D&D 5E Fairy tale logic vs naturalism in fantasy RPGing

pemerton

Legend
A couple of recent threads have led to me thinking about the "causal logic" of fantasy gameworlds.

For me personally, the easiest way to see the issue is by thinking about Lothlorien in LotR. To me, this is JRRT's attempt to bring the idea of the "faerie queen" into a more-or-less naturalistic novel. Like the fairy tale queen of fairy land, Galadriel is powerful, and magical, and rules an enchanted forest where mortals fear to tread lest they become ensnared by her spells. (See eg Eomer's remarks to Aragorn, Gimli and Legolas when they meet.)

But, as we expect in a traditional novel, the character also has more-or-less human motivations, and we get descriptions of houses, food etc when the Fellowship statys with the elves.

But now the question - where does all that food come from? Where are the farmers? The bakers? Etc. They're never mentioned, and presumably there are not fields in a forest; but the elves don't seem to leave the forest either.

Because JRRT is a good fantasy writer, he manages to present Lothlorien in a way that doesn't immediately give rise to these questions. But if you were trying to design an elven kingdom for your D&D world, they might come up. But the more you give your elves fields and jobs and commerce, etc, the less that fairy-tale feel is preserved.

Another, similar example: Arhturian heroes have a tendency to wander the wilds or the forests until they come upon a house or a castle, often inhabited by an enchantress. The whole effect is very fairy-tale like. But how does that work in a RPG? The norm is to have maps of the campaign world, which means that the castle has to be plonked down in some particular hex. And how do we achieve the effect of the "ever-changing" faerie forest? It becomes tempting to make it a magical effect that increases the chance of getting lost, but that then leads to logistical and operational questions (eg does Dispel Magic work? how can I buff my save against it?) which tend to dilute its original fairy tale purpose.

And all that comes up before we get to questions like, How does the Enchantress get food? Or pay her men-at-arms?

Two other examples that came up recently in another thread relate to some of the early ways of playing D&D: dungeons in which monsters more-or-less hang out in their rooms until the adventurers open the doors; and dropping food or treasture to end pursuit and thereby to successfully evade encounters.

There is something inherently implausible about monsters hanging out in their rooms, more-or-less statically. But something a bit like this is important to make the game that Gygax describes on pp 107-109 of his PHB work. In that game, as he describes it, the PCs enter the dungeon, explore it while avoiding/defeating the GM's wandering monsters and (if they're skilled and a bit lucky) without getting lost, or distracted by traps and tricks. And once they've identified a "hit" - say, the room with 6 trolls guarding a magic sword - they leave the dungeon, prepare to assault the trolls (stocking up on oil, and offensive rather than diviniation spells), re-enter and stage their assault.

But this won't work if the trolls aren't in the same room next time they go back in. The more "dynamic" or "ecological" the dungeon is, the less the players can control the pacing and direction of the game in the way that Gygax describes. (Mearls notorious critical review of Keep on the Borderlands is a realism-type critique of this sort of static approach to dungeons.)

Evading pursuit raises similar issues: it seems a bit unreal for a monster to be distracted by a bit of food, or a few dropped gp (as the evasion rules say can happen) when it could get more gp or more food by catching up to and robbing/eating the PCs. Yet without this sort of rule, the players can't make an effective choice to escape wandering monsters - which, again, undermines player control of the pacing and direction of the game.

In the case of the fairy queen and the enchantress, the logic of "realism" and of game play undermines the fairy-tale story elements. In the case of dungeon exploration, the logic of "realism" and "living, breathing world" pushes against the fairy-tale feel (of monsters in their lairs, and trolls easily distracted by a glint of gold or a loaf of bread) and also, thereby, against the original dynamics of gameplay.

And think about the bigger picture: the more the gameworld becomes "living and breathing", the more its internal logic is not a fairy tale logic in which "anything is possible" and is, instead, a "realistic" or verisimilitudinous logic, the more everything depends on GM decision-making (about what the trolls do in the day while the PCs are out rememorising their spells and buying their oil; about whether or not their are oil supplies at all in the PCs' base town; about whether or not the Enchantress's mercenaries are sufficiently poorly payed that they might respond to bribes from the PCs; etc, etc). The dynamic can easily shift from one where the players control the pacing and direction of play, to one where everything is filtered through the GM's ideas about what makes sense for the gameworld and its (naturalistic, not fairy tale) inhabitants.
 

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Dualazi

First Post
Going to chop this just down to questions and subsequent answers for brevity. Good post though, certainly food for thought.

But now the question - where does all that food come from? Where are the farmers? The bakers? Etc. They're never mentioned, and presumably there are not fields in a forest; but the elves don't seem to leave the forest either.

