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"Oddities" in fantasy settings - the case against "consistency"
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<blockquote data-quote="pemerton" data-source="post: 9252315" data-attributes="member: 42582"><p>There are any number of possibilities around the last mage. (As [USER=6785785]@hawkeyefan[/USER] notes.)</p><p></p><p>And suppose that local events <em>do</em> revolve around them. What is objectionable about that?</p><p></p><p>And why would this be a problem? It seems to be part of the point of playing the last mage.</p><p></p><p>The fact that Thurgon is a knight of the Iron Tower, and (in some sense at least) the last knight, colours just about everything that happens to him.</p><p></p><p>I don't know what you mean by "conventions of the setting". It's not a phrase that is used in the OP, and to me it suggests <em>genre</em> rather than <em>internal logic of the fictional world</em>.</p><p></p><p>When I created Thurgon, I created an order of knights that hitherto had not been conceived as part of the setting - the Knights of the Iron Tower - with a history that included their downfall, such that Thurgon is the last knight. These knights bring with them a god to whom they are (and hence Thurgon is) devoted - the Lord of Battle. Thurgon also bring with him a family, and a family estate with its own history and its own trajectory towards downfall.</p><p></p><p>The hitherto established elements of the setting were not treated as constraints. The improbability of <em>this person</em> being the last knight was not treated as a constraint.</p><p></p><p>As the OP sets out, I watched the film and it prompted a thought: that LotR, frequently praised for its rich and deep fantasy setting, (i) asserts general rules about how the world works (around the natures of the different peoples, their aftterlives, the histories and historical trajectories, etc) yet (ii) is replete with departures from these norms.</p><p></p><p>Of course many, perhaps all, of the departures from norm can be "retrofitted" in - all that takes is a few strokes of the storyteller's pen. The same will be true in FRPG play.</p><p></p><p>Hence why the OP rejects the idea of constraining the introduction of imaginary elements by reference to a consistency with prior setting norms.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9252315, member: 42582"] There are any number of possibilities around the last mage. (As [USER=6785785]@hawkeyefan[/USER] notes.) And suppose that local events [I]do[/I] revolve around them. What is objectionable about that? And why would this be a problem? It seems to be part of the point of playing the last mage. The fact that Thurgon is a knight of the Iron Tower, and (in some sense at least) the last knight, colours just about everything that happens to him. I don't know what you mean by "conventions of the setting". It's not a phrase that is used in the OP, and to me it suggests [I]genre[/I] rather than [I]internal logic of the fictional world[/I]. When I created Thurgon, I created an order of knights that hitherto had not been conceived as part of the setting - the Knights of the Iron Tower - with a history that included their downfall, such that Thurgon is the last knight. These knights bring with them a god to whom they are (and hence Thurgon is) devoted - the Lord of Battle. Thurgon also bring with him a family, and a family estate with its own history and its own trajectory towards downfall. The hitherto established elements of the setting were not treated as constraints. The improbability of [I]this person[/I] being the last knight was not treated as a constraint. As the OP sets out, I watched the film and it prompted a thought: that LotR, frequently praised for its rich and deep fantasy setting, (i) asserts general rules about how the world works (around the natures of the different peoples, their aftterlives, the histories and historical trajectories, etc) yet (ii) is replete with departures from these norms. Of course many, perhaps all, of the departures from norm can be "retrofitted" in - all that takes is a few strokes of the storyteller's pen. The same will be true in FRPG play. Hence why the OP rejects the idea of constraining the introduction of imaginary elements by reference to a consistency with prior setting norms. [/QUOTE]
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