Tuesday, June 9, 2009

Quotes from the High Fantasy vs. Sword & Sorcery discussion

So I took my little article over to ENWorld just to see what happened. I was not that surpriced, of course, about some diametrically opposed opinions in the line of "You are totally wrong!!" vs. "Very good analysis" - that's what you can always expect from that forum. But most of the discussion was very interesting and enriching.

I will post some quotes that might clarify my ideas. I'm sorry about this messy way of presenting things. I'm a bit busy with life right now.

After the discussion, I think I might have to revise some of the terminology and concepts, but my opinion has stayed more orless the same.

Rogueattorney wrote:
Dragonlance was the bellweather event in the transition Zulgyan is describing. You had to alter or ignore a number of 1e rules to run the original 1e Dragonlance modules. Among them xp for wealth and taking campaign time out to train. Both of those particular rules were dropped for 2e and the main reason why was to fit the epic campaign paradigm seen in Dragonlance and then emulated in many, many adventure modules thereafter. In a race to save the world from the Dark Evil Overlord, who has time to scrounge for gp or train?

Other than I6, the other two campaigns didn't have a single thing published for them until 1987, the year before 2e came out. The big shift had already happened. They were written with the latter, non-S&S concept of D&D in mind.

Frankly, I don't see why it's controversial at all to say that the folk who came to the game in the mid-80's or later were coming to the game familiar with a fairly different style of fantasy than those who came to the game earlier, and would thus have some different notions of how the fantasy world should work. I, for one, can say I got a much better understanding of what Gygax and co. were trying to do after finally reading some Lovecraft, Vance, and Anderson.

Zulgyan wrote:
1) I don't wish to be controversial. I want, if posible, end with the old school vs. new school conflict and take the discussion a bit higher conceptually, and see where all the controversy comes from.

2) There are some obvious difference bewteen how literature and gaming work. To keep the article shot, I just focused on the similarities.

3) Conan wins against all odds because he is a literary protagonist, no doubt. But the novels constantly stress that it's all about his own skill, resourcefulness and luck, with no intervention from a Christian-like god how wants good to win over evil. His story is a "success story" that had no guarantees of being that way - that's how the author presents the world. An uncaring, amoral universe. Conan wins because he is strong, not because he is good.

That can be recreated in gaming, by reducing DM intervention to "keep the story right" and by reducing the system elements that control plot: balanced encounters (even though it might be a misinterpretation of the rules, it is one misinterpretation that is quite widespread), treasure prescriptions, linear adventure design, etc.. If you take distance from story manipulation and you reduce player entitlement, and you just let the players alone with no DM or system help, struggling against a hostile world: the end result will
feel much more like a S&S novel. All their success will be self gained.

But don't take this to the extreme of course, we are talking about just an guiding principle that can have it's exceptions.

2) In S&S literature you have
gods with minuscule, not the judeo-cristian God that has a plan of salvation where good will triumph over evil. S&S gods are just superpowerful beings, that commit mistakes, have character flaws, and fight each other to control the world, not to redeem it. And they are not responsible for it's creation either. So they are not really gods the way most modern theology and philosophy interpret it. That's why I used the word atheism, that might have been confusing. But remember that Howard was himself an atheist, and the gods from his novels are a criticism to theism in a symbolical way, because the are either evil or unhelpful.

3) The cleric class is confusing, but you can interpret their gods as just a powerful beings who can squish vancian spells into your brain.

More on that last point later!!

Zulgyan wrote:
1) I think some are missing the point that, what defines HF vs. S&S is the underlying worldview and moral system - basically: God on the side of good vs. No God, or God takes no sides.

2) The presence of demi-humans, clerics, vancian magic or not, etc. are all
secondary to that, IMO. So sword & sorcery is not necessarily about barbarians vs. evil sorcerers. That's how it is in many popular S&S novels, but it does not need to be necessarily that way. You need to look at the higher concepts and themes of the novels.

3) I agree that D&D and westerns have much in common. Specially the spaghetti-westerns of Sergio Leone: "The Good, the Bad, and the Ugly", "Fistful of Dollars" and "For a few dollars more". I heartily recommend those films, and their plots are very very D&Desque

4) Yes, RPGs are bigger than Gygax, agreed. But when you analyse the RPG
he authored, he is a main reference for interpretation, ins't he?. What John Wick says about Houses of the Blooded will be more relevant that what Ron Edwards says about that game.

5) I think that OD&D and 1E as games that captured very close the spirit of S&S, was not
that intentional on part of Gygax. Not very consciously, IMO, he captured the spirit of S&S because in his game, the fact you where good or the protagonist, made you in no way special.

6) When authors write their novels, they don't justify the survival of their protagonists
solely on them being them protagonists. They introduce an additional justification, to create an illusion that they survive because of other reasons than just being the protagonist. On general terms, in HF novels it's because higher forces of good will never let evil triumph. In S&S it's because the protagonist is skillful, lucky and resourceful, not because he receives aid from above.

Saying that the only survive because they are the protagonist is a very poor reading of the novels. You have to look at the illusionary reason the author uses to justify their success. That illusion tells you a lot about the imaginary world of the author.