Well, there are multiple ways of thinking of this. One is that given elves’ long lifespans and relative isolationist tendencies, they might have a very small relative population, and thus require less food than you would think for their community, and may simply subsist as a hunter/gatherer society within their forests (giant spiders are rich in protein at least…). Depending on how alien your elves’ physiology is, they might also have very different nutritional needs or digestion speeds that could affect their requirements as well. Maybe elves kick around in trees because they make use of photosynthesis?

A more D&D oriented response would be that create food and water has typically been a low-level spell/ritual for a couple editions now, and if you assume NPC clergymen/druids/etc. have at least a couple levels in their associated classes, then you end up with a huge amount of supplementary diet options. I tend to remove such spells from my game because they trivialize adverse environments quite often.

Another, similar example: Arhturian heroes have a tendency to wander the wilds or the forests until they come upon a house or a castle, often inhabited by an enchantress. The whole effect is very fairy-tale like. But how does that work in a RPG? The norm is to have maps of the campaign world, which means that the castle has to be plonked down in some particular hex. And how do we achieve the effect of the "ever-changing" faerie forest? It becomes tempting to make it a magical effect that increases the chance of getting lost, but that then leads to logistical and operational questions (eg does Dispel Magic work? how can I buff my save against it?) which tend to dilute its original fairy tale purpose.

You mark out the general area of the forest and simply note that the house/castle could be anywhere within, and is not a fixed location. You would likely be able to counter the effect in a number of ways, either with general creativity or specific items allowing you to do so, but in most cases I would simply say the magic is so powerful and pervasive that the PCs don’t have either the time or energy to make dispelling it a compelling option. By the time they have that option, enchanted forests are probably smalltime.

And all that comes up before we get to questions like, How does the Enchantress get food? Or pay her men-at-arms?

See above about create food. Similarly, she can’t be a very good enchantress if she can’t charm some people into servitude, can she? More realistically they might serve for favors of their own in the future, because of personal infatuation, or simply because a powerful caster might provide for them a more stable life than the local lord, cash or no.

Two other examples that came up recently in another thread relate to some of the early ways of playing D&D: dungeons in which monsters more-or-less hang out in their rooms until the adventurers open the doors; and dropping food or treasture to end pursuit and thereby to successfully evade encounters.

There is something inherently implausible about monsters hanging out in their rooms, more-or-less statically. But something a bit like this is important to make the game that Gygax describes on pp 107-109 of his PHB work. In that game, as he describes it, the PCs enter the dungeon, explore it while avoiding/defeating the GM's wandering monsters and (if they're skilled and a bit lucky) without getting lost, or distracted by traps and tricks. And once they've identified a "hit" - say, the room with 6 trolls guarding a magic sword - they leave the dungeon, prepare to assault the trolls (stocking up on oil, and offensive rather than diviniation spells), re-enter and stage their assault.

But this won't work if the trolls aren't in the same room next time they go back in. The more "dynamic" or "ecological" the dungeon is, the less the players can control the pacing and direction of the game in the way that Gygax describes.

Well, that’s to be expected, our analysis and expectations of the game have come a long way since the days of old. I’m not convinced it’s as huge of a problem, though. For one, players can simply learn to plan a way back into the dungeon as they leave it, which opens up a new element of the game through utility options that make that sort of thing possible. Another point is that in the case of intelligent creatures, the dungeon is probably a semi-permanent home, I doubt they’re going to uproot overnight consistently. They may move around the area and change fortifications and the like, but aside from very mobile races (like djinn) they’re more than likely still there. Lastly, organic dungeons like that can help keep players on edge, because now they have to ask themselves if they want to risk a tough fight when they’re worn out, or risk powerful loot slipping through their grasp. Planning is great and all, but I would rather it be against the dungeon as a whole rather than resting and surveilling each individual room.

Evading pursuit raises similar issues: it seems a bit unreal for a monster to be distracted by a bit of food, or a few dropped gp (as the evasion rules say can happen) when it could get more gp or more food by catching up to and robbing/eating the PCs. Yet without this sort of rule, the players can't make an effective choice to escape wandering monsters - which, again, undermines player control of the pacing and direction of the game.

There are chase rules in the DMG, and with a few tweaks they work well enough. It also varies greatly by creature; a golem will probably not chase beyond the area it’s set to guard, whereas an animal might pursue over long distances. Also, not sure players *should* always dictate the pace of the game. Sometimes they do, sometimes they don’t.

