Around 1980 or so, pop culture ceased to be an expression of culture, but instead because a SUBSTITUTE for culture. With each succeeding decade, it has become more infiltrated, more subverted, and more demoralizing. It's past time to unplug and start over.
@aaron_clarey bemoans the destruction of ballroom dance by freaks that have decided to arbitrarily repudiate sexual dimorphism. If you want to perpetuate this element of culture, you literally have to start your own dance and gatekeep out the weirdos. EVERYTHING IS LIKE THIS NOW.
The average fantasy consoomer that grew up up the the 1980s or later in America almost universally assumes that Lewis and Tolkien more or less invented fantasy, that everyone after them builds on and/or reacts against these two men. This is not the case.
This narrative didn't just happen. It is a byproduct of the memory holing of pre-1940 science fiction and fantasy. This earlier phase of the genre was produced by a varied group of authors hailing from such diverse regions as New England, the South, Texas, and the Prairie.
Once upon a time, creators were not selected by a small clique in NYC. No matter where you were from in the US, there was a major influential author from YOUR REGION. And he wrote characters that were like YOU and that reinforced the culture and values of YOUR PEOPLE.
If you have heard about these authors at all, it will typically be second hand through the SNEERING criticism of GROSS MUTANTS, hateful outsiders that slandered better men. Pulp writing may be synonymous with bad writing today, but it objectively better than that of its critics.
When science fiction and fantasy were merely popular stories read by people of all ages for enjoyment, there was no need for fandom. The genre immediately became niche when it was first subverted, weaponized against legitimate culture. THEN the weird, cultish following developed.
It's not a coincidence that nearly all narrative-endorsed authors from 1940-1980 aggressively pushed incest in their stories. One of their most celebrated stories features a leftist utopia powered by a child molestation which none dared to challenge. Bizarre.
Fantasy and sci-fi blew up in the 80's due to D&D and Star Wars, no thanks to "fandom". But pop culture means something entirely different to a generation that is uprooted, disconnected from extended family, suffering through the blast effect of widespread divorce and abortion.
The ranks of the culturally denuded swelled in the nineties. And then somebody somewhere figured out how to turn some of these big media brands into a de facto replacement for identity and religion. "Fandom" returned, but at a scale that would have been unimaginable previously.
This is how you get to Star Wars themed weddings, of course. Your extended family means as much as to you as your faith. You are from nowhere. You live... anywhere. But hey, at least you grasp that the original trilogy (sans enhancements) has enduring cultural significance!
How can you know it was ever any different today? Well, there are moments where the narrative breaks down; sometimes spectacularly. The genesis of the rpg hobby in the 1970s is one of those things, a recapitulation of the representative and geographically distributed pulp era.
The primary literary inspirations for Traveller weren't Asimov, Heinlein, and Clarke. They were E. C. Tubb, Poul Anderson, and H. Beam Piper. The supposed "golden age" of science fiction held little to no sway over the definitive science fiction role-playing game.
The primary literary inspirations for Gamma World weren't Asimov, Heinlein, and Clarke. They were Brian Aldiss, Andre Norton, and Sterling Lanier. The supposed "golden age" of science fiction held little to no sway over the definitive science fantasy role-playing game.
The science fiction authors singled out by Gary Gygax in the now notorious Appendix N of the Advanced Dungeon Masters Guide? Stanley Weinbaum, Jack Williamson, Fredric Brown, and (the biggest of all) Edgar Rice Burroughs.
Incidentally, Gary Gygax writes in the DMG about taking his players to adventure on another planet, it was one created by Jack Vance that dominated his campaign's play. Further, when Marc Miller needed inspiration for the Scout career, he consulted this same book and author.
So when these guys in the 1970s sat down to forge the games that would allow them to play out the space adventures that fired their imaginations, the SF authors that your magazines, articles, and local branch librarian told you were important figured very little in their schemes!
Further, the young people that would take up these games in the years following their development would lack the kinds of literary resources and fluency that the games' creators would take for granted. There was a tremendous cultural gap between these two generations.
Of course, anyone curious about why the older games were so much richer and more intriguing than later derivatives wouldn't have to delve to deep in order to unearth a TREASURE TROVE of the best fantasy and adventure fiction ever written. Positively mind blowing stuff!
One thing that will shock you is how many GOOD authors there were, how many SOLID stories were packed into the better magazines. You were told that "90% of everything was crap." But that dictum only applies to the more "serious" magazines that you are "supposed" to like.
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Another gem from module X4. The first thing you do in this encounter is talk a long long time about the player characters' dreams. Because everyone knows that players love to let the DM talk talk talk as much as he feels like.
Next up, there is some stray random hints about what is coming however the players will not notice them unless they specifically ask for information about the random details that they won't know about unless SPECIFICALLY ASK ABOUT THEM. Players love this stuff!
Once you are in the encounter you are stuck until you do whatever it is that the Dungeon Master has decided you are going to do. Which is maybe along the lines of part of that session where the players went to Gayhenna to make a deal with a weird extraplanar entity.
Skeledjinn has had it with you guys. He casts "Rocks Fall, You Die!" If you make your save, you only take half of a million points of damage.
Really have a hard time understanding how anyone can seriously play this way.
So there is pages of crap where the HIGH LEVEL PC's are supposed to be flunkies in some loser army. They do watches. They report to their commander. Blah Blah. This whole scene is basically to set up a patron encounter WHICH THE DM COULD HAVE JUST INTRODUCED IN THE FIRST PLACE.
The party met two barbarians at the Octogon society's Adventurer's Aid Hostile. Fagor threw the tall one out the window and has persuaded them to join the party.
Party is filling out waiver forms before entering the dungeon.
The bard got turned into stone after the fighter graciously bent bars on the prison cell to let the Shambleau out. She got hit by a magic lava lamp javelin, orco-Turkish grappled, and then finally her head got chopped off.
Honestly, I wouldn't blame anyone that threw these books against the wall at this point and then made Tunnels & Trolls instead.
Chainmail has three different combat systems in it. D&D has two systems in it right out of the gate, with more on the way via the supplements. Enrage 1-8 turns.
Okay, sure. A hero is worth four "men" and a super-hero is worth eight "men". What type of "man" that is depends on whether you are equipped as heavy foot, armored foot, light horse, or whatever.
For each retweet this gets I will post one surprising thing we discovered running AD&D by the book with an all original campaign. (Note: was a die hard B/X, ACKS, Classic Traveller guy going into this.)
In first edition AD&D, orcs are not the Predator-looking monsters of those execrable fantasy movies that have now set how most people imagine them. Nope! In addition to having pig noses, real AD&D orcs are also SHORT. Human fighters cram them into lockers all the time!
Unlike illustrations of half-orcs in later editions, first edition AD&D half-orc player characters are of the "superior 10%" that "are sufficiently non-orcish to pass for human." This is among the most hilariously unintentionally funny passages in rpg history & is GREAT GAMING.
AD&D does not offer instant gratification. I create a one page dungeon with no guarantee that the players will ever go there. Magic-user spends thousands of gold to research an original spell when he doesn't even know if he has passed his "chance to know" roll for it or not.
The player has an opportunity to make a lasting impact on how the game is played. But given, say, five different spell concepts... he won't know which of them will actually enter play and become incorporated in to the campaign's legendarium.
Meanwhile, the players have to come to a consensus about what 2 do in any given session. This can lead to either conservative, overcautious attempts to extract low hanging fruit from lazy and unimaginative DMs. It can also lead to surprisingly innovative departures from the norm.