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Topic: some questions about "Fantasy"
Started by: Patrick Boutin
Started on: 11/4/2002
Board: RPG Theory


On 11/4/2002 at 9:39pm, Patrick Boutin wrote:
some questions about "Fantasy"

Hello everybody!

After a crazy year, I'm back (trying) making roleplaying games once more.

The post "Dawn of the Magi" and the article "Fantasy Heartbreakers" by Ron make me wonder about Fantasy Games. I always loved Fantasy and I will always love it! But I have to face it: can I make something really original that will be High end Fantasy?!?! Is it really possible?!?!

What's define "Fantasy"?!?! Magic, swords, Goblins, Knights, anything else?!?!

What about a fantasy game with only one...race?!?! Human...only human!!! Something in the line of "The Black Company" by Glen Cook. Is it something that you would like to play or is it too dull to have only one race in a fantasy game?!?!

And what about Dwarfs and Elfs!!! Is it possible to be original with these?!!? You know... changing the standard!! The Old race is Human and the new blood are the Dwarfs and the Elfs.

Just some thoughts about Fantasy!

Patrick

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On 11/4/2002 at 9:48pm, Alan wrote:
RE: some questions about "Fantasy"

How about goblins as an oppressed, slave race and humanity as the villainous slave drivers?

- Alan

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On 11/4/2002 at 9:55pm, Valamir wrote:
RE: some questions about "Fantasy"

Well this is all very IMO but I'll take a stab.

I would LOVE to see a game where all the races are human (Slaine comes close as a fantasy game in this regard). To a large extent the "differences" between races in fantasy games are proxies for human "races" to include issues that the designers didn't have the balls to to put in print. You can say things about Humans, Orcs, and Half-Orcs, or Elves vs Dwarves that you couldn't say about human cultures without having the sentiment being rightly labeled racism. A game where the races were clearly human and not fantasy proxies would force the designer to treat such issues in a mature manner rather than just assume its ok to treat half orcs as second class citizens because they're half orcs.

As far as traditional fantasy races I have a somewhat unique opinion on this matter myself. If they are going to be included, I want them to be recognizeably "standard". I don't WANT dwarves who look like dwarves but are really something else entirely. Ditto with the other fantasy races. Sometimes an interesting twist is interesting. Like is Sovereign Stone where a minor tradition regarding Dwarves and Horses is turned on its head by making Dwarves mongol-esque horsemen...but despite this minor tweak...they're still recognizeable as "dwarf".

Edit: Yeah, Alan, that's exactly the kind of thing I like. Putting a new twist on a recognizeable "race"...not to make it different, but just a different perspective.


Further I really detest "new races". The whole idea of "I want other races in my game but I don't want the same old fantasy races" is IMO utterly absurd. It takes as a starting assumption 2 things. 1) That a fantasy game NEEDS racial variety in order to be interesting, and 2) that somehow the current author can create a race that is more compelling than one which has decades of treatment behind it. The first one is just plain not true, and the second is false far more often than it isn't.

IMO fantasy races are not interesting. They are "kewl" in the juvenile appreciation sense of the world. I find them to be an inadequate substitute for true creativity. Very few have anything approaching a reasonable biology or culture. Mostly the "We have over a dozen playable races" type game really means we have a bizarre illustration to which we've tacked on attribute modifiers, listed 2 paragraphs of heinously stereotyped and utterly ridiculous "racial features" and called it "playable". Blech.

"hey over here I have cat people, and over here are land squids...thats why my game is better than D&D. D&D just has boring elves and dwarves and stupid halflings but I have land squids. Oh yeah and you can play half dragons and titans too. The +18 Strength Titans have is balanced out by their difficulty in passing through doors. And over there are dog people and they hate the cat people...you know because they're dogs. And we also have rat people...they're really good theives and they live in sewers. There are also crocodile people and tree people, and bird people. And oh, I almost forgot, in my game you can play intellegent giant snails. Yeah...thats what makes my game so cool"

Ye gods how I hate and despise that.

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On 11/4/2002 at 10:00pm, Jared A. Sorensen wrote:
RE: some questions about "Fantasy"

Patrick - and I am only saying that because I care - there's a lot of decaffeinated brands on the market that are just as tasty as the real thing.

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On 11/4/2002 at 10:23pm, Eric J. wrote:
RE: some questions about "Fantasy"

I would agree with the concepts behind your post, Valimer, but I would disagree with some of it's implied aplication. Much of what you have to say seems to rely on the theory that High Fantasy is a premise in itself. Their are several fantasy universes that use alternate races from the contemporary fantasy ones that still are a value to the RPG community. Final Fantasy is a living testimony to this, as well as pokemon. While they may not be great examples, they rely on a different premise and the use of different races is neccecary sometimes to the plot. Think about the applications of new races. IF, they service to facilitate gamplay under a different premise. Tolkein's universe used races for a single thing each. Hobbits=innocence Elves=masters or future or beauty Wizards=Divinity Humans=Humans with a twist on the need to evolve beyond human nature; Dwarves= Greed, ect.

Now if you believe that these races cannot be improved upon, you can believe that. But if you condemn all other fantastic race creation you are trulley limiting yourself.

However, there are some parts that I would agree with. I don't think that you should create new races so that you can have a new RPG. New races should be added where they're needed, not elsewhere. I also agree with your belief that turning animals into races, giving them stats, and calling them uniqe is absurd. However, if such race types have application, such as in a gamist RPG or simulationist RPG that is about the use of human culture through other races, then it could be used.

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On 11/4/2002 at 10:41pm, Bankuei wrote:
RE: some questions about "Fantasy"

Sure, fantasy still has room to grow, its just that folks are confused about what is growth, originality or innovation. New races, new spells and gods don't make a different fantasy.

Compare Conan, Elric, the Dark Crystal and Where the Wild Things Are. Each is a form of fantasy in its own right, but how it all comes together is very different, and its more fundamental than races, spells and gods..

In terms of games, most people work backwards with designing setting. Instead of thinking, "I want a dark, primal world" and building around it, they take D&D and try and push it that direction.

Even worse, folks try to get a different style of play with mechanics that fundamentally are the same. Most of these fantasy game mechanics are a result of house rules and fixes to D&D or some other system. They want to "fix" the core system, but usually don't look at the core problem.

Going into conflict, most folks come back to either a world of adventure without any inherent conflict, or else a "big evil" that is not very different than any of the big evils in a Whitewolf game.

So what's the answer to this? Don't start with standard fantasy. Kill all assumptions. Figure out what is the mood, the essence of the setting. What is the style of gameplay about? Start from scratch. If you need more classes, more races, more spells or more gods to make it interesting, then it just isn't.

Nonstandard fantasy games you may wish to check out-Donjon, the Riddle of Steel, Elfs, Draconic, Otherkind, Paladin, Zenobia, Alyria, & Trollbabe. That's a pretty big list, so we're nowhere near done exhausting the fantasy area, its just a lot of people haven't looked beyond anything with a license.

Chris

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On 11/4/2002 at 11:18pm, Sylus Thane wrote:
RE: some questions about "Fantasy"

The post "Dawn of the Magi" and the article "Fantasy Heartbreakers" by Ron make me wonder about Fantasy Games. I always loved Fantasy and I will always love it! But I have to face it: can I make something really original that will be High end Fantasy?!?! Is it really possible?!?!



Fisrt off Patrick I think you can make make something original. I'll be the last person to say that everything has been done. Until we run out of having imaginations there will still be something left to do.



What's define "Fantasy"?!?! Magic, swords, Goblins, Knights, anything else?!?!



For me all games are "Fantasy". It's the type of fantasy that you need to decide on. Will it be a sword and sorcery, or just a sword or sorcery? Will it be a hard sci-fi or a space opera, horror or supernatural, or a large/small combination of all of the above?

What about a fantasy game with only one...race?!?! Human...only human!!! Something in the line of "The Black Company" by Glen Cook. Is it something that you would like to play or is it too dull to have only one race in a fantasy game?!?!



doubt it would be dull. What would these humans be like? What is their environment be like? The setting would tell you if it's boring or not.

