摘要: | 現代人的娛樂項目中以奇幻為題材的比比皆是,其中又有大半是以神話與鄉野傳說,抑或是史詩為基礎改編的作品。為何充滿奇幻元素的創作在歷史上總是受到人們的熱愛與追捧呢?托爾金(John Ronald Reuel Tolkien, 1892-1973)曾說過人類可以藉由幻想找回童心,最後以不同角度重新認知現實。1971年第一個商業化的桌上角色扮演遊戲《龍與地下城》(Dungeons and Dragons)問世,他提供大眾一種新的奇幻沉浸體驗,有別於閱讀奇幻文學以旁觀者身分參與故事,而讀者是以主角的身分創造故事。
筆者在2020年踏入了桌上角色扮演遊戲(tabletop role-playing game)的世界,在各式各樣的系統中,筆者最喜愛的便是《龍與地下城》那充滿劍、魔法、精靈、矮人、巨龍等經典奇幻元素的世界觀。此研究將講述奇幻的功能與托爾金的第二世界理論,深入講解《龍與地下城》的世界觀與其種族發想溯源,介紹影響筆者此次系列創作的奇幻作品,以及賞析筆者以《龍與地下城》世界觀為基礎而創作的角色系列插圖。
In contemporary entertainment, fantastical themes abound, with a majority rooted in mythology, rural legends, or adaptations based on epic narratives. Why has the creation imbued with elements of fantasy consistently garnered people's affection and admiration throughout history? J.R.R. Tolkien once suggested that through imagination, humanity rediscovers its childlike wonder, ultimately perceiving reality from different perspectives. In 1971, the first commercially available tabletop role-playing game, 'Dungeons & Dragons,' emerged, offering the public a new immersive experience in fantasy. Unlike merely observing stories through reading fantasy literature, participants in this game become protagonists, actively crafting narratives.
Entering the world of tabletop role-playing games in the latter half of the 2010s, the author found particular delight in the world of 'Dungeons & Dragons,' replete with classic fantasy elements such as swords, magic, elves, dwarves, and dragons. This exploration delves into the function of fantasy and Tolkien's Secondary World Theory, offering an in-depth examination of the worldview within 'Dungeons & Dragons' and the origins of its various races. It introduces several fantasy works that influenced the author's series and showcases a collection of illustrations based on the author's creations rooted in 'Dungeons & Dragons. |