Desdichado
Hero
Recently I've been reading through some of my old White Dwarfs - issues #168 and #173 in particular, because they feature long, historical essays on the skaven and the undead of the Old World respectively -- and I'm drawn by the fact that they make absolutely no attempt to explain everything that happens. Darn good fluff, by the way, some of the best in the game industry IMO.
I'm also reminded of something Tolkien once said in a letter about Tom Bombadil to a fan that wrote to him, in which he said:
But I think some enigmas, done well, really enhance the experience. Really make you feel that you're playing in a complete fantasy world, not a game campaign setting. PCs don't have to, IMO, feel like they're entitled to potentially learn every type of magic that they see, or recognize and codify every challenge they face. But how do you pull that off without "cheating?" I have some ideas of my own, but I don't think they're very coherent at this point, so I'd like to just start some discussion at this level before I chime in with what I think.
I'm also reminded of something Tolkien once said in a letter about Tom Bombadil to a fan that wrote to him, in which he said:
Now, in a typical RPG it's not quite so simple. If the DM decides to do something, and leave it a mystery, he may be accused of "cheating" of doing things for arbitrary reasons, for ignoring the rules, for breaking even his own rules. The nature of RPGs is that things that happen are codified, classified and described in detail so that DMs and players don't have to wonder about how or why something happens."As a story, I think it is good that there should be a lot of things unexplained (especially if an explanation actually exists); ... And even in a mythical Age there must be some enigmas, as there always are. Tom Bombadil is one (intentionally)." (Letters, p. 174)
But I think some enigmas, done well, really enhance the experience. Really make you feel that you're playing in a complete fantasy world, not a game campaign setting. PCs don't have to, IMO, feel like they're entitled to potentially learn every type of magic that they see, or recognize and codify every challenge they face. But how do you pull that off without "cheating?" I have some ideas of my own, but I don't think they're very coherent at this point, so I'd like to just start some discussion at this level before I chime in with what I think.