Lanefan
Victoria Rules
You call it a big propblem where I call it a feature: we get to apply a science-y sim to it if we want to.There's this big problem with RPGs which is that a lot of players, especially older ones, actually want some sort of science-y "sim" where everything is elaborately explained, rather than a more myth/legend-oriented game. But what Gygax actually designed was something more myth/legend-oriented, not a science-y sim.
And, love Tolkein as I do, that's one bit of LotR that's always nagged at me.Look at Lord of the Rings - Legolas, Aragorn and Gimli run for literally days on end to catch up with the hobbits who'd been taken. Obviously physically impossible. Why can they do it? It's not explained. It's never explained. Tolkien doesn't take us aside and explain the biological reasons why, because he's not thinking about that and doesn't care about that. They're heroic characters from a myth he's creating
Then again, the Orcs run just as far just as fast; so the issue might be more one of his having to shoehorn the chase into the timing of things going on elsewhere in the setting/story. Either way, having that chase take even an extra day to cover the same distance would make it far more believable.
Those elements of mystery, the unknowable, and the truly supernatural still need a grounded background to stand against; if only to call themselves out as being such.Because you want science-fantasy or ultra-grounded fantasy to be the only things allowable for D&D, you want A Princess of Mars or maybe at most The Name of the Wind or A Game of Thrones, and a lot of people want fantasy - which includes elements of myth and legend, elements of mystery and the unknowable and the truly supernatural,
Ayup. And I've never read a word of Vance in my life.(Part of the problem here, if we're real, is Vance's baleful influence. I like a lot of elements of Vance's work (not the misogyny!), but it's essentially closer to science-fantasy than heroic or epic fantasy, and he likes to give things rational reasons, even if they're sort of dashed off, and unfortunately because it provided an easy model for the early game to ape re: magic, it gave early D&D a slightly confused and science-y vibe - and some people in early D&D days clearly wanted to be running something more science-y.
I'm not sure I consider that to be progress.But none of that is true today - just look at the big podcasts like Critical Role - even when modern or steampunk trappings are involved, they're not treated in a science-y way. The guns don't work in a science-y way. They're as mystical and metaphysical as everything else. Even D&D's spells, once quasi-science-y have regained an element of mysticism for the people playing in and watching those games. The same is true of most D&D podcasts, I note, especially ones with people in their 20s and early 30s, I note.)