I've read and re-read this. I took notes and everything! Attempting to address everything therein would probably stretch out over several pages and end up just loafing there, gettin' smelly, so I won't attempt to cover the entirety of my questions/commentary/compliments/challenges - at least not at first. But I'd like to offer a couple of very broad comments~
First off, this is a very ambitious (and even somewhat audacious!) project. I appreciate establishing a methodology and a lexicon right at the top - it makes the scheme as a whole a lot more digestible and compartmentalizes it in a way that I think is a lot more accessible than some of your past topics on planar theory.
I think I admire this most as a roadmap for the development of in-universe knowledge. Over the past several years, in-game lorebooks and accounts have tended to abstract the source and the medium in favor of the information, and I think that's probably been the biggest contributor to the shallow 'dogma' you rally against (though I might argue against the shallowness of in-game magic theory when taken in context). I'd be pretty chuffed to see a shift towards primary documents that are not objective records or direct recollections, but take the form of mythology, song, legends, oral traditions, nuggets of understanding that bear no expectation of objective truth, but hold the spark of insight, and do more to contextualize the value and engagement with those insights in the communities and individuals where they were relevant.
It's not like there's nothing along these lines in game - Mod Tytn actually littered his stories with fragmentary and unreliable accounts, discovered at random. But that was also part of a much more adventurer/exploration directed questing philosophy, that suffered a lack of deep characterization or complex plots. Ironically, I think it's a big part of what made questers adore WGS and Myreque, and so much of the non-lore community hate questing.
26-Oct-2017 21:28:30