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General Tabletop Discussion
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"HF" vs. "S&S" gaming: the underlying reason of conflict and change in D&D
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<blockquote data-quote="Obryn" data-source="post: 4819092" data-attributes="member: 11821"><p>I think you're using the terms "Swords & Sorcery" and "High Fantasy" in ways that are different from how most of us understand the terms.</p><p></p><p>Specifically, there's nothing that's Swords & Sorcery about your list. Howard's Conan stories pretty much set the genre, and others like Lieber have made some excellent contributions. There's nothing about those stories which emphasizes random encounters or save-or-die mechanics. They're also written for story - they're far from story-less. Finally, the heroes most certainly <em>do</em> enjoy plot protection, given that they are the main characters in a series of adventures, and the author has a vested interest in both their success and their survival.</p><p></p><p>I know what you're getting at, but your terminology is incongruent. You're taking elements common to old-school gaming, but renaming them sword & sorcery, and I'm puzzled as to why - other than, without it, you would have less reason to write an article pioneering your view as somehow different or innovative. In short, you're renaming the old-school vs. new-school camps without actually adding anything to the distinctions on either side.</p><p></p><p>Also - too much bold, font size changes, and colored text. It makes your wall o' text look a little like crazy timecube ranting. Throwing religious arguments into it does, too.</p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 4819092, member: 11821"] I think you're using the terms "Swords & Sorcery" and "High Fantasy" in ways that are different from how most of us understand the terms. Specifically, there's nothing that's Swords & Sorcery about your list. Howard's Conan stories pretty much set the genre, and others like Lieber have made some excellent contributions. There's nothing about those stories which emphasizes random encounters or save-or-die mechanics. They're also written for story - they're far from story-less. Finally, the heroes most certainly [I]do[/I] enjoy plot protection, given that they are the main characters in a series of adventures, and the author has a vested interest in both their success and their survival. I know what you're getting at, but your terminology is incongruent. You're taking elements common to old-school gaming, but renaming them sword & sorcery, and I'm puzzled as to why - other than, without it, you would have less reason to write an article pioneering your view as somehow different or innovative. In short, you're renaming the old-school vs. new-school camps without actually adding anything to the distinctions on either side. Also - too much bold, font size changes, and colored text. It makes your wall o' text look a little like crazy timecube ranting. Throwing religious arguments into it does, too. -O [/QUOTE]
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