And what about Dwarfs and Elfs!!! Is it possible to be original with these?!!? You know... changing the standard!! The Old race is Human and the new blood are the Dwarfs and the Elfs.



Of course you can make them new and original! There is nothing that says you can't make them unique and different from what everyone believes is the norm. The reason I used different races for Dawn of the Magi was that it did not fit in with possible future plans. I even considered not having humans in it at all but I decided it would be good to have them as it would give people a something they could relate to easily. If you have a new twist or a new idea go for it. I'd quite happily back you up on it.

Jason

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On 11/5/2002 at 4:17am, talysman wrote:
RE: some questions about "Fantasy"

hi, Valamir, I thought I would comment about two things you said:

Valamir wrote:
I would LOVE to see a game where all the races are human (Slaine comes close as a fantasy game in this regard). To a large extent the "differences" between races in fantasy games are proxies for human "races" to include issues that the designers didn't have the balls to to put in print. You can say things about Humans, Orcs, and Half-Orcs, or Elves vs Dwarves that you couldn't say about human cultures without having the sentiment being rightly labeled racism. A game where the races were clearly human and not fantasy proxies would force the designer to treat such issues in a mature manner rather than just assume its ok to treat half orcs as second class citizens because they're half orcs.


and later...
Valamir wrote:
Further I really detest "new races". The whole idea of "I want other races in my game but I don't want the same old fantasy races" is IMO utterly absurd. It takes as a starting assumption 2 things. 1) That a fantasy game NEEDS racial variety in order to be interesting, and 2) that somehow the current author can create a race that is more compelling than one which has decades of treatment behind it. The first one is just plain not true, and the second is false far more often than it isn't.


I think I would only agree partially with either of those statements, with large provisos. there are several kinds of fantastic literature, of course, and generally only high fantasy or the derivative "RPG fantasy" subgenres deal with elves, dwarves and the like. for those specific subgenres, I would agree with your second point, for reasons I will explain in a bit... but the important point is that it contradicts your first point, except in the case of immature writers: the reasons why people use elves and dwarves in high fantasy have nothing to do with describing racial issues in veiled terms. rather, immature writers inject racial issues as a layer of interpretation in their high fantasy -- thus proving that they don't understand why elves and dwarves are used in high fantasy.

... and if someone is not writing high fantasy (or a derivative of it,) then they should not use elves and dwarves, but should instead create original creatures.

to explain this, I need to define my terms. a lot of this comes from lit crit essays and college classes I took on fantastic literature (yes, I took classes on fantasy lit in college; I do not advise anyone else to do this, but that's for another post...) I've mixed in some of my own categorization ideas as well.

fiction can be divided up into four general settings:



historical: the "realistic" past, based on consensus
contemporary: the "realistic" present, as we believe it to be
speculative: the future or an unknown location as it probably is/will be
fantastic: "all the rest"; times and places that are not probable and may not even be possible



you can actually combine historical and contemporary, since any "contemporary" novel will eventually become historical, to later generations. I list them seperately, however, so that the divisions are clearer. also, the distinction between "hardcore speculative" (highly probable) and "extreme fantastic" (almost certainly impossible) settings is clear, but other forms of the speculative and the fantastic can sometimes appear fuzzy: is a somewhat probable futuristic setting speculative, or fantastic?

there are also the genres of literature. each genre that occurs in the broader setting of contemporary/historical or speculative can also have fantastic equivalents, plus there are purely fantastic genres and "crossover" genres.

high fantasy is a purely fantastic genre that deals with the archetypes of myth, legend, and fairy tale. some versions of high fantasy read like fairy tales, others like epics, still others like myths. they use the motifs many of us are familiar with, rather than personal visions of the author; the less familiar the motifs are, the farther the story is from high fantasy. Tolkein is usually cited as high fantasy, as are C. S. Lewis, E. R. Eddison, Lord Dunsany, and George MacDonald. Eddison and Tolkein are usually subclassed as epic/heroic fantasy, as opposed to Lewis, MacDonald, and Dunsany who are more fairy-tale-like in their stories.

what I like to call "rpg fantasy" is a heroic fantasy clone, using the motifs of that genre combined with the cliches developed from years of gaming. it rarely returns to the original source material (myths and fairytales); when it does, it tries to shoehorn the motifs into the cliches of gaming ("we'll make spriggans into a fantasy race like elves!")

swords and sorcery, dark fantasy, fantastic horror, occult fiction, weird tales, and the like diverge from high fantasy and tend to be more original, more personal in their visions. you can get an idea of how different swords and sorcery is from high/heroic/rpg fantasy from Ron's essay in "Sorcerer & Sword". the other fantastic genres will have a similar divergent feel; with the possible exception of occult fiction, the genres don't draw upon the body of collective myth except occasionally, nor do they feel like the well-worn stories of old; they speak with the voice of a modern author, not the distant past.

the point of all this? elves and dwarves are actual motifs/archetypes from ancient stories. we accept some original twists to them and may even put up with an allegorical racial reinterpretation, but they primarily draw their power from a huge body of human folklore; change too much and you lose that power. this is ok if you don't mislead your readers with an otherwise high fantasy feel.

likewise, if you are trying to write a high fantasy or heroic fantasy story, you can get away with inserting an original "race" if it has a feel reminescent of fairy tale creatures or mythic creatures (as Tolkein did with hobbits.) if you insert an exotic race, however, you've broken the mood; the reader expects something from the collective unconsciousness, not from your unconsciousness. things like insect warriors or lizardmen come more from swords and sorcery, weird tales, and science fantasy than from ancient legend.

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On 11/5/2002 at 4:55am, greyorm wrote:
RE: some questions about "Fantasy"

I find myself nodding in agreement with Val.

One of the main reasons, in fact, I just sort of shrugged about "Dawn of the Magi" was the list of a dozen different races. I thought, as I do about similar work (such as the various D20 supplements containing new races), what's the point of all this? Seems messy and crowded. Overall the idea was uncompelling to me.

Simply, I read through it and found nothing that really made me say, "OH! Wow..." (with a few minor exceptions here and there).
What I saw was "insect guys, tree guys, lizard guys, cat guys, etc."

Now look at "Exalted." One might argue it is in the Sword & Sorcery genre, but IMO this is solid fantasy, even though it has no other races but humans...or wait, does it?

What about the Fae Courts on the edges of reality, ie: Elves.

But they aren't just "Elves" or rather, typical fantasy elves who are nothing more than humans with pointy-ears. Even Tolkien's elves weren't simply a biologically seperate species, they don't come off as men with pointy ears -- though his imitators, particularly the standard D&D and clones, end up treating them in such a fashion that this is exactly what they feel like.

They have this unique presence and feel about that which goes hand-in-hand with the idea behind them.

Opposite this is the idea that having a different biology/culture/philosophy somehow makes for an interesting race is broken on a fundamental level. As Valamir states, it is like having a funky illustration and some stats to go with it...you will not capture the feel of a different race with such an idea, nor will one based on such have any compelling presence to it.

Take a look at Tolkien's races overall: each is drawn from an extensive ancient European mythos, but molded in a fashion that their overall existance and history in the world of Middle-Earth is unique and compelling in and of itself, beyond the mere biology, appearance or culture/philosophy of the race.

Their existance is mythic, in a sense. Tolkien elves aren't just immortal/long-lived, pointy-eared nature-lovers who like magic and forests alot (ala D&D)...there's a compelling history and culture about them that persists in Tolkien's world, something otherwise missing from D&D et al.

You could easily change the appearance and biology of Tolkien's elves entirely and they would not lose their identity. This is untrue in standard fantasy clones.

Frex, "they live in cities and they like to gamble alot, and they have no hair!" Standard D&D elves...cripes, we're talking a seperate species. Tolkien elves...not so easy to make them un-elves with such a change.

Ask yourself this: "Can humans 'get by' in that role?" If the answer, even remotely, is yes, then why create a seperate race? (ala: a race of savage mercenaries!) If the answer is 'no', then you've found the idea for an actually compelling non-human race.

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On 11/5/2002 at 5:42am, thoth wrote:
RE: some questions about "Fantasy"

greyorm wrote: Ask yourself this: "Can humans 'get by' in that role?" If the answer, even remotely, is yes, then why create a seperate race? (ala: a race of savage mercenaries!) If the answer is 'no', then you've found the idea for an actually compelling non-human race.


