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Is D&D becoming more fantastical?
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<blockquote data-quote="Brazeku" data-source="post: 3767891" data-attributes="member: 48916"><p>the assumption of the fantastical is probably about the same, I'd say, if more flashy. And I love fantastical elements in my game. The more the merrier, I say.</p><p></p><p>So, I'm going to:</p><p>1)tell you why, and</p><p>2)connect the lack of magic to another problem people seem to complain about every so often.</p><p></p><p>I like introducing magic (or the fantastical, whatever you want to call it) to a campaign because, with those new elements, you get to think about how it would impact the world, change it from the ordinary, make it unique. I'm not interested in playing a game in Medieval Europe that just happens to have the rare wizard or magical sword. The reason why?</p><p></p><p>Because after your character gets that magic sword once, then the thrill of that is gone, and it is gone more or less forever. The sense of wonder that people complain about missing? You know why it's gone? Because nothing is wondrous in a setting that is gritty with a tiny amount of magic. You face off against one super-rare wizard, you get the singular magical staff, and that's it. The rest of the world is the same. And that sucks.</p><p></p><p>If you add magical influences, you can introduce the fantastical and permutate the setting to account for it: there will always be a new discovery for the players, new customs based around the magic, literally a new world unfolding with each twist and reality-altering incantation. And that's what I play for.</p><p></p><p>EDIT: If you're talking about tone, well, the actual trappings of the fantastical can vary. It's completely acceptable to have a fighter with ridiculous strength and verging on supernatural skill, as a more subtle type of fantasy element. Not everything has to be 'whoa cool'.</p></blockquote><p></p>
[QUOTE="Brazeku, post: 3767891, member: 48916"] the assumption of the fantastical is probably about the same, I'd say, if more flashy. And I love fantastical elements in my game. The more the merrier, I say. So, I'm going to: 1)tell you why, and 2)connect the lack of magic to another problem people seem to complain about every so often. I like introducing magic (or the fantastical, whatever you want to call it) to a campaign because, with those new elements, you get to think about how it would impact the world, change it from the ordinary, make it unique. I'm not interested in playing a game in Medieval Europe that just happens to have the rare wizard or magical sword. The reason why? Because after your character gets that magic sword once, then the thrill of that is gone, and it is gone more or less forever. The sense of wonder that people complain about missing? You know why it's gone? Because nothing is wondrous in a setting that is gritty with a tiny amount of magic. You face off against one super-rare wizard, you get the singular magical staff, and that's it. The rest of the world is the same. And that sucks. If you add magical influences, you can introduce the fantastical and permutate the setting to account for it: there will always be a new discovery for the players, new customs based around the magic, literally a new world unfolding with each twist and reality-altering incantation. And that's what I play for. EDIT: If you're talking about tone, well, the actual trappings of the fantastical can vary. It's completely acceptable to have a fighter with ridiculous strength and verging on supernatural skill, as a more subtle type of fantasy element. Not everything has to be 'whoa cool'. [/QUOTE]
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