Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Fairy tale logic vs naturalism in fantasy RPGing
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 6987980" data-attributes="member: 42582"><p>I think that last sentence is a bit misleading - "fairy tale" logic is not equivalent to player fiat. It can (and in most RPGs does) turn on dice rolls, checks etc.</p><p></p><p>And there is a "due to my character traits, I find all the traps" element to classic D&D - elves find secret doors, dwarves new construction, etc, due to their elvish sight or their dwarvish famlliarity with underground settings.</p><p></p><p>Traps more generally I think are a site of deep tension in classic D&D. From the point of view of fiction, I think they're meant to evoke the sort of feel one finds in (say) the REH Conan story <a href="http://gutenberg.net.au/ebooks06/0600821h.html" target="_blank">"The Scarlet Citadel"</a>:</p><p></p><p style="margin-left: 20px">How long he traversed it in utter darkness, he never knew, but suddenly his barbarian's instinct of near peril halted him short.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">He had the same feeling he had had when standing on the brink of great precipices in the darkness. Dropping to all fours, he edged forward, and presently his outflung hand encountered the edge of a well, into which the tunnel floor dropped abruptly. As far down as he could reach the sides fell away sheerly, dank and slimy to his touch. He stretched out an arm in the darkness and could barely touch the opposite edge with the point of his sword. He could leap across it, then, but there was no point in that. He had taken the wrong tunnel and the main corridor lay somewhere behind him.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Even as he thought this, he felt a faint movement of air; a shadowy wind, rising from the well, stirred his black mane. Conan's skin crawled. He tried to tell himself that this well connected somehow with the outer world, but his instincts told him it was a thing unnatural. He was not merely inside the hill; he was below it, far below the level of the city streets. How then could an outer wind find its way into the pits and blow up from below? A faint throbbing pulsed on that ghostly wind, like drums beating, far, far below. A strong shudder shook the king of Aquilonia.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">He rose to his feet and backed away, and as he did something floated up out of the well. What it was, Conan did not know. He could see nothing in the darkness, but he distinctly felt a presence</p><p></p><p>As well as this sort of thing, classic D&D traps also involve jets of flame, more-or-less unlimited arrows (see eg ToH), and other things that are hard to explain in naturalistic terms.</p><p></p><p>But the 10' pole, stop-and-search-at-every-door routine does naturalise them. Which createas a tension, I think, between the dramatic/story function they initially might have fulfilled, and the non-dramatic, Advance Squad Leader style of play that they engender. Different styles of post-classic D&D, I think, resolve this tension in different ways.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6987980, member: 42582"] I think that last sentence is a bit misleading - "fairy tale" logic is not equivalent to player fiat. It can (and in most RPGs does) turn on dice rolls, checks etc. And there is a "due to my character traits, I find all the traps" element to classic D&D - elves find secret doors, dwarves new construction, etc, due to their elvish sight or their dwarvish famlliarity with underground settings. Traps more generally I think are a site of deep tension in classic D&D. From the point of view of fiction, I think they're meant to evoke the sort of feel one finds in (say) the REH Conan story [url=http://gutenberg.net.au/ebooks06/0600821h.html]"The Scarlet Citadel"[/url]: [indent]How long he traversed it in utter darkness, he never knew, but suddenly his barbarian's instinct of near peril halted him short. He had the same feeling he had had when standing on the brink of great precipices in the darkness. Dropping to all fours, he edged forward, and presently his outflung hand encountered the edge of a well, into which the tunnel floor dropped abruptly. As far down as he could reach the sides fell away sheerly, dank and slimy to his touch. He stretched out an arm in the darkness and could barely touch the opposite edge with the point of his sword. He could leap across it, then, but there was no point in that. He had taken the wrong tunnel and the main corridor lay somewhere behind him. Even as he thought this, he felt a faint movement of air; a shadowy wind, rising from the well, stirred his black mane. Conan's skin crawled. He tried to tell himself that this well connected somehow with the outer world, but his instincts told him it was a thing unnatural. He was not merely inside the hill; he was below it, far below the level of the city streets. How then could an outer wind find its way into the pits and blow up from below? A faint throbbing pulsed on that ghostly wind, like drums beating, far, far below. A strong shudder shook the king of Aquilonia. He rose to his feet and backed away, and as he did something floated up out of the well. What it was, Conan did not know. He could see nothing in the darkness, but he distinctly felt a presence[/indent] As well as this sort of thing, classic D&D traps also involve jets of flame, more-or-less unlimited arrows (see eg ToH), and other things that are hard to explain in naturalistic terms. But the 10' pole, stop-and-search-at-every-door routine does naturalise them. Which createas a tension, I think, between the dramatic/story function they initially might have fulfilled, and the non-dramatic, Advance Squad Leader style of play that they engender. Different styles of post-classic D&D, I think, resolve this tension in different ways. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Fairy tale logic vs naturalism in fantasy RPGing
Top