Is there ANY role at all a human can't 'get by' in?
Humans have had the darkest of hearts, and the kindest. Humans have been more greedy and self-serving than imaginable, and yet have also been the most selfless and giving imaginable.

Unless you're talking strictly about physical situations, like a vacuum or underwater. But that end just being humans-with-gills or humans-that-can-survive-in-space-with-out-a-space-suit-and-all-those-nifty-gadgets.

I myself am of the view that something should be created just for the sake of it. Even if it's just a human-with-pointy-ears. "Because I want to" is a good enough answer to any questions of "Why?" for me.
it's not High Philosophy ;)

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On 11/5/2002 at 6:20am, Jeremy Cole wrote:
RE: some questions about "Fantasy"

Greyorm, Talysman et al,

For the first time in long time I have the desire to play High Fantasy, though I've always considered myself a fan of Low Fantasy. But reading about the failings you've given here has definitely rekindled my interest in a High Fantasy system.

Can you maintain the mythic nature of species and keep them playable?
Can the mythic nature of dwarves, elves and trolls be kept?

It seems to me Tolkien relies largely on mystery and a deliberate distance to his elves to keep the feel, if I played an elf I would lose the mystery and distance.

Similarly, what about other motiffs, the noble quest will succeed because of the courage of central figure, can this work in a game setting?

Is the most common RP setting the least adaptable to RP?

Jeremy

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On 11/5/2002 at 2:04pm, simon_hibbs wrote:
Re: some questions about "Fantasy"

Patrick Boutin wrote: But I have to face it: can I make something really original that will be High end Fantasy?!?! Is it really possible?!?!

What's define "Fantasy"?!?! Magic, swords, Goblins, Knights, anything else?!?!


Looking at the huge body of fantasy literature that is available, going all the way back to real-world ancient mythologies, there is a vast
landscape of fantasy fiction of which only a small proportion has been
explored in roleplaying games.

How about a roleplaying game based on a re-imagined version of the
Narnia stories by C.S. Lewiss? How would a roleplaying game in which all the PCs are human children work? What's realy important in the Narnia stories, and how would you implement a rules system to model it?

How about crossovers between different works of fantasy literature, or historical mythology? Re-write the Arthurian legends in an Aztec
setting with shamanic magic. Why this discussion thread is obsessing about elves and dwarves is beyond me.


Simon Hibbs

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On 11/5/2002 at 2:33pm, Valamir wrote:
RE: some questions about "Fantasy"

Actually Simon the original post did specify High Fantasy...which while certainly varied itself, is generally concerned with those Tolkein-esque tropes.

One of the key reasons I have trouble with "new races" is simply that Tolkein's races were inspired by 100s of years of existing myth. Ideas that he then spent decades researching, musing about, conceptualizing, etc. until these ideas were published in 1000+ pages of novels and assorted works. Entire cultures, entire languages, entire histories and legends of their own. This is why these races seem so real and compelling to us. Because there is a tremendous mass of material behind them. The elves seem mysterious in the books, because we are only given glimpses of them, but those glimpses are enough to realize that like the proverbial iceberg there is a completeness to them that we don't necessarily need to see to know its there.

Can any aspiring fantasy RPG writer really honestly believe they can capture anything approaching that in a couple of paragraphs...or even a couple of pages of race descriptions...

The reason why the traditional races work (even if awkwardly) is because we know that back behind them all they are all inspired by Tolkein and Tolkein is vast. This is why we can accept 4 or 5 paragraphs of description in the players handbook on what an elf is like or what a dwarf is like. Because subconciously we fill in the other 1000 pages from our familiarity (meticulous obsession, or casual acquaintance) with Tolkien. We only need a couple of paragraphs to know what humans "are like" because we have all of human history to draw from. Same with the traditional races...we have all of Tolkien history to draw from.

Get away from the unholy trinity of elf, dwarf, and hobbit and there is no depth of broadly understood background to draw from. That means one of two things. Either the creator of the "new race" is going to have to develop all of that themselves (something better done with a novel than an RPG game) or else the race is going to feel like a hollow "man in a rubber suit" whose most important features are what kind of attribute modifiers you get from calling yourself a Kalhaxian Fire Imp.

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On 11/5/2002 at 3:27pm, Alan wrote:
RE: some questions about "Fantasy"

Originally, in literary criticism, the term "high fantasy" was simply another term for "epic fantasy". A high fantasy was about conflicts that shake the fabric of the fantasy world (LOTR, Stormbringer). In low fantasy, the conflicts are more local and more human (REH's Conan being the best example).

LOTR is high fantasy because Sauron is an evil fundimental to the creation of Middle Earth, and the whole of society is engaged in the fight. The presence of elves and dwarves is unnecessary to the definition.


- Alan

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On 11/5/2002 at 3:42pm, Valamir wrote:
RE: some questions about "Fantasy"

True, those things have been added by association rather than being part of the definition. Based on the initial post though, I think its clear that Patrick was using the definition + associations which is why I directed my comments in that direction.

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On 11/5/2002 at 4:02pm, Seth L. Blumberg wrote:
RE: some questions about "Fantasy"

How about a roleplaying game based on a re-imagined version of the Narnia stories by C.S. Lewiss? How would a roleplaying game in which all the PCs are human children work? What's realy important in the Narnia stories, and how would you implement a rules system to model it?

I played in just such a game at AmberCon X in 2000. More than a dozen players, two GMs. Naturally, it was a Fortune-free system.

As I recall, you chose your age first, then divided a certain number of points between Mind, Body and Spirit. Age determined the base scores in those three areas; older characters had higher base Mind and Body, lower base Spirit. Points not spent on stats could be set aside for magic items (exactly what form the items would take was determined by GM fiat).

One amusing touch that improved Color was a bonus of 5 points for giving your character a dated, English-sounding name like "Eustace." Everyone did. My character's name was Socrates.

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On 11/5/2002 at 4:38pm, Alan wrote:
RE: Re: some questions about "Fantasy"

Patrick Boutin wrote: What's defines "Fantasy"?!?!


Only magic. However, fantasy fiction also has strong elements of theme, using symbolism to explore archetypes, moral issues, and psychological growth.

Human-only milieus were once common in fiction.

In my own games, I usually throw out all but one race. I dislike racial choices in RPGs for several reasons:

First, they used to be the prime gamist mechanism for gaining advantage. (Non-humans outshined my poor self-made human characters. I hold a grudge.)

Second, most treatments of races, especially elves and dwarves, are horribly derivative and stale.

Third, in many cases, racial choices are a poor excuse for characterization.

---

Future of Fantasy RPGs

Fantasy fiction uses the symbolic exploration of theme. Characters are tied into that exploration from their origins and through their powers. In what I call high fantasy, character's grow from the very origin of the cosmic conflict. In low fantasy, they embody the premise. There's plenty of room in the rpg field to develop these into mechanics.

Hero Wars and Sorcerer and Sword are great examples of these approaches.

- Alan

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On 11/5/2002 at 5:13pm, Jack Spencer Jr wrote:
RE: some questions about "Fantasy"

Hi Patrick,

Well, if you're looking for some kind of original twist or spin or theme or whatever to put on good ol' fantasy then you're going about it all wrong. Originality is nigh impossible to actively pursue like that. It reminds me of some guy describing his homebrewed game to me once. He talked about one of the races that were primative and brutish. "Oh, so they're like orcs," my friend said. "NO they're not!" the guy says all indignant and stuff. "There are no orcs in my game." This guy was trying to be original and it just wasn't working, so he had to lie to himself that a primative brutish race was nothing like the typical primative brutish orcs found in most other RPGs. I would advise against this sort of thing. It makes you look like an ass.

To answer your question about whether or not fanatsy is still a viable collection of trapping or whatever we'll call it, my answer is yes and no.

Yes because it remains a very, very popular genre. New fantasy games continue to come out. Many roleplayers don't even consider playing anything else. I mean, they don't even consider the possibility. It's uncanny. To them an RPG *must be* fantasy. That and the top selling RPGs remain fantasy. We've been discussing the validity of what top selling means elsewhere here on the forge, but they are also popular games. Games people talk about and, if discussion on RPGnet means anything, play. And it seems like people cannot get enough of it and still want more fantasy RPGs.