In the case of the fairy queen and the enchantress, the logic of "realism" and of game play undermines the fairy-tale story elements. In the case of dungeon exploration, the logic of "realism" and "living, breathing world" pushes against the fairy-tale feel (of monsters in their lairs, and trolls easily distracted by a glint of gold or a loaf of bread) and also, thereby, against the original dynamics of gameplay.

I disagree. There are many spell/ritual options to explain them being as they are in the fairy tales if you’re pressed to do so, and if not your players will just go with the flow. Same thing with monsters, you say a troll would be better off catching the player, but when have trolls been great at logic/deferred gratification? What if these trolls are lazy or cowardly? A lot of these concerns are well-founded but over-thought, I think, which I can relate to because I do it quite a bit as well.

In the end, I don’t think the two concepts are actually at odds with each other. You can definitely have a living, breathing, fairy-tale world. The real key to making it work is making it internally consistent, I think.

And think about the bigger picture: the more the gameworld becomes "living and breathing", the more its internal logic is not a fairy tale logic in which "anything is possible" and is, instead, a "realistic" or verisimilitudinous logic, the more everything depends on GM decision-making (about what the trolls do in the day while the PCs are out rememorising their spells and buying their oil; about whether or not their are oil supplies at all in the PCs' base town; about whether or not the Enchantress's mercenaries are sufficiently poorly payed that they might respond to bribes from the PCs; etc, etc). The dynamic can easily shift from one where the players control the pacing and direction of play, to one where everything is filtered through the GM's ideas about what makes sense for the gameworld and its (naturalistic, not fairy tale) inhabitants.

Still disagree. If the enchantress is so powerful and sly that the guards can’t be bribed then the PCs still set the pace, just with a different plan of action, and having their knowledge reinforced that the enchantress is in fact quite magically skilled.

Same thing with the oil. If there isn’t any then the players move on to plan B. The DM doesn’t need to figure out exactly what the trolls do during their day; he can just move them around and wing it if asked. I would find it a little more odd if there was consistently oil available everywhere, or if the trolls stayed in one spot (unless it happens to be under a bridge). I really don’t think there has ever been a point where fairy-tales have been “everything is possible” since even in real world folklore magic often came with restraints and conditions, or was set against the backdrop of an otherwise believable normal environment. It’s more about imparting a sense of wonder, which can certainly be done in tandem with (most) concerns about setting believability, especially with how high-magic D&D is.
 

I just wanted to comment on one point.

And think about the bigger picture: the more the gameworld becomes "living and breathing", the more its internal logic is not a fairy tale logic in which "anything is possible" and is, instead, a "realistic" or verisimilitudinous logic, the more everything depends on GM decision-making (about what the trolls do in the day while the PCs are out rememorising their spells and buying their oil; about whether or not their are oil supplies at all in the PCs' base town; about whether or not the Enchantress's mercenaries are sufficiently poorly payed that they might respond to bribes from the PCs; etc, etc). The dynamic can easily shift from one where the players control the pacing and direction of play, to one where everything is filtered through the GM's ideas about what makes sense for the gameworld and its (naturalistic, not fairy tale) inhabitants.

How does the fairy tale logic versus living breathing world emulation logic relate to GM decision making? It seems that the GM is making decisions either way, unless we assume that fairy tales are so magical they make the GM's decisions for him. The only difference is what premise the GM is making his decisions based on. In this case, the questions that the GM's decision are trying to answer are either, "What makes this world seem more alive?" or "What turn of events creates an interesting fairy tale?"
 

aco175

Legend
I always viewed these fairy tale kingdoms I have kind of like a factory. You go into the office or main castle and all you see is order and an aura of controlled pomp and circumstance. If the characters manage to get behind the proverbial curtain they will see the back offices or shops in a village. These places are filled with people busy with keeping the front office manned and happy. Further away you have the factory floor, or underbelly of the society. It could be pastoral farms or troll slaves being forced to work while the elves enjoy their labor. Either way I think that a company or country will try to present a good face to visitors and one would have to search to find the hidden, dirty areas of society.
 

pemerton

Legend
How does the fairy tale logic versus living breathing world emulation logic relate to GM decision making? It seems that the GM is making decisions either way

<snip>

The only difference is what premise the GM is making his decisions based on.
If the fairy tale logic is the logic of the ecologically nonsensical underworld, then the GM doesn't have to make decisions other than setting it up.

If the fairy tale logic allows random encounters with castles and enchantresses whose nature, reaction and motivations can be established as they are played out at the table, rather than depending upon a naturalistic inference from the logic of the world.

