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General Tabletop Discussion
*TTRPGs General
Embracing the standard fantasy tropes
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<blockquote data-quote="Jürgen Hubert" data-source="post: 3581536" data-attributes="member: 7177"><p>There is nothing wrong with new content, but there should be some sort of <em>point</em> to it. "Being different" is in itself not enough.</p><p></p><p></p><p></p><p>You don't need to know anything about music to enjoy a song, whether derivative or not. You don't need to know anything about art to enjoy a good painting, whether derivative or not. Knowledge about these fields might very well increase your enjoyment, but you can still enjoy them without it.</p><p></p><p>On the other hand, for settings with lots of novel concepts you have to invest a lot of effort before you can really enjoy it (one of the problems with Transhuman Space, for instance), and in this case all the work you put into it had better pay off. If you discover halfway through the books that a "new" race, for instance, seems nothing more than elves with a short fur cover, you might not enjoy this setting quite as much.</p><p></p><p>But if you start with all the common tropes, you have a solid base on which you can expand rapidly, and the "payoff" for the reader comes much sooner.</p><p></p><p></p><p></p><p>Not at all - I rather enjoy certain niche products, and I certainly enjoy Tekumel. When such "niche worlds" are well done, they are a pleasure to read.</p><p></p><p>However, it is far more difficult to actually <em>play</em> in such a world, since all those new elements pretty much require that not only the GM has to be strongly familiar with the world, but the players as well - or else the GM will be stuck with answering all sorts of questions during play, which can bog the sessions down.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 3581536, member: 7177"] There is nothing wrong with new content, but there should be some sort of [i]point[/i] to it. "Being different" is in itself not enough. You don't need to know anything about music to enjoy a song, whether derivative or not. You don't need to know anything about art to enjoy a good painting, whether derivative or not. Knowledge about these fields might very well increase your enjoyment, but you can still enjoy them without it. On the other hand, for settings with lots of novel concepts you have to invest a lot of effort before you can really enjoy it (one of the problems with Transhuman Space, for instance), and in this case all the work you put into it had better pay off. If you discover halfway through the books that a "new" race, for instance, seems nothing more than elves with a short fur cover, you might not enjoy this setting quite as much. But if you start with all the common tropes, you have a solid base on which you can expand rapidly, and the "payoff" for the reader comes much sooner. Not at all - I rather enjoy certain niche products, and I certainly enjoy Tekumel. When such "niche worlds" are well done, they are a pleasure to read. However, it is far more difficult to actually [i]play[/i] in such a world, since all those new elements pretty much require that not only the GM has to be strongly familiar with the world, but the players as well - or else the GM will be stuck with answering all sorts of questions during play, which can bog the sessions down. [/QUOTE]
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