Has Anyone Else Had To Deal With The "Historical Accuracy" Fallacy?


Pathfinder First Edition General Discussion

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thejeff wrote:
Anzyr wrote:

If they can't take a Winged Pony with a bowtie Alchemist, but they can take a Dragon seriously, the problem lies with them. Both of those things are equally not real. Next your going to tell me I can't play as an Awakened Gorilla Wizard. Go on, I dare you.

Depends on the campaign.

Would work fine in some. Not in others. And it's not about "equally not real", it's about what fits in that particular campaign.

But who cares? If the problem is with them, then don't play with them. They don't want to play the kind of game you want to play, so you shouldn't be playing with them.

If your campaign has Pathfinder magic, everything fits.

voideternal wrote:
Hm. Let me think. I'm imagining my human cleric in Carrion Crown, trying to save the village from being overrun by undead. I'm doing research in the town library. "Hey Teletubbyfolk, could you get me that Tome with historical records of the dead prisoners? After this, let's regroup with Elf wizard and Dwarf fighter at the town hall. You can also talk to any townsfolk you see on the way there and comfort them that everything will be okay."

Aren't they just gnomes in pajamas? And you know Teletubbyfolk are just as real as the dwarf and elf ya? In a setting where Owlbears are thing ya?

Bandw2 wrote:
oh, Anzyr

I raise you one demotivator ah ah ah.


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Anzyr wrote:
thejeff wrote:
Anzyr wrote:

If they can't take a Winged Pony with a bowtie Alchemist, but they can take a Dragon seriously, the problem lies with them. Both of those things are equally not real. Next your going to tell me I can't play as an Awakened Gorilla Wizard. Go on, I dare you.

Depends on the campaign.

Would work fine in some. Not in others. And it's not about "equally not real", it's about what fits in that particular campaign.

But who cares? If the problem is with them, then don't play with them. They don't want to play the kind of game you want to play, so you shouldn't be playing with them.

If your campaign has Pathfinder magic, everything fits.

No. It doesn't. You're looking at it entirely wrong. It's not just a matter of "It's possible in the rules or by magic." It's a matter of fitting in the campaign at hand - fitting the mood. Fitting the theme. Having a character who wants to be there in the first place and who the other characters want to have there.

Canonical example: If you're playing Skull & Shackles, bring a character who wants to be a pirate. Your desert specialized paladin can wait for another game. (Note that S&S can be adapted to work for characters who don't want to be pirates, but if the rest of the groups wants to play pirates, then don't bring someone who doesn't fit.)

Shadow Lodge

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Anzyr wrote:
Uh it is your problem. You should let them play what they want just as you should play what you want. Why would you even be bothered something like that?

I don't play what I want if I know what I want will bother the group.

For example, my first choice character in my current campaign was a warforged (converted, or using the PF android). The GM told me that warforged don't make sense in his setting for reasons that would spoil the plot.

So I'm playing a Suli monk/bloodrager and it's awesome.

On the other hand, the same game has a grippli PC who resulted from a unique magical curse rather than being a member of a species of frog-men, so not everything weird is automatically out.

PF involves group storytelling and that means compromise.


thejeff wrote:
Anzyr wrote:
thejeff wrote:
Anzyr wrote:

If they can't take a Winged Pony with a bowtie Alchemist, but they can take a Dragon seriously, the problem lies with them. Both of those things are equally not real. Next your going to tell me I can't play as an Awakened Gorilla Wizard. Go on, I dare you.

Depends on the campaign.

Would work fine in some. Not in others. And it's not about "equally not real", it's about what fits in that particular campaign.

But who cares? If the problem is with them, then don't play with them. They don't want to play the kind of game you want to play, so you shouldn't be playing with them.

If your campaign has Pathfinder magic, everything fits.

No. It doesn't. You're looking at it entirely wrong. It's not just a matter of "It's possible in the rules or by magic." It's a matter of fitting in the campaign at hand - fitting the mood. Fitting the theme. Having a character who wants to be there in the first place and who the other characters want to have there.

Canonical example: If you're playing Skull & Shackles, bring a character who wants to be a pirate. Your desert specialized paladin can wait for another game. (Note that S&S can be adapted to work for characters who don't want to be pirates, but if the rest of the groups wants to play pirates, then don't bring someone who doesn't fit.)

Uhm if the setting has Pathfinder magic, pretty much everything *does* fit the theme. A desert specialized Paladin could be a lot of fun to play in a campaign about Pirates. Heck, the reason the PC ends up in the party alone sounds like a fantastic story. Though I treat paladins fairly and hanging out with pirates is unlikely to make them fall.