By severing causal connections, fairy tale logic frees up individual scenario elements to be at least semi-autonomous in their framing and resolution. It's not the only way to do that (eg there are player-side mechanics that can do the same thing while favouring naturalism over fairy tale logic - though D&D tends not to have these). But it's one way.
 

Blue

Ravenous Bugblatter Beast of Traal
I actively try to fill any homebrew with "mythic connections", which seems close to what youa re calling "fairy tail logic". But it doesn't have to be at the expense of
"naturalism", and doesn't seem to be part of GM control.

Let me go back to a homebrew setting I ran two campaigns in, lasting a total of 12 years. There I had things like the Fisher-king-esq "the King is the Land and the Land is the King" be very true, tying it into the Roman idea of Genius Loci (gods of a spot) and the path to ascending to an archetype/icon of godhood. And the fae effectively salting the earth of an entire continent by keeping the king of it alive and insane. Traditional faerie courts were demiplanes that wandered in and out of conjunction with the various material planes, and on them "nature" was very different. But on the other hand the plane where the players came from was "thin-skinned" and easier to reach from elsewhere and had been used as a refuge by various gods to bring their worshipers over the years, explaining why there were so many intelligent races in one place. (The Halflings, orginally underground dwellers, were the originals who evolved there.)

But while what the players could expect differed from the real world, it was in (eventually) understandable and exploitable ways as they unraveled the various mysteries of the land. The second campaign took a large turn in plot as they travelled to one of the fae courts, understood the human(ish) jester was the insane king of the land that originally colonized their land, temporarily cured his insanity and got his blessing to be the next king before he died. So we had a PC trying to reunite all of the peoples of the land (including traditionally evil races) under his banner to take the next step.
 

S

Sunseeker

Guest
I always viewed these fairy tale kingdoms I have kind of like a factory. You go into the office or main castle and all you see is order and an aura of controlled pomp and circumstance. If the characters manage to get behind the proverbial curtain they will see the back offices or shops in a village. These places are filled with people busy with keeping the front office manned and happy. Further away you have the factory floor, or underbelly of the society. It could be pastoral farms or troll slaves being forced to work while the elves enjoy their labor. Either way I think that a company or country will try to present a good face to visitors and one would have to search to find the hidden, dirty areas of society.

This has generally been my take on the issue as well. Societies that "put up a good front" are just really good at doing exactly that. I don't bother to detail the farms and factories of society unless the players have need or interest in seeing them.

While I find your questions interesting, I really feel like you are overthinking the issue. Take LOTR for example: the elves provide the hobbits with Lembas Bread which according to various quotes can feed a man for a whole day with only a fraction of it. The elves clearly have a way of producing long lasting, high-nutrient foods. If we add on to this that an elf need only eat say, 1/4th what a human does then a single loaf of this bread could last an elf for months, or more. They don't need to be constantly producing products because they're not constantly consuming products. You could also take the "magical forest" approach a little further, and just write it off as the trees/plants there produce food at a highly enhanced rate. The elves then don't have farms because it takes a day for a tree to grow a dozen nuts as opposed to several weeks.

If you want to go a more "realistic" approach, perhaps elves have mastered vertical farming.

But still, as interesting as these questions are, I feel like it's overthinking the problem. "Elves aren't humans" pretty much solves every problem.

As for the lone witch in the house? She's a witch. Maybe she sends out imps to steal food. Maybe she sends her mind-controlled guards out to get food. Maybe she's just got a little garden, a single acre is more than enough for a single person, especially if you throw a little magical enhancement on it.
 

TwoSix

Dirty, realism-hating munchkin powergamer
But still, as interesting as these questions are, I feel like it's overthinking the problem. "Elves aren't humans" pretty much solves every problem.

As for the lone witch in the house? She's a witch. Maybe she sends out imps to steal food. Maybe she sends her mind-controlled guards out to get food. Maybe she's just got a little garden, a single acre is more than enough for a single person, especially if you throw a little magical enhancement on it.
I don't know if the question here is "how to rationalize it", really. It's more of a question of "Does it help the game to rationalize fantasy?" Should you, as a DM, have answers ready if your players want to find the "man behind the curtain", as it were? Or should your players have an expectation that such systems exist at all?

Assuming your players do go looking for explanations, my go-to rationale is extraplanar activity. D&D players are pretty conditioned to accept weird stuff from other dimensions as a reason for situations not working the way they normally do. (D&D planes are like a chocolate box, filled with Mcguffins of various flavors!) The faerie forest then becomes a crossing point between the material and the Feywild, for example.
 

Tinker-TDC

Explorer
I'm pretty sure the elves absolutely had farms, they were just glossed over because farms are uninteresting in a story of heroic proportion.
 


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