No because it is a well-mined genre, set of trappings, etc. You'd be hard-pressed to come up with something that is not just "more of the same." Fantasy is to RPGs as westerns were to movies in the 40's and 50's. There is quite a glut of it. Prehaps not as much as there used to be, an nowhere near the volume westerns had but, boy, there have been a lot of them over the years. It's a cliche. Plain and simple. Many people are tired of cliches and are looking for something else.

Now the thing is, like westerns, although they aren't as prolifferate as they once were, a new western movie still comes out every now and again. So I doubt fantasy will ever go completely away. Just remember if you're going to write a fantasy RPG that you are walking on well-trodden ground. You are going to find it difficult to blaze your own trail and then to get others to follow it.

In other words: good luck and I wish you success.

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On 11/5/2002 at 5:19pm, talysman wrote:
RE: some questions about "Fantasy"

Alan wrote: Originally, in literary criticism, the term "high fantasy" was simply another term for "epic fantasy". A high fantasy was about conflicts that shake the fabric of the fantasy world (LOTR, Stormbringer). In low fantasy, the conflicts are more local and more human (REH's Conan being the best example).


depends on who was doing the criticism. most of the criticism I have read never mentioned the term "low fantasy", although perhaps it was implied. but I have always seen the term "high fantasy" applied to Lord Dunsany and C S Lewis as well as to Tolkien and Eddison, even though "epic fanatasy" only applies to Tolkien and Eddison, not Lewis and Dunsany. and although James Branch Cabell's "Figures of Earth" and "Jurgen" count as high fantasy, they are only borderline epic fantasy; Cabell was pushing the limits of the genre, getting a little too sophisticated and original to be considered an emulator of Mallory or Homer.

I've always understood the term to apply to "literature" as opposed to pulps or the hordes of genre novels; it was originally applied to writers who were respected by the literary world as a whole, as part of a grand tradition. later, the snobbishness was taken out and the term started getting applied to any story that emulated the fairy-tale, epic, or mythic styles without twisting it too much.

and I have never seen anyone classify "Stormbringer" as high fantasy; Elric is definitely swords and sorcery, what you would call "low fantasy". Moorcock himself specifically mentioned he devised Elric as a challenge to the hordes of Conan imitators; instead of a brawny barbarian, the hero is a weak sorceror-prince.

on another note, although we've talked a lot about elves, dwarves, and goblins, I think it's because they are easy, common motifs to focus on. there's certainly a lot more to draw on from the source literature. Simon mentioned drawing on Narnia, for example (Narnia has dwarves and monopods/dufflepuds, although I don't remember any elves in the stories.) I think the whole fairy tale aspect of high fantasy has been pretty much overlooked. the only games I can think of where players pretend to be children seem to be dark in tone, like Little Fears.

the other way to be original with high fantasy is to keep the cliche heroic fantasy focus, but to think of the roles of the races, artifacts, and places more in terms of their motifs. you can put unique races into heroic fantasy rpgs if they fulfill the role of a traditional motif without copying the cliches. again, taking elves as an example, their elfishness comes from their role as ancient, inherently magical, reclusive beings, not from pointy ears, longbows, or tree-loving habits. Tolkien was just revamping the Daoine Sidhe, the people who live beneath the hills in irish folklore. you could make a different Daoine Sidhe-like race, changing the outer trappings but keeping the underlying motifs. if you do it right, you have what looks like a completely original race, but with roots in the original tradition.

or pull some other traditional motif out that is mostly untouched. some people try to do catpeople, but they are just anthropomorphizing cats instead of drawing on fairy-tale cat stories. I've had an idea I wanted to develop for a long time about a short catrace based on combining "tom tit tat", "the king of cats", "puss in boots", and Lewis Carroll's Chesire Cat into a race of magical trickster felines that live among humans disguised as ordinary cats. that would pull from traditional motifs and could thus fit into high fantasy better than other rpg examples of cat-people, which draw more from Edgar Rice Burroughs or pulp fantasy.

it all boils down to being original while maintaining that traditional feel. hard work, but it can be done.

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On 11/5/2002 at 6:15pm, Alan wrote:
RE: some questions about "Fantasy"

talysman wrote: and I have never seen anyone classify "Stormbringer" as high fantasy; Elric is definitely swords and sorcery, what you would call "low fantasy".


Stormbringer is not what _I_ would call low fantasy. By my definition, a story where the central conflict is cosmic in scale is high fantasy. Stormbringer certainly has this, though many other Elric stories do not.

---

But let's set aside arguments over definitions. I don't think they're as interesting as the question of where fantasy rpgs can go next.

Where can fantasy rpgs go next? How to be original?

As I pointed out in my previous message, more attention to tying characters into the principles of fantasy is one area. Sorcerer and Sword and Hero Wars have begun to explore this in a narrativist way. TROS focuses more on the theme of blade combat. Ork dives into being a particular non-human race.

The last actually suggests some options: the same treatment for other traditional races are probably marketable: a subterranean world of dwarves, a forrest world of elves - each with exclusive focus on the nature of the specific societies, origins, and magic.

Another way to be original, is to make a better effort at bringing the spirit and themes of original source material into play. Norse myth, Tolkein, etc. This has rarely been achieved successfully in the past.

And I think the ideas in Sorcerer and Sword can be expanded. In particular, formalized mechanics for jumping up and down the career of a hero. Drawing from Ron's innovation on Little Fears, character creation might first require that the players define what their heroes are like at the end of their careers - perhaps with flaws and decay looking them in the face. Play would then involve jumping back through their careers, just as REH jumped around Conan's career as he composed the stories. The reward of a session would be to adjust the end-of-career version, making them more heroic or eliminating flaws.

Any other ideas?


- Alan

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On 11/5/2002 at 6:25pm, greyorm wrote:
RE: some questions about "Fantasy"

thoth wrote: Is there ANY role at all a human can't 'get by' in?

Yes. Hence the question.

Would Tolkien's elves be the same if they were human?
No.

Would D&D's elves be the same if they were human?
Yes.

Would Tolkien's orcs be the same if they were human?
No.

Would D&D's orcs be the same if they were human?
Yes.

Etc. Etc.

I realize what I'm trying to point out may be a tricky concept to wrap one's head around, especially as I'm not being as clear as I wish to be about it. Perhaps someone else can take what I've said and create a better, more understandable example.

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On 11/5/2002 at 6:32pm, Sylus Thane wrote:
RE: some questions about "Fantasy"

I'm just curious why most people feel that in order for it to be considered a high fantasy it must include dwarves and elves and the like. Or that Tolkien is considered the model. If I create a world that has various species in it that does not automatically make them men in rubbersuits just because I cannot devote an entire novel to describe each one. Yes Tolkien did his research and based his creation off of many modern myths and legends, but why must everyone else? Throughout most myth and folklore the things talked about weren't usually all that nice to begin with. Why can't we create our own new myths and legends? No wonder most people think nothing new can be done, their to focused on the old to believe they can do better.

Sylus

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On 11/5/2002 at 6:45pm, greyorm wrote:
RE: some questions about "Fantasy"

Sylus,

I'm not saying nothing new CAN be done, but that it will be difficult to do.
In fact, as I hope I've been clear enough about, just following along the old standard of High Fantasy (dwarves, elves, etc) does not even remotely guarantee avoidance of the men-in-rubber-suits problem.

In fact, you'll note my main examples of problem games are those which utilize the standard fantasy races. Simply, physical/power/cultural differences are not enough to create a compelling non-human race that wouldn't work just as well as a different branch/culture of humanity.

Also, please note the reference I made to Exalted and their handling of a non-human race. If you can figure out what they did right with their Fair Folk and copy it, I think you'll be able to make a number of the races presented for Dawn of the Magi interesting and compelling enough to avoid the problem.

As a hint, I believe the difference lies in the thematic importance and nature of the Fair Folk, not merely that they are facts X and Y and Z.

Along with that, does anyone else have a game they want to mention which handles non-human races without resulting in the rubber-suit feel? And, more importantly, why do you think it works?

