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Legends and Lore - Nod To Realism
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<blockquote data-quote="Mallus" data-source="post: 5756421" data-attributes="member: 3887"><p>No need... you made your point about animism quite well, and I agree!</p><p></p><p>I was just being sarcastic. I find the whole "if everything is magical/special, then nothing is" argument essentially ridiculous. Pithy, but ridiculous. Such an argument renders a chunk of real-world spirituality/mysticism somehow "un-special", because they posit spirits are present <em>everywhere</em>. </p><p></p><p></p><p>For the record re: giant spiders...</p><p></p><p>In one of my settings, 10ft long spiders <em>might</em> be magical. Some could be natural, others space aliens, a few products of magical/technological mutation, and at least one would <em>talk</em>, because I prefer chatty NPCs to dumb fodder. And I'd probably use the same/similar mechanics to describe them and alter the fluff as needed to fit the fiction I'm spinning. </p><p></p><p>I'm a big fan of describing a single mechanical object/effect in many different ways, as many as needed. The fluff/verbiage is what's <em>real</em> in my campaigns; the mechanics are just to help with task resolution.</p></blockquote><p></p>
[QUOTE="Mallus, post: 5756421, member: 3887"] No need... you made your point about animism quite well, and I agree! I was just being sarcastic. I find the whole "if everything is magical/special, then nothing is" argument essentially ridiculous. Pithy, but ridiculous. Such an argument renders a chunk of real-world spirituality/mysticism somehow "un-special", because they posit spirits are present [i]everywhere[/i]. For the record re: giant spiders... In one of my settings, 10ft long spiders [i]might[/i] be magical. Some could be natural, others space aliens, a few products of magical/technological mutation, and at least one would [i]talk[/i], because I prefer chatty NPCs to dumb fodder. And I'd probably use the same/similar mechanics to describe them and alter the fluff as needed to fit the fiction I'm spinning. I'm a big fan of describing a single mechanical object/effect in many different ways, as many as needed. The fluff/verbiage is what's [i]real[/i] in my campaigns; the mechanics are just to help with task resolution. [/QUOTE]
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