10-28-2015, 12:09 AM | #31 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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10-28-2015, 03:08 AM | #32 | |
Join Date: Jan 2006
Location: Central Europe
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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It would be interesting to have some kind of survey of the actual games people are playing. As I have said elsewhere, I am skeptical that there is a strong connection between the game products people buy, and those that they use in play. But I agree that gaming groups aren't put together by taking a random sample of all would-be gamers, and that plenty of gamers with minority tastes can find other people willing to have a go.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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10-28-2015, 04:41 AM | #33 | |
Join Date: Jul 2006
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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10-28-2015, 06:26 AM | #34 | |
Join Date: Jan 2006
Location: Central Europe
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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Edit: KoK is a good example of a setting where not assuming the cosmology of late 20th century science might have lead to a more interesting result.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 10-28-2015 at 06:36 AM. |
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10-28-2015, 06:35 AM | #35 | ||
Join Date: Jul 2006
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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What was the one? For various reasons in the pre-history of my campaign a crystal was stolen opening a gap in the ward. Now the gap is just physical but spiritual as well, just "big" enough to allow the weakest of demons to escape the Viridians. There was enough of them (100,000 or so) to conquer an area of the Wilderlands and rule an empire. For those of you with Judges Guild material this how I explained the City-State of the World Emperor came into being. Grandiose as the title was and the Emperor was not a ruler of the World but a large empire covering 1/9th of the campaign area. So these Viridians actively persecuted the gods and destroyed the religions of the cultures they came into contact. Substituting an Imperial Cult of Emperor Worship. However true their Demonic nature the Viridians turned on each other at various times in their history which reduced their numbers, and caused a Second Empire and finally Third Empire to be created. And because they were the weakest of demons they rarely opened a portal to the Abyss to summon one of their demonic betheren. By the time of the Third Empire they were so few numbers that they had to use human, goblins and other mortal races to rule even their home city of Viridistan. As a consequence, each empire in succession became more like the surrounding civilization. Although there was always a element of instability. Eventually in the course of play in one campaign the PCs managed to kill the last Viridian Emperor. By then there were only three dozen left and none of them were of imperial blood. The whole Empire collapsed into a bloody civil war that was only recently resolved by another group of PCs in a another campaign. The Imperial Cult is not able to cast divine spell or use any type of divine magic. They camouflage this with the use of arcane magic. Since the collapse of the Third Empire, religions from surrounding cultures have been making major in-roads. Finally within the main area of the campaign there are three religions established by gods with unpleasant philosophies. One of them rival to another religion that generally perceived as good by the players. A goddess of honor and justice versus a God of War and Order. Both actively hunt demons, monsters, and evil but disagree violently about how to do this and how society should be ordered. So I have both angles covered in the Majestic Wilderlands. I have the true evil of demon, and the relative evil of the unpleasant religions. Quote:
Basically around the early 90s I took GURPS Religion advice that truly evil religions on a national scale or long term duration are unrealistic and adjusted my cosmology accordingly. |
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10-28-2015, 07:00 AM | #36 | |
Join Date: Jul 2006
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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My view is that the rebellion of the demon is a rebellion against creation. They do things so often that its leads to spiritual damage. In certain settings this could involve the potential end of creation. The closest analogy I can think of are those unfortunates that have mental illnesses that cause them want to amputate various body appendages. Demons have a similar self-destructive impute on a spiritual level and unfortunately spiritual damage doesn't automatically lead to a individual crippling themselves in the short term. As well as the fact that a more than a few are beings with immense magical powers. I think this setup makes for more diverse fantasy setting when are both true evil and relative evils. |
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10-28-2015, 07:25 AM | #37 | |
Join Date: Jul 2006
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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So what I did with my the Majestic Wilderlands is deliberately held on to the tropes that I started out with when I ran it with AD&D 1st edition. I still had elves, dwarves, dragons, orcs and dungeons regardless of the system of I used. I had many groups that had fun just tramping around the City-State of the Invincible Overlord, chasing down rumors of treasure, and crawling through dungeons. But for those are are interested and for those who want to do they can dig deeper. Finally my approach is neither better or worse compared to other setting. I wanted depth but I wanted a high level of familiarity as well so I stuck with the traditional tropes and expanded from there. For a Glorantha or Tekemul style setting I would stress you keep in mind how to bootstrap a novice into the setting. M.A.R. Barker with Tekemul had the players from his initial campaign play barbarians character from the southern continent that were as ignorant of the setting as the players were. Glorantha had Apple Lane, Praxis, and Dragon Pass. Last edited by robertsconley; 10-28-2015 at 07:31 AM. |
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10-28-2015, 08:45 AM | #38 |
Join Date: Aug 2004
Location: Tuscaloosa, AL
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
I've done it, but it's easy for it to become a form of navel-gazing, especially since the PCs in a campaign will never interact with anything that approaches it. Plus, as I get older I begin to appreciate a more mythic approach to a fictional past, with different cultures believing in different origin myths. In some sense, having an "objective" or "true" origin myth isn't very important to me. The characters wouldn't believe it if they heard it anyway.
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10-28-2015, 08:49 AM | #39 | |
Join Date: Jul 2006
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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10-28-2015, 08:55 AM | #40 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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axioms, basics, fantasy, mythology, primordial, principles, worldbuilding |
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