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Why is it always the same old elves, and hobbits, and +1 swords? Canât people come up with anything different?
âŚI hear this every so often, and I wonder if any of these people actually pick up the myriad gonzo-RPGs with novel races (or at least ânovelty racesâ). Of course, many have the extra barrier of 40 pages of history of random races - bird-people, lizard-knights, and other first attempts at casting the illusion of a full culture, fit for a gaming world.
I donât want to mock the sincere attempts at creativity, but culture-creation takes time to gestate. You wonât find it much in any work which doesnât have some years of work from someone who studied the field theyâre fantasizing about for decades.
In âthe generic fantasy worldâ, the game has more toys. Instead of just pushing wooden horses around a table, people can throw fireballs, or raise the dead, or put someoneâs soul in a glass bottle in order to use their reflection to open the magical door they created.
Now the price for all these toys is lore. Getting about ancient Greece demands more fore-knowledge than most people care to read before a Thursday-night game of puzzle-solving and beard-jokes. Do we go in a chariot? Can we ride horses? Can we get food from inns along the way? We have twelve dancing boys each, you say? Okay. Whatâs their Encumbrance rating?
These toys are expensive, but hope is here: the generic fantasy land. It has its own cultures - elves, dwarves, men, et c. It has new races, which are the same as the cultures (nothing more to learn). And if the world wants to introduce you to cultural distinctions, the GM will tell you though some plot hook about why the Sylvan elves hate the Duergar dwarves.
The world yields scary creatures, and mysterious lost cities, but never so mysterious that someone will monologue at you. If you want a real mystery, thereâs always Maths, but RPGs donât exist to provide deep Maths, or unknowable horrors. They exist to give us eight-sided dice - just like regular dice, but with EIGHT sides!
Of course, riding griffins isnât the only plausible adventure. Mouse Guard earned a lot of love without any clerics and wizards, but it worked because it has an essentially familiar setting. âMice, who are soldiersâ - we know the bad-guy already, and we know some of the goals, before opening the book.
Now on the flip-side, we have Sci-Fi. Itâs less popular than fantasy, and perhaps part of that comes from the lack of assumed-setting.
What does âstandard sci-fiâ look like? Laser guns? Theyâre used in Star Trek, but less so with modern Sci-Fi, and Dune seemed determined to write regular guns out of the picture. Who are the aliens? Are there aliens? The only thing I now about generic-Sc-Fi-land is that it has a space-ship, with a captain.
I want to go back to the weird which was familiar. I donât know all the rules, but I know most of the patterns.