Weirdo wrote:

I don't play what I want if I know what I want will bother the group.

For example, my first choice character in my current campaign was a warforged (converted, or using the PF android). The GM told me that warforged don't make sense in his setting for reasons that would spoil the plot.

So I'm playing a Suli monk/bloodrager and it's awesome.

On the other hand, the same game has a grippli PC who resulted from a unique magical curse rather than being a member of a species of frog-men, so not everything weird is automatically out.

PF involves group storytelling and that means compromise.

There is literally no way an Android could ruin the GM's setting unless it didn't have Pathfinder magic. If it did there is a 0% chance of that happening. Seriously, I'm going to need a justification as how that could ruin the GM's campaign.

Grand Lodge

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Anzyr wrote:
Seriously, I'm going to need a justification as how that could ruin the GM's campaign.

By the player being a tool about getting his way, and then not delivering on it in the game afterwards.


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Magic being there or not has absolutely nothing to do with theme. I don't even understand you.

I did once (help) ruin a game by misunderstanding what the GM was looking for. It was a superhero game, not PF, but my character was rules legal and a superhero. The pitch, as I heard it, was kid sidekicks of 50s super-heroes. He wanted and the other players (except for me and one other) brought four-color 50s-style super-heroes - real hero types, bright and shiny.
The other guy brought a ninja kid and I brought a demon-child, apprenticed to the team's mage, learning about the human world and to control himself - redemption arc and all. Both were cool characters and would make perfectly good superheroes, but in a dark edgy nineties kind of way.
Needless to say, they clashed badly and the game only lasted a couple of sessions. The GM should have shot me down and made it clear what he was really looking for.


Accomodate as much as you can to the degree you can within your story. Remember, you're not George R.R. Martin; your job is for every to have fun. Fun is defined differently by different people, so when I DM I attempt to accommodate as much as possible. Guns just aren't that unbelieveable because dragons exist. If you wanted a modern firearm that'd have to be a narrative discussion; but heck who's to say there isn't a plane of advanced technology.


thejeff wrote:

I did once (help) ruin a game by misunderstanding what the GM was looking for. It was a superhero game, not PF, but my character was rules legal and a superhero. The pitch, as I heard it, was kid sidekicks of 50s super-heroes. He wanted and the other players (except for me and one other) brought four-color 50s-style super-heroes - real hero types, bright and shiny.

The other guy brought a ninja kid and I brought a demon-child, apprenticed to the team's mage, learning about the human world and to control himself - redemption arc and all. Both were cool characters and would make perfectly good superheroes, but in a dark edgy nineties kind of way.
Needless to say, they clashed badly and the game only lasted a couple of sessions.

Can you please explain for me how this 'clash' could possibly ruin the game? I'm really trying to wrap my head around it, because that conflict of themes sounds awesome to me.

Disclaimer: I was born in 1988


TriOmegaZero wrote:
Anzyr wrote:
Seriously, I'm going to need a justification as how that could ruin the GM's campaign.
By the player being a tool about getting his way, and then not delivering on it in the game afterwards.

Playing the character you want to play isn't "getting your way" anymore then selecting Duck Hunt in Super Smash Bros. Wii U is "getting your way". How does an Android not fit in a setting with Pathfinder magic. Please give an actual explanation.

kyrt-ryder wrote:
thejeff wrote:

I did once (help) ruin a game by misunderstanding what the GM was looking for. It was a superhero game, not PF, but my character was rules legal and a superhero. The pitch, as I heard it, was kid sidekicks of 50s super-heroes. He wanted and the other players (except for me and one other) brought four-color 50s-style super-heroes - real hero types, bright and shiny.

The other guy brought a ninja kid and I brought a demon-child, apprenticed to the team's mage, learning about the human world and to control himself - redemption arc and all. Both were cool characters and would make perfectly good superheroes, but in a dark edgy nineties kind of way.
Needless to say, they clashed badly and the game only lasted a couple of sessions.

Can you please explain for me how this 'clash' could possibly ruin the game? I'm really trying to wrap my head around it, because that conflict of themes sounds awesome to me.

Disclaimer: I was born in 1988

I am also confused by this. Anti-heroes and heroes wanting to solve problems differently is a staple of superhero stories.

Grand Lodge

Anzyr wrote:
How does an Android not fit in a setting with Pathfinder magic. Please give an actual explanation.

Sure. Okay. Let's see.

