But let's look at the definition of "fantasy:" The creative imagination; unrestrained fancy. I'm not saying there's anything wrong with the concept of high fantasy, in a Tolkien-esque setting. I'm just saying that it's not true fantasy. There's no longer anything creative about the typical elves-and-dwarves setting. It was created almost a century ago. Very little has been added to it.
This is one of the reasons I'm so fond of The Dark Crystal. It was new; the world had never before seen Gelflings, Skeksis, or Podlings. This is what I call "True Fantasy," the result of creative imagination, and unrestrained fancy. Rather than reuse what already existed, the creators developed something new.
I once tried to do this myself. I worked with some friends to try to create a setting that was "casually miraculous." There were six species in this world, all of which I tried to create from scratch. They were such bizarre people as a race of slug-like entities who vomited their offspring into a jai-alai style mitt and flung them as a weapon, or a living clay entity with no native shape. They lived in a world where the lowest moon orbited the planet in such a manner that every hundred years, it scraped across the peak of the tallest mountain, at which point it was possible to step from one to the other.
I was discouraged from this by a passage in Robin's Laws of Good Gamemastering: "North American audiences... will give up their beloved archetypes when you pry them from their cold, dead fingers." Which made me wonder, what's the point of creating a unique world that doesn't fit into any existing preconceptions if nobody's going to buy it?
But I still maintain that fantasy, true fantasy, is not the typical elves-dwarves-trolls-&c. that we think of today.
I once looked into making a new but still accessible fantasy genre. I examined the way that Tolkien had created Middle Earth. He took a lot of elements from Norse Mythology (the elves from Alfheim and the dwarves from Nidavellir, as well as the archetype of the dragon guarding a hoard of gold), sprinkled in a dash of Celtic Mythology (the goblins), and created his own addition (the hobbits). Which started me to wondering if I could do something similar with other mythos.
My first attempt (prompted by a friend's suggestion) was Middle Eastern mythology. But after looking briefly into it, I realised that I didn't know enough about the culture or the mythology to do it any justice. Celtic mythology doesn't work well, since there aren't really any non-human races, unless you go for more recent folklore involving the fae, but that's been done (GURPS: Faerie, Dark Ages: Fae and, to a lesser extent, Changeling). Perhaps I could create something from Greek Mythology (using, for example, satyrs and centaurs), but even that would be perilously close to things like Hercules and Xena. Maybe I could work with Aztec mythology...
Also, why does it always have to be a psuedo-medieval theme? Never mind the occasionaly ham-fisted introduction of totally incompatable elements such as ninjas and samurai. Why not a fantasy world based on a Roman setting? This was touched on with the 7th Sea game, which was set in a high-seas piracy setting. But even that wasn't truly fantastical.
Anyway, I just thought this was food for thought. So until next week, I bid you a fond
I was discouraged from this by a passage in Robin's Laws of Good Gamemastering: "North American audiences... will give up their beloved archetypes when you pry them from their cold, dead fingers." Which made me wonder, what's the point of creating a unique world that doesn't fit into any existing preconceptions if nobody's going to buy it?
But I still maintain that fantasy, true fantasy, is not the typical elves-dwarves-trolls-&c. that we think of today.
I once looked into making a new but still accessible fantasy genre. I examined the way that Tolkien had created Middle Earth. He took a lot of elements from Norse Mythology (the elves from Alfheim and the dwarves from Nidavellir, as well as the archetype of the dragon guarding a hoard of gold), sprinkled in a dash of Celtic Mythology (the goblins), and created his own addition (the hobbits). Which started me to wondering if I could do something similar with other mythos.
My first attempt (prompted by a friend's suggestion) was Middle Eastern mythology. But after looking briefly into it, I realised that I didn't know enough about the culture or the mythology to do it any justice. Celtic mythology doesn't work well, since there aren't really any non-human races, unless you go for more recent folklore involving the fae, but that's been done (GURPS: Faerie, Dark Ages: Fae and, to a lesser extent, Changeling). Perhaps I could create something from Greek Mythology (using, for example, satyrs and centaurs), but even that would be perilously close to things like Hercules and Xena. Maybe I could work with Aztec mythology...
Also, why does it always have to be a psuedo-medieval theme? Never mind the occasionaly ham-fisted introduction of totally incompatable elements such as ninjas and samurai. Why not a fantasy world based on a Roman setting? This was touched on with the 7th Sea game, which was set in a high-seas piracy setting. But even that wasn't truly fantastical.
Anyway, I just thought this was food for thought. So until next week, I bid you a fond
No comments:
Post a Comment
I'll be along soon to make sure your comment isn't spam. Until then, just sit tight! Unless your comment IS spam, in which case, bugger off.
Note: only a member of this blog may post a comment.