Unraveling the Enigma of Uncanny Magic Playthings

By admin

Uncanny magic playthings are fascinating objects that have the ability to defy the laws of nature and give the illusion of supernatural abilities. These playthings may include items such as magic wands, enchanted objects, and even toys that appear to have a mind of their own. One of the most well-known examples of an uncanny magic plaything is the magic wand. With a flick of the wrist, a magic wand can create dazzling displays of sparks, conjure objects out of thin air, or even transform one thing into another. The mere presence of a magic wand can evoke a sense of excitement and wonder, as it represents the possibility of harnessing supernatural powers. Enchanted objects are another type of uncanny magic plaything.


*People argue about the complexity change between, say, "Orcs as always evil" or "Orcs as fantasy Klingons" or "Dwarves as dour miners" or "Dwarves as fighty drunk people with Scottish accents" but there is seldom effort put into a fully realized culture that is not dependent on defining itself as an exaggeration of human traits.

But it s also possible that we are not dealing with a canny valley of playable settings at all, but, rather, we are in fact dealing with an uncanny valley of unplayable niche settings. He presented them in ways that share much with Bartlett s color-saturated, theatrical world of artificial children engaged in unsettling forms of play.

Uncanny magic playthings

Enchanted objects are another type of uncanny magic plaything. These objects may include things like talking dolls or animated toys that can move and interact on their own. Enchanted objects often have a mystical aura around them, captivating both children and adults alike with their seemingly magical abilities.

TTRPG Settings: A Canny Valley of Playability?

I will not tread heavily into summarizing the well-known principle of the "uncanny valley" (as per the link) regarding the corollary relationship between an object's resemblance to a human being and the emotional response to it. But I am wondering whether Fantasy TTRPG settings operate as the inverse. This is to hypothesize that there is a general "canny valley" of psychologically acceptable play with settings for the aggregate of people between the "all too historical" and "all too ahistorical."

It is difficult for people to relate well to both the more historically accurate societies and the more utterly fantastical ones, both being "alien" or "uncanny" in some regards to cultural mindset of players of contemporary society, particularly the greater the amount of detail and depth these settings are given. On one end, the settings are perhaps too similar to the familiar, while on the other end, the settings are to dissimilar to the familiar. So settings often have the onerous task of striking the right balance between the poles of familiarity to create a "canny valley" of play. Outside of this "canny valley," players have difficulty psychologically plugging themselves into the setting and so such settings are mostly niche. Examples of possible niche settings may include settings like Hârn and Tékumel.

But it's also possible that we are not dealing with a canny valley of playable settings at all, but, rather, we are in fact dealing with an uncanny valley of unplayable/niche settings.

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UngainlyTitan

Legend
Supporter

I do not think that it has anything to do with the "uncanny valley" which as I understand it is a visceral reaction. What I think is going on, for the most part most gamers and table are not interested. They want time together with friend where they can take time off from reality and have agency and power that they do not have in their real lives. At the other end of the range are people that what to create a story that is, or approaches a work of art.
the latter takes a lot of work from all the participants and buy in and research.

The other side is that a lot of quite entertaining stories can be made with tropes and fairly stock characters and most tables are ok with that. Given the popularity of modules and adventure paths I would say that most DMs do not have the time, energy or creative chops to build completely from scratch.

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Snarf Zagyg

Notorious Liquefactionist

But it's also possible that we are not dealing with a canny valley of playable settings at all, but, rather, we are in fact dealing with an uncanny valley of unplayable/niche settings.

I would start by saying that I don't think that it's the same psychological effect as the uncanny valley, but it's a useful analogy.

I would extend this; one thing we often ask is why (for example) "Sci-Fi" TTRPGs aren't very popular. There are a few that are based on well-known properties (Star Wars, Star Trek) and a few others here and there, but none that have broken through to the mainstream in the same way that the fantasy one do. I think it is for the same reasons; it is difficult to work with dissimilar settings (the truly alien).

An imagined space of "fantasy," which is usually kinda like an imagined medieval/early renaissance, except with fantasy races that are usually exaggerated caricatures of various human attributes*, is much more manageable.

People are drawn to the familiar . with tweaks.

