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Sense of Wonder: What is it to you?
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<blockquote data-quote="Korgoth" data-source="post: 3683362" data-attributes="member: 49613"><p>I think this nails it. "Sense of wonder" actually requires you to... wait for it... <em>wonder</em>. When everything is a known quantity, there is no wondering and it all becomes dry.</p><p></p><p>You can have that sense when things are mysterious. "What will happen next?" As a personal example, I can give you my reaction to <em>Firefly</em> and <em>Serenity</em>. Firefly (which at first I did not even see from the beginning episode) gave me a sense of wonder: I wanted to learn more about the universe in which it took place, about the characters, etc. I couldn't get enough of it. Then when I saw Serenity, the big reveal left me saying "meh" and the possibilities had been reduced to a rather uninteresting actuality. I felt that we were left with few relevant questions, and so I lost all interest in it.</p><p></p><p>Regardless of whether you had the same feeling, the point is that wonder comes from a feeling of virtually limitless possibility. A lack of a sense of wonder comes from an experience of an arid actuality.</p><p></p><p>This is one reason why I prefer old school D&D (Classic and 1e): it is so open and 'inelegant' that it fosters creativity - it's not a well-oiled machine wherein everything works predictably and according to the same transparent rationale. 3E and its hand-wringing about movement grids and stacking modifiers seems like it was designed by and for engineers or accountants. Old school D&D is a weird Rube Goldberg device that could produce practically any result.</p><p></p><p>Example: In 3E the <em>Wand of Wonder</em> becomes the <em>Rod of Wonder</em>. Why? Because Rods and Wands were standardized in 3E: wands are for spellcasters and rods are for everybody. But I ask you: what part of "Wand of Wonder" suggests <em>standardization</em>? It's magic, people, not Trigonometry! If the way it works is totally obvious, intelligible and standardized... it's no longer magical.</p></blockquote><p></p>
[QUOTE="Korgoth, post: 3683362, member: 49613"] I think this nails it. "Sense of wonder" actually requires you to... wait for it... [i]wonder[/i]. When everything is a known quantity, there is no wondering and it all becomes dry. You can have that sense when things are mysterious. "What will happen next?" As a personal example, I can give you my reaction to [i]Firefly[/i] and [i]Serenity[/i]. Firefly (which at first I did not even see from the beginning episode) gave me a sense of wonder: I wanted to learn more about the universe in which it took place, about the characters, etc. I couldn't get enough of it. Then when I saw Serenity, the big reveal left me saying "meh" and the possibilities had been reduced to a rather uninteresting actuality. I felt that we were left with few relevant questions, and so I lost all interest in it. Regardless of whether you had the same feeling, the point is that wonder comes from a feeling of virtually limitless possibility. A lack of a sense of wonder comes from an experience of an arid actuality. This is one reason why I prefer old school D&D (Classic and 1e): it is so open and 'inelegant' that it fosters creativity - it's not a well-oiled machine wherein everything works predictably and according to the same transparent rationale. 3E and its hand-wringing about movement grids and stacking modifiers seems like it was designed by and for engineers or accountants. Old school D&D is a weird Rube Goldberg device that could produce practically any result. Example: In 3E the [i]Wand of Wonder[/i] becomes the [i]Rod of Wonder[/i]. Why? Because Rods and Wands were standardized in 3E: wands are for spellcasters and rods are for everybody. But I ask you: what part of "Wand of Wonder" suggests [i]standardization[/i]? It's magic, people, not Trigonometry! If the way it works is totally obvious, intelligible and standardized... it's no longer magical. [/QUOTE]
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