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*TTRPGs General
Anyone Else Tired of The Tyranny of Novelty?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8356507" data-attributes="member: 82106"><p>And yet Netflix is FILLED with 'Harry Potter Clone' magical academies, blah blah blah. How could Paizo or WotC ignore that audience? Cops, gladiators, magic school, these are mainstream fantasy tropes you can find all over streaming online today, ad nauseum. Calling them 'whacky' or even 'different' strikes me as strange. They seem almost mundane when compared with Sigil, Keeps full of giants, a fantastical underworld city of evil elves, a crashed starship, or any of the dozens of other classic TSR-era adventures. </p><p></p><p>I mean, sure, some might fit better than others into a certain campaign. TSR tended to print tournament adventures as modules, which were largely devoid of backstory and whatnot, aside some thin thematic veneer, for obvious reasons. So, some of them slotted into games fairly easily. Others did not. I mean, no way was I unleashing tons of artifact magical swords on my campaign! In fact, IIRC I ran a side-campaign set in WoG so I could run modules in it on demand, because I thought NONE of them really fit well in my ongoing persistent world games. </p><p></p><p>I think there are a lot more variety of tastes and needs for adventures than you imagine. I'd have killed for a magic academy setup in the old days. In fact I brewed up one of my own, LONG before Harry Potter was a thing.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8356507, member: 82106"] And yet Netflix is FILLED with 'Harry Potter Clone' magical academies, blah blah blah. How could Paizo or WotC ignore that audience? Cops, gladiators, magic school, these are mainstream fantasy tropes you can find all over streaming online today, ad nauseum. Calling them 'whacky' or even 'different' strikes me as strange. They seem almost mundane when compared with Sigil, Keeps full of giants, a fantastical underworld city of evil elves, a crashed starship, or any of the dozens of other classic TSR-era adventures. I mean, sure, some might fit better than others into a certain campaign. TSR tended to print tournament adventures as modules, which were largely devoid of backstory and whatnot, aside some thin thematic veneer, for obvious reasons. So, some of them slotted into games fairly easily. Others did not. I mean, no way was I unleashing tons of artifact magical swords on my campaign! In fact, IIRC I ran a side-campaign set in WoG so I could run modules in it on demand, because I thought NONE of them really fit well in my ongoing persistent world games. I think there are a lot more variety of tastes and needs for adventures than you imagine. I'd have killed for a magic academy setup in the old days. In fact I brewed up one of my own, LONG before Harry Potter was a thing. [/QUOTE]
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