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Tolkien Killed My Homebrew
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<blockquote data-quote="charlesatan" data-source="post: 3194320" data-attributes="member: 20870"><p>First off, I think the question is, do you want a game setting, or do you want an original fantasy novel? If it's the latter, then the need for originality is understandable. If it's the former, let's proceed.</p><p></p><p>First off, yes, the D&D system and game world draws a lot from Tolkien. The interaction between elves and dwarves (or for God's-sake, halflings!) are an example. But on the other hand, it's not entire Middle-Earth either. I mean you have wizards casting visually impacting spells (fireball!) and the magic system is derived from Jack Vance for example. D&D is Tolkien-inspired, but honestly, there's a big difference between playing in Middle-Earth, and playing in say, Forgotten Realms, Eberron, or Dragonlance.</p><p></p><p>Second, an advantage of being Tolkien-influence is that many gamers will be somewhat familiar with the setting even if they're new to it. Because so many fantasy worlds were at last influenced by Tolkien's works (including a lot of fantasy derivatives), many people will, on some level, recognize D&D (it might be the elves, the medieval feel, etc.). A homebrew is nicec and all but if it becomes too different, players might feel alienated (and that might be okay for a horror or Cthullu game, but perhaps not for D&D, unless that is the emotion you want to express, such as if the characters are in a foreign country).</p><p></p><p>Having mentioned my second point, there are a couple of settings which are, shall we say, Tolkien-reactionary. The Midnight setting, for example, is like a darker Middle-Earth where the dark lord won. Or you might want to take a look at Alderac's Warlord setting, where the elves are evil and short-lived. There's even something like The Black Company which emphasizes a military and "realistic" feel. Yet these settings on one level or the other also change the game system to accomodate the setting.</p><p></p><p>The fact of the matter is, when you mention fantasy, the most common reaction is medieval Europe (and not necessarily Tolkien of course, since I don't think Tolkien emphasized the feudal aspect of the era for example) and dragons and wizards (Arthurian). I think it is possible to play a setting where it's still European fantasy yet not Tolkien. Just not in D&D because by and large, D&D is a Tolkien-influenced game system and setting. (And even if you were say, a Mexican and Asian, I think when you mention "fantasy", there's still that element of medieval Europe).</p><p></p><p>You could set it in another cosmology, such as an Asian setting, or something more on the likes of China Mieville's setting (a post-modern hodgepodge of various cultures and ideas), but it won't evoke as much familiarity with the players. The thing with game settings is that you want to make it feel familiar yet not a carbon copy of something else. And I think D&D has enough differences to Middle-Earth. And in the end, running a game isn't about writing an original novel: it's about having fun. I might create this fantastical world that's unique and different but unless my players have an empathy for it, what use is it?</p></blockquote><p></p>
[QUOTE="charlesatan, post: 3194320, member: 20870"] First off, I think the question is, do you want a game setting, or do you want an original fantasy novel? If it's the latter, then the need for originality is understandable. If it's the former, let's proceed. First off, yes, the D&D system and game world draws a lot from Tolkien. The interaction between elves and dwarves (or for God's-sake, halflings!) are an example. But on the other hand, it's not entire Middle-Earth either. I mean you have wizards casting visually impacting spells (fireball!) and the magic system is derived from Jack Vance for example. D&D is Tolkien-inspired, but honestly, there's a big difference between playing in Middle-Earth, and playing in say, Forgotten Realms, Eberron, or Dragonlance. Second, an advantage of being Tolkien-influence is that many gamers will be somewhat familiar with the setting even if they're new to it. Because so many fantasy worlds were at last influenced by Tolkien's works (including a lot of fantasy derivatives), many people will, on some level, recognize D&D (it might be the elves, the medieval feel, etc.). A homebrew is nicec and all but if it becomes too different, players might feel alienated (and that might be okay for a horror or Cthullu game, but perhaps not for D&D, unless that is the emotion you want to express, such as if the characters are in a foreign country). Having mentioned my second point, there are a couple of settings which are, shall we say, Tolkien-reactionary. The Midnight setting, for example, is like a darker Middle-Earth where the dark lord won. Or you might want to take a look at Alderac's Warlord setting, where the elves are evil and short-lived. There's even something like The Black Company which emphasizes a military and "realistic" feel. Yet these settings on one level or the other also change the game system to accomodate the setting. The fact of the matter is, when you mention fantasy, the most common reaction is medieval Europe (and not necessarily Tolkien of course, since I don't think Tolkien emphasized the feudal aspect of the era for example) and dragons and wizards (Arthurian). I think it is possible to play a setting where it's still European fantasy yet not Tolkien. Just not in D&D because by and large, D&D is a Tolkien-influenced game system and setting. (And even if you were say, a Mexican and Asian, I think when you mention "fantasy", there's still that element of medieval Europe). You could set it in another cosmology, such as an Asian setting, or something more on the likes of China Mieville's setting (a post-modern hodgepodge of various cultures and ideas), but it won't evoke as much familiarity with the players. The thing with game settings is that you want to make it feel familiar yet not a carbon copy of something else. And I think D&D has enough differences to Middle-Earth. And in the end, running a game isn't about writing an original novel: it's about having fun. I might create this fantastical world that's unique and different but unless my players have an empathy for it, what use is it? [/QUOTE]
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