Hussar
Legend
Backing up and giving this another run for a second.
I reject two points of Zander's arguments basically. The first point is that we should self censor our inspirations to conform to a particular form of fantasy. To me, this is utterly wrong. This would lead to D&D becoming stagnant and dying pretty much in the same way that stock fantasy as a genre has stagnated. Looking at the most successful fantasy novels and other media currently, it is certianly not stock fantasy that is selling.
Sure, LOTR was hugely successful. However, it broke with tradition in a number of points - Legolas being the largest one. Moving over to the computer games industry, games like Everquest and World of Warcraft are about as far removed from standard fantasy as you can get and are vastly more popular than D&D could ever hope to be.
If we limit ourselves to "stock" fantasy in some sort of nostalgic yearning for the past, we will see the game dry up and die.
And this brings me to the second point - that there was some period in D&D's history that we focused on "stock" fantasy. This is simply not true. Even the first Monster Manual was filled with creatures that had no relationship to anything in fantasy. We've covered this ground, but, let me give two more examples.
Dragonlance.
Now here is a setting, hugely successful series of novels, that looks pretty much like stock fantasy. But step back for a second. The iconic bad guys of the series, the draconians, are genetically modified super soldiers. Sure, it's described as dragon eggs perverted by magic, but, let's face it, that's what they are. Cloned, force grown super soldiers. Actually, thinking about it, the Uruk-Hai from LOTR fits the bill as well. This is a pure SF trope clothed in magic, brought out twenty years ago. And it led to, as I said, one of the most successful products TSR every published.
But, let's step back in time a little more to what is probably the second most played module - X1 Isle of Dread. Keep on the Borderlands was pretty stock fantasy, but Isle of Dread most certainly wasn't. You had a village of natives pulled straight from King Kong, complete with barrier wall; you had a setting filled with dinosaurs (a very SF trope) which pays homage far more to A. C. Doyle and Jules Verne than to any fantasy author; you had a race of mind controlling, shape changing spiders straight out of Doctor Who. Add in a race of gliding monkeys straight out of Space Ghost and a race of cat-men riding sabre toothed tigers and you have an adventure that's about as far from fantasy as you can possibly get. Anachronistic, thematically divorced from fantasy, containing all sorts of elements that have nothing to do with fantasy. And one of the top ranked modules of all time, certainly in the top three.
Even twenty-five years ago, gamers knew that they had had enough of standard fantasy and wanted something different.
I reject two points of Zander's arguments basically. The first point is that we should self censor our inspirations to conform to a particular form of fantasy. To me, this is utterly wrong. This would lead to D&D becoming stagnant and dying pretty much in the same way that stock fantasy as a genre has stagnated. Looking at the most successful fantasy novels and other media currently, it is certianly not stock fantasy that is selling.
Sure, LOTR was hugely successful. However, it broke with tradition in a number of points - Legolas being the largest one. Moving over to the computer games industry, games like Everquest and World of Warcraft are about as far removed from standard fantasy as you can get and are vastly more popular than D&D could ever hope to be.
If we limit ourselves to "stock" fantasy in some sort of nostalgic yearning for the past, we will see the game dry up and die.
And this brings me to the second point - that there was some period in D&D's history that we focused on "stock" fantasy. This is simply not true. Even the first Monster Manual was filled with creatures that had no relationship to anything in fantasy. We've covered this ground, but, let me give two more examples.
Dragonlance.
Now here is a setting, hugely successful series of novels, that looks pretty much like stock fantasy. But step back for a second. The iconic bad guys of the series, the draconians, are genetically modified super soldiers. Sure, it's described as dragon eggs perverted by magic, but, let's face it, that's what they are. Cloned, force grown super soldiers. Actually, thinking about it, the Uruk-Hai from LOTR fits the bill as well. This is a pure SF trope clothed in magic, brought out twenty years ago. And it led to, as I said, one of the most successful products TSR every published.
But, let's step back in time a little more to what is probably the second most played module - X1 Isle of Dread. Keep on the Borderlands was pretty stock fantasy, but Isle of Dread most certainly wasn't. You had a village of natives pulled straight from King Kong, complete with barrier wall; you had a setting filled with dinosaurs (a very SF trope) which pays homage far more to A. C. Doyle and Jules Verne than to any fantasy author; you had a race of mind controlling, shape changing spiders straight out of Doctor Who. Add in a race of gliding monkeys straight out of Space Ghost and a race of cat-men riding sabre toothed tigers and you have an adventure that's about as far from fantasy as you can possibly get. Anachronistic, thematically divorced from fantasy, containing all sorts of elements that have nothing to do with fantasy. And one of the top ranked modules of all time, certainly in the top three.
Even twenty-five years ago, gamers knew that they had had enough of standard fantasy and wanted something different.