*People argue about the complexity change between, say, "Orcs as always evil" or "Orcs as fantasy Klingons" or "Dwarves as dour miners" or "Dwarves as fighty drunk people with Scottish accents" but there is seldom effort put into a fully realized culture that is not dependent on defining itself as an exaggeration of human traits.

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nevin

Hero

I will not tread heavily into summarizing the well-known principle of the "uncanny valley" (as per the link) regarding the corollary relationship between an object's resemblance to a human being and the emotional response to it. But I am wondering whether Fantasy TTRPG settings operate as the inverse. This is to hypothesize that there is a general "canny valley" of psychologically acceptable play with settings for the aggregate of people between the "all too historical" and "all too ahistorical."

It is difficult for people to relate well to both the more historically accurate societies and the more utterly fantastical ones, both being "alien" or "uncanny" in some regards to cultural mindset of players of contemporary society, particularly the greater the amount of detail and depth these settings are given. On one end, the settings are perhaps too similar to the familiar, while on the other end, the settings are to dissimilar to the familiar. So settings often have the onerous task of striking the right balance between the poles of familiarity to create a "canny valley" of play. Outside of this "canny valley," players have difficulty psychologically plugging themselves into the setting and so such settings are mostly niche. Examples of possible niche settings may include settings like Hârn and Tékumel.

But it's also possible that we are not dealing with a canny valley of playable settings at all, but, rather, we are in fact dealing with an uncanny valley of unplayable/niche settings.

I've watched many great scifi games die over the years and it's always been my theory that SciFi games were close enough to reality that people just didn't like them. I never really considered the uncanny valley but maybe that's it. When people play fantasy it's definitely not real. When they play Sci Fi or low magic nitty gritty games It feels like it could really happen and that turns them off.

I do think in the west the majority of gamers are interested in Arthurian,Charlemagne style knights and or pulp fiction style Oriental samaurai and Ninja style campaigns.

It’s strange that dolls inspire such horror in so many people. They are, after all, designed for the enjoyment and pleasure of young children—the vulnerable and innocent among us who, presumably, we do not desire to terrify in a systematic way. But the fact remains that, despite the best intentions, dolls are, for many people, the stuff that nightmares are made of.
Uncanny magic playthings

They may speak, dance, or perform tricks, bringing joy and amazement to those who encounter them. There are also toys that have the ability to mimic human-like behaviors or emotions, creating an uncanny feeling. These toys can range from lifelike dolls that blink and cry, to robotic pets that respond to touch and voice commands. Although not inherently magical, these playthings create an uncanny experience by blurring the line between the animate and the inanimate. The appeal of uncanny magic playthings lies in their ability to transport us to a world where anything is possible. They allow us to suspend our disbelief and engage in a form of play that sparks imagination and wonder. Whether it is through the use of magic wands, enchanted objects, or toys with human-like qualities, these playthings provide us with a sense of awe and excitement that is truly enchanting..

Reviews for "Uncovering the Hidden Powers of Uncanny Magic Playthings"

1. John - 2 stars - I really did not enjoy "Uncanny magic playthings" at all. The storyline was confusing and the characters felt one-dimensional. The pacing of the play was off, with slow moments that dragged on and sudden bursts of action that felt out of place. Overall, I felt disconnected from the story and found it hard to engage with the plot.
2. Sarah - 1 star - I found "Uncanny magic playthings" to be incredibly dull and unoriginal. The concept of magical toys coming to life has been done so many times before, and this play failed to bring anything fresh or exciting to the table. The dialogue was lackluster, filled with clichés and predictable plot twists. I was disappointed by the lack of depth in the characters, leaving me uninterested in their journey and unable to form any attachment to them. Overall, I would not recommend this play to anyone seeking a unique and captivating theatrical experience.
3. Emily - 2 stars - "Uncanny magic playthings" was a disappointment for me. While the visuals and set design were impressive, the actual story fell flat. I found it hard to follow the plotline as it jumped around without much explanation or coherence. The use of magic felt forced and at times illogical, making it difficult to suspend disbelief. Additionally, the acting was subpar, with wooden performances that failed to draw me in emotionally. Overall, this play lacked substance and failed to deliver an engaging and captivating experience.

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