The realm has no 'outer space' area for alien starships to crash from, thus there are no forges for androids to be born from. No existent civilization has developed the technology to produce electronic constructs of that nature. So none of the Technology Guide or related materials from the bestiaries are allowed.


TriOmegaZero wrote:
Anzyr wrote:
How does an Android not fit in a setting with Pathfinder magic. Please give an actual explanation.

Sure. Okay. Let's see.

The realm has no 'outer space' area for alien starships to crash from, thus there are no forges for androids to be born from. No existent civilization has developed the technology to produce electronic constructs of that nature. So none of the Technology Guide or related materials from the bestiaries are allowed.

Gate. Inevitables.

Mad wizards prototype.

Visitor from an alternate prime.

Just off the top of my head. I can go on if need be.


kyrt-ryder wrote:
thejeff wrote:

I did once (help) ruin a game by misunderstanding what the GM was looking for. It was a superhero game, not PF, but my character was rules legal and a superhero. The pitch, as I heard it, was kid sidekicks of 50s super-heroes. He wanted and the other players (except for me and one other) brought four-color 50s-style super-heroes - real hero types, bright and shiny.

The other guy brought a ninja kid and I brought a demon-child, apprenticed to the team's mage, learning about the human world and to control himself - redemption arc and all. Both were cool characters and would make perfectly good superheroes, but in a dark edgy nineties kind of way.
Needless to say, they clashed badly and the game only lasted a couple of sessions.

Can you please explain for me how this 'clash' could possibly ruin the game? I'm really trying to wrap my head around it, because that conflict of themes sounds awesome to me.

Disclaimer: I was born in 1988

It's a clash of cultures, which to some (myself included) makes for a great game, and to others makes for a bad game.

Comic books in the 50s had some very distinct rules about what could be published and what couldn't (mostly for the large name brands, like Marvel). No dark themes, no anti-heroes, had to promote Americanism (this one may not be true), female characters couldn't be sexual or show off too much skin, heroes were heroes and villains could be redeemed, etc... It's pure 1950s white America. Granted, there were some exceptions - but those were in smaller brands of comics.

If that's the game someone wants to run and everyone at the table wants to play - except one person - then t *could* ruin a game if the majority aren't willing to deal with the culture clash. Especially if the game's premise is based upon everything being in a bright and shiny white America comic, where racism doesn't exist and the black man knows his place.

Take a look at some of the old comics. Go to your local comic book store and pick up one of the Essential books (preferably book 1 of one of the teams, like X-Men or Avengers), and you'll really see what I mean. I wanted to read through all the old X-men comics, and boy was it a chore to get through those early 50s comics, where everything was bright and shiny. Of course, I'm a huge fan of Sandman and Lucifer comics, so the dichotomy is pretty severe for me.

Grand Lodge

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Anzyr wrote:
Gate. Inevitables.

Oh, so you want to play an inevitable? That's different from an android.

Anzyr wrote:
Mad wizards prototype.

Mad wizard hasn't been born yet.

Anzyr wrote:
Visitor from an alternate prime.

Changing the setting. Actually, that's what all of these boil down to. You just refuse to accept a setting where androids don't exist.

And like I told BNW, the setting doesn't have to be this way. You're allowed to change it. That doesn't mean that the original setting is invalid.


TriOmegaZero wrote:
Anzyr wrote:
Gate. Inevitables.

Oh, so you want to play an inevitable? That's different from an android.

Anzyr wrote:
Mad wizards prototype.

Mad wizard hasn't been born yet.

Anzyr wrote:
Visitor from an alternate prime.
Changing the setting. Actually, that's what all of these boil down to. You just refuse to accept a setting where androids don't exist.

Your setting has Gate. Other planes exist. And Androids make perfect sense to be created by Inevitables. Your setting has magic, a mad wizard's prototype makes perfect sense.

I'm not changing the setting at all. There's no reason those explanations don't work, other then "I don't want them to".

Grand Lodge

Anzyr wrote:

Your setting has Gate. Other planes exist. And Androids make perfect sense to be created by Inevitables. Your setting has magic, a mad wizard's prototype makes perfect sense.

I'm not changing the setting at all. It already has magic.

Each of these things makes as much sense as each of them not existing. The setting can be written either way.


TriOmegaZero wrote:
Anzyr wrote:

Your setting has Gate. Other planes exist. And Androids make perfect sense to be created by Inevitables. Your setting has magic, a mad wizard's prototype makes perfect sense.

I'm not changing the setting at all. It already has magic.