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On 11/5/2002 at 7:03pm, Alan wrote:
RE: some questions about "Fantasy"

Sylus Thane wrote: I'm just curious why most people feel that in order for it to be considered a high fantasy it must include dwarves and elves and the like. ... Why can't we create our own new myths and legends?


I think this is the question that I and greyorm are approaching from different angles.

Tolkein's fantasy is not admirable because it contains elves and dwarves - it is admired because the elements are woven into the magical origin of Middle Earth and they are defined by their role in that origin. Elves and dwarves and hobbits each have a symbolic purpose in LOTR. D&D lacks this.

Fantasy fiction at its best is the creation of myth. If you want to create an rpg where the non-human races have mythic depth, start by involving them directly in the core of the fantasy - the creation of the world or the heart of the function of magic.

One flaw I've seen in some fantasy rpgs is to explain the variety of races with kind of evolution theory. This is more suited to science fiction (qv Ringworld, where all major species, from scavengers to herbivors, are descended from one humanoid species.)

- Alan

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On 11/5/2002 at 7:03pm, Sylus Thane wrote:
RE: some questions about "Fantasy"

So all in all it comes down to setting and the story behind it. Why is the world the way it is, and why did it's residents become the way they are?

I know people aren't really saying that different races from the norm are a bad thing, but I feel sometimes I feel they look at the norm and use it as a comparison far to often.

To add to Greyworms post of what games people feel did well at avoiding the "man in a rubber suit" problem, I'd like to offer up a contest. Many of the races within Dawn of the Magi aren't set in stone. They could easily suffer from the "Rubber Suit" complex if I'm not extremely careful.

So what I propse is a short story contest. If people are interested, i would take entries that would offer insights to a particular race, or more than one, and insight to what they feel that the world is like inspired by the setting info in the Dawn of the Magi thread.

Anybody interested, not sure what the prize would be but I'm sure I could come up with something.

Sylus

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On 11/5/2002 at 8:30pm, talysman wrote:
RE: some questions about "Fantasy"

Sylus Thane wrote: I'm just curious why most people feel that in order for it to be considered a high fantasy it must include dwarves and elves and the like. Or that Tolkien is considered the model. If I create a world that has various species in it that does not automatically make them men in rubbersuits just because I cannot devote an entire novel to describe each one. Yes Tolkien did his research and based his creation off of many modern myths and legends, but why must everyone else? Throughout most myth and folklore the things talked about weren't usually all that nice to begin with. Why can't we create our own new myths and legends? No wonder most people think nothing new can be done, their to focused on the old to believe they can do better.


it's not that you can't create high fantasy without elves and dwarves, but that you can't just make things up without the weight of a massive tradition behind it. if you do, it becomes one of the other fantastic genres. Lovecraft and Clark Ashton Smith made up fantastical races and concepts that no one else even comes close to -- but they wrote weird tales, not high fantasy. Eddison's "The Worm Ouroboros", on the other hand, is high fantasy, but without elves or dwarves; he decided to use Demons, Imps, and Witches as his fantasy races, and even twisted the concepts quite a bit, but kept it all within the heroic tradition. and, as I suggested, you could cloth mythic or fairy-tale source motifs in a totally original manner, but keeping the feel of the tradition.

let's try an example. for the sake of not boring anyone with talk about elves and dwarves, let's try a pseudogreek rpg setting; our underlying racial archetypes are satyrs, nymphs, centaurs and cyclopes, but we'll change them while trying to maintain the underlying traditional feel.

so first, you need to define the traditional role for each of these races.



• SATYRS are somewhat solitary but with a weakness for wine, women, and song; you could think of them as representing the motif of hedonism and wildness.
• NYMPHS are the spirits of nature, linked to rivers, lakes, woods, mountains. they are not as wild as satyrs, but still dangerous. you could think of them as the motif of life and natural beauty.
• CENTAURS are more herdlike than satyrs, but share their wildness, combined with a brutish edge. they could be considered the motif of roughness and savagery.
• CYCLOPES are also somewhat brutish as well as being gigantic. they are solitary like the satyrs, but less fun-loving; three cyclopes were less brutish than the others and were craftsmen, assistants to Hephaestus. they could be considered the motif of strength and wrathfulness.



all together the four races have a very uncivilized feel; that was their role in the greek legends, as contrast to the civilizing role of the demigods and heroes. if you change their appearance, you will still want to keep that feel.

two of races are part-animal, while the other two are mostly human. just to be different, we'll swap them. to be further different, we'll base the all-female race on the cyclopes; and, since we are animalizing them, let's give them the bodies of serpents (we're crossing them over with another greek motif here, the lamia.)

for the mostly-human race based on satyrs that embody lust and desire, we cross them with another greek myth (the sirens) and the celtic folktales of being "fairy led".

that leaves the now-animalized nymphs and the humanized centaurs. let's give the new nymphs the bodies of birds, crossing them with fairy-tales of swan maidens. as for the new centaurs, we'll carry over the transplanted concept of "human with single inhuman feature" that we swapped with the cyclopes but keep then otherwise similar to centaurs: nomadic, travelling in bands, warlike, occasionally peaceful enough to make treaties with human villages, but somewhat untrustworthy.

here are the transformed races, fleshed out a bit more. since I don't know greek, I will take a name from another legend or fairy-tale and convert it to "fake greek".



• TAMLYNOI (taken from satyrs) are somewhat solitary people, about four foot tall, with a green tint to their skin. they live in wooded or grassy areas where they can blend in with their surroundings somewhat. tamlynoi have a thirst for pleasure, frequently stealing into human villages under cover of darkness to acquire wine and food, or hovering beyond the range of campfires to listen to shepherds sing. they are unable to form words, but can sing wordlessly with a sound so enchanting that people feel compelled to listen; sometimes, a tamlynos will lure away children or solitary adults, holding their victim captive in their lairs.
• LANKELOTES (taken from nymphs) are the female spirits of nature with the wings and torsos of birds. each is spiritually linked to a stream, pool, grove, or hill in a secluded area. they tend to be nonaggressive and shy, retreating to the company of their own kind, unless threatened or treated with disrespect. the beauty of a lankelot can strike a man mute or blind; some obsessed men attempt to captured one for a wife, but lankelotes will pine for their freedom and will always seek escape. travellers may stumble upon a flock of winged women bathing in a woodland pool, laughing and chatting, only to see them flee in a flurry of wings when the lankelotes notice they are being spied upon.
• TARTARYKOI (taken from centaurs) are warlike bands of three-armed humanoids. they are occasionally friendly enough with humans, if offered food and drink, but tend to be envious and prone to taking what they want by force; for this reason, a tartarykos is rarely welcome in any village. the tartarykoi are nomadic, hunting with spear and throwing knives, their favored weapons; they will occasionally attempt to capture tamlynoi or lankelotes as slaves.
• OOLANDES (taken from cyclopes) are nine-foot tall brutish race of strong solitary women with taloned hands and the lower bodies of serpents. some are skilled craftswomen or blacksmiths, leading an occasional fool-hardy adventurer to travel to the oolandes mountain range in an attempt to bargain or steal magical artifacts; unfortunately, many oolandes also have a taste for human flesh.



place all of this in a pseudogreek setting, with villages governed by consent among the elders and the occasional town dominated by a tyrant (inevitably challenged by hero rumored to have semidivine ancestory.)

this is all very sketchy, but it gives an example of how you would make changes while trying to maintain contact with an existing tradition. identify the motifs, try to make your changes resemble motifs from other myths and legends, and maintain the same relationships in the overall setting. you will still need some background stories to help establish a feel for the setting; no one is going to be inspired by a list of made-up races stripped of the stories they fit into.

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On 11/5/2002 at 10:48pm, Mike Holmes wrote:
RE: some questions about "Fantasy"

Hmm. I smell a Narrativist slant to a lot of this. My Sim side says to hell with motifs, and the metaphors that the creatures represent. To hell with myth. In fact, what I really want is the sci-fi feel mentioned, just with different races.

Very simply, I want to discover the details about these creatures. Wheras the Narrativist wants to create their myth. Very standard distiinction. I think that Sylus is just going very much for the Sim POV.

