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Fairy tale logic vs naturalism in fantasy RPGing
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<blockquote data-quote="Aenghus" data-source="post: 6985920" data-attributes="member: 2656"><p>In the depiction of the Feywild in my 4e campaign, I evolved the idea that the Feywild was inherently dramatic rather than naturalistic, bright colours were brighter, and dark colours were darker. Denizens of the Feywild tend to create and inhabit drama, and boring mundane naturalistic solutions tend not to work or even backfire horribly. Even fey enclaves in the mundane world can be imbued with such properties. </p><p></p><p>So it would do well for dedicated moneygrubbing adventurers to avoid the Feywild as their tried and trusted tactics won't function there as expected, and any treasure might end up being twigs and leaves on their return. Now there are places in the Feywild that work in naturalistic ways, half-mundane border settlements that serve as trade and transport hubs where visitors don't risk been turned into toadstools at any moment.</p><p></p><p>The answer to where food and products come from tends to be fae magic rather than pixie sweatshops.</p><p></p><p>To avoid player frustration I try to be very clear that different realms work with different rules, and that local guides or at least some homework can save a lot of trouble.</p><p></p><p>For me this feels "right" and sidesteps the urge to reduce everything to facts and figures. Fairytales aren't about facts and figures, at least IMO.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 6985920, member: 2656"] In the depiction of the Feywild in my 4e campaign, I evolved the idea that the Feywild was inherently dramatic rather than naturalistic, bright colours were brighter, and dark colours were darker. Denizens of the Feywild tend to create and inhabit drama, and boring mundane naturalistic solutions tend not to work or even backfire horribly. Even fey enclaves in the mundane world can be imbued with such properties. So it would do well for dedicated moneygrubbing adventurers to avoid the Feywild as their tried and trusted tactics won't function there as expected, and any treasure might end up being twigs and leaves on their return. Now there are places in the Feywild that work in naturalistic ways, half-mundane border settlements that serve as trade and transport hubs where visitors don't risk been turned into toadstools at any moment. The answer to where food and products come from tends to be fae magic rather than pixie sweatshops. To avoid player frustration I try to be very clear that different realms work with different rules, and that local guides or at least some homework can save a lot of trouble. For me this feels "right" and sidesteps the urge to reduce everything to facts and figures. Fairytales aren't about facts and figures, at least IMO. [/QUOTE]
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