hong said:No D&D player I'm aware of is that interested in the details of baking bread, keeping stuff safe from pickpockets, haggling over a 2 cp beer, or whatnot.
YES, YES, I KNOW YOU'RE OUT THERE YOU DON'T HAVE TO TELL ME
hong said:No D&D player I'm aware of is that interested in the details of baking bread, keeping stuff safe from pickpockets, haggling over a 2 cp beer, or whatnot.
hong said:Star Wars _is_ fantasy (eps 4-6 at least). And it's fantasy not because it makes no reference to earth, like some rather misinformed English teachers told their students, but because it touches on fundamental themes of the conflict between good and evil. On that level, it's not that different to stuff like LotR, even if people use lightsabers instead of bastard swords.
Fantasy novel. Any novel that is disengaged from reality. Often such novels are set in nonexistent worlds, such as under the earth, in a fairyland, on the moon, etc. The characters are often something other than human or include nonhuman characters. Example:
J. R. R. Tolkien, The Hobbit
Fine, insert "high" before fantasy then. By that definition, something like Dracula or Warhammer 40k is also fantasy, but that's not very helpful in the context of this thread. Star Wars is high fantasy along the lines of LotR, because it incorporates the themes and trappings of that genre: good vs evil, characters as archetypes, the presence of the supernatural via the force, swordfighting duels between the main characters, etc. Not because it takes place in an "unreal setting".Urbannen said:Well, as long as this is turning into an "I'm right, you're wrong" kind of thread, I'd just like to point out that Hong's definition of fantasy is not technically correct, while my teacher's was. From an on-line glossary of literary terms (http://www.virtualsalt.com/litterms.htm)
The term fantasy does not imply a conflict of good and evil. It only implies an unreal setting.
hong said:What you call "drama", I call "minutiae". This sort of stuff is folded into the background in just about every campaign I'm aware of, no matter what level it's at. No D&D player I'm aware of is that interested in the details of baking bread, keeping stuff safe from pickpockets, haggling over a 2 cp beer, or whatnot.
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Belegbeth said:The purpose of my original post was to point out this fact. In terms of literature (and, yes, "real life"), "low magic" settings are simply more accessible to most players. Yes there are exceptions. But if a DM has a job (and other time pressures), it may be easier for him to create an exciting campaign by keeping magic "rare and mysterious" -- i.e. more similar in feel to the magic found in good fantasy novels -- than it would be for him to make it commonplace and utilitarian.
online literary glossary said:Fantasy novel. Any novel that is disengaged from reality. Often such novels are set in nonexistent worlds, such as under the earth, in a fairyland, on the moon, etc. The characters are often something other than human or include nonhuman characters. Example:
* J. R. R. Tolkien, The Hobbit
Urbannen said:Well, as long as this is turning into an "I'm right, you're wrong" kind of thread, I'd just like to point out that Hong's definition of fantasy is not technically correct, while my teacher's was. From an on-line glossary of literary terms (http://www.virtualsalt.com/litterms.htm)
Belegbeth said:Okay, this is a deliberate misrepresentation of the original point. Yes most players do not care about baking bread, or haggling over a beer. You have deliberately restated the original point in order to support your position.
The original point is that the drama that you find in most well-known fantasy novels (Tolkien, Leiber, Howard, and more recent folks like Gemmel, Martin, etc.) involves GRIPPING stuff like combat with other human or human-like warriors, climbing dangerous walls,
sneaking through enemy buildings, trying to stay alive in hostile environments, dealing with difficult political situations, and so forth.
Most players who have not memorized all the rules and spells in DnD are likely to find these kinds of "survival" difficulties more understandable as serious problems for their PCs -- i.e. the kinds of situtations that make role-playing exciting for them.
They are going to have a harder time finding the problem of countering an enemy's scrying attempts by means of counter-measures, while on guard for teleporting assassins, etc., intuitive.
(Of course, once they acquire adequate "game knowledge", such events may seem intuitive and dramatic. Just as, I suppose, Star Trek fans find certain pseudo-technological "problems" in various episodes far more gripping than non-ST fans do.)
The purpose of my original post was to point out this fact. In terms of literature (and, yes, "real life"), "low magic" settings are simply more accessible to most players.
Yes there are exceptions. But if a DM has a job (and other time pressures), it may be easier for him to create an exciting campaign by keeping magic "rare and mysterious" -- i.e. more similar in feel to the magic found in good fantasy novels -- than it would be for him to make it commonplace and utilitarian.
And yes, even superheroes feel "emotions" and struggle with "relationships." But is often harder for a mature reader to empathize with Superman's "relationship issues," than it is with those of, say, Aragorn or Samwise.
Aaron2 said:In 1e they -said- that there were no magic shops but it didn't really matter. Those early adventures were overflowing with magic items. We were playing the Saltmarsh modules converted to 3e. The DM just gave out the magic items as listed. I was barely 3rd level and had the equipment of a 6th level character. No magic shop needed.
A +3 sword isn't priceless if you have three of them.
Aaron
Bendris Noulg said:Honestly, does anyone remember the original spell lists? (Other than Diaglo?) Just because every X number of years they compile every petty little spell from the modules, Dragon Magazines, and other sources, and present them as "standard issue", doesn't mean they're standard issue. You only need enough magic to get past the obsticles/challenges presented by the GM that require it, and it is possible for a GM to run an entire, long-running campaign that doesn't require any at all.