Zander said:If you start to ask those types of questions of fantasy elements, you'll soon find inconsistencies and contradictions that undermine the fantasy. The reason it works in Star Trek and the like is that ST uses as its base real world science and builds consistent pseudo-science on top of it.
Oh please, the "science" in Star Trek is phonier than William Shatner's toupee.
Hussar said:Ok, so we want to go back on topic. Heh.
I think Danny pretty much hits the nail on the head here. Dwarves don't sell because they don't pull on the right strings.
For example, I'm pretty sure I could sell half-orcs. I remember reading Grunts! Great read. Novel's based on half-orcs could likely go in either a sort of parody style or into the whole Klingon mode as well. Rough and ready heroes, pretty dirty and grimy ones at that, do sell.
But dwarves have nothing going for them. They aren't individualistic, which, right there, is a big knock against them. You can't do the "lone hero" thing with dwarves. Dwarves travel in packs. Or, at least that's how we envision them. The other problem is that dwarves aren't rebels. They prefer stability and order. Again, big strike. Add to that an unappealing physique - short, fat and bearded - and you've got some pretty boring novels.
Depends on how you use them. If you're just going to use them as a shorter version version of Alan Hale Sr. (a chubby bearded actor who usually played Errol Flynn's sidekick), I see no reason why people would be interested. But if you looked outside the creatively constipated genre of Fantasy, you can turn them into fairly interesting characters. In many fairy tales, dwarfs are vicious, cruel and greedy. Rumpelstiltskin comes to mind. A story with a short, greedy little bastard as one of the main characters (and often from his point of view) has worked before. Danny DeVito made a career out of it, as did Joe Pesci.
Zander said:I previously said that in media where the audience is relatively passive such as books and movies, the writer (and in the case of films, the director as well) can keep the audience from asking rational or scientific questions that would undermine the fantasy. In the Star Wars, Lucas slipped up, however. When he introduced midichlorians as the biological basis for the force, he opened a can of worms (see here). As a movie-maker, he was able to minimise the damage by not revisiting them in the subsequent Star Wars films. But as a GM in an RPG, they're even more problematic. What is to stop a PC from investigating midicholrians with a vue to creating a biological agent that counters them thereby neutralising someone's use of the force. And if the force has a scientific basis, then shouldn't force effects have them too? Why can't force effects be investigated scientifically as well? By introducing a pseudo-scientific explanation (midicholrians) for a supernatural effect (the force), the integrity of the fantasy elements is jeopardised.
That's just dumb. Midichlorians are mentioned all of three times in the prequels. Moisture vaporators are mentioned three times in the original movies. Both are just plot devices. The former to explain how the Jedi are able to find possible recruits to their order (also why there are so few Jedi) and the latter to explain why Owen Lars had any use for droids in the middle of a desert. The midichlorians are just a symptom of being endowed with the Force -not the cause of it, just as certain antibodies are symptoms of a disease. The difference is that back in the 1970s, people were capable of watching a movie and noticing what was important and what wasn't.
Dannyalcatraz said:The difference in the successes of the respective franchises is largely due to the quality of the films that started them off. Lucas was a cunning thief (and I mean that as a compliment). He knew a good story when he saw it (Akira Kurosawa's 1958 film The Hidden Fortress), and reshaped it to tell his own space opera story. The movie was pretty well cast and acted. He had a decent budget to work with.
Star Wars owed more to The Searchers than Kurosawa. Luke Skywalker and Martin Pauley could have been swapped and nobody would know the difference.
Speaking of Westerns, as I mentioned above, I have no use for cliches from Fantasy novels. They were hackneyed long before I was born and have sucked worse ever since. When I want an idea for a character in my D&D games, I look to westerns, horror, war movies, crime novels and any other genre I can think of. Yes, they are full of cliches too, but
as Mae West used to say "If I have to choose between evils I'll take the one I haven't tried before." I've played two dwarf characters and both were quite memorable because they had nothing to do with the standard-issue dwarf of every fantasy novel. The first was based on Freddie Sykes in The Wild Bunch while the second was based on the Burl Ives character in an old Gregory Peck movie called The Big Country, both westerns.
The best material for movies, TV shows, novels and games comes from those who refuse to be bound nd gagged by the cliches of a particular genre. Spy movies used to always revolve around guys in trenchcoats, fedoras and sunglasses stalking one another in the foggy, gloomy streets. Ian Fleming chucked most of that and added elements of Don Juan (especially his womanizing), as well as Victorian-era fantasies about exotic villains and their fiendish schemes that are undone in the nick of time. James Bond owed more to Sherlock Holmes, Fu Manchu, Hitchcock and Don Juan than it did to The Third Man
Star Wars owes more to westerns, samurai movies, King Arthur and Wagner's operas than it does to science fiction.
I'll take Star Wars and James Bond, and you can have the cookie-cutter Fantasy.