Witch Archetypes: Exploring Different Paths for Witch Characters in a Dungeons and Dragons Campaign

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In a world filled with magic, monsters, and adventure, the Dungeons and Dragons witch campaign offers players an exciting and unique experience. Diving into a world of spells, potions, and broomsticks, players take on the role of powerful witches on a quest to save their realm from the clutches of evil. The **main idea** behind the Dungeons and Dragons witch campaign is the exploration of the witch archetype in a fantastical setting. From the wise and elderly crone to the mischievous woodland witch, players have the opportunity to mold their characters into powerful and intriguing magical beings. Throughout the campaign, players will encounter a variety of challenges and obstacles that test their magical abilities. From battling sinister sorcerers to outsmarting mythical creatures, the **focus** is on harnessing the power of their spells and potions to overcome these challenges.


*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

From battling sinister sorcerers to outsmarting mythical creatures, the **focus** is on harnessing the power of their spells and potions to overcome these challenges. One of the **key aspects** of the witch campaign is the emphasis on role-playing and character development. Players have the opportunity to delve into the rich backstory and motivations of their witches, shaping their personalities and goals in a world filled with complex characters and intricate relationships.

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.
Dungeons and dragons witch campaign

Furthermore, the Dungeons and Dragons witch campaign offers a wide range of gameplay options. Players can specialize in various magical schools, such as elemental magic or necromancy, allowing for diverse playstyles and creative tactics. This **versatility** ensures that no two witches are the same, enhancing the replayability and excitement of the campaign. In addition to the magical elements, the Dungeons and Dragons witch campaign also incorporates themes of morality and ethical decision-making. Players will be faced with choices that have the potential to shape not only their own character's destiny but also the fate of the entire realm. This **moral ambiguity** adds depth and substance to the campaign, encouraging players to think critically and carefully consider the consequences of their actions. Overall, the Dungeons and Dragons witch campaign offers a captivating and immersive adventure into the world of magic and witchcraft. With its focus on character development, diverse gameplay options, and moral dilemmas, players are sure to be enthralled as they immerse themselves in this enchanting and challenging campaign..

Reviews for "Tricking the Tricksters: Outsmarting Witches and Hags in a Dungeons and Dragons Campaign"

- Jessica - 2/5
I was really excited to join the "Dungeons and Dragons Witch Campaign," but I was sorely disappointed. The storyline was confusing and lacked depth. The DM did not provide clear objectives or guidance, leaving players feeling lost and frustrated. The encounters were unbalanced, with some being too easy and others being near impossible. Overall, I did not enjoy my experience and would not recommend this campaign to others.
- Brian - 1/5
I have never been so bored in a tabletop game before. The "Dungeons and Dragons Witch Campaign" had a promising concept, but it fell flat in its execution. The pacing was incredibly slow, with long stretches of mundane conversations and little action. The lack of player agency was also a major issue. No matter what decisions we made, it felt like the DM had a predetermined outcome in mind. It was a frustrating experience that left me wanting a refund for my time and effort.
- Emily - 2/5
As a fan of both witches and Dungeons and Dragons, I was excited to try the "Dungeons and Dragons Witch Campaign." Unfortunately, it did not live up to my expectations. The campaign lacked proper character development, leaving the witch aspect feeling superficial and underutilized. The plot was convoluted and poorly executed, making it difficult to stay engaged. Overall, I found the campaign to be lackluster and would not recommend it to others looking for a satisfying and immersive witch-themed adventure.

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