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Apparently adventurer WAS a profession
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<blockquote data-quote="jester47" data-source="post: 742603" data-attributes="member: 2238"><p>Celebrim-</p><p></p><p>I see what you are saying, and you are right that it would be hard to be a D&D style adventurer in your campaign world. </p><p></p><p>But what if your camapign world is not based off of any period of history? People make an assumption that because D&D has the trappings of a medieval society, that the society must be medieval. </p><p></p><p>Adventurer seems to imply people that are multitalented enough to the point where they could be mercenaries, explorers, spies, scouts, thieves, bandits, pirates etc. But an adventurer is not just one of these things. </p><p></p><p>The reason we see so many so-called "anachronisms" in D&D is because the whole sub-genre of D&D style fantasy is largely based off of a collection of anachronisms. The genre is stapled together from any adventure story imaginable from, Tolkein, Howard and Lovecraft to westerns, zorro, the three musketeers, jules vern, H.G. Wells, and numerous non-genre movies novels and TV shows.</p><p></p><p>You are right that adventuers as presented in D&D are an 18th century concept. but there are concepts from all sorts of other time periods in D&D that are so interwoven as to be unextractable. And simply put, Oathbound, Forgotten Realms, and the Scarred Lands are not Earth, so if the writers of these worlds feel that adventurers of that sort fit, then they fit. </p><p></p><p>Granted I was sending the drift that because adventurers are mentioned in the english language that it makes the use of adventuring guilds, companies and contracts viable in a game. This is not really waht I meant to convey. I think I was trying to point out that there is a difference (no matter how slight) between adventurers, and the others (mercenaries, explorers et. al.) </p><p></p><p>Josh- </p><p></p><p>"Journey to the Center of the Earth" follows that concept. Granted it is not swords and sorcery fantasy, but it could easily be converted to it. "Treasure Island" might be another one. Some of the scenes from "The Three Musketeers" come off in that light, "Jason and the Argonauts" has it, "Beowulf" has several dungeon crawls, but thats pretty much a one man operation. </p><p></p><p>Personally I like to have as many options as possible, and so, I use members of orgs, true adventurers looking for challenge and profit, character backgrounds, and thewhole gambit of stuff. But it is nice to know that someone hireing adventurers is a viable option in most D&D games.</p><p></p><p>Aaron.</p></blockquote><p></p>
[QUOTE="jester47, post: 742603, member: 2238"] Celebrim- I see what you are saying, and you are right that it would be hard to be a D&D style adventurer in your campaign world. But what if your camapign world is not based off of any period of history? People make an assumption that because D&D has the trappings of a medieval society, that the society must be medieval. Adventurer seems to imply people that are multitalented enough to the point where they could be mercenaries, explorers, spies, scouts, thieves, bandits, pirates etc. But an adventurer is not just one of these things. The reason we see so many so-called "anachronisms" in D&D is because the whole sub-genre of D&D style fantasy is largely based off of a collection of anachronisms. The genre is stapled together from any adventure story imaginable from, Tolkein, Howard and Lovecraft to westerns, zorro, the three musketeers, jules vern, H.G. Wells, and numerous non-genre movies novels and TV shows. You are right that adventuers as presented in D&D are an 18th century concept. but there are concepts from all sorts of other time periods in D&D that are so interwoven as to be unextractable. And simply put, Oathbound, Forgotten Realms, and the Scarred Lands are not Earth, so if the writers of these worlds feel that adventurers of that sort fit, then they fit. Granted I was sending the drift that because adventurers are mentioned in the english language that it makes the use of adventuring guilds, companies and contracts viable in a game. This is not really waht I meant to convey. I think I was trying to point out that there is a difference (no matter how slight) between adventurers, and the others (mercenaries, explorers et. al.) Josh- "Journey to the Center of the Earth" follows that concept. Granted it is not swords and sorcery fantasy, but it could easily be converted to it. "Treasure Island" might be another one. Some of the scenes from "The Three Musketeers" come off in that light, "Jason and the Argonauts" has it, "Beowulf" has several dungeon crawls, but thats pretty much a one man operation. Personally I like to have as many options as possible, and so, I use members of orgs, true adventurers looking for challenge and profit, character backgrounds, and thewhole gambit of stuff. But it is nice to know that someone hireing adventurers is a viable option in most D&D games. Aaron. [/QUOTE]
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