Two words, Eric:There's no room for "shame" in D&D.![]()
elf pr0n.
Two words, Eric:There's no room for "shame" in D&D.![]()
Yeah, I think you got it there.fusangite said:Could you please try expressing this again? Your point seems interesting but for some reason I can't quite figure out what you mean here. Perhaps you could rephrase. I tend to think more in terms of context than consistency but do we mean the same thing? I need my players' characters to exist within the context of the character's culture but I'm not sure if this is what you mean by consistency with setting.
You're not moving back to Vancouver anytime soon, are you?fusangite said:Fimblewinter Campaign: Taoist Alchemy + Aztec Cosmology
Agharta Campaign: Fairy Myth + Postmodernism/Critical Theory + Gnosticism/Sufism
What makes you think that the societies I study and the societies I model in game lack these characteristics? But the fact that there is a vast level of complexity and contradiction, some consciously noticed, some not, in every society, does not mean that people live in societies that do not make sense to them; they might feel that their society is failing to be what they want it to -- but that does not mean that the social order does not make some kind of sense to them.Dr. Strangemonkey said:See, this is what I mean. I really don't know that you can claim that societies make sense to the people in them. Certainly, people do try to make some sort of sense out of it all, but that results in a vast variety of opinions on the one hand and ignores the vast level of complexity and contradiction inherent in any society.
So?Even should an individual have the most accurate opinion possible it would still deal with difficulties of ignorance and disagreement.
Then why do people do anthropology, or sociology or intellectual and cultural history?Even cataloguing the variety and sensibility of those opinions is more or less an impossible task.
You seem to think that I'm claiming to be able to know with certainty how people other than me think. Of course I cannot. But that does not mean it becomes a valueless exercise to speculate in an educated and entertaining way about other people's thought.Certainly, you could theoretically develop some sort of comprehensive trans-mental and temporal census that would create an accurate map of medieval opinion given the limited number of minds available at any given time, but even that would be more a tool of coincedence for the given time than a listing of what was and wasn't possible.
I understand Aquinas's position relative to other thinkers in his period too but your own comments betray the fact that you yourself think you know something about elite thought in the 12th century. This suggests that you don't really buy your own unknowability thesis here.I mean, you turn to Aquinas to understand the medieval mind, and while that's generally useful it's far more limited when attempting to develop a standard for role-playing behavior. In fact he will almost certainly be an awful standard as he is more or less on the cutting edge of opinion making today, at least in certain circles, much less during his own period and he is very unrepresentative of the sort of social groups we normally expect to see in adventuring either realisticly, literarily, or fantasticly.
Well, that's perfectly fair. Look: we're discussing how, in a game in which we pretend to be people in world full of magic and mythical beasts, we can suspend disbelief so as to enjoy ourselves. For you, the Cosmopolitan approach is the most effective way to do this. For me the Cultural approach is. But there's no objectively "better" here. Some people can enjoy cartoons and effortlessly suspend disbelief when they watch them whereas others have to watch shows with live actors in order to suspend disbelief. But there is no accuracy here -- just believability because Bakishi's LOTR and Jacksons's LOTR are equally fake. The same is true of our respective approaches to D&D. I have speculated about the underlying assumptions that give rise to these different standards for suspending disbelief but I see little point in arguing here about whether one set of underlying assumptions is more correct than the other.To my mind the cosmopolitan view actually does a better job treating basic inconsistencies of the genre and situation than the traditional simply by avoiding any attempt to create such a standard, and I still stand by my assertion that it's truer to the genre in its own right.
Thanks. Same here.But all that aside I certainly didn't mean to cast any general aspersions on your work Fusangite, even where I disagree with them I find your posts interesting and well thought it.
Well, the Agharta campaign is set in the near future -- it's a kind of parody of the (post)modern world. But no, I don't run straight historical simulations -- and if I did, I sure wouldn't use D20 to do it. I still actually create cultures but I use enormous building blocks -- by borrowing systems or parts of systems of thought and material conditions, I am able to take a lot of shortcuts.Mallus said:I though your position centered on "gaming as an exercise in cultural simulation and immersion" and now you describe these campaign inspirations that sound an awful lot like postmodern gamemanship;
I'm not plundering these things for narratives (except in the Agharta campaign). I'm plundering them for symbol systems, tropes, social relationships, etc. My games tend to be about finding interesting congruencies between things and building worlds (and thereby stories) out of that process.the cultural supercolider designed to break different narratives down into their component quarks...
I'd be lying if I didn't admit that my enjoyment of the process itself is main motivation for continuing to do things this way. Like all the GMs here, I like making worlds. I have come up with some unique and eccentric ways of doing that but my motivations aren't really different from other people's.What are you trying to achieve (and I ask that with no small amount of admiration)?
Not if I knit the pieces together successfully -- that's my real work as a GM. That's why I spend a lot of time building my worlds before my games start. The players shouldn't be able to notice easily the consistuent components of what I have assembled.Wouldn't the primary purpose of such an exercise be to reveal the 'universal' structures present in the diverse elements you glommed togther? Doesn't the disparate nature of the parts parts work against character immersion?
I really hope it's a language issue that makes you come off so insulting. It's OK to have preferences in how you play, but that doesn't make people who like something else wrong, which is certainly what you're making it sound like.Turanil said:In reading all your posts I again get this same feeling, that I cannot express as I really would like to do. But basically I have the impression that gamers belong to two groups: (1) those who like to put thinking, consistency, etc., in their setting (be it cosmopolitan or not), and ask that players do play so as to help develop the particular ambiance (be it cosmopolitan or not); and (2) those who just don't care: any class, any monster, and no need to know how the minotaur in black leather trenchcoat with a katana waited in the tomb (without food or toilet) for ages for the adventurers to come.
barsoomcore said:When consistency gets in the way of samurai gunslingers riding on dinosaurs, it's time for consistency to take a day off.
Turanil said:In reading all your posts I again get this same feeling, that I cannot express as I really would like to do. But basically I have the impression that gamers belong to two groups: (1) those who like to put thinking, consistency, etc., in their setting (be it cosmopolitan or not), and ask that players do play so as to help develop the particular ambiance (be it cosmopolitan or not); and (2) those who just don't care: any class, any monster, and no need to know how the minotaur in black leather trenchcoat with a katana waited in the tomb (without food or toilet) for ages for the adventurers to come.