Each of these things makes as much sense as each of them not existing.

Incorrect, because the player wants to play one. Therefore them existing makes more sense.

Grand Lodge

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Anzyr wrote:
Incorrect, because the player wants to play one.

What you are talking about is not 'what makes sense', but 'who has control'. That is the real conflict you are fighting.

This boils down to one kid wanting to play cops and robbers and the other wanting to play cowboys and indians. Even while using the same sticks and rocks.


TriOmegaZero wrote:
Anzyr wrote:
Incorrect, because the player wants to play one.

What you are talking about is not 'what makes sense', but 'who has control'. That is the real conflict you are fighting.

This boils down to one kid wanting to play cops and robbers and the other wanting to play cowboys and indians. Even while using the same sticks and rocks.

Er... no. This is wanting to be a Law Man in your game of cowboys and indians. Especially, since Jack is playing a Cattle Rustler and Betty is a Pistol Dueler.


DrDeth wrote:

Well, since there is no "previous drow of folklore" and Gygax and Greenwood made up the Drow out of whole cloth, then why not?

"Dungeons & Dragons co-creator Gary Gygax stated that "Drow are mentioned in Keightley's The Fairy Mythology, as I recall (it might have been The Secret Commonwealth--neither book is before me, and it is not all that important anyway), and as Dark Elves of evil nature, they served as an ideal basis for the creation of a unique new mythos designed especially for the AD&D game."[9] The form "drow" can be found in neither work.[10] Gygax later stated that he took the term from a "listing in the Funk & Wagnall's Unexpurgated Dictionary, and no other source at all. "I wanted a most unusual race as the main power in the Underdark, so used the reference to 'dark elves' from the dictionary to create the Drow."[11]"

In other words, Gygax found a word and devised a brand new race out of it. Just like he did with having some weird little plastic toy 'dinosaurs" (two of which looked nothing like any real dino) and devising the Bulette and the Rust Monster. Just like Tolkien took the word "Orc" (and devised a new race from that. ("Orc" is an Old English word that pretty much just means "monster, "orcneas' was used in Beowulf, with uncertain translation).

Now "dark elf" and svartálfar and/or Dökkálfar are completely different. However, even those have only a rare mention outside the Eddas, and even there exactly what they are supposed to be is rather confusing. As kyrt-ryder and gamer-printer pointed out they are rather like dwarves or better yet duegar.

As mentioned earlier, the word "Drow" is indeed an alternative name for the Trow of the Orkney Islands, which were a race of fairie folk which were sort of like a cross between a troll and a fairy. I don't disagree with you that Gygax only used the name and didn't based Drow off of anything in the original folklore, but their is definitely a rich lore from the Orkney islands on Drow.

Grand Lodge

Anzyr wrote:
Er... no. This is wanting to be a sheriff in your game of cowboys and indians. Especially, since Jack is playing a Cattle Rustler and Betty is a pistol dueler.

Only if your sheriff is this guy walking into this story.


TriOmegaZero wrote:
Anzyr wrote:
Er... no. This is wanting to be a sheriff in your game of cowboys and indians. Especially, since Jack is playing a Cattle Rustler and Betty is a pistol dueler.
Only if your sheriff is this guy walking into this story.

Exactly. An improvement that makes for a unique story even if historical accuracy gets shoved to the side. That was what you were going for right?

Grand Lodge

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You know better than that. I'm the first one to say 'the GM has the power to change things to suit his players'.
That doesn't mean I deny that changes need to happen to suit those players.

Thank you for being an excellent case study.


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TriOmegaZero wrote:
Anzyr wrote:
Er... no. This is wanting to be a sheriff in your game of cowboys and indians. Especially, since Jack is playing a Cattle Rustler and Betty is a pistol dueler.
Only if your sheriff is this guy walking into this story.

But I want my Sheriff to also be a Monk.


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kyrt-ryder wrote:
thejeff wrote:

I did once (help) ruin a game by misunderstanding what the GM was looking for. It was a superhero game, not PF, but my character was rules legal and a superhero. The pitch, as I heard it, was kid sidekicks of 50s super-heroes. He wanted and the other players (except for me and one other) brought four-color 50s-style super-heroes - real hero types, bright and shiny.

The other guy brought a ninja kid and I brought a demon-child, apprenticed to the team's mage, learning about the human world and to control himself - redemption arc and all. Both were cool characters and would make perfectly good superheroes, but in a dark edgy nineties kind of way.
Needless to say, they clashed badly and the game only lasted a couple of sessions.

