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<blockquote data-quote="gizmo33" data-source="post: 3439991" data-attributes="member: 30001"><p>It's a little bit like saying - "OK, I've got this fantasy setting. You've got guys on horses, but instead of helmets they wear cowboy hats. And there's no law. And instead of a fantasy world, it's set in the historical Old West. And instead of magic, you've got technology. Oh, but you've got halfings. And there's a dragon that lives in Colorado."</p><p></p><p>So what's a cliche, and what's an attribute of the genre? Wouldn't any attribute that you'd use to identify the genre be a cliche?</p><p></p><p>A horror movie that tries to scare you is being cliche?</p><p></p><p>Part of the problem for me might just be the focus. If Eberron is the core effort of WotC in the fantasy world area, and there's already been plenty of dungeonpunk stuff in the core rulebooks, then maybe WotC and many DnD people are getting tired of fantasy.</p><p></p><p>It would be like me becoming a writer of Westerns, but because I know nothing about cowboys, I started adding wizards and orcs into my stories. At what point am I being innovative, and at what point do I just having nothing interesting to say within the genre?</p><p></p><p>Sometimes I suspect that a large part of the fantasy audience knows hardly anything about the relevant time-periods in history, folk lore, mythology, et. al. Sometimes I suspect they've largely been educated by comic books and video games and dungeon punk is an easy way of falling back on what they know. Plus, it's marketable. Guys with bowl-haircuts and crosses on their surcoats probably don't sell artwork.</p><p></p><p>I don't want to see WotC rehash old stuff (which they do, in spite of Eberron). I just don't think that a nose-ring and a train powered by lightning elementals is really innovative enough. There's more to Eberron though, so I have mixed feelings about it and I'm inclined to let it evolve. If WotC thought they had better ideas on what to publish I'm sure they'd go with them.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3439991, member: 30001"] It's a little bit like saying - "OK, I've got this fantasy setting. You've got guys on horses, but instead of helmets they wear cowboy hats. And there's no law. And instead of a fantasy world, it's set in the historical Old West. And instead of magic, you've got technology. Oh, but you've got halfings. And there's a dragon that lives in Colorado." So what's a cliche, and what's an attribute of the genre? Wouldn't any attribute that you'd use to identify the genre be a cliche? A horror movie that tries to scare you is being cliche? Part of the problem for me might just be the focus. If Eberron is the core effort of WotC in the fantasy world area, and there's already been plenty of dungeonpunk stuff in the core rulebooks, then maybe WotC and many DnD people are getting tired of fantasy. It would be like me becoming a writer of Westerns, but because I know nothing about cowboys, I started adding wizards and orcs into my stories. At what point am I being innovative, and at what point do I just having nothing interesting to say within the genre? Sometimes I suspect that a large part of the fantasy audience knows hardly anything about the relevant time-periods in history, folk lore, mythology, et. al. Sometimes I suspect they've largely been educated by comic books and video games and dungeon punk is an easy way of falling back on what they know. Plus, it's marketable. Guys with bowl-haircuts and crosses on their surcoats probably don't sell artwork. I don't want to see WotC rehash old stuff (which they do, in spite of Eberron). I just don't think that a nose-ring and a train powered by lightning elementals is really innovative enough. There's more to Eberron though, so I have mixed feelings about it and I'm inclined to let it evolve. If WotC thought they had better ideas on what to publish I'm sure they'd go with them. [/QUOTE]
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