skill as a warrior and to return covered in glory and riches. To me, THAT is Gygaxian - no childhood trauma, no racial angst, no family misfortune, just go out into the world and come back a hero, or die trying. What else do I consider Gygaxian? I don't think dungeons need to have a reason to exist, beyond a mad wizard listening to the voices in his head. I think that a world with magical sustenance can find plenty of work-arounds for dealing with ecological constraints. Any player who ran a paladin like the one you described would end up running an ex-paladin fighter (after his horse beat him up, that is) in my games - then again, if something detected as evil, it was probably there to threaten the paladin at best, kill him at worst, since in my games, EVIL is an inimical force of nature, not a collection of abstract concepts painted in shades of gray. I think Conan was a 3-D character who's motivation could be described at times as "the next gold piece" - I think for Fafhrd and the Gray Mouser, a gold piece was more than enough most of the time, and they were both 3-D characters, too. I think a steady diet of "morally-complex plotlines" is suitable only for anemic, angsty navel-gazers - give me red-blooded, flash-seared adventure, thank you, and serve it with a frosty-cold mug of ale carried by a blond-and-buxom wench before I trash the common room. That's Gygaxian to me, not badly written adventures or shallow characters or inconsistent game worlds. [/QUOTE]
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