Can you please explain for me how this 'clash' could possibly ruin the game? I'm really trying to wrap my head around it, because that conflict of themes sounds awesome to me.

Disclaimer: I was born in 1988

It could be a fun game, in a different context. It wasn't the game the GM wanted to run. It wasn't the game the other players wanted to play. It wasn't even what I wanted to play. It was a player level assumption clash, not an in-game conflict of themes.

Like going to a movie that all the trailers and ads show as a fun action comedy romp and it turns out to be a psychological drama about surviving PTSD. It might be a great movie, but it's pulling the wrong crowd and they're not in the right mood.


Milo v3 wrote:
DrDeth wrote:
Well, since there is no "previous drow of folklore" and Gygax and Greenwood made up the Drow out of whole cloth, then why not?

What are you talking about? Ben even linked information about the previous drow of folklore. Gygax and Greenwood did make up the drow themselves, but their were creatures called Drow already in folklore/myth, and the D&D drow are a deviation from that form of drow.

Actually they used the term "trow", and "dark elf" and svartálfar and/or Dökkálfar . Gygax only saw the word, he didnt base his Drow after the Trow of the Okneys. They arent even close. In fact there the "dark elf" and svartálfar and/or Dökkálfar arent very much at all like Gygaxian "drow" except dark colors.


DrDeth wrote:
Milo v3 wrote:
DrDeth wrote:
Well, since there is no "previous drow of folklore" and Gygax and Greenwood made up the Drow out of whole cloth, then why not?

What are you talking about? Ben even linked information about the previous drow of folklore. Gygax and Greenwood did make up the drow themselves, but their were creatures called Drow already in folklore/myth, and the D&D drow are a deviation from that form of drow.

Actually they used the term "trow", and "dark elf" and svartálfar and/or Dökkálfar . Gygax only saw the word, he didnt base his Drow after the Trow of the Okneys. They arent even close. In fact there the "dark elf" and svartálfar and/or Dökkálfar arent very much at all like Gygaxian "drow" except dark colors.

And being juxtaposed against the Ljósálfar which Tolkien and D&D pretty much took whole-cloth [with additions here and there of course.]


bookrat wrote:
kyrt-ryder wrote:
thejeff wrote:

I did once (help) ruin a game by misunderstanding what the GM was looking for. It was a superhero game, not PF, but my character was rules legal and a superhero. The pitch, as I heard it, was kid sidekicks of 50s super-heroes. He wanted and the other players (except for me and one other) brought four-color 50s-style super-heroes - real hero types, bright and shiny.

The other guy brought a ninja kid and I brought a demon-child, apprenticed to the team's mage, learning about the human world and to control himself - redemption arc and all. Both were cool characters and would make perfectly good superheroes, but in a dark edgy nineties kind of way.
Needless to say, they clashed badly and the game only lasted a couple of sessions.

Can you please explain for me how this 'clash' could possibly ruin the game? I'm really trying to wrap my head around it, because that conflict of themes sounds awesome to me.

Disclaimer: I was born in 1988

It's a clash of cultures, which to some (myself included) makes for a great game, and to others makes for a bad game.

Comic books in the 50s had some very distinct rules about what could be published and what couldn't (mostly for the large name brands, like Marvel). No dark themes, no anti-heroes, had to promote Americanism (this one may not be true), female characters couldn't be sexual or show off too much skin, heroes were heroes and villains could be redeemed, etc... It's pure 1950s white America. Granted, there were some exceptions - but those were in smaller brands of comics.

If that's the game someone wants to run and everyone at the table wants to play - except one person - then t *could* ruin a game if the majority aren't willing to deal with the culture clash. Especially if the game's premise is based upon everything being in a bright and shiny white America comic, where racism doesn't exist and the black man knows his place.

Take a look at some of the old comics. Go to your local comic book...

Well, that's not quite what we were looking for in the game, just to defend myself a little. Admittedly we were mostly ignoring racism, but mostly it was supposed to be teen heroes stopping villains with silly plans. Campy fun. (Fair enough to say that we were all white (and young and naive) and thus could look at it without thinking about what was left out.)

Mind you, I would have been happy with either take on the campaign, but I hadn't understood the premise. If I had, I would have made a different character. I didn't really realize what had gone wrong until talking it over months afterward and finally realizing that what the others had thought going in was so different.


