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Why Fantasy? Goin' Medieval in D&D
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<blockquote data-quote="Willie the Duck" data-source="post: 8589827" data-attributes="member: 6799660"><p>The galaxy is big in gross terms, but when travelling at the speed of plot, a parsec and across a bridge are the same distance, so long as they both divide civilization from unpoliced territory.</p><p></p><p>Real medieval societies maybe not, but fantasy ones the frontier is often right outside town limits. That's one assumption that a lot of fantasy RPGs make -- that there is a place the PCs can relatively easily go where there is little oversight from society at large (so that problems that need solving can flourish and that a trusty band of men and women of action can be the solution to said problems). </p><p></p><p></p><p>Also super-spies. Anyone for whom the standard rules don't count (or you're badass enough to avoid regular cops), and you can't really call upon the standard power structures of police/military/courts to do what needs to be done. </p><p></p><p>My general point is that I think science fiction and fantasy can do the same thing -- create a convenient place where the PCs can rattle about being the heroes, antiheroes, heroes in name only, or outright rapscallions (so, every flavor of adventurer). What is required is something to be gained or solved (that can be gained or solved by a group of adventurers/occasionally a small army led by a group of adventurers) and an explanation for why this won't be/already wasn't done by some large and organized powers-that-be.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8589827, member: 6799660"] The galaxy is big in gross terms, but when travelling at the speed of plot, a parsec and across a bridge are the same distance, so long as they both divide civilization from unpoliced territory. Real medieval societies maybe not, but fantasy ones the frontier is often right outside town limits. That's one assumption that a lot of fantasy RPGs make -- that there is a place the PCs can relatively easily go where there is little oversight from society at large (so that problems that need solving can flourish and that a trusty band of men and women of action can be the solution to said problems). Also super-spies. Anyone for whom the standard rules don't count (or you're badass enough to avoid regular cops), and you can't really call upon the standard power structures of police/military/courts to do what needs to be done. My general point is that I think science fiction and fantasy can do the same thing -- create a convenient place where the PCs can rattle about being the heroes, antiheroes, heroes in name only, or outright rapscallions (so, every flavor of adventurer). What is required is something to be gained or solved (that can be gained or solved by a group of adventurers/occasionally a small army led by a group of adventurers) and an explanation for why this won't be/already wasn't done by some large and organized powers-that-be. [/QUOTE]
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Why Fantasy? Goin' Medieval in D&D
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