That said, Sylus, you've got a really uphill road ahead of you. Have you ever seen Skyrealms of Jorune, Sylus? This is an example of how one can make up new races from scratch, and try to make them distinct enough to be compelling to examine. But even with all the effort taken it remains mostly unknown. Same with Glorantha (elves are plants, fer heavens sakes), Talislanta, and Tekumel, and many, many homebrews. Note that Glorantha is experiencing a revival because it's gone Narrativist with HW. But as these games are about Sim exploration, you are going to have to compete with all of them. And that's a lot of imagination to overcome.

Perhaps much easier to just do Dwarves and Elves again, and just create a system that does them up right.

OTOH, maybe you like a challenge. But if so, I entreat you to examine all the above settings, and others so that you can see where the bar is at that you have to hurdle.

Mike

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On 11/5/2002 at 11:37pm, Sylus Thane wrote:
RE: some questions about "Fantasy"

Actually Mike,
I don't mind myth or legend, but I feel they should relate to the setting. What I prefer the most is consistency, as long as a game has that I don't care what it is about. It's the consistency that makes it enjoyable because you know there are certain constants in which you can work with. It is when games are inconsistent, especially with supplements introducing new things or dramatic changes without reasonable explanation, that I begin to lose my enjoyment for them.

And yes I love a challenge, if I didn't I wouldn't bother designing a game let alone a whole world (soon to be a universe). And don't worry, I've also had ideas for the "Standard" Races and ways in which to make them unique. I just prefer to work on my own creation of things.

As far as SkyRealms, no I haven't seen it. If you wouldn't mind directing me where I can find it I will definitly give it a look see. If your ever interested yourself there are several anthropology course and essays that deal with the creation of species and how they work within a world.

Sylus

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On 11/5/2002 at 11:40pm, greyorm wrote:
RE: some questions about "Fantasy"

Sylus,

It isn't so much story as theme that is combined with a number of other things. I think focus on the idea that a race needs "stories" or an entire book devoted to fleshing out the races via fiction is resulting in your travelling the wrong path for the right reasons.

In fact, I think stories/fiction in an RPG are just bad, because they're never done for the right reasons. For more ideas on what I mean about that, I point you to the thread Sneak preview: Sex & Sorcery excerpt, which deals somewhat with the issue of fiction in gaming.

For example, to use my repeatedly harped-upon example of Exalted's Fair Folk...there is no game fiction associated with them (or if there is, I haven't read it). Nonetheless, the game in its descriptions of the Fair Folk has managed to make them more than the sum of their parts, and avoid the "rubber-suit" effect.

To use another related example, from outside epic fantasy, the game Immortal uses beings known as "Droves" as their main enemy race. Droves are never detailed mechanically in any of the original supplements, nor are they described, only explained.

When they are described in later books, game details about them conflict from source to source. Despite various problems with this from the standpoint of a gamemaster or player, Droves are thematically secure in their role, and one knows what they are and what they mean without the other information.

The following quote is back in the Dawn of the Magi thread, and I think the author nails it to a degree...this brought interest and uniqueness to the races that they lacked simply from the descriptions you had given above.

Demonsphan wrote: Have the Vailon inhabiting the overgrown ruins of an ancient city, perhaps that once belonged to the beings that were responsible for their creation/cultivation. Have the Nasko be artists and sculptors of unparalleled skill with the walls of their caverns decorated with hauntingly beautiful bas-reliefs that few surface dwellers have ever seen.

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On 11/5/2002 at 11:52pm, Sylus Thane wrote:
RE: some questions about "Fantasy"

Actually Greyorm I agree with you. I think Dawn of the Magi suffers a little in the species descriptions by the fact they are not done. When i refer to story, i generally mean the races story as a whole, but not in great specific detail as you would get in a novel. I guess when I refer to story I also tend to include theme and setting as well.

Sylus

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On 11/5/2002 at 11:55pm, greyorm wrote:
RE: some questions about "Fantasy"

Mike,

I suggest that a thematic slant to the races is necessary in this case, even in a wholly Simulationist game, due the fact the style of the game has been described as "High Fantasy."

Having such a style, ala Tolkien, necessitates thematic importance to the races, rather than simply biological differences. That is where the line between epic/high fantasy and gritty fantasy or sword & sorcery comes into play most strongly.

Simply equate Prof. Tolkien's books with any of your standard fantasy fare to note the difference. There are also a number of excellent essays you can find at your local library or on-line which explain the differences in more detail.

What they all boil down to, however, is that in order to have a book or game with a feeling of High Fantasy, you must have certain elements contained or emphasized by the item: theme and meaning inherent in actions, locations, events and peoples.

If you pick up the new Lord of the Rings game and read through it, you will find that though the system is of rather standard fare, the developers were quite aware of this and attempted to work that into the framework of the system.

I tend to believe they succeeded in some notable ways, and any number of good thought and design philosophy (as it relates to what the game is attempting to portary) is contained therein.

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On 11/6/2002 at 12:26am, Alan wrote:
RE: some questions about "Fantasy"

greyorm wrote: Mike,

I suggest that a thematic slant to the races is necessary in this case, even in a wholly Simulationist game, due the fact the style of the game has been described as "High Fantasy."


Yes, and consider: a thematic approach to fantasy almost automatically generates clusters of characteristics like magical affinities, elemental affinities, cultural traditions etc., etc. which a simulationist likes to explore. It provides a framework for coherant and consistant design of fantasy races.

- Alan

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On 11/6/2002 at 12:56am, talysman wrote:
RE: some questions about "Fantasy"

greyorm wrote:
I suggest that a thematic slant to the races is necessary in this case, even in a wholly Simulationist game, due the fact the style of the game has been described as "High Fantasy."

Having such a style, ala Tolkien, necessitates thematic importance to the races, rather than simply biological differences. That is where the line between epic/high fantasy and gritty fantasy or sword & sorcery comes into play most strongly.


yes, exactly. if you are playing a fantasy game with few traditional thematic borrowings and a lot of biological detail, it's not high fantasy. it might be swords and sorcery, or weird tale, or science fantasy, or dark fantasy. I'd say most of the time it will wind up as science fantasy, in fact, like Barsoom.

also, not all Sim is Explorartion of Ecology. you're allowed to explore Character and Color, too!

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On 11/6/2002 at 12:59am, Sylus Thane wrote:
RE: some questions about "Fantasy"

Ahh, but who decides what is traditionally themantic or the prerequisites that define high fantasy?

Sylus
I think some people may be confusing high fantasy for epic fantasy.

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On 11/6/2002 at 5:38am, greyorm wrote:
RE: some questions about "Fantasy"

Sylus Thane wrote: Ahh, but who decides what is traditionally themantic or the prerequisites that define high fantasy?

Professors of literature.

I think some people may be confusing high fantasy for epic fantasy.

I quite possibly am. I admit I am unclear on the definition that seperates the two, though a brief browsing of the internet has revealed that I am not the only one, apparently, as I see reference to high fantasy as epic fantasy, and vice versa -- that is, the terms are used interchangably.

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On 11/6/2002 at 6:00am, Mike Holmes wrote:
RE: some questions about "Fantasy"

I think that consistency ideal you have, Sylus, is exactly what I'm talking about. Myth is not consistent, particularly, it's mysterious. In fact, you may do more damage to a race's mystique by revealing it in detail than by leaving parts blank.

As I write that, it occurs to me that you might want to look up Fang's concept of the Mystique in Scattershot.

Doesn't anybody use Google anymore?

http://www.jorune.org/
http://www.tekumel.com/
http://www.talislanta.com/
http://www.glorantha.com/

Anyone want to direct him to any more?

Mike

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On 11/6/2002 at 6:16am, talysman wrote:
RE: some questions about "Fantasy"

greyorm wrote:
Sylus Thane wrote: Ahh, but who decides what is traditionally themantic or the prerequisites that define high fantasy?

Professors of literature.

I think some people may be confusing high fantasy for epic fantasy.