Anzyr wrote:
TriOmegaZero wrote:
Anzyr wrote:
Er... no. This is wanting to be a sheriff in your game of cowboys and indians. Especially, since Jack is playing a Cattle Rustler and Betty is a pistol dueler.
Only if your sheriff is this guy walking into this story.
Exactly. An improvement that makes for a unique story even if historical accuracy gets shoved to the side. That was what you were going for right?

Sure, if the GM actually wants to run a comedy. Otherwise one of them shoots Bart dead early on.

By the way, in addition to the GM having to adapt his setting and style of game to whatever weirdness you want to bring in, are the other characters also forced to accept your pony into the group, even if their characters would have no reason to?


TriOmegaZero wrote:
Anzyr wrote:
Er... no. This is wanting to be a sheriff in your game of cowboys and indians. Especially, since Jack is playing a Cattle Rustler and Betty is a pistol dueler.
Only if your sheriff is this guy walking into this story.

I don't know...

I mean, I'm ok with railroading for an AP or a module, but reading off a script is a bit too much.

Grand Lodge

What?


It was a joke. I'm trying to lighten the mood around here. It's definitely needed.


Wow, that tiers article is a really awful article. Makes it hard to take anything written on the blog particularly seriously.

Shadow Lodge

Anzyr wrote:
There is literally no way an Android could ruin the GM's setting unless it didn't have Pathfinder magic. If it did there is a 0% chance of that happening. Seriously, I'm going to need a justification as how that could ruin the GM's campaign.

We haven't reached that point in the plot yet but I'm guessing it has something to do with the hints of a technologically superior fallen civilization we've seen around.

Anzyr wrote:
Incorrect, because the player wants to play one. Therefore them existing makes more sense.

When the player's character concept and the GM's setting concept conflict, why does the player win by default?

People in my group usually approach a campaign with multiple character concepts, or even no concept, and then develop a character that suits the campaign and party. The GM then frequently adjusts the setting according to player input - one of my players invented his character's hometown, another invented his religion, and a third invented both.

Collaborating in this way tends to produce results that are both interesting and believable. For example, one player wanted to play a hardboiled detective wizard with a pistol, and I told him that in the setting wizardry and firearms were both restricted to the nobility. He ended up being a defector/reformer whose personality conflicts with other nobles were a recurring theme.

Much better than five people coming to the table with five different games in mind.

Grand Lodge

bookrat wrote:
It was a joke. I'm trying to lighten the mood around here. It's definitely needed.

What?


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TriOmegaZero wrote:
bookrat wrote:
It was a joke. I'm trying to lighten the mood around here. It's definitely needed.
What?

I SAID I CANT HEAR YOU!

Shadow Lodge

What?


bookrat wrote:
It was a joke. I'm trying to lighten the mood around here. It's definitely needed.

I nominate jokes at Gimli's expense.


Pathfinder Lost Omens Subscriber
Blakmane wrote:
Wow, that tiers article is a really awful article. Makes it hard to take anything written on the blog particularly seriously.

i know that feel


DrDeth wrote:
Milo v3 wrote:
DrDeth wrote:
Well, since there is no "previous drow of folklore" and Gygax and Greenwood made up the Drow out of whole cloth, then why not?

What are you talking about? Ben even linked information about the previous drow of folklore. Gygax and Greenwood did make up the drow themselves, but their were creatures called Drow already in folklore/myth, and the D&D drow are a deviation from that form of drow.

Gygax only saw the word, he didnt base his Drow after the Trow of the Okneys. They arent even close.

Thats the point. That he made up these things, that don't come from the tradition of drow, but now if you modified drow now from the tradition gygax set people get annoyed, despite the fact that the gygaxian drow themselves are a break from tradition.

Dark Archive

Milo v3 wrote:
DrDeth wrote:
Milo v3 wrote:
DrDeth wrote:
Well, since there is no "previous drow of folklore" and Gygax and Greenwood made up the Drow out of whole cloth, then why not?

What are you talking about? Ben even linked information about the previous drow of folklore. Gygax and Greenwood did make up the drow themselves, but their were creatures called Drow already in folklore/myth, and the D&D drow are a deviation from that form of drow.

Gygax only saw the word, he didnt base his Drow after the Trow of the Okneys. They arent even close.
Thats the point. That he made up these things, that don't come from the tradition of drow, but now if you modified drow now from the tradition gygax set people get annoyed, despite the fact that the gygaxian drow themselves are a break from tradition.

Thats kinda irrelevant though since they are complaining about changing gygaxian drow and not the real life mythology version. They aren't anything a like, so person complaining about former has no reason to care about latter. As in, you can't say "You can't complain about changing D&D drow because drow themselves aren't like original drow!" since thats not what they are arguing about.

