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<blockquote data-quote="Ebony" data-source="post: 3505474" data-attributes="member: 51932"><p>I'm sure we can debate the definition of "High Fantasy" ad nauseum, so I'm gonna just quote from Wikipedia: <a href="http://en.wikipedia.org/wiki/High_fantasy" target="_blank">http://en.wikipedia.org/wiki/High_fantasy</a> </p><p></p><p>When one is roleplaying in high fantasy, one must necessarily come in conflict with great powers. It's all about saving the world (or destroying it, in the sub sub genre of "evil campaigns").</p><p></p><p>Another aspect with which we are all familiar is the growth of the hero from a person with potential to a person who reaches that potential.</p><p></p><p>Also iconic is the group of friends with which they surround themselves and share their adventures.</p><p></p><p>A person who wishes to attenuate their own existence (personality, history, experience) for a time in favor of roleplaying that of a fantastical character (of whatever genre), is indulging in a fantasy.</p><p></p><p>As many of us have seen, there are those who prefer a self-depricating fantasy. They prefer to play out being abused and tortured, even raped. They enjoy the loss of control. They enjoy the lack of responsibility. </p><p></p><p>But these are not the people we are discussing.</p><p></p><p>We are discussing those who play Dungeons and Dragons, a high fantasy game I have played for decades. Standard D&D is played in a high-magic universe, where everyone has access to magic of various types.</p><p></p><p>If one wished to reduce the amount of magic (or other resources) available to the characters, one would have to adjust the challenges they might face or run the risk of an unsatisfactory game for all involved.</p><p></p><p>I would hope that a person who would be running such a game would have the foresight and courtesy to involve the players in the decisions made that would make such a game different from their usual expectations. In that way, both the GM and the players who are, after all, playing the game TOGETHER, could have a satisfying and pleasurable fantasy experience, even in a low magic environment like we see in Tolkein or Howard.</p><p></p><p>In those genres, magic is rare, used only by epic characters, and can be extremely corrupting and dangerous.</p><p></p><p>But nonetheless expremely enjoyable.</p><p></p><p>Except, in the case of Tolkein, perhaps, the atrocious poetry and love of deus es machina endings.</p></blockquote><p></p>
[QUOTE="Ebony, post: 3505474, member: 51932"] I'm sure we can debate the definition of "High Fantasy" ad nauseum, so I'm gonna just quote from Wikipedia: [url]http://en.wikipedia.org/wiki/High_fantasy[/url] When one is roleplaying in high fantasy, one must necessarily come in conflict with great powers. It's all about saving the world (or destroying it, in the sub sub genre of "evil campaigns"). Another aspect with which we are all familiar is the growth of the hero from a person with potential to a person who reaches that potential. Also iconic is the group of friends with which they surround themselves and share their adventures. A person who wishes to attenuate their own existence (personality, history, experience) for a time in favor of roleplaying that of a fantastical character (of whatever genre), is indulging in a fantasy. As many of us have seen, there are those who prefer a self-depricating fantasy. They prefer to play out being abused and tortured, even raped. They enjoy the loss of control. They enjoy the lack of responsibility. But these are not the people we are discussing. We are discussing those who play Dungeons and Dragons, a high fantasy game I have played for decades. Standard D&D is played in a high-magic universe, where everyone has access to magic of various types. If one wished to reduce the amount of magic (or other resources) available to the characters, one would have to adjust the challenges they might face or run the risk of an unsatisfactory game for all involved. I would hope that a person who would be running such a game would have the foresight and courtesy to involve the players in the decisions made that would make such a game different from their usual expectations. In that way, both the GM and the players who are, after all, playing the game TOGETHER, could have a satisfying and pleasurable fantasy experience, even in a low magic environment like we see in Tolkein or Howard. In those genres, magic is rare, used only by epic characters, and can be extremely corrupting and dangerous. But nonetheless expremely enjoyable. Except, in the case of Tolkein, perhaps, the atrocious poetry and love of deus es machina endings. [/QUOTE]
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