7)
4E is not a pure HF game. To be a pure HF game, you need a mechanic that makes good always win over evil. 4Edoes not have it, for good IMO. But 4E has introduced some "plot control" mechanics that make the HF premise easier to achieve, the premise being "good will win over evil".

This are:
1) Automatically Balanced encounters: the game is telling you
when and what should be encountered. That's plot control right there.
2) Treasure prescriptions: the game is telling when should a magic sword be gained. That's also plot control the way I see it.
3) Less randomness, more predictability, that will reduce "bad surprises" that can frustrate the fulfillment of the HF premise: good will win over evil.
Zulgyan wrote:
I want to encapsulate the thesis of my article as briefly as possible:

A lot of the changes in D&D during the course of it's history can be explained by the conflict between two fantasy genres that are based on diametrically opposed world-views: High Fantasy vs. Sword & Sorcery.

The game started strong on the Sword & Sorcery genre, but slowly, as a majority fans wanted to play the game in a fashion closer to High Fantasy, elements of plot protection slowly made their way into the game.
Zulgyan wrote: (Was Sauron's defeat, in the Catholic inspired LOTR, inevitable?)
According to Catholicism, even though God respects human liberty, good will always finally triumph over evil. In fact, evil has already been defeated by Christ on the Cross. So yes... you could read that Sauron's defeat was prophesied or mandated. Gandalf, who is in part an allegory of Jesus, even prophetisizes that "Gollum still has a role to fulfil". So he knew how the ring was going to be destroyed beforehand.
Zulgyan wrote:
Well, Fafhrd and the Gray Mouser are a duo. I don't think that individuality is necessarily a caracteristic of the genre. Maybe Howard wanted to stress that nobody, nobody helped Conan, that he was all by himself.

But I think that teams can also be part of the S&S genre. Individuality is no essential - it's the means by which they succeed.
ZULGYAN WROTE:
Here is Conan turned into High Fantasy, as an example that the common tropes of the genre are not what define it

1 comments:

Telcontar said...

I think that is an interesting discussion, more the subject of what is S&S and what is HF.
I was talking about this a few days ago with my friend Matias (mmoreno80), discussing if Middle Earth is high fantasy or not. Matias says that The Lord of the Rings is high fantasy (only in the scope of the novel, without talking about another ages or stories in Middle Earth) using the argument that in lord of the rings ALL elves are good and virtuous, and all the Goblins and Orcs are evil without explanation, plain evil.
My point is, if you take that elements in the scope of all the ages of middle earth, the high fantasy ends. There are elves without good moral, elves killers of other elves, the dwarves are ambiguous too, and there are an explanation for the evil of orcs and goblins: they are not a race, they are elves deformed by Morgoth, tortured, turned into living weapons against their kin.

The point made in this post (quoted from another article)

"Zulgyan wrote: (Was Sauron's defeat, in the Catholic inspired LOTR, inevitable?)

According to Catholicism, even though God respects human liberty, good will always finally triumph over evil. In fact, evil has already been defeated by Christ on the Cross. So yes... you could read that Sauron's defeat was prophesied or mandated. Gandalf, who is in part an allegory of Jesus, even prophetisizes that "Gollum still has a role to fulfil". So he knew how the ring was going to be destroyed beforehand."

First of all, i want to say that i read a LOT about Tolkien, Zuligan need to read a little more about him and the way he sees the literature (the literature that he write at least). Tolkien didnt use any allegory, he didnt like to do it. Read the introduction to "The Lord of the Rings", he writes there about that subject. Tolkien didnt write in order to make a reference to something or someone external to middle earth, he writes in order to have internal references (thats why ME is a big and complex world). That mention of Gandalf being Jesus is Zulygan's interpretation of Tolkien's words (not the first time that i read this kind of interpretation, but is an personal interpretation). About Gandalf knowing that Sauron will fall, because evil must lose, if you see it using ONLY LOTR scope of view, it can be opened to many opinions, thats one that is valid. But if you see it through a wider scope, reading The Silmarillion and History of Middle Earth you can see other important points:

- In the beginning, there was only a god, Eru or Iluvatar, allmighty (like Christian god).
- From his toughts powerful spiritis (Ainur) were created. Eru and the Ainur played a great music, this music created the world and they played all the history of the world. And when they finished, Eru showed the world to the ainur, send them to live in it, from the beginning to the end of the song. So, the music of the existence has been played, and some Ainur (called Valar y Maiar) remember some parts of it. Its like knowing the future, because they already heard the music. Gandalf possibly remembers something of the music refering to that age of the world. Its like fate or destiny if you like, but Eru Iluvatar never favour Good or Evil.

Changing subject, the elements that control the plot are ugly as hell :P
I prefer elements like luck (or karma in shadowrun) in order to help players to avoid with bad luck. Something like the luck of Conan mentioned above. The players can spend luck or karma whenever they see fit, but this is not a warranty of balanced encounters, or magic objects, or good winning (players can be bad or amoral too).


PD: sorry for my BAD english :P