(though I'm bit confused of what we are actually talking about since I thought original post in this quote chain was about "Since gygax made them up, can't they change them as much as they want?" instead of "Since gygax made them up, you can't change them at all!" and I'm too tired to check earlier posts <_< If someone was actually arguing about latter, I guess you could say that "Gygax changed drow already" is valid argument, though it wouldn't matter much since person would likely be talking about D&D Drow since Gygax did make those up even if name was taken from somewhere else)

Plus there are tons of examples were word for something originally meant completely different thing. Like most of D&D monsters for example xD Tarrasque doesn't look anything like mythological version, yet if D&D one was changed, pretty much all people surely would complain about changing it.


bookrat wrote:
Comic books in the 50s had some very distinct rules about what could be published and what couldn't (mostly for the large name brands, like Marvel). No dark themes, no anti-heroes, had to promote Americanism (this one may not be true), female characters couldn't be sexual or show off too much skin, heroes were heroes and villains could be redeemed, etc... It's pure 1950s white America. Granted, there were some exceptions - but those were in smaller brands of comics.

That at least is not entirely correst. Take a look at Wonder Woman's 1950s costume. Even the one that expanded her back coverage after the Comics' Code came in is still swimsuit level coverage. In general though I agree with your points, and would have been very doubtful about a "demon-child learning redemption" character as a good fit for that era. Even the periods Batman is hardly the anti-hero he sometimes appears as.


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Weirdo wrote:


On the other hand, the same game has a grippli PC who resulted from a unique magical curse rather than being a member of a species of frog-men, so not everything weird is automatically out.

PF involves group storytelling and that means compromise.

So i got turned into a frog, and then kissed by this girl who said she was a princess, but it turns out she was only a dutchess so... 3/4 of the way there i suppose...


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Anzyr wrote:
voideternal wrote:
Anzyr wrote:
If other people are bothered by another player's concept the problem lies with the people that are bothered. They have their own characters to make how they want.
If, theoretically, player A at my table made his/her character a Teletubbyfolk illegitimate love child between Ameiko and some unknown aberration, and I was bothered by it (I am), and then some other person told me, "Voideternal, your being bothered is your own problem. Player A can make his/her own character how he/she wants," then I can't help but feel something is wrong.

Uh it is your problem. You should let them play what they want just as you should play what you want. Why would you even be bothered something like that?

Gaberlunzie wrote:
Ehh, to a degree I agree, but there is a limit, and while it's after "drow ranger" it's before "winged pony hitler and a bowtie". Exactly where the line is I don't know and don't think it's possible to find something even nearing a consensus, but the tone of your post sound dismissive like it's a simple black and white binary when it's a big scale of gray.

There is a line, but is has nothing to do with the character itself.

The character's story should be appropriate for the "rating" of the table. Don't bring a character with R rated themes to a PG-13 campaign. Thus while "Winged Pony with a bowtie" is always ok, "Winged Pony Hitler with a bowtie" might not be. Not because it's a Winged Pony with a bowtie, but because it's Hitler. And you know whose not cool? Hitler.

Don't be a jerk. But that's a player issue not a character issue. I don't care if Winged Pony with a Bowtie wants to make puns or end every sentence with ...zam (I have done this it was glorious) that's great. If Winged Pony with a Bowtie wants to steal from the party or abandon the party, then that's a player issue that needs dealt with. Again, not a Winged Pony with a bowtie issue.

Finally, play the character you wants means "within the rules". You don't get...

So lines are alright as long as they're the lines that Anzyr approves of. All other lines are evil?


Bluenose wrote:
bookrat wrote:
Comic books in the 50s had some very distinct rules about what could be published and what couldn't (mostly for the large name brands, like Marvel). No dark themes, no anti-heroes, had to promote Americanism (this one may not be true), female characters couldn't be sexual or show off too much skin, heroes were heroes and villains could be redeemed, etc... It's pure 1950s white America. Granted, there were some exceptions - but those were in smaller brands of comics.
That at least is not entirely correst. Take a look at Wonder Woman's 1950s costume. Even the one that expanded her back coverage after the Comics' Code came in is still swimsuit level coverage. In general though I agree with your points, and would have been very doubtful about a "demon-child learning redemption" character as a good fit for that era. Even the periods Batman is hardly the anti-hero he sometimes appears as.

True, but even the 1950s wonder woman was still at least "swimsuit" (as you say), compared to the 90s version of sexualized T&A.

