A Quote by Chris Avellone

A lot of the strength of an RPG world lies in its foundation: its systems, lore, and when appropriate, its magic systems. While there are elements tied to 'Project: Eternity' that at first glance seem to be classic fantasy, that's intentional - we do want to recreate some elements of a High Fantasy experience.
I realize that, to many readers, Hard Fantasy may seem to be a contradiction in terms. Fantasy, according to most generally recognized definitions, differs from both 'real world' fiction and 'science fiction' in that magic or magical creatures are active elements.
For me, a great fantasy is real people, a world I recognise, human struggle and magic. You've got to have magic to make a fantasy work. But I like my magic to be subtle. I don't want magic coming out of the hands of wizards. I want it to be pervading, sinister somehow.
But basically what I like are the possibilities, and the fantasy element of the show. Not science fantasy so much, but fantasy, the humanistic elements and how people relate when they’re in a dire situation or comedic situation.
But basically what I like are the possibilities, and the fantasy element of the show. Not science fantasy so much, but fantasy, the humanistic elements and how people relate when they're in a dire situation or comedic situation.
When we really start searching for the truth in stories, we can find it everywhere, not just in sincere confessions but in the deliberate lies and imagined possibilities, the magic and fantasy, and all the other unreal elements that go into the concoction of identity.
There has been a lot of bad fantasy in the past - I'm by no means saying that all classic fantasy out there is bad - but there has been a lot of bad fantasy written by people who read a lot of fantasy and so all they keep doing is recycling it.
While the whole 'God Butcher Saga' had elements of fantasy, sci-fi and horror all mixed together, 'The Accursed' is very much high-fantasy. Right out of the gate, we've got elves, talk of fantastic worlds, strange creatures, Malekith riding a flying tiger, as well as more dwarves, giants, trolls and elves than you can possibly count.
I don't really deal with the attention I receive to be honest. I build up a fantasy world around me that I inhabit. I cherry pick elements of literature, music, film, history and art, then weave them together to construct a fantasy reality to live in. It doesn't always work out though, I got evicted from my own fantasy once, which was quite embarrassing.
A lot of people feel like urban fantasy is a shortcut that gets you around world-building, because it's set "in the real world." But it doesn't really work that way, as I found out. You have to come up with just as consistent an internal cosmology and magic system as you would if you were writing high fantasy.
I love magic and playing with magic systems. But to me, good fantasy like all fiction comes down to good character and plotting.
People love westerns worldwide. There's something fantasy-like about an individual fighting the elements. Or even bad guys and the elements. It's a simpler time. There's no organized laws and stuff.
My first three manuscripts were epic fantasy - like high fantasy - and then the fourth one was a historical fantasy about Mozart as a child. I still have a soft spot for that one!
The most important part of a RPG is the player feeling like they are taking the role of a character in a fully realised fantasy world. They can explore, visit various towns and places, talk to people, customise their character, collect various items, and defeat monsters. The story is not the focus of the experience and is only there to make the atmosphere of the fantasy world more interesting and engaging during the course of the game.
When doing a fantasy show - or a show with fantasy elements - the more you can anchor an effect to reality, the stronger the illusion is.
It's an old magical principle - it's even filtered down into RPG systems - that magic, while taking a lot of effort, can be 'stored' - in a staff, for example. No doubt a wizard spends a little time each day charging up his staff, although you go blind if you do it too much, of course.
As Bromberger observed, rules are understood to be elements of the computational systems that determine the sound and meaning of the infinite array of expressions of a language; the information so derived is accessed by other systems in language use.
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