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How do you use cliches in your game?
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<blockquote data-quote="fusangite" data-source="post: 2451815" data-attributes="member: 7240"><p>I'm with Moogle here.</p><p></p><p>I have absolutely no time for Pratchett and the approach to gaming that he spawns. I find that fantasy novels, generally, tend to be cliche-ridden and campy enough. I don't need someone like Pratchett to come along and say, "this is silly -- look how absurd I can demonstrate it to be." I already feel that when I try to read most fantasy novels so I generally avoid the genre. </p><p></p><p>For me, Pratchett seems to be shooting fish in a barrel -- "look at all these moderns in medieval drag in variants of Star Trek plots." I find his social commentary to be too modernist, over-simplifying and blunt to say anything meaningful about real human societies and the pulp fantasy genre to be unworthy of an author dedicated to showing just how pulpy it is.</p><p></p><p>My goal in GMing is to make my facade of a world real enough that people can lose themselves in it for a moment or two. The last thing I would choose to put in an adventure is a person or event pointing out, "This is a facade! A facade! Ha ha ha!"</p></blockquote><p></p>
[QUOTE="fusangite, post: 2451815, member: 7240"] I'm with Moogle here. I have absolutely no time for Pratchett and the approach to gaming that he spawns. I find that fantasy novels, generally, tend to be cliche-ridden and campy enough. I don't need someone like Pratchett to come along and say, "this is silly -- look how absurd I can demonstrate it to be." I already feel that when I try to read most fantasy novels so I generally avoid the genre. For me, Pratchett seems to be shooting fish in a barrel -- "look at all these moderns in medieval drag in variants of Star Trek plots." I find his social commentary to be too modernist, over-simplifying and blunt to say anything meaningful about real human societies and the pulp fantasy genre to be unworthy of an author dedicated to showing just how pulpy it is. My goal in GMing is to make my facade of a world real enough that people can lose themselves in it for a moment or two. The last thing I would choose to put in an adventure is a person or event pointing out, "This is a facade! A facade! Ha ha ha!" [/QUOTE]
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