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Thinking About the Purpose of Mechanics from a Neo-Trad Perspective
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8995612" data-attributes="member: 6801252"><p>This really is something that shows up with literary movements too, you have authors who in retrospect were doing things that would become the norm even centuries before the movement actually seems to take place, when that happens we just talk about them in those terms, alluding to them as proto, comparing them to the movement in question, and so forth. The movement or culture in question just becomes a crystalization of the style and a touchstone for an era in which it really blew up and got a lot of material that was intertextual (hence the internet era as being so vital to the discussion of neo-traditional play, you had this massive burst of everyone having a platform to both use and share their OCs.)</p><p></p><p>For instance, you could argue that the multi-story nature, iconicness, and differing-but-valid philosophies of the companions of the lance are delving into neotrad territory, and I think if you were reading that in the late 80s through the 90s it may have influenced you to create characters in that vein (realistically it did mine in the 2000s well after the publication of most of what I was reading), similarly I wouldn't be shocked to see it happen with the tables that handwaved characters into better survivability as far back as the 70s as their favorite characters went between disconnected modules at different tables and the main continuity for them would have to be a matter of invention-- you can see a sneaky version of it emerge in games that make former characters important parts of the campaign setting, specifically as players elaborate on their post-table careers, turning adventurers into proper kings with fiction that sharply ties their story together.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8995612, member: 6801252"] This really is something that shows up with literary movements too, you have authors who in retrospect were doing things that would become the norm even centuries before the movement actually seems to take place, when that happens we just talk about them in those terms, alluding to them as proto, comparing them to the movement in question, and so forth. The movement or culture in question just becomes a crystalization of the style and a touchstone for an era in which it really blew up and got a lot of material that was intertextual (hence the internet era as being so vital to the discussion of neo-traditional play, you had this massive burst of everyone having a platform to both use and share their OCs.) For instance, you could argue that the multi-story nature, iconicness, and differing-but-valid philosophies of the companions of the lance are delving into neotrad territory, and I think if you were reading that in the late 80s through the 90s it may have influenced you to create characters in that vein (realistically it did mine in the 2000s well after the publication of most of what I was reading), similarly I wouldn't be shocked to see it happen with the tables that handwaved characters into better survivability as far back as the 70s as their favorite characters went between disconnected modules at different tables and the main continuity for them would have to be a matter of invention-- you can see a sneaky version of it emerge in games that make former characters important parts of the campaign setting, specifically as players elaborate on their post-table careers, turning adventurers into proper kings with fiction that sharply ties their story together. [/QUOTE]
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