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Wahoo vs. Traditional
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<blockquote data-quote="haakon1" data-source="post: 4822543" data-attributes="member: 25619"><p>I don't read comics, but from what I know, that's probably true. Of the recent comic movies, Spider Man is low wahoo (fantastic stuff is regarded by mundanes as fantastic, not commonplace), Bat Man is low wahoo (to get from a building to a plane, he used real 1950s technology as seen in "The Green Berets", rather than wahooly using an alien super stealth ray gun that turns him a sentient purple cloud), whereas X-Men is more wahoo.</p><p></p><p></p><p></p><p>Not at all. Minor anachronisms -- and to most readers, 500 AD v. 1500 AD is all medieval, so no big whoop -- does not wahoo make. If somebody thinks "knights", they are likely in our culture to think "plate armor", and not care which centuries knights we're talking about.</p><p></p><p>Even "A Connecticut Yankee in King Arthur's Court" or "Army of Darkness" are not wahoo in their anachronism, because the disconnect of time travel and anachronism is the central point of the story. The medieval peasants in both are not ho-hum in their reactions to ideas of bicycles and boomsticks, neither of which are become normal to their world. The anachronism is special, one-time, clearly an alien intrusion in the world and reacted to as such by the NPC's, and central to the story of the PC's, rather than pervasive in the setting and taken for granted by the NPC's.</p><p></p><p></p><p></p><p>Ropers, displacer beasts, druids, bards, and monks are all mainstream core D&D tradition for 30 years. They seem to fit in a quasi-medieval fantasy setting.</p><p></p><p>Spellcasting weirdos in the woods, singing wandering adventurers, adventurous monks (Friar Tuck or shao lin), and weird magical monsters that are clearly monstrous and weird are not bizarre for the sake of being bizarre, nor out of line with a fantasy medieval milleau.</p><p></p><p>There's another element for the definition of wahoo, if we need more: bizarre for the sake of being bizarre.</p></blockquote><p></p>
[QUOTE="haakon1, post: 4822543, member: 25619"] I don't read comics, but from what I know, that's probably true. Of the recent comic movies, Spider Man is low wahoo (fantastic stuff is regarded by mundanes as fantastic, not commonplace), Bat Man is low wahoo (to get from a building to a plane, he used real 1950s technology as seen in "The Green Berets", rather than wahooly using an alien super stealth ray gun that turns him a sentient purple cloud), whereas X-Men is more wahoo. Not at all. Minor anachronisms -- and to most readers, 500 AD v. 1500 AD is all medieval, so no big whoop -- does not wahoo make. If somebody thinks "knights", they are likely in our culture to think "plate armor", and not care which centuries knights we're talking about. Even "A Connecticut Yankee in King Arthur's Court" or "Army of Darkness" are not wahoo in their anachronism, because the disconnect of time travel and anachronism is the central point of the story. The medieval peasants in both are not ho-hum in their reactions to ideas of bicycles and boomsticks, neither of which are become normal to their world. The anachronism is special, one-time, clearly an alien intrusion in the world and reacted to as such by the NPC's, and central to the story of the PC's, rather than pervasive in the setting and taken for granted by the NPC's. Ropers, displacer beasts, druids, bards, and monks are all mainstream core D&D tradition for 30 years. They seem to fit in a quasi-medieval fantasy setting. Spellcasting weirdos in the woods, singing wandering adventurers, adventurous monks (Friar Tuck or shao lin), and weird magical monsters that are clearly monstrous and weird are not bizarre for the sake of being bizarre, nor out of line with a fantasy medieval milleau. There's another element for the definition of wahoo, if we need more: bizarre for the sake of being bizarre. [/QUOTE]
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