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#81 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Rules are all of an RPG. By the definition of "game," that's what an RPG is! Settings are their own thing, theoretically useful for any RPG . . . and also for non-RPG applications like TV shows, video games, fanfics, and rock videos. Some designers bundle RPGs with settings, but it's unwise to conflate the two. Storyteller (the RPG) and the World of Darkness (the setting) weren't synonymous, for instance, and neither were D&D and Greyhawk.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#82 |
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formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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What I want from an RPG are maps of holes to go into, animals to kill, things to take from the things I kill in the holes, and details about the means at my disposal to do these things. DF does a good job, all told.
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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#83 | ||
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Join Date: Aug 2004
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#84 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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You can lump in settings with systems and call them "games" if you like. I'm just pointing out that for those who design them, "game = game engine" or "game = system" is the way it works. Once you add a setting, you often continue to call it a "game," but it's really "game + setting" at that point.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#85 | |
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Join Date: Jan 2008
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But I think I'm just nitpicking there :p (As for the minor debate on the definition of 'game' - I prefer one that incorporates the play experience rather than that is exclusively defined by the rules, since the concept that time a rules change passes in a Nomic you're now playing a different game gives me a headache, which is the logical conclusion of applying such a definition of a game to the genre of games where players create the rules as they play...) |
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#86 | |
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Join Date: Aug 2004
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Lots and lots of games seem to have been written with one specific type of setting in mind, to the point where game system and genre, if not specific setting complete with maps and place names and major NPCs, are inseparable. |
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#87 | |
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Join Date: Apr 2006
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. . . So, about Mystara. Years and years ago, when I bought the D&D red box, the player's book had a very simple adventure as a teaching tool: you were a fighter, looking for a renegade wizard in some goblin-inhabited caves. The book never really said where the caves were, exactly, except that they were near some town that had no name and served no function except to provide the fighter with shops and healing. In the DM's book, there was a larger dungeon, consisting of some crumbling ruins and its various basements. Only the top level was fleshed out; the rest was left as an exercise for the DM. Here, too, we knew nothing of the setting except that the dungeon was within easy walking distance of a nameless town that served no function except to provide shops and healing. The next set of books, the "Expert Set", started fleshing out the setting, and it introduced rules for wilderness travel. (AFAIK, no one was calling the world Mystara yet; I suspect it didn't have any official name back then.) It included a map of the Duchy of Karameikos, the region in which PCs would presumably be adventuring. Later sets expanded the map size to a continent and then an entire globe (although the globe was merely a line drawing, with no fleshing out at all). The more the books gave me a setting, though, the more I didn't want to use someone else's setting - partly because getting all the official adventures and supplements would cost more than I could or would spend on them, and partly because I was perfectly capable of making my own hexmap full of mountains and forests, giving them some cryptic names, and plunking down a "home town" somewhere near some imagined frontier with dungeons in it. So if it were up to me, would I say that DF needs a setting? No, absolutely not. What it needs is a town so you can shop and heal, and a dungeon located somewhere conveniently near town, and it has those things (at least by implication). The rest is fluff. At the same time, it wouldn't hurt if DF occasionally implied a setting. I never got into AD&D much as a GM, being more comfortable with my familiar non-advanced D&D (and again, not being willing or able to buy the books - and compared to basic D&D, AD&D had a LOT of books) but I found a lot of the AD&D material evocative or inspiring. D&D just suggested that there were some pocket planes floating in the Astral. AD&D had a whole book devoted to describing the major outer planes - and it did so in a way that left plenty of room for interpretation, so I didn't feel like I had to make up my own material. AD&D had spells named after (presumably) powerful wizards and artifacts named after (presumably) even more powerful wizards. Who was Vecna? I had no idea (knowing almost nothing about Greyhawk at the time) but I thought it was awesome that there was a lich so terrible that even his severed body parts were that most elite of magic items, artifacts. Even if I never had players meet any of these people or even discover their spells and/or valuable body parts, just the fact that they existed gave the game a certain richness and mystery. For another example, take Magic: the Gathering. For those who don't know, the premise of the game is (or used to be) that each player is some kind of plane-hopping wizard, collecting spells and allies on his journeys. Occasionally these planeswalkers encounter each other and engage in duels, with the winner claiming a bit of the loser's power. The cards were loaded with flavor text: references to old battles or dead artificers, quotes from warriors and wizards and other folk (and sometimes the same person would get multiple quotes, making them appear to be some kind of historian or expert). The dragon wasn't just a dragon, it wasn't a big red dragon, it was a Shivan Dragon. What does that even mean? Are there other kinds of dragons, and if so, what are they called? Who named them all? I don't know. Some cards were characters that obviously had some kind of relationship to other characters; some were members of tribes or armies. But the game never had an explicit setting (that is, there may have been books or spinoff games that tried to establish one, but the card game itself didn't). There was never any kind of map, or a guide to the different planes that wizards might travel to, or a cohesive history, or anything that you would expect in a fleshed-out RPG setting. All you had was the implication of a setting, but that was wonderfully evocative, and I think it was part of the game's appeal. To be honest, I haven't read the DF books (and yet I'm posting in this thread, go figure.. well, I am familiar with the genre, at least). I don't know whether they have anything like this in them. If not, perhaps they ought to. |
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#88 | |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Not really. There are vague descriptions of some kinds of places, organizations, and other things the game world might have (Elder Things come from some sort of bad "beyond" place; ninja belong to clans), but it never touches on specific names (Elder Things have an interstellar empire governed from an ice planet named Zorg; ninja belong to the Maki, Nigiri, Oshi, and Chirashi clans). And I'm happy to see it stay that way, at least in the "core" DF books. Adventures, locations, and other books whose job it is to get specific can and should do so, but that sort of thing should always be optional and completely segregated from rules options available to players and GMs.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#89 | |
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Join Date: Oct 2008
Location: Shangri-La
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Also, individual titles in the Encounters, Foes, Locations, Supporting Cast, and other e23 lines, which could be dropped into any DF setting. Something like "DF Locations: The Town of Generica," "DF Foes: Vampire Coven," "DF Encounters: Ghoulish Graveyard Ambush," "DF Locations: Haunted Castle on the Moors," and "DF Supporting Cast: Knights of the Golden Chalice" could form the backbone of an entire adventure or short campaign. Yeah, as long as I have access to Google and Wiki, I can become convinced that I'm an expert on anything, in minutes. |
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#90 | |
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Join Date: Jul 2009
Location: Berlin, Germany
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A lot of the old school settings started that way too, but needed annoying ret-conning because nobody thought about that in the beginning. |
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| Tags |
| dungeon fantasy, worldbuilding |
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