I am jealous of these & will probably use them for NPCs at some point in the near future!DJ the Shadow
Catfolk Stevens
I am jealous of these & will probably use them for NPCs at some point in the near future!DJ the Shadow
Catfolk Stevens
But it should be...
or the game shouldn't have pretensions of allowing you to play characters with such qualities that are different from your own - no mental stats, just physical stats and maybe some sort of magical stats like 'mana' and RQ's "POWer." A game could limit itself to "your consciousness is projected into the body of a fantasy character in an alternate world" sort of narratives, for instance.
I am jealous of these & will probably use them for NPCs at some point in the near future!
Understanding the class is less a question of being attuned to the culture that produced the original bard concept back in the day, and more a question of being attuned to the culture that inspired the class back in the mid-late twentieth century. Was this another Gary invention? What was he trying to represent here?
Then it can't represent itself as allowing you to play such a character. Instead of class: Bard, can sing real well. You have class: fighter, if you can sing, so can your fighter.But it can't. I mean, it literally can't.
Not really, no, it's just a matter of abstraction. The same as you can abstract swinging around sharp lengths of steel in a life-or-death struggle down to rolling an icosahedron. The player's mental abilities & knowledge aren't taken out of the equation, even though mental abilities & knowledge might very well matter when fencing, they're just shifted from the act itself, to the mechanics of the game.The only way to avoid having the players own mental ability extend into the game space is if the character is so removed from the choices of the player that it becomes an automaton.
It is a failure of the system, if it purports to model the decision-making ability or charisma of the /character/.I don't think this fact that the players decision making ability and charisma extend into the game universe and become apart of it is a problem to be solved.
I see the middle as the player extends into the game space, just not into the fictional space. That is, if you can optimize your character to be good with a sword and decide who he attacks with his sword, even if you have absolutely no experience, formal skill, or even third-hand knowledge of sword-play, then that game has given you the option of playing a character who is good with a sword. Even if, theoretically, you might occasionally chose to attack the 'wrong' enemy, from the PoV of a real soldier, say - for instance, in D&D, it's prettymuch always optimal to focus fire, while IRL, depending on the weapons & doctrines involved, it may be considered ideal to wound as many enemies as possible, instead. The same /does/ apply to anything else - that the character capability may have less to do with physical abilities notwithstanding - if the game models it abstractly and brings it into the realm of play (game mechanics, rules, player decisions about same, etc), then the player can play a character with entirely different capabilities.The two extremes we are talking about - on the one hand the character as independent automaton where the mind of the player doesn't intrude into the game space, and on the other hand the character as complete extension of the player's consciousness without its own mental attributes, are radical extremes. There is in the middle a continuum of mixed approaches that are accepting of imperfection, and I think should be allowed to exist.
Re-brand them as, 'motivational speakers'.
YOU CAN ACHIEVE SUCCESS IN A DUNGEON - BELIEVE!
This is the first I've heard of that. If it's all based on one epic, then that would explain the very specific pre-requisites to get into the class. That Aragorn could be played at level 1, and Väinämöinen required levels in three different classes first, could be attributed to either the power of the class (bards are supposed to be rare and super magical, I guess?) or just because the author was weirdly interested in the story and there wasn't a player pressuring him to get the class playable quickly.I think that given the presence of the Finnish pantheon in the original Deities & Demigods, we can reasonably assume that he was going for the Kalevala. I just think that the implementation missed its mark by about the same degree that the D&D implementation of 'Ranger' missed its target of allowing you to play Aragorn from 'The Lord of the Rings', and that as a result of both arrows going astray, the two classes became highly self-referential and ultimately completely divorced from the original source material. At this point, a D&D bard is a D&D bard, forming its own fantasy archetype referenced by 'Bard's Tale' and 'Ultima IV' and all sorts of other material inspired by D&D.
The original Bard class for D&D was published in The Strategic Review #6 (Volume II issue I), February 1976. It was created by Doug Schwegman, not Gary Gygax.Understanding the class is less a question of being attuned to the culture that produced the original bard concept back in the day, and more a question of being attuned to the culture that inspired the class back in the mid-late twentieth century. Was this another Gary invention? What was he trying to represent here?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.