I didn't say they were amazed by unfamiliarity with those things. They tend to be amazed by familiarity with them - casting Presence (a Rolemaster spell) and learning that there is a 50th level Presence nearby causes them to be amazed. Not by the rarity, but by the power (and the implications that power has for the upcoming confrontation with their PCs).Uhm so taking the fact that your players are amazed by unfamiliarity with...
1. Knowledge of it's stats/game mechanical abilities
2. The extent of those abilities relative to the PC's...
If they encounter things more then they will have a greater understanding of it's abilities and the relative power of them compared to themselves. You just supported the whole rarity idea here.
Well, the PCs in my game have already faced down Tharizdun in dreamcrystal form twice, have rescued him in child simulcrum form once (not knowing back then who he was), have captured and kidnapped him in fallen-to-earth-and-weakened-and-imprisoned form once, and now have to engage him in full-strength voidal form. The issue of familiarity or unfamiliarity is not really relevant. Their interest is (i) in the story and (ii) in the game-mechanical resolution of the action.If the final encounter of a grand story is something the players have faced over and over again...how does that grand finale not become lessened when compared to the excitement and trepidation of facing an unknown or unfamiliar adversary?
That depends a lot on the details. I frequently listen to the Ring Cycle on CD as I work, and it continues to evoke awe and wonder in me (in some ways more over time, as the subtelty and implications of the work become more evident). The first time I ever handled a Euro it was new to me, and I guess I got a bit of a thrill, but nothing that I'd describe as awe or wonder.I'm sorry but the familiar doesn't invoke awe or wonder...because it is the familiar. The unknown, unexpected does.
My contention is that what produces awe or wonder in the players of an FRPG is (at least in many cases) not very closely connected to what would create awe and wonder in the PCs in the gameworld. The players are surrounded by the familiar (their friends, their house/gaming room, their dice, etc) and are engaging in a shared act of narration. I think what will produce awe and wonder is the elements of that narration - plot, theme, delivery etc - and that the rarity, in the fiction, of particular tropes (dragons, spells, etc) is not a big contributor to this.what exactly is your argument (logically) here, where you claim the exact opposite?
To put it another way - Graham Greene's The End of the Affair invokes, in me at least, far more awe and wonder than does the typical fantasy story, although it deals almost entirely with the mundane. This is because it is well written. I think much the same is true for an RPG (making appropriate allowances for the difference of medium).