I quite possibly am. I admit I am unclear on the definition that seperates the two, though a brief browsing of the internet has revealed that I am not the only one, apparently, as I see reference to high fantasy as epic fantasy, and vice versa -- that is, the terms are used interchangably.


one is a subset of the other.

to answer the first question first: traditional themes are traditional themes. I'm talking about themes on the "folk" level. if it hasn't been passed around for generations, it's not traditional. that's what "traditional" traditionally means.

to get really specific: if you want to know what the traditional themes are, go look at Stith Thompson's Motif Index. that's all the themes, as far as we know, although folklorists attempt to discover more.

so: high fantasy is a highly literary genre that uses these traditional themes. what's epic fantasy? fantasy that uses the traditional themes of the epic. you have beowulf, you have gilgamesh, you have the illiad, the odessy, the aeneid... and you have modern writers attempting to emulate those old forms. that's epic fantasy.

there are other kinds of high fantasy, based on other traditional story forms. if it reads more like a myth, it's mythic fantasy. if it reads more like a fairy tale... well, "fairy tale fantasy" sounds funny, but you get the idea.

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On 11/6/2002 at 5:16pm, Mike Holmes wrote:
RE: some questions about "Fantasy"

I guess my point here is that the definitions are useless. Sylus wants something like what he's developing. Whatever that's called, he wants to know how to support that. He seems to want some mythic or legendary content such that it delivers a feeling of consistancy to the world.

Let me ask, Sylus, by consistency do you mean internal consistency? That it all makes sense together? This sounds pretty Sim to me. And the way he's going about it seems like it will get him something reminiscent of the games I've mentioned. IMO.

So are people sugesting that he's not shooting for the right feel? Or just trying to say that the feel he's shooting for is not High Fantasy (as he claims)? Or do you think that his feel is just fine as is?

Mike

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On 11/6/2002 at 5:50pm, Sylus Thane wrote:
RE: some questions about "Fantasy"

Let me ask, Sylus, by consistency do you mean internal consistency? That it all makes sense together?


Yes Mike, that's what I mean by consistency. I've seen many games that were great but began to fall apart later with their expansions and other works because they weren't internally consistent.

Or just trying to say that the feel he's shooting for is not High Fantasy (as he claims)?


My main question is what determines high fantasy? Is it having elves and dwarves and other races of myth and lore or is it something else? When I asked who decides I got this answer.

Professors of literature.



Now no offense, but this is a pretty lame answer. Professors of most any subject can't agree on anything, let alone literature because it is so subjective, just like art. Now if someone were to pull out a websters literary dictionary or something and shows me it stating high fantasy as requiring things such as elves and dwarves then I will concede on that point.

But, I feel High Fantasy is subjective but has some common elements. Such as a feeling of being beyond the norm and having an epic feel that the reader or player can relate too. It doesn't require fantasy races, but merely a sense of wonder and in most cases adventure in a world beyond our own.

I think that consistency ideal you have, Sylus, is exactly what I'm talking about. Myth is not consistent, particularly, it's mysterious. In fact, you may do more damage to a race's mystique by revealing it in detail than by leaving parts blank.



I think we're on the same track here, just coming from different directions. For me you have to have consistents to the world in order to develop it's own mystique from there. If you don't have any consistency things just become a jumbled mess.

He seems to want some mythic or legendary content such that it delivers a feeling of consistancy to the world.



Yes and no. For me the world needs to have a consistency to itself in order to make the myths and legends believable. If there is no consistency, anything you try to relay as mythic loses some of it's substance as it will become just another normal day as there is nothing to seperate it from the norm. I guess it just decides once again who decide whether it is high (or epic) fantasy, the designer (or author), the reader, or an outside third party of definitions?

Sylus

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On 11/6/2002 at 6:33pm, Mike Holmes wrote:
RE: some questions about "Fantasy"

Again, we could debate endlessly about the definition of High Fantasy (there are several threads that have done just that). Instead, just tell us what you think it means, or, rather, what you want for your game, and we can try to support that. After all, if someone were to prove that High Fantasy meant something other than what you think it means would you change the game to match? The only important thing is what you want the game to do. Which I think you've stated just fine.

There is some question as to the feasibility of the goal as you've stated it, but that's another discussion.

Mike

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On 11/6/2002 at 6:58pm, Alan wrote:
RE: some questions about "Fantasy"

Mike Holmes wrote: Again, we could debate endlessly about the definition of High Fantasy (there are several threads that have done just that). Instead, just tell us what you think it means, or, rather, what you want for your game, and we can try to support that.


Hear! Hear! This business of definitions isn't productive. In fact, it reminds me of advice from a writing mentor: don't try to write to the market, write your own stuff and sell it.

The point: you can't be original writing to someone else's model. Originality comes from your own unique interpretation.

So, Patrick, what do you want in your game?

- Alan

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On 11/6/2002 at 8:19pm, Patrick Boutin wrote:
RE: some questions about "Fantasy"

Wow. Never tought that it will generate all this.

I started it and I will finish it. It just get in my face: it's all my fault. I started my post with High end fantasy... when I just wanted to talk about "fantasy".

High fantasy, low fantasy, epic fantasy, sword & sorcery, all terms of wonder in a generally long lost past. The only general assumption that I can make is that epic tend to talk about more mature theme and sword & sorcery generally evolves around humans only.

With this post I only wanted to know what was the feeling around the fantasy theme in game design. I know that it's a crazy time for fantasy with the D20 thing but I think that I can make something different in this kind of rpg (I know that I'm not the first to say that).

and, yes Alan, it may be the time that I talk a little bit more about my game and what I want in it. So I will post it in the indie game design forum and I will wait for some comments about it.

Patrick

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On 11/7/2002 at 3:57am, greyorm wrote:
RE: some questions about "Fantasy"

Sylus,

From your further explanation, I realize I obviously didn't understand what you wanted or were looking for with your question -- but I still would have preferred a response that didn't simply attack my answer as apparently "just dumb." I have to admit, being described as "lame" stings a bit...I can suck it up, but you might want to try to avoid tagging in the future.

As well, to be perfectly honest, I find the "oh, its all subjective anyways, so we can't know and shouldn't discuss it" response to be anti-intellectual and definitely insulting to those who choose to study the non-objective sciences: philosophy, literature, psychology, art, etc.

Simply, it is rather like saying, "Not all scientists agree on X, so we can't listen to them about it!" Or "Not all dictionaries agree on the definition of this or that word, so the word is meaningless!" Right...then we go nowhere. But that's starting to drift off topic, so back on we go.

Beyond that, as stated, I misunderstood the motives for your asking, considering your statement about the division between epic and high fantasy, one can assume you know what you are talking about, or at least are aware of a definition. So interpreting your question as an honest search for a definition -- that you were ignorant as to the definitions -- was not the immediate assumption on my part.

Even so, I think that a simple search reveals a number of definitions for what comprises High Fantasy. Take your pick. If you would prefer, I can provide you with my own definitions of what makes high/epic fantasy (and you'll note that I do not make a distinction between them).

Also, I'm slightly confused as to your statement about elves and dwarves in fantasy, a statement made as though someone, somewhere is demanding that they exist in a work in order for that work to be considered high fantasy. Examining this thread, I cannot imagine it is anyone hereon making such a statement, so I wonder at the reason you are bringing it up?

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On 11/7/2002 at 4:46am, M. J. Young wrote:
RE: some questions about "Fantasy"

Wow, this thread has exploded in no time at all; I'm going to take a few pot shots, although there's a tremendous amount here with which I agree.

Alan wrote: How about goblins as an oppressed, slave race and humanity as the villainous slave drivers?

Did almost that with Orc Rising, a Multiverser world (currently available for beta testing, and you might find it interesting to use without the core system). The differences are that it is orcs who are oppressed, and the oppressors are humans, elves, and dwarfs. The concept which is behind it reflects the fact that the "free peoples" believe that they are civilizing the primitive sub-human orcs by incorporating them as the slave class in their societies while claiming their lands--lands which the orcs don't really claim as their own, because they don't have that kind of concept of property, but which are their native habitat essential to their survival.

Valamir wrote: Further I really detest "new races". The whole idea of "I want other races in my game but I don't want the same old fantasy races" is IMO utterly absurd. It takes as a starting assumption 2 things. 1) That a fantasy game NEEDS racial variety in order to be interesting, and 2) that somehow the current author can create a race that is more compelling than one which has decades of treatment behind it. The first one is just plain not true, and the second is false far more often than it isn't.

