Thursday, January 7, 2010

Why Not Indeed?

Stonehell author Michael Curtis has an excellent post up over at his blog. I don't have much to add to his thoughts except kudos to him for putting into words some of the thoughts I regularly wrestle with. If you feel the same way, head on over to The Society of Torch, Pole, and Rope and let Michael know.


  1. Very interesting indeed. When I began thinking about Michael's post I stumbled across an interesting split within my own gaming that I had never really conciously thought about. I too have worked in various ways in making versimilitude in my campaigns. I too have bridled when players have wanted to go "outside the box" or be "ahistorical" and of the really fascinating articles for me out of the old "Best of" Dragon compilations was "Sturmgeschutz and Sorcery". Wacky, crazy, utterly unrealistic and yet it seemed such a blast to play. So much so that I made it my mission to go and find a copy of the Tractics rules from TSR. I finally did but have yet to amass the correct amount and types of minis to actually play but I still dream. I never realized how much my own tastes could contradict each other. I wonder if this doesn't have something to do with when I started gaming. To put it in your terms I started in the electrum age of D&D. It seems to me that at this time the RPG hobbyists were transitioning from Swords and Sorcery/Pulp inspiration to becoming pseudo Medievalists. Perhaps the zeitgeist lives in me still. The magical thing for me about RPG's in general and D&D in particular is that when I play the kid that I was when I started comes out to play too.

  2. I had in my campaign a PC who was a kobold mage named Shaken, an anomaly to say the least. You can literally drop a character from the sky and follow with some pseudo-logic to keep things flowing- or leave as a mystery. But I have the draw the line somewhere- such as a dragon or frost giant or some weird daffy duck person.