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General Tabletop Discussion
*Pathfinder & Starfinder
The Possibility of "Too Fantastic" Fantasy
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<blockquote data-quote="kennew142" data-source="post: 4027755" data-attributes="member: 18490"><p>Traditionally, my homebrews have been so simulationist in nature that the fantastic always seemed tacked on. This isn't surprising, since I am a historian. I found Greyhawk and FR to be the same. Eberron was the first campaign I ran that included the fantastic in its core structure. From the first, I was hooked.</p><p></p><p>My next homebrew will be more fantastic. I welcome the changes to the flavor of the game. I believe that D&D has always treated the fantastic as something tacked onto the world. Here are the changes that have been introduced that I welcome with open arms:</p><p></p><p>1) Demarginalization of non-human races</p><p></p><p>2) Introduction of new races based on fantasy into the PHB (Dragonborn and Tiefling). The hobbit/halfling was already present, so this brings the total number up to three.</p><p></p><p>These elements do not necessarily have to push the mundane out of the world. One of the first things I did when designing my upcoming 4e campaign world was to work out the weather patterns for the region based on latitude and terrain. When I include fantastic elements, such as the chaos storm (caused by the manifestation of the Entelechy of Entropy), it stands out in stark contrast to the surrounding weather patterns that are based on real world models.</p><p></p><p>As to my points above, I don't think these elements necessarily detract from the mundane aspects of the campaign. D&D races (including the tiefling and the dragonborn) seem to resemble the aliens of Star Trek more than the truly alien. They are like humans with funny ears and/or head adornments. Even their cultures show elements of real world culture. This makes them fantastic enough to satisfy most players, while simultaneously familiar enough that they can be role-played easily. IMO, these races are more mundane than fantastic, in the same ways that D&D humans are.</p><p></p><p>I agree with the original poster that the most enjoyable campaigns will be those that balance the fantastic elements against a backdrop of the mundane. I disagree that any of the additions to the core that we've seen thus far indicate that D&D 4e will inhibit the mundane. I could be wrong, but I don't think that I am.</p></blockquote><p></p>
[QUOTE="kennew142, post: 4027755, member: 18490"] Traditionally, my homebrews have been so simulationist in nature that the fantastic always seemed tacked on. This isn't surprising, since I am a historian. I found Greyhawk and FR to be the same. Eberron was the first campaign I ran that included the fantastic in its core structure. From the first, I was hooked. My next homebrew will be more fantastic. I welcome the changes to the flavor of the game. I believe that D&D has always treated the fantastic as something tacked onto the world. Here are the changes that have been introduced that I welcome with open arms: 1) Demarginalization of non-human races 2) Introduction of new races based on fantasy into the PHB (Dragonborn and Tiefling). The hobbit/halfling was already present, so this brings the total number up to three. These elements do not necessarily have to push the mundane out of the world. One of the first things I did when designing my upcoming 4e campaign world was to work out the weather patterns for the region based on latitude and terrain. When I include fantastic elements, such as the chaos storm (caused by the manifestation of the Entelechy of Entropy), it stands out in stark contrast to the surrounding weather patterns that are based on real world models. As to my points above, I don't think these elements necessarily detract from the mundane aspects of the campaign. D&D races (including the tiefling and the dragonborn) seem to resemble the aliens of Star Trek more than the truly alien. They are like humans with funny ears and/or head adornments. Even their cultures show elements of real world culture. This makes them fantastic enough to satisfy most players, while simultaneously familiar enough that they can be role-played easily. IMO, these races are more mundane than fantastic, in the same ways that D&D humans are. I agree with the original poster that the most enjoyable campaigns will be those that balance the fantastic elements against a backdrop of the mundane. I disagree that any of the additions to the core that we've seen thus far indicate that D&D 4e will inhibit the mundane. I could be wrong, but I don't think that I am. [/QUOTE]
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The Possibility of "Too Fantastic" Fantasy
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