Yaarel
🇮🇱 🇺🇦 He-Mage
I am post-postmodern.I think you might like Existential Comics. Sartre's Radical Freedom comes up a lot!
I am post-postmodern.I think you might like Existential Comics. Sartre's Radical Freedom comes up a lot!
The comic ranges from Platonic ideals to Postmodern outlooks.I am post-postmodern.
Existentialism is a component of a setting, of a story. Not the end all and be all. But to maintain the pulp swords and sorcery feeling it is important. Not in a fight, not on the battlefield, but part of the story itself.I don't think these particular ideas work as a dnd setting, as they clash with the necessary meta-gaming stuff required to work together as a team of strangers. Also, player meta-knowledge about characters sort of ruins it, too.
As literature, that's different.
But as a setting, I see the important parts of swords and sorcery being that the players are the underdogs, and mostly engaging in small scale struggles. Would that make the players think existential things? Maybe. But I think it is more likely to trigger thoughts of managing dwindling resources and other small scale things of the sort that usually preclude that sort of thinking. Perhaps after the adventure is over.
When player characters are low-tier, they are generally innocent, and inherently free.I don't think these particular ideas work as a dnd setting, as they clash with the necessary meta-gaming stuff required to work together as a team of strangers. Also, player meta-knowledge about characters sort of ruins it, too.
As literature, that's different.
But as a setting, I see the important parts of swords and sorcery being that the players are the underdogs, and mostly engaging in small scale struggles. Would that make the players think existential things? Maybe. But I think it is more likely to trigger thoughts of managing dwindling resources and other small scale things of the sort that usually preclude that sort of thinking. Perhaps after the adventure is over.
They will still know their character's minds better than the characters do - the DM isn't in control of that.And metaknowledge only means anything if you give your players your notes
I don't think it translates to a group game.The existentialism comes in at higher levels, when player characters wonder if what they achieved with this power was worth the price.
I have used these techniques in D&D games.They will still know their character's minds better than the characters do - the DM isn't in control of that.
I don't think it translates to a group game.
It can. Consider how Backgrounds fit in.I don't think it translates to a group game.
Ok, yes, if the players consent to the DM telling them what they think, sure.I have used these techniques in D&D games.
So long as your players are happy roleplaying the characters in the story it works well.
Yet, while their community does become stronger and more successful, the very act of helping them seduces them into the corruption of the town life.
Radical interpretation of the text...Ok, yes, if the players consent to the DM telling them what they think, sure.
I wouldn't ever do that.
What if they don't care that their characters have changed over time? And if the characters themselves do not care?existential crisis for the characters by exposing them to how their characters have changed over time.