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Eberron...pulp fantasy?
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<blockquote data-quote="JohnSnow" data-source="post: 2930646" data-attributes="member: 32164"><p>See, this is why it's hard to get a handle on. Fafhrd and the Mouser are definitely pulp fantasy - a particular genre of it that Leiber himself coined as "Sword & Sorcery" fiction. They're less over-the-top than Conan is (although Howard's mighty-thewed one is definitely ALSO a pulp hero).</p><p></p><p>The best way to think of "what's pulp" is to consider some of the examples. I like the Indiana Jones movies because they're pulp entertainment produced from a reasonably modern frame-of-reference. Indy is without doubt a pulp hero: Dr. Henry 'Indiana' Jones, Jr., Professor of Archaeology, expert on the occult and "obtainer of rare antiquities" as they put it in Raiders.</p><p></p><p>When Indy needs to be somewhere and the journey is uneventful, he "redlines" it there. When the journey is the adventure (getting the Ark BACK from Cairo, getting to Delhi, etc.), more time is spent on it. That's what happens in pulp. The pieces of the journey that are eventful get "screen" (or page, or play) time. But if the "real adventure" instead occurs at the end of the trip, then you redline it from point A to destination B. However, with pulp adventure stories, you never know when you board your transportation whether you're going to get a nice uneventful redline...or something a bit more exciting.</p><p></p><p>While there have always been "pulp" elements in D&D, <em>Eberron</em> takes the Pulp elements further by making possible some of what were, at the time pulp was written, more "contemporary" stories. Back then, fantasy didn't have airships, trains, and so forth, but contemporary adventure fiction DID. <em>Eberron</em> makes 1920s contemporary adventures possible in a fantasy setting, by covering the same "bases" with magitech. So it's really a pulp fusion setting combining EVERYTHING from the pulp magazines. It's a world where Sam Spade, the Phantom, Allan Quartermain and Fafhrd and the Grey Mouser get to meet because they ALL fit.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2930646, member: 32164"] See, this is why it's hard to get a handle on. Fafhrd and the Mouser are definitely pulp fantasy - a particular genre of it that Leiber himself coined as "Sword & Sorcery" fiction. They're less over-the-top than Conan is (although Howard's mighty-thewed one is definitely ALSO a pulp hero). The best way to think of "what's pulp" is to consider some of the examples. I like the Indiana Jones movies because they're pulp entertainment produced from a reasonably modern frame-of-reference. Indy is without doubt a pulp hero: Dr. Henry 'Indiana' Jones, Jr., Professor of Archaeology, expert on the occult and "obtainer of rare antiquities" as they put it in Raiders. When Indy needs to be somewhere and the journey is uneventful, he "redlines" it there. When the journey is the adventure (getting the Ark BACK from Cairo, getting to Delhi, etc.), more time is spent on it. That's what happens in pulp. The pieces of the journey that are eventful get "screen" (or page, or play) time. But if the "real adventure" instead occurs at the end of the trip, then you redline it from point A to destination B. However, with pulp adventure stories, you never know when you board your transportation whether you're going to get a nice uneventful redline...or something a bit more exciting. While there have always been "pulp" elements in D&D, [i]Eberron[/i] takes the Pulp elements further by making possible some of what were, at the time pulp was written, more "contemporary" stories. Back then, fantasy didn't have airships, trains, and so forth, but contemporary adventure fiction DID. [i]Eberron[/i] makes 1920s contemporary adventures possible in a fantasy setting, by covering the same "bases" with magitech. So it's really a pulp fusion setting combining EVERYTHING from the pulp magazines. It's a world where Sam Spade, the Phantom, Allan Quartermain and Fafhrd and the Grey Mouser get to meet because they ALL fit. [/QUOTE]
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