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==8chan Explanation of the Grim/Noble and Dark/Bright Spectrum (by anons)== [[File:Alignments.jpg|300px|thumb|An [[alignment]] chart.]] Grim/Noble asks whether there are heroes that exist, may appear to change the world for good or ill. * A noble setting isn't one where everyone is good, more like one where people are active and, more importantly, ''impactful'' in the grand scheme. The actions of a single hero can change the world, and a single big villain can ruin it: there are important people, who are so either by birth, rank or sheer willpower, and every single one of these people MATTER. * In a grim world, no matter what you do, an individual can't secure more than an individual victory, if even that, because the rest of the world is too big/scared/powerless/selfish to build upon his impulses and influence. Something like Morrowind or Berserk is noble (bright and dark, respectively) because it is about one man forcing destiny's hand and changing the world. * Now, a bright world is one full of opportunity, of wondrous sights to behold. It doesn't mean that it has to be MLP, it can be dangerous, but your first instinct when looking at a new location should be awe and wonder: people may adventure to save the world, but they leave town with a smile upon their face, eager to see what comes next. The shadow of Risk is squarely matched by the gleam of Possibility. In a bright world, it's quite possible for people to go on adventure just for the hell of it, since the journey is its own reward. Resurrection, or at least means to heal grave injuries, is usually accessible, to counterbalance the fact that the risks out there are real. * A dark world is one where life sucks, and on top of the usual hazards, something or someone is poised to kill everybody else in the story; whether it be demon overlords, 'nids, or even the lack of water, if this threat has its way everyone dies and they die for good. If you lose an arm, you play a cripple. In the extreme cases, even when you win a fight, your career is over (i.e. gangrene). This means that, even though people may be ready to help (noble), they'll need a damn good reason to do so, since stepping out of line is so dangerous (dark). Given is an example of each type of setting to show how the combinations of noble/grim and bright/dark work; *40k is (grim)dark because, no matter where you go, there is only war, and heroism's only reward is usually a notch on a gun or a corpse in a trench. No matter who you are, most of the galaxy probably wants you dead, and staying home today is the best choice you can make. Even if you make it to the end, you may have to sacrifice everything to save everyone, if you haven't already done so. * Berserk is (noble)dark because, while there seems to be light at the end of the tunnel, it takes men and women of insane willpower to get there: no matter whether you are big or small, even when you have nothing, the only thing that may save the world is the will within you screaming, "Go on!" And if hope was to fail, you're getting a book-long bloodbath-orgy, and all its consequences. * Morrowind is (noble)bright because, even though the world is fraught with dangers, you can fix everything. The reason it isn't dark is because there is so much to see, so many interesting people to meet, so many cool things to experience that, at the end of the road, you'd do it all over again if given the chance to see it once again with virgin eyes. * Sandman is (grim)bright because the incredible vistas and interesting people are all that can distract Dream from the dullness of his existence. He will tire of them all, but even he has to admit that he saw some cool shit. Also, notice how the relative freedom from consequences (people can get somewhat rezzed/healed/characters don't die much), a bright trait, reinforces the futility of the struggle in a grim world. In short, grimdark and noblebright worlds both exist, and both are interesting to play in. So do grimbright (perhaps these are the most narratively counterintuitive and hardest to pull off, but simultaneously they can be the most interesting worlds to run in. As the Sandman example shows, these setting work best as backgrounds for contemplative/psychedelic journeys through the ennui of what might be called “comfortable nihilists.”) and nobledark (seems to be enjoying a big surge in popularity these days - people like the aesthetics and adult nature of dark worlds, but not the crushing nihilism; in nobledark, most things suck, those rare moments of genuine nobility and decent change are all the more poignant, even if they come at great cost). Every type allows for evil and struggles to exist, and for stories to be told. Noblebright is not (usually) utopian or down to shiny, pleasant aesthetics (after all Adventure Time looks textbook Noblebright but is actually sugarcoated Grimdark) and evil can even triumph: it's less of a matter of who wins, and more of a matter of tone. In a bright world, the BBEG can win, but he won't skullfuck to death everyone the PCs know in front of a crowd without the mood turning to dark.
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