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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: 4822352" data-attributes="member: 11821"><p>Well, I think it's more like, "Show me that it isn't."</p><p></p><p>Off the top of my head, I see the following influences:</p><p></p><p>* Conan</p><p>* Vance</p><p>* Tolkien</p><p>* Whatshisface with the monks</p><p>* Sci-fi with psionics, Barrier Peaks, etc.</p><p>* Lovecraft</p><p>* Gygaxian weirdness (beholders, mind flayers, drow, brain moles)</p><p>* Completely gamist Gygaxian inventions because they'd be fun in dungeons (gelatinous cube, trapper, lurker above, etc.)</p><p>* Completely gamist Gygaxian inventions to trick players and challenge their assumptions (rust monsters, gas spores, etc.)</p><p>* Weird stuff that's uncategorizable (most of Fiend Folio)</p><p></p><p>If this doesn't make it a genre all its own, I don't know what does <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I think the Gygaxian weirdness in particular is what defines the D&D "genre" more than anything else - and those were primarily invented for game-play purposes more than for any ecological reasons. (Although I should note that you can play D&D <em>without</em> playing in the Gygaxian genre - for instance, in Dark Sun.)</p><p></p><p></p><p>No, I don't think it's completely unsupported. In fact, I think there is evidence to support what you say, to an extent. On the other hand, there's also <em>counter-</em>evidence you're ignoring. In short, I think you're getting tunnel vision because you're very emotionally invested in this classification.</p><p></p><p>Like I said before, I don't know that it brings anything to the table that oldschool vs. new-school doesn't.</p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 4822352, member: 11821"] Well, I think it's more like, "Show me that it isn't." Off the top of my head, I see the following influences: * Conan * Vance * Tolkien * Whatshisface with the monks * Sci-fi with psionics, Barrier Peaks, etc. * Lovecraft * Gygaxian weirdness (beholders, mind flayers, drow, brain moles) * Completely gamist Gygaxian inventions because they'd be fun in dungeons (gelatinous cube, trapper, lurker above, etc.) * Completely gamist Gygaxian inventions to trick players and challenge their assumptions (rust monsters, gas spores, etc.) * Weird stuff that's uncategorizable (most of Fiend Folio) If this doesn't make it a genre all its own, I don't know what does :) I think the Gygaxian weirdness in particular is what defines the D&D "genre" more than anything else - and those were primarily invented for game-play purposes more than for any ecological reasons. (Although I should note that you can play D&D [I]without[/I] playing in the Gygaxian genre - for instance, in Dark Sun.) No, I don't think it's completely unsupported. In fact, I think there is evidence to support what you say, to an extent. On the other hand, there's also [I]counter-[/I]evidence you're ignoring. In short, I think you're getting tunnel vision because you're very emotionally invested in this classification. Like I said before, I don't know that it brings anything to the table that oldschool vs. new-school doesn't. -O [/QUOTE]
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