IMO fantasy races are not interesting.


While I strongly agree with Valamir's notion that it's silly to change the fantasy races for the reasons he suggests, I think it is entirely possible to create a "new race" in a fantasy setting. I think it works better if you're using a different fantasy setting. Bah Ke'gehn (Multiverser: The Second Book of Worlds) has at its core a unique fantasy race which has gotten some praise from those who have encountered it. The thing is, though, that they exist in their own fantasy world, not in a Tolkienesque or fairy tale world. That said, they are built from the ground up, and come out entirely different from humans in countless ways yet remain playable.

I think perhaps Star Frontiers' dralasites could have been very like this with a bit more work. The authors began with something amoebae-like which reproduced by airborne spores and shifted between masculine and feminine genders over its life cycle. Building from that base, one could have devised a race that was completely different from humans at a fundamental level, with different motivations and attitudes. Unfortunately, functionally within the game it primarily boiled down to a few neat advantages and disadvantages.

Building a unique fantasy race that is essentially inhuman is difficult. It is made the more difficult (as I've said before) by the tendency to give them monolithic cultures. Rilans are not all Japanese with funny hair. Alien/fantasy races have to have the distinctions at the core so that they can be extended into the same diversity of culture which we see among humans, and still have that fundamental difference running through them.

Oh, and I, too, took fantasy literature courses in college.

Simon Hibbs wrote: How about a roleplaying game based on a re-imagined version of the Narnia stories by C.S. Lewis?

We did that, too. It was a lot of fun, although I don't often run it with children characters because of the way Multiverser works (I could, but I've got some good Narnia scenarios which work with adult player characters).

Reverend Daegmorgan is spot on with his assertion that many races which are just humans with masks in many games are not human in the source literature. It is difficult to manage that transition to playing a completely different genus, with different emotions and motivations and perceptions of reality (and particularly difficult for beginning role players), but with the proper foundation it can be done.

I hope this has added something to the thread that was worth adding, despite its rather disjointed approach.

--M. J. Young

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On 11/7/2002 at 5:28pm, simon_hibbs wrote:
RE: some questions about "Fantasy"

Valamir wrote: Actually Simon the original post did specify High Fantasy...which while certainly varied itself, is generally concerned with those Tolkein-esque tropes.


The definitions of High and Low fantasy accepted as standard in literary criticism are that High Fantasy takes place in an imaginary world, while low fantasy takes place in a fantastical version of our own world. Not all imaginary fantasy worlds are Tolkienesque.

One of the key reasons I have trouble with "new races" is simply that Tolkein's races were inspired by 100s of years of existing myth. Ideas that he then spent decades researching, musing about, conceptualizing, etc. until these ideas were published in 1000+ pages of novels and assorted works. Entire cultures, entire languages, entire histories and legends of their own.


This is true, but there is a whole world of alternative fantastical mythology from which to draw, all with at least as much depth of background. Mesoamerican, Egyptian, African, Indian, Oriental, and many other cultures offer an imense richness of material from which to draw inspiration. Why cast it aside so casualy? Furthermore, Tolkien's particular re-imagination of north european mythological elements isn't the only one possible.

The reason why the traditional races work (even if awkwardly) is because we know that back behind them all they are all inspired by Tolkein and Tolkein is vast. This is why we can accept 4 or 5 paragraphs of description in the players handbook on what an elf is like or what a dwarf is like.


But there's the rub. D&D elves and dwarves _seem_ as though they've got impressive tolkienesque credentials, but in fact they don't. None of the richness of Tolkien's back-plots for the Lord Of the Rings applies in Greyhawk, or The Forgotten Realms, etc etc. Instead they're a thin, tasteless parody of someone else's imagination pasted on to a foreign landscape. What's the point?

I agree that creating new races just for the sake of it, with little or no forethought on why they are necessery, and how they fit into their environment is not ideal. Surely the solution is to discuss, and encourage creative ways to develop truly compelling game worlds, with inhabitants that naturaly embody or express the themes intended by the designer? Rather than advocate the death of creativity and argue that fantasy worlds should best be produced using cookie-cutter concepts borrowed from someone else's imagination?


Simon Hibbs

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On 11/7/2002 at 5:39pm, Sylus Thane wrote:
RE: some questions about "Fantasy"

I have to admit, being described as "lame" stings a bit...I can suck it up, but you might want to try to avoid tagging in the future.



Sorry, there was no personal offense meant. :)

As well, to be perfectly honest, I find the "oh, its all subjective anyways, so we can't know and shouldn't discuss it" response to be anti-intellectual and definitely insulting to those who choose to study the non-objective sciences: philosophy, literature, psychology, art, etc.

Simply, it is rather like saying, "Not all scientists agree on X, so we can't listen to them about it!" Or "Not all dictionaries agree on the definition of this or that word, so the word is meaningless!" Right...then we go nowhere. But that's starting to drift off topic, so back on we go.



Once again no offense meant, when dealing with a subjective topic I feel it's usually best if everyone starts off agreeing to be able to disagree. :)

Also, I'm slightly confused as to your statement about elves and dwarves in fantasy, a statement made as though someone, somewhere is demanding that they exist in a work in order for that work to be considered high fantasy. Examining this thread, I cannot imagine it is anyone hereon making such a statement, so I wonder at the reason you are bringing it up?


I could see how that may be confusing, but if you look back at a lot of posts, not just in this thread, people make reference to traditional races and authors and such that can be used as models. Most of these use the "Traditional Races" such as elves and dwarves. The use of them has gotten to be so much that people in general begin to only associate them with the term of fantasy or high fantasy. Everytime someone mentions Tolkien it further reinstills the dependency that you should use the traditional races to be considered good fantasy. the release of the new movies does not help this either. Don't get me wrong, I love Tolkien, but his work isn't necessarily good for rpg fantasy markets as it instills (I feel) certain criteria on the populace in which fantasy rpg's become unfairly judged.

Hope this clarifies a little.

Sylus

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On 11/8/2002 at 9:50am, contracycle wrote:
RE: some questions about "Fantasy"

Sylus Thane wrote: The use of them has gotten to be so much that people in general begin to only associate them with the term of fantasy or high fantasy. Everytime someone mentions Tolkien it further reinstills the dependency that you should use the traditional races to be considered good fantasy. the release of the new movies does not help this either. Don't get me


Well I'd have to say: only if your dominant experience of fantasy is the particularly self-referential world that is RP. Anyone who's been reading fantasy fiction for a few years encounteres relatively few instances of orcs-n-elves, praise be.

And I think to say discussion of Tolkien reinforces the perception puts the cart before the horse; Tolkien is discussed to show that his work was specific, not generic. the generic COPYING of Tolkien in RP is what has established the association, not the discussions indicating why Tolkien doesn;t translate as easily as people expect it to.

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On 11/9/2002 at 12:11am, greyorm wrote:
RE: some questions about "Fantasy"

Sylus Thane wrote: Sorry, there was no personal offense meant. :)
...Once again no offense meant, when dealing with a subjective topic I feel it's usually best if everyone starts off agreeing to be able to disagree. :)

I understand, and no offense is really taken. I do feel, though, that starting out agreeing to disagree makes all further discussion useless...after all, if we've already decided we aren't in agreement and are simply going to disagree, what use is further discussion?

I think we all realize that no one here really needs to be told "hey, we might disagree and that's ok" unless it becomes necessary to remind someone. As a community, I've found we have a well-established tradition of actually listening to and discussing with one another instead of merely arguing, going round and round, back and forth.

As to the actual concern, I'm guessing I'm still somewhat confused as to your intention in asking for definitions, when you have them already. Does any of what's been said work for you, according to your definition? That is, does it help avoid the rubber-suit problem? Or provide a springboard to make races -- old or new -- viable non-human entities?

not just in this thread, people make reference to traditional races and authors and such that can be used as models...Everytime someone mentions Tolkien it further reinstills the dependency that you should use the traditional races to be considered good fantasy.

Gareth (contracycle) nailed it for me, as to the most comprehensive response that could be given to that statement, so count this as a "I second that" in regards to his statements.

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