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Reification versus ludification in 5E/6E
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<blockquote data-quote="Sepulchrave II" data-source="post: 9594873" data-attributes="member: 4303"><p>I haven't communicated very well - I'll try again.</p><p></p><p>I'll use an asterisk (*) to connote what might be considered an ideal or archetypal manifestation of the class - i.e. not a mechanical suite within the rules (i.e. PHB Paladin), and not one which has a particular cultural manifestation within the campaign world (e.g. Paladins of Pelor in Nyrond). *Paladin describes a campaign-neutral <em>idea</em> which is not rooted to any time, place or culture. In this model - your model - *Paladin is a thing-in-itself, without any particular context.</p><p></p><p>A class which embodies a very specific set of skills and abilities (e.g. paladin, wizard) can be purposefully embedded in the campaign world if it is contextualized - e.g. a holy order of knights or a wizardly order. If it is given a particular cultural context in the milieu, it does not require that *Paladin or *Wizard be invoked, because its manifestation is specific - it is limited by a time, place and function within the imagined world. </p><p></p><p>But as soon as the Paladin class becomes universal - if it is deprived of a specific context - its existence creates certain paradoxes or dissonances. E.g:</p><p></p><p>Q: Why do all Paladins in all times and places have the same powers and abilities, regardless of their religious disposition and cultural context?</p><p></p><p><em>My Answer: </em>Paladin is a convenient mechanical shorthand to bestow a suite of abilities on a character.</p><p><em>Your Answer:</em> Because of *Paladin. Paladins partake of the nature of *Paladin - they have paladin-ness.</p><p></p><p>The follow-up question, from me, is obvious: what is the source of *Paladin? Where is *Paladin located? It is not embodied in the rules.</p><p></p><p>The answer to this question is equally obvious to me: it is located in your head.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 9594873, member: 4303"] I haven't communicated very well - I'll try again. I'll use an asterisk (*) to connote what might be considered an ideal or archetypal manifestation of the class - i.e. not a mechanical suite within the rules (i.e. PHB Paladin), and not one which has a particular cultural manifestation within the campaign world (e.g. Paladins of Pelor in Nyrond). *Paladin describes a campaign-neutral [I]idea[/I] which is not rooted to any time, place or culture. In this model - your model - *Paladin is a thing-in-itself, without any particular context. A class which embodies a very specific set of skills and abilities (e.g. paladin, wizard) can be purposefully embedded in the campaign world if it is contextualized - e.g. a holy order of knights or a wizardly order. If it is given a particular cultural context in the milieu, it does not require that *Paladin or *Wizard be invoked, because its manifestation is specific - it is limited by a time, place and function within the imagined world. But as soon as the Paladin class becomes universal - if it is deprived of a specific context - its existence creates certain paradoxes or dissonances. E.g: Q: Why do all Paladins in all times and places have the same powers and abilities, regardless of their religious disposition and cultural context? [I]My Answer: [/I]Paladin is a convenient mechanical shorthand to bestow a suite of abilities on a character. [I]Your Answer:[/I] Because of *Paladin. Paladins partake of the nature of *Paladin - they have paladin-ness. The follow-up question, from me, is obvious: what is the source of *Paladin? Where is *Paladin located? It is not embodied in the rules. The answer to this question is equally obvious to me: it is located in your head. [/QUOTE]
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