Well, imagine my surprise to see a quote from me become the basis of a multi-page thread.
Howard and Leiber are two names I dropped specifically because they preceded D&D and had a clear influence on what the genre was for the folks who got the game off the ground. If you want to insert a couple of other modern names like Jordan or Martin for a more young, hip fantasy crowds, feel free. The point about D&D slowly developing into more of a slow video game than being influenced by literature or cinema remains.
Well, I don't know who any of those folks are besides Martin, and I didn't really enjoy his stuff. All the same, I will bet that D&D's designers aren't paying any of those folks any heed either, so if the basis of this thread is to take a deconstructive approach to my comments, what's your point? D&D cannot afford to be inaccessible to fantasy fans, whether that be a fan of Conan or Scribbledeedoo the earthy priestess-heroine of some other more modern and politically-sensible fantasy series. Specific names had little to do with what I was discussing.
Is the creation of a magic item special in those worlds, Merric, or does everyone have an extensive panoply of magic toys? So much so that possessions eventually eclipse the characters who possess them? Is there some point where every major character, from barbarian to wizard, can take to the sky with a ring of flying like they were in the Legion of Superheroes? Is every major character individually more wealthy than the GNP of the three richest countries of their world? Are there adventures ultimately free of any consequences--death included--other than monetary expenses? Are they solving every mystery with the casting of a spell and then teleporting to wherever they need to go so they can cut to the chase, eliminate the boring stuff, and get down to what matters: blowing stuff up and killing things?
Now, I have to be clear here: those questions are more of a rhetorical nature. Their purpose is to be demonstrative, not inquisitive. I say this because I expect the usual battery of deconstructive response from folks iif not necessarily Merric, quoting each sentence above individually and picking nits and going on about rule zero, etc. rather than actually trying to address the actual source of my consternation--namely, that D&D is adopting the conventions of a video game. That's not healthy, because no matter what lengths the designers go to provide easy methods of removing long-term consequences for players' actions, no matter how much they encourage a "cut-to-the-chase" mentality, the pace of RPG's just don't move fast enough to compete with that market.
Moreover, removing those long-term consequences and cutting to the chase constantly does decrease its accessibility for some, even to someone like me who's been playing a long time. Now, how many "some" represents is wide open to speculation.
MerricB said:Once upon a time, you could possibly make the assumption that Howard and Leiber were read widely amongst the youths who would be interested in D&D. That time has long since passed.
Howard and Leiber are two names I dropped specifically because they preceded D&D and had a clear influence on what the genre was for the folks who got the game off the ground. If you want to insert a couple of other modern names like Jordan or Martin for a more young, hip fantasy crowds, feel free. The point about D&D slowly developing into more of a slow video game than being influenced by literature or cinema remains.
I look at my (extensive) book shelves, and I see names like Robin Hobb, Anne Bishop, Terry Pratchett, Jennifer Roberson, George R.R. Martin, Steven Erikson and Lynn Flewelling. The range of worlds these authors have created is astonishing. This is what the people of today are reading. There are some who will go back into the past and dig up the classics of yesteryear, but [EDwe can't assume that people will read the books of the past. D&D cannot afford to ignore that.
Well, I don't know who any of those folks are besides Martin, and I didn't really enjoy his stuff. All the same, I will bet that D&D's designers aren't paying any of those folks any heed either, so if the basis of this thread is to take a deconstructive approach to my comments, what's your point? D&D cannot afford to be inaccessible to fantasy fans, whether that be a fan of Conan or Scribbledeedoo the earthy priestess-heroine of some other more modern and politically-sensible fantasy series. Specific names had little to do with what I was discussing.
Cannot Janelle of the Dark Jewels trilogy create her own magic rings - and Elayne do likewise in the Wheel of Time?
Is the creation of a magic item special in those worlds, Merric, or does everyone have an extensive panoply of magic toys? So much so that possessions eventually eclipse the characters who possess them? Is there some point where every major character, from barbarian to wizard, can take to the sky with a ring of flying like they were in the Legion of Superheroes? Is every major character individually more wealthy than the GNP of the three richest countries of their world? Are there adventures ultimately free of any consequences--death included--other than monetary expenses? Are they solving every mystery with the casting of a spell and then teleporting to wherever they need to go so they can cut to the chase, eliminate the boring stuff, and get down to what matters: blowing stuff up and killing things?
Now, I have to be clear here: those questions are more of a rhetorical nature. Their purpose is to be demonstrative, not inquisitive. I say this because I expect the usual battery of deconstructive response from folks iif not necessarily Merric, quoting each sentence above individually and picking nits and going on about rule zero, etc. rather than actually trying to address the actual source of my consternation--namely, that D&D is adopting the conventions of a video game. That's not healthy, because no matter what lengths the designers go to provide easy methods of removing long-term consequences for players' actions, no matter how much they encourage a "cut-to-the-chase" mentality, the pace of RPG's just don't move fast enough to compete with that market.
Moreover, removing those long-term consequences and cutting to the chase constantly does decrease its accessibility for some, even to someone like me who's been playing a long time. Now, how many "some" represents is wide open to speculation.
Last edited: