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*Dungeons & Dragons
Fairy tale logic vs naturalism in fantasy RPGing
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<blockquote data-quote="Blue" data-source="post: 6985591" data-attributes="member: 20564"><p>I actively try to fill any homebrew with "mythic connections", which seems close to what youa re calling "fairy tail logic". But it doesn't have to be at the expense of </p><p>"naturalism", and doesn't seem to be part of GM control.</p><p></p><p>Let me go back to a homebrew setting I ran two campaigns in, lasting a total of 12 years. There I had things like the Fisher-king-esq "the King is the Land and the Land is the King" be very true, tying it into the Roman idea of Genius Loci (gods of a spot) and the path to ascending to an archetype/icon of godhood. And the fae effectively salting the earth of an entire continent by keeping the king of it alive and insane. Traditional faerie courts were demiplanes that wandered in and out of conjunction with the various material planes, and on them "nature" was very different. But on the other hand the plane where the players came from was "thin-skinned" and easier to reach from elsewhere and had been used as a refuge by various gods to bring their worshipers over the years, explaining why there were so many intelligent races in one place. (The Halflings, orginally underground dwellers, were the originals who evolved there.)</p><p></p><p>But while what the players could expect differed from the real world, it was in (eventually) understandable and exploitable ways as they unraveled the various mysteries of the land. The second campaign took a large turn in plot as they travelled to one of the fae courts, understood the human(ish) jester was the insane king of the land that originally colonized their land, temporarily cured his insanity and got his blessing to be the next king before he died. So we had a PC trying to reunite all of the peoples of the land (including traditionally evil races) under his banner to take the next step.</p></blockquote><p></p>
[QUOTE="Blue, post: 6985591, member: 20564"] I actively try to fill any homebrew with "mythic connections", which seems close to what youa re calling "fairy tail logic". But it doesn't have to be at the expense of "naturalism", and doesn't seem to be part of GM control. Let me go back to a homebrew setting I ran two campaigns in, lasting a total of 12 years. There I had things like the Fisher-king-esq "the King is the Land and the Land is the King" be very true, tying it into the Roman idea of Genius Loci (gods of a spot) and the path to ascending to an archetype/icon of godhood. And the fae effectively salting the earth of an entire continent by keeping the king of it alive and insane. Traditional faerie courts were demiplanes that wandered in and out of conjunction with the various material planes, and on them "nature" was very different. But on the other hand the plane where the players came from was "thin-skinned" and easier to reach from elsewhere and had been used as a refuge by various gods to bring their worshipers over the years, explaining why there were so many intelligent races in one place. (The Halflings, orginally underground dwellers, were the originals who evolved there.) But while what the players could expect differed from the real world, it was in (eventually) understandable and exploitable ways as they unraveled the various mysteries of the land. The second campaign took a large turn in plot as they travelled to one of the fae courts, understood the human(ish) jester was the insane king of the land that originally colonized their land, temporarily cured his insanity and got his blessing to be the next king before he died. So we had a PC trying to reunite all of the peoples of the land (including traditionally evil races) under his banner to take the next step. [/QUOTE]
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