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On Early D&D and Problematic Faves: How to Grapple with the Sins of the Past
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<blockquote data-quote="Remathilis" data-source="post: 9399426" data-attributes="member: 7635"><p>I feel it is possible for great art to both transcend the time it was made and the people who made it. We are all human and thus fallible. But the art we make can transcend those limitations. Star Trek is much more than Roddenberry's vision. The Cthulhu Mythos are far larger than Lovecraft, the X-Men so much bigger than Lee and Kirby. And D&D is far bigger than the game Gygax and Anderson made in the 70s. I don't just mean size and scope, but meaning. It does that because it speaks to something larger than a TV show or a game or a comic book, it speaks to something in us. The call to adventure. The acceptance of others in a world of bigotry. The fear of the unknown. It is up to future generations to decide how those properties reflect those things in the future. The world is not the same as it was when those things were made, and those things cannot remain the same if they are to resonate with people today. The past is good in the past, but things must adapt. </p><p></p><p>I don't know if Harry Potter can do this. Rowling has done irreparable damage to her brand, especially harming the fans who found meaning in her work (be who you are meant to be) is exactly what she rails against. Perhaps if she stepped back and let others grow her vision, that magic (pun intended) would return. But she has a death grip on Potterverse and has squandered much good will that it may end up unsalvageable.</p><p></p><p>Ultimately, the things that last for generations are the ones who can grow beyond the then. Not everyone will like what happens, change is scary. But growth and outgrowing the bad while keeping the spirit is what will keep these things eternal.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9399426, member: 7635"] I feel it is possible for great art to both transcend the time it was made and the people who made it. We are all human and thus fallible. But the art we make can transcend those limitations. Star Trek is much more than Roddenberry's vision. The Cthulhu Mythos are far larger than Lovecraft, the X-Men so much bigger than Lee and Kirby. And D&D is far bigger than the game Gygax and Anderson made in the 70s. I don't just mean size and scope, but meaning. It does that because it speaks to something larger than a TV show or a game or a comic book, it speaks to something in us. The call to adventure. The acceptance of others in a world of bigotry. The fear of the unknown. It is up to future generations to decide how those properties reflect those things in the future. The world is not the same as it was when those things were made, and those things cannot remain the same if they are to resonate with people today. The past is good in the past, but things must adapt. I don't know if Harry Potter can do this. Rowling has done irreparable damage to her brand, especially harming the fans who found meaning in her work (be who you are meant to be) is exactly what she rails against. Perhaps if she stepped back and let others grow her vision, that magic (pun intended) would return. But she has a death grip on Potterverse and has squandered much good will that it may end up unsalvageable. Ultimately, the things that last for generations are the ones who can grow beyond the then. Not everyone will like what happens, change is scary. But growth and outgrowing the bad while keeping the spirit is what will keep these things eternal. [/QUOTE]
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On Early D&D and Problematic Faves: How to Grapple with the Sins of the Past
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