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A Fantasy RPG: What's Required?
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<blockquote data-quote="fanboy2000" data-source="post: 5225925" data-attributes="member: 19998"><p><strong>I fell like I haven’t addressed everything</strong></p><p></p><p>Looking at my post, I don’t think I addressed all the components of what you asked for, or at least I didn’t explain how what I wrote applied to what you wanted. Let me elaborate:</p><p></p><p>Fantasy</p><p>To me, the fantasy element means pseudo-medieval fantasy. The components of this are: feudalism, agrarian society, low technology level, and fey. Given that all the elements by fey are historical reality, why are they part of the fantasy element? As an American, I have no experience with feudalism. I know it’s basics, but that is it. This makes it easy for me to accept (and imagine) a wide variety of interpretations of feudalism in a non-historical context. Anything else, and I fall victim to the “Unassailable Wall of Realism” that Monte Cook talked about on his blog recently.</p><p></p><p>As a modern American who has lived in large cities all his life, agrarian societies seem fairly exotic to me, despite them being the norm until very recently in human history.</p><p></p><p>Magic and technology don’t mix well to me because, in my mind, technology has replaced magic. Doors open automatically for me not because of magic, but because of technology. Because technology has replaced magic, I prefer low tech fantasy. </p><p></p><p>Fey = magic in my book. I’m using a broader definition of fey that encompasses fantastic races and creatures, not just pixies and sprites. They represent a concrete connection to the supernatural that humans don’t have. They are seasoning to a setting that, without them, is simply a pseudo-historical Earth.</p><p></p><p>Adventure</p><p>Would be represented by the choice of skill selection and the choice of challenges provided by the GM. Skills should be related to things like combat, arcane lore, and feats of strength and agility. Their challenges should be overcoming danger and traveling to exotic locations.</p><p></p><p>Game</p><p>Success and failure should be measured objectively, with the players being able to spend game resources to define their character and how it interacts with the world. A good balance of luck and skill should be made. If there is no luck and only skill, the game boils down to meta-gaming all the time. If there is only luck, there player choice doesn’t matter very much and many players will become board.</p><p></p><p>Of course, IRL, there are games of only skill (Go), and games of mostly chance (Fluxx). But those are at the extremes. By combining the two, an FRPG appeals to a wider variety of people and can hopefully accommodate a wider variety of play styles.</p></blockquote><p></p>
[QUOTE="fanboy2000, post: 5225925, member: 19998"] [b]I fell like I haven’t addressed everything[/b] Looking at my post, I don’t think I addressed all the components of what you asked for, or at least I didn’t explain how what I wrote applied to what you wanted. Let me elaborate: Fantasy To me, the fantasy element means pseudo-medieval fantasy. The components of this are: feudalism, agrarian society, low technology level, and fey. Given that all the elements by fey are historical reality, why are they part of the fantasy element? As an American, I have no experience with feudalism. I know it’s basics, but that is it. This makes it easy for me to accept (and imagine) a wide variety of interpretations of feudalism in a non-historical context. Anything else, and I fall victim to the “Unassailable Wall of Realism” that Monte Cook talked about on his blog recently. As a modern American who has lived in large cities all his life, agrarian societies seem fairly exotic to me, despite them being the norm until very recently in human history. Magic and technology don’t mix well to me because, in my mind, technology has replaced magic. Doors open automatically for me not because of magic, but because of technology. Because technology has replaced magic, I prefer low tech fantasy. Fey = magic in my book. I’m using a broader definition of fey that encompasses fantastic races and creatures, not just pixies and sprites. They represent a concrete connection to the supernatural that humans don’t have. They are seasoning to a setting that, without them, is simply a pseudo-historical Earth. Adventure Would be represented by the choice of skill selection and the choice of challenges provided by the GM. Skills should be related to things like combat, arcane lore, and feats of strength and agility. Their challenges should be overcoming danger and traveling to exotic locations. Game Success and failure should be measured objectively, with the players being able to spend game resources to define their character and how it interacts with the world. A good balance of luck and skill should be made. If there is no luck and only skill, the game boils down to meta-gaming all the time. If there is only luck, there player choice doesn’t matter very much and many players will become board. Of course, IRL, there are games of only skill (Go), and games of mostly chance (Fluxx). But those are at the extremes. By combining the two, an FRPG appeals to a wider variety of people and can hopefully accommodate a wider variety of play styles. [/QUOTE]
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