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#1 | |
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Join Date: Nov 2005
Location: Seattle, Washington
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This comes from a thread in the GURPS forum, about the supposed lack of fantasy settings for GURPS:
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In the last 30 years that I've been gaming, I've come up with (conservatively) ten different non-Earth campaign universes (fantasy and space), most of which I created in the first ten years (jr. high through college). Only a couple of the worlds never got used. I've taken over a couple of friends' campaigns, but even then I altered them to fit my taste. If I'd continued gaming at the same pace, I'm sure I'd have created ten or more additional settings. I've never found a published campaign that I liked enough to run more than an occasional adventure in*. Greyhawk is too wedded to the idiocies of AD&D. The very map for the Forgotten Realms annoys me. Hârn is too low-magic even for me. Yrth is another case of bad geography. Shadowrun's future history is completely implausible on so many levels. Middle Earth is bogged down by everyone's preconceived notions. Etc. A setting has to be mine for it to fully hang together for me. Every aspect and decision needs to fulfill my tastes and creative vision for it to be satisfying. And even if it's not fully rounded out for the game's scale, at least I know where the loose ends are. Yes, to "write or adapt [my] own" is an effort, but it's the fun kind of effort that doesn't feel like "work". And the process of world creation is a ticket to learning -- I can't tell you how many topics I've studied because I wanted to make my world better**. A lot of the impetus to get my B.A. in History I can attribute to wanting to make my fantasy worlds more believable (but then I'm the guy who thought the appendices were the best part of Lord of the Rings). I guess I hold to the auteur theory of GMing. Is it really the case that most GMs prefer not to create their own settings? Are most GMs merely consumers of world product who then "resell" to their players? * with the exception of Traveller's 3d Imperium, which I used before it accumulated so much canon as to be completely self-contradictory. ** Just off the top of my head: history (military & otherwise), geology, geomorphology, demography, physics, map projections, political science, economics, ship building. There are lots more.
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-- Bryan Lovely My idea of US foreign policy is three-fold: If you have nice stuff, we’d like to buy it. If you have money, we’d like to sell you our stuff. If you mess with us, we kill you. Last edited by balzacq; 06-03-2009 at 04:48 PM. |
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#2 | |
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Join Date: Feb 2008
Location: Idaho
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#3 |
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Join Date: Jul 2007
Location: Zagreb, Croatia
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Well, if you ask me, I myself created 3 completely imaginary worlds on my own. Those were Artellon (high fantasy setting, unique races etc), Farkhendall (steam punk world) and the newest, Septanta (dark/high fantasy, completely new planet system, astronomy etc).
I tend to create the worlds a lot. It took me about 3 months to create Farkhendall, and I still do possess all the fact sheets, bestiaries, maps, gadget sheets etc... I kinda enjoy it. Sure, it saves you a lot of time if you copy the already made setting and, as you say, modify it so it suits you, but... I dunno, I always kinda prefered the first option. The create a little, cute, yet mysterious and dangerous world on my own. I must only admit that, while creating Artellon, I did read 3e GURPS: fantasy a lot, just to make sure I got everything covered. But with Farkhendall and Septanta, it was just me, pencil, notebook and random books that helped me in geography, history etc... |
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#4 | |
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Join Date: Mar 2008
Location: The Kingdom of Insignificance
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Barring one exception, I have developed all of my own settings. I just find it easy to work with an uncluttered canvas.
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It's all very well to be told to act my age, but I've never been this old before... |
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#5 | |
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Join Date: Nov 2005
Location: Seattle, Washington
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But in thread after thread on these forums, I hear over and over GURPS has no ready-made worlds I'd buy GURPS if there was a supported setting Making my own world is too much work blah blah blah waaahmbulance. WTF? I mean, obviously people bought Greyhawk and Forgotten Realms in droves (and then shelled out major bucks for all that hack fiction set therein). Is this a symptom of GMs just wanting to be super-players instead of world creators? And what proportion of GMs does that cover?
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-- Bryan Lovely My idea of US foreign policy is three-fold: If you have nice stuff, we’d like to buy it. If you have money, we’d like to sell you our stuff. If you mess with us, we kill you. |
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#6 |
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Join Date: Aug 2004
Location: Vancouver, Washington
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On the one hand, sure, of course we want to make our own universes. On the other hand, is there time to do it among all the other commitments. A well made setting to buy is a lot less work, often, than the home made one, though I can hardly say that about my fantasy setting. All I do know is that I have time to work on very little (unless like today my load isn't ready till tomorow) so a made setting is a very handy thing.
If I put mind to it, I'm sure I could put together something grand, but at the end of a twelve hour work day? Not so much brain left over to untie my shoes. I must admit, however, that early on I was very much in the rut of orthodoxy. Every game had to be played as it was intended by the author, and so forth. I read the AD&D DMG when I was 12 or 13 and thought it was difinitive and the highest authority. Other than related products, I didn't play anything other than TSR products till I was 16, and by then I was pretty set in my little ways. I was happily shaken out of my rut do some degree at that age and have been broader in horizon since. Even so, only recently has it occured to me that I, even I, could probably put together a setting that folks might enjoy enough to drop a few cents on a PDF for. Having had that shocking notion, I have yet to actually begin work, but the possibility is nice.
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"Knives don't ricochet. And people are seldom killed while cleaning their knives." --Molly Ivins |
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#7 | |
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Join Date: Aug 2004
Location: Pittsburgh PA USA
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I have very little face-to-face contact with my friends, mainly because they are too busy with their careers, spouses, and families.
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Cap'n Q When we remember we are all mad, the mysteries disappear and life stands explained. -- Mark Twain |
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#8 |
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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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Some of them. Others are painfully aware of their own strengths and weakness as a GM and are willing to pay for someone else to come up with things where they're weak (frex, grand overarching themes into which they can fit individual scenes, hordes of fully-statted NPCs, names that don't sound utterly silly, pretty maps, etc.), and some are just busy adults who, with full-time jobs and families and other competing hobbies, don't have the time and energy for prep they once did. None of these describe my own situation (though that last one comes close), but I am nevertheless sympathetic to those who have needs which do not resemble my own.
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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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#9 | |
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Join Date: Nov 2005
Location: Seattle, Washington
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* Recent example: the History Channel show "How the Earth Was Made" had a bit on the geology of the Matterhorn. In a capsule description of the capital city of the planet Mackay in my space game, I noted there was a horn-like peak at the head of the valley which is considered semi-sacred. The show got me to thinking about what could have formed it, which got me thinking about the general geology of Mackay, and so on and so forth.
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-- Bryan Lovely My idea of US foreign policy is three-fold: If you have nice stuff, we’d like to buy it. If you have money, we’d like to sell you our stuff. If you mess with us, we kill you. |
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#10 | |
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Join Date: Aug 2004
Location: Twin Cities, MN
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Also, I don't think I was ever into it as much as the OP seems to be. :)
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