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"Oddities" in fantasy settings - the case against "consistency"
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<blockquote data-quote="Lanefan" data-source="post: 9251554" data-attributes="member: 29398"><p>I'd assume Nick is for whatever reason refusing the thus-far-only stated premise of the game, even if he's not being a jerk about it and thinks he's got a good idea.</p><p></p><p>Because despite your optimistic reading of the situation, Nick's idea is <strong>not </strong>based on the premise of the game but is in fact directly opposed to the premise of the game as stated.</p><p></p><p>Challenging the premise like this is synonymous with opposing it, I think. And if all the players thusly challenge the premise, be it in the same or different directions, then either there'll be a lot of disappointed players or there won't be much of that premise left.</p><p></p><p>None, if the last-mage's player is willing to accept that there are now no mages left at all and comes back with a different character concept for the replacement.</p><p></p><p>IME that would be highly unusual.</p><p></p><p>I can certainly see building a character concept and goals around finding out <em>why</em> there's no magic (if such a thing can even be explained), or trying to bring magic back (if such can be done); as both of those examples start out by <em>accepting the premise that there is no magic now</em>. Wanting to play the last mage blows that premise away; even more so if the other players see this mage and say "Hey, I want one too!".</p><p></p><p>Internal consistency. Middle Earth, despite the oddities pointed out in the OP, has a strong underlying internal consistency which goes a logn way toward making it believable enough that we can immerse ourselves in it.</p><p></p><p>In-character conflict, sure. But this seems more geared toward player-v-GM table conflict, which rarely if ever ends well.</p><p></p><p>I'm a fan of the Gygaxian notion that characters can be (with the GM's permission and at least a modicum of system compatibility) transferred between worlds/games/campaigns. Tying characters to a specific world plays against this idea.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9251554, member: 29398"] I'd assume Nick is for whatever reason refusing the thus-far-only stated premise of the game, even if he's not being a jerk about it and thinks he's got a good idea. Because despite your optimistic reading of the situation, Nick's idea is [B]not [/B]based on the premise of the game but is in fact directly opposed to the premise of the game as stated. Challenging the premise like this is synonymous with opposing it, I think. And if all the players thusly challenge the premise, be it in the same or different directions, then either there'll be a lot of disappointed players or there won't be much of that premise left. None, if the last-mage's player is willing to accept that there are now no mages left at all and comes back with a different character concept for the replacement. IME that would be highly unusual. I can certainly see building a character concept and goals around finding out [I]why[/I] there's no magic (if such a thing can even be explained), or trying to bring magic back (if such can be done); as both of those examples start out by [I]accepting the premise that there is no magic now[/I]. Wanting to play the last mage blows that premise away; even more so if the other players see this mage and say "Hey, I want one too!". Internal consistency. Middle Earth, despite the oddities pointed out in the OP, has a strong underlying internal consistency which goes a logn way toward making it believable enough that we can immerse ourselves in it. In-character conflict, sure. But this seems more geared toward player-v-GM table conflict, which rarely if ever ends well. I'm a fan of the Gygaxian notion that characters can be (with the GM's permission and at least a modicum of system compatibility) transferred between worlds/games/campaigns. Tying characters to a specific world plays against this idea. [/QUOTE]
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