alex_greene
Guest
A news article I discovered this morning revealed that a collection of five hundred new fairy tales has been dug up in Germany, where they had been locked away and hidden from the entire Twentieth Century.
I posted a link to the Guardian article in my LJ blog, including the copied text from one of the tales, The Turnip Princess.
My LiveJournal Post
The unpolished fairy tale included in my blog post, reproduced from a separate Guardian article also linked to, sounds exactly like a shamanic journey.
It also manages, somehow, to put a lot of Legend musings to shame - where you have a setting where Common Magic is, well, common, you'll have situations turning up in your game which will sound eerily like The Turnip Princess. Things happen, there are spells, but if you pull out a rusty nail you break the spell - or the kiss of an innocent breaks the curse - or a brave man who overcomes a curse of blindness can win the heart of his One True Love.
A lot of the time, the game probably is about just CAs and combat styles, and strike ranks and damage bonuses and movement and rolling initiative ... but if you take away the emphasis on combat and wargaming, ENC and armour and weapon reach and how many Manipulation factors you can cram into your spell's Range without it being at the expense of Targets or Magnitude ...
... you get Prince Goldenhair, and the Turnip Bride, and the Woodsman who conveniently arrives in time to despatch the Big Bad Wolf and save Little Red Riding Hood.
You get innocence, and perfidy, and generosity rewarded, and malice equally rewarded. You get stories where characters can stumble across a shepherd who has been turned into one of his flock by a passing sorceress to teach him a lesson about compassion, fleeing for his life from a wolf - the sorceress in disguise, or maybe she also happens to be a werewolf.
You get waifs and strays, and talking pigs, and doorways in trees that lead to Tir na Nog, and invitations to dance by the Queen of Faerie which you must refuse politely, and wicked ambitious Kings using sorcery to enslave his nation of hapless servitors, and walls around the Kingdom made of thorns a mile deep, and Princesses most fair that will always smell vaguely of turnip.
You get Legends.
Something we all should strive for when running our tales.
I posted a link to the Guardian article in my LJ blog, including the copied text from one of the tales, The Turnip Princess.
My LiveJournal Post
The unpolished fairy tale included in my blog post, reproduced from a separate Guardian article also linked to, sounds exactly like a shamanic journey.
It also manages, somehow, to put a lot of Legend musings to shame - where you have a setting where Common Magic is, well, common, you'll have situations turning up in your game which will sound eerily like The Turnip Princess. Things happen, there are spells, but if you pull out a rusty nail you break the spell - or the kiss of an innocent breaks the curse - or a brave man who overcomes a curse of blindness can win the heart of his One True Love.
A lot of the time, the game probably is about just CAs and combat styles, and strike ranks and damage bonuses and movement and rolling initiative ... but if you take away the emphasis on combat and wargaming, ENC and armour and weapon reach and how many Manipulation factors you can cram into your spell's Range without it being at the expense of Targets or Magnitude ...
... you get Prince Goldenhair, and the Turnip Bride, and the Woodsman who conveniently arrives in time to despatch the Big Bad Wolf and save Little Red Riding Hood.
You get innocence, and perfidy, and generosity rewarded, and malice equally rewarded. You get stories where characters can stumble across a shepherd who has been turned into one of his flock by a passing sorceress to teach him a lesson about compassion, fleeing for his life from a wolf - the sorceress in disguise, or maybe she also happens to be a werewolf.
You get waifs and strays, and talking pigs, and doorways in trees that lead to Tir na Nog, and invitations to dance by the Queen of Faerie which you must refuse politely, and wicked ambitious Kings using sorcery to enslave his nation of hapless servitors, and walls around the Kingdom made of thorns a mile deep, and Princesses most fair that will always smell vaguely of turnip.
You get Legends.
Something we all should strive for when running our tales.