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What is the essence of D&D
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<blockquote data-quote="Tony Vargas" data-source="post: 7813960" data-attributes="member: 996"><p>Sounds like a fair summation of old-school.</p><p></p><p>adjective: supernatural</p><p>(of a manifestation or event) attributed to some force beyond scientific understanding or the laws of nature.</p><p></p><p>adjective: superhuman; adjective: super-human</p><p>having or showing exceptional ability or powers.</p><p>"the pilot made one last superhuman effort not to come down right on our heads"</p><p></p><p>A human being can't jump over a castle wall. But, jumping over a castle wall doesn't defy scientific understanding or the laws of nature - you could calculate exactly the physics-sense work a creature doing based on it's mass, etc...</p><p>...it's just beyond what a human being can do.</p><p></p><p>Denial of that delineation is tortured logic & rationalization.</p><p></p><p>Not that something can't easily be both: if you're imbued with superhuman strength by the celestial agent of a divine being, for instance. And, yes, things can certainly be supernatural, but not superhuman. Levitating a feather, for instance. A lot of things you could do with the Prestidigitation cantrip, really.</p><p></p><p>Wow, that is just /packed/. So much sentiment, so few words. I can get excluding 2e & all WotC eds from 'really D&D' OSR purist stuff, the Old Ways are the Best. I can even kinda sorta empathize a little. But 2e, 3e, & 5e were generally accepted as D&D by fans, and 5e is the come-back king. Whatever Essence may exist among all those editions, and 0e/1e/(h/m/rb)B(X)ECMI^RC, would have to be something more (or less) than the old-school playstyle.</p><p></p><p> It's like what's under the gnomish paladin's armor: best not to know. Really, that goes for most re-hashed edition-war 'debates.'</p><p> Die? Or turn into a kitschy lawn ornament?</p><p></p><p>Presence of magic might be a necessary ingredient for 'fantasy' - or not, sometimes magic can be pretty questionable, even turn out to be tricks or technology, and still feel a lot like fantasy (even if it shades into science-fantasy, like Darkover, where psionics stands in for magic). Of course, D&D shades into science fantasy, anyway. Primacy of Magic is hardly universal in the broader genre - stereotypically, the heroic warrior, barbarian or knight in shining armor defeats the evil sorcerer/wizard/god-being through strength, courage, faith*, etc - and/or true love, depending on sub-genre.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>* I probably shouldn't get into the assertion that the D&D treatment of the divine denies faith or trivializes RL religious beliefs - besides, it really does cut across /all/ editions.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7813960, member: 996"] Sounds like a fair summation of old-school. adjective: supernatural (of a manifestation or event) attributed to some force beyond scientific understanding or the laws of nature. adjective: superhuman; adjective: super-human having or showing exceptional ability or powers. "the pilot made one last superhuman effort not to come down right on our heads" A human being can't jump over a castle wall. But, jumping over a castle wall doesn't defy scientific understanding or the laws of nature - you could calculate exactly the physics-sense work a creature doing based on it's mass, etc... ...it's just beyond what a human being can do. Denial of that delineation is tortured logic & rationalization. Not that something can't easily be both: if you're imbued with superhuman strength by the celestial agent of a divine being, for instance. And, yes, things can certainly be supernatural, but not superhuman. Levitating a feather, for instance. A lot of things you could do with the Prestidigitation cantrip, really. Wow, that is just /packed/. So much sentiment, so few words. I can get excluding 2e & all WotC eds from 'really D&D' OSR purist stuff, the Old Ways are the Best. I can even kinda sorta empathize a little. But 2e, 3e, & 5e were generally accepted as D&D by fans, and 5e is the come-back king. Whatever Essence may exist among all those editions, and 0e/1e/(h/m/rb)B(X)ECMI^RC, would have to be something more (or less) than the old-school playstyle. It's like what's under the gnomish paladin's armor: best not to know. Really, that goes for most re-hashed edition-war 'debates.' Die? Or turn into a kitschy lawn ornament? Presence of magic might be a necessary ingredient for 'fantasy' - or not, sometimes magic can be pretty questionable, even turn out to be tricks or technology, and still feel a lot like fantasy (even if it shades into science-fantasy, like Darkover, where psionics stands in for magic). Of course, D&D shades into science fantasy, anyway. Primacy of Magic is hardly universal in the broader genre - stereotypically, the heroic warrior, barbarian or knight in shining armor defeats the evil sorcerer/wizard/god-being through strength, courage, faith*, etc - and/or true love, depending on sub-genre. * I probably shouldn't get into the assertion that the D&D treatment of the divine denies faith or trivializes RL religious beliefs - besides, it really does cut across /all/ editions. [/QUOTE]
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