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What traditional fantasy conventions are you tired of?
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<blockquote data-quote="Zaruthustran" data-source="post: 1774608" data-attributes="member: 1457"><p>Yeah, to me, that's not very compelling.</p><p></p><p>"Let's do x, because it'll make y a little better!" does not inspire.</p><p></p><p>Besides, lost golden age = dungeons full of cool loot, ready for the taking. Without a lost golden age, the only dungeons are recent inventions still inhabited by their creators, and taking the cool loot = theft. Not good for heroic types.</p><p></p><p></p><p></p><p>On the other hand, it does seem like every setting in the history of gaming has this lost golden age. Greyhawk, Middle Earth, Eberron, Dark Sun (that was the *point*), etc. Some had golden ages that ended with a bang (Rain of Colorless Fire, giant magic on Xen'Drik, etc) and some ended with a whimper (Middle Earth's decay of Gondor).</p><p></p><p>Maybe there's a reason for this cliche.</p><p></p><p>It just seems that so much of D&D is about exploring crypts, tombs, temples, and other lost places. So much of *adventure* is going in search of the unknown. If there's no ancient mysteries to explore or lost places to find, then why even play at all? You're left without any sense of wonder. The life of a typical adventurer ceases to be heroic and becomes more like a... job. </p><p></p><p>Ugh.</p><p></p><p>A Lost Golden Age adds import and mystery. History has weight, and brings into focus the brevity--and insignificance--of the single lifespan of the character. But being able to interact with history (through the exploration of old places or involvement with ancient prophecy or whatnot) simultaneously humbles and glorifies a character. </p><p></p><p>-z</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 1774608, member: 1457"] Yeah, to me, that's not very compelling. "Let's do x, because it'll make y a little better!" does not inspire. Besides, lost golden age = dungeons full of cool loot, ready for the taking. Without a lost golden age, the only dungeons are recent inventions still inhabited by their creators, and taking the cool loot = theft. Not good for heroic types. On the other hand, it does seem like every setting in the history of gaming has this lost golden age. Greyhawk, Middle Earth, Eberron, Dark Sun (that was the *point*), etc. Some had golden ages that ended with a bang (Rain of Colorless Fire, giant magic on Xen'Drik, etc) and some ended with a whimper (Middle Earth's decay of Gondor). Maybe there's a reason for this cliche. It just seems that so much of D&D is about exploring crypts, tombs, temples, and other lost places. So much of *adventure* is going in search of the unknown. If there's no ancient mysteries to explore or lost places to find, then why even play at all? You're left without any sense of wonder. The life of a typical adventurer ceases to be heroic and becomes more like a... job. Ugh. A Lost Golden Age adds import and mystery. History has weight, and brings into focus the brevity--and insignificance--of the single lifespan of the character. But being able to interact with history (through the exploration of old places or involvement with ancient prophecy or whatnot) simultaneously humbles and glorifies a character. -z [/QUOTE]
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