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Worlds of Design: A Time for Change
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7785626" data-attributes="member: 6873517"><p>As you said elsewhere, the term "domesticated" is being used very broadly. "Tamed" is a much broader word and I think that applies to the kinds of uses that would happen with most fantasy critters. </p><p></p><p>I think a lot of how you view this could depend on campaign themes. For example, if your campaign has a theme of "the forces of order and civilization versus disorder and barbarism" or the like, it may well be that the forces of civilization only really "work" when mundanity holds. So one thing that the forces of civilization need to do is, essentially, stamp out the fantastic. Things that come out of dungeons? Sure, they might be <em>useful</em> there but only at the peril of your immortal soul and the civilization that we are building! Vice versa, the fantastic might well depend on some kind of supernatural power that is directly opposed to things like domestication. </p><p></p><p>But I've said this before, but most people don't really care about hyper-consistent world building. I mean, look at most movies, fiction, and so on. Things that are interesting fictionally that show up in superhero stories, such as flight, energy blasting, or trick shots would pale in comparison to many other much less "fun" superpowers. You wouldn't have big cities with lots of mundane folks if superheroes were constantly battling it out with supervillains in the midsts of heavily populated streets. </p><p></p><p>Gygax pretty clearly didn't care about world building first and foremost---that was for folks like M. A. R. Barker. Gygax was an old skool wargamer who liked pulp action stories.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7785626, member: 6873517"] As you said elsewhere, the term "domesticated" is being used very broadly. "Tamed" is a much broader word and I think that applies to the kinds of uses that would happen with most fantasy critters. I think a lot of how you view this could depend on campaign themes. For example, if your campaign has a theme of "the forces of order and civilization versus disorder and barbarism" or the like, it may well be that the forces of civilization only really "work" when mundanity holds. So one thing that the forces of civilization need to do is, essentially, stamp out the fantastic. Things that come out of dungeons? Sure, they might be [I]useful[/I] there but only at the peril of your immortal soul and the civilization that we are building! Vice versa, the fantastic might well depend on some kind of supernatural power that is directly opposed to things like domestication. But I've said this before, but most people don't really care about hyper-consistent world building. I mean, look at most movies, fiction, and so on. Things that are interesting fictionally that show up in superhero stories, such as flight, energy blasting, or trick shots would pale in comparison to many other much less "fun" superpowers. You wouldn't have big cities with lots of mundane folks if superheroes were constantly battling it out with supervillains in the midsts of heavily populated streets. Gygax pretty clearly didn't care about world building first and foremost---that was for folks like M. A. R. Barker. Gygax was an old skool wargamer who liked pulp action stories. [/QUOTE]
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