Here's a classic example of the 50s version.

Versus the 90s version.


sorry for that tangent...

my reply to DrDeth was against his comment that Drow were completely invented. They existed before Gygax, just not in the form DnD fans are familiar with.


bookrat wrote:
Bluenose wrote:
bookrat wrote:
Comic books in the 50s had some very distinct rules about what could be published and what couldn't (mostly for the large name brands, like Marvel). No dark themes, no anti-heroes, had to promote Americanism (this one may not be true), female characters couldn't be sexual or show off too much skin, heroes were heroes and villains could be redeemed, etc... It's pure 1950s white America. Granted, there were some exceptions - but those were in smaller brands of comics.
That at least is not entirely correst. Take a look at Wonder Woman's 1950s costume. Even the one that expanded her back coverage after the Comics' Code came in is still swimsuit level coverage. In general though I agree with your points, and would have been very doubtful about a "demon-child learning redemption" character as a good fit for that era. Even the periods Batman is hardly the anti-hero he sometimes appears as.

True, but even the 1950s wonder woman was still at least "swimsuit" (as you say), compared to the 90s version of sexualized T&A.

Here's a classic example of the 50s version.

Versus the 90s version.

Maybe an error in editing, but both links point to the same picture.


RDM42 wrote:
bookrat wrote:
Bluenose wrote:
bookrat wrote:
Comic books in the 50s had some very distinct rules about what could be published and what couldn't (mostly for the large name brands, like Marvel). No dark themes, no anti-heroes, had to promote Americanism (this one may not be true), female characters couldn't be sexual or show off too much skin, heroes were heroes and villains could be redeemed, etc... It's pure 1950s white America. Granted, there were some exceptions - but those were in smaller brands of comics.
That at least is not entirely correst. Take a look at Wonder Woman's 1950s costume. Even the one that expanded her back coverage after the Comics' Code came in is still swimsuit level coverage. In general though I agree with your points, and would have been very doubtful about a "demon-child learning redemption" character as a good fit for that era. Even the periods Batman is hardly the anti-hero he sometimes appears as.

True, but even the 1950s wonder woman was still at least "swimsuit" (as you say), compared to the 90s version of sexualized T&A.

Here's a classic example of the 50s version.

Versus the 90s version.

Maybe an error in editing, but both links point to the same picture.

I just tried to edit them, and they are different links. I opened them up, and they go to the appropriate links for me.


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bookrat wrote:
Bluenose wrote:
bookrat wrote:
Comic books in the 50s had some very distinct rules about what could be published and what couldn't (mostly for the large name brands, like Marvel). No dark themes, no anti-heroes, had to promote Americanism (this one may not be true), female characters couldn't be sexual or show off too much skin, heroes were heroes and villains could be redeemed, etc... It's pure 1950s white America. Granted, there were some exceptions - but those were in smaller brands of comics.
That at least is not entirely correst. Take a look at Wonder Woman's 1950s costume. Even the one that expanded her back coverage after the Comics' Code came in is still swimsuit level coverage. In general though I agree with your points, and would have been very doubtful about a "demon-child learning redemption" character as a good fit for that era. Even the periods Batman is hardly the anti-hero he sometimes appears as.

True, but even the 1950s wonder woman was still at least "swimsuit" (as you say), compared to the 90s version of sexualized T&A.

Here's a classic example of the 50s version.

Versus the 90s version.

1944 Wonder Woman. A two piece, in this case. Dinah has had more than a few costumes over the years.

One thing I'd say is that while I do consider the 1990s WW is more sexualised than 1940s/50s WW, that's largely because of a change in how she's drawn/shown in how sexual she is rather than a large change in how much her costume covers. Which goes back to the question of why some types of character fit a game better than others, in that it's a change in the tone of the character that makes her a poor fit for a game which has a very different (more 'innocent', in this case) tone.


Bluenose wrote:

1944 Wonder Woman. A two piece, in this case. Dinah has had more than a few costumes over the years.

One thing I'd say is that while I do consider the 1990s WW is more sexualised than 1940s/50s WW, that's largely because of a change in how she's drawn/shown in how sexual she is rather than a large change in how much her costume covers. Which goes back to the question of why some types of character fit a game better than others, in that it's a change in the tone of the character that makes her a poor fit for...

I don't think that picture is actually a two piece. The belt she usually has is just close to her skin color.

Nice try at bringing this derail back oon topic though. I really intended that as an example of game conflict, not a debate on sexuality in 50s comics.

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