|
|
|
#21 |
|
Join Date: Aug 2006
Location: L.I., NY
|
When I first started playing and GMing, no one I knew really thought much about "settings" or "worlds." D&D was played in a series of dungeons and towns, in a vague default D&D setting. Traveller was played in a random series of GM made up planets in a vague Traveller setting. Villains and Vigilantes was played in our home town, but our characters had superpowers.
So at the start, I never purchased setting materials and the only prepared dungeon I ever bought was "Dark Tower." Most of the games I've run in a commercial "setting" are those where the game itself is tied to a particular setting: James Bond 007, Paranoia, 2300 AD. I also ran a fairly "off the shelf" GURPS Mage the Ascension campaign. I've also run and played many games in completely homemade worlds, or worlds adapted from books. What I have found to be the advantage of a published setting isn't that you don't have to build your own world, that part is fun. It is that is is easier to achieve that "common frame of reference." It is much less work to get players to read a relatively attractive, comprehensive, professionally written and edited book that describes the world they will be playing in -- especially if it has new skills, powers, equipment and other toys and fun concepts that they can use to create their characters, than it is to compile my scattered notes and ideas into a comprehensible document and then persuade players that they have to wade through all my intricately thought out setting concepts before they can sit down and have fun playing. The alternative is to just give a quick verbal description of your world, tell player what they can and can't do when making a character, and dole out setting information as it comes up in play. That works against a really immersive world though, since players wouldn't know many basic things that their characters would, for example, tribesmen only drive their flocks into town in the rainy season, or technology malfunctions around wizards, unless you tell them when it comes up. So to sum up, I like making up My own completely original world, but getting players immersed in it takes more work that way. If someone comes up with a really cool idea for a setting, I'm open to paying a little to use it, as a means to get a shortcut to player immersion and common knowledge base. This could be either through buying published setting, or using a setting that all the players are already familiar with -- from novels, TV, movies, or history. |
|
|
|
|
|
#22 | |
|
Join Date: Nov 2005
Location: Seattle, Washington
|
Quote:
Perhaps I should have said "that's why I won't run canonical Star Wars, Star Trek, or Middle Earth." ETA: On reflection, I suppose I wouldn't have as many problems running a published setting that didn't try to do too much -- Roma Arcana, for instance, is more of a "campaign frame" than a fully fleshed-out campaign, giving much more room for my creativity; I could see myself running "Bryan Lovely's Roma Arcana".
__________________
-- 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; 06-04-2009 at 02:19 PM. |
|
|
|
|
|
|
#23 | |
|
Join Date: Aug 2004
Location: Twin Cities, MN
|
The FR has been reset at each major revision of the (A)D&D rules, complete with in-game reasoning, gods and major characters dying/changing/appearing, map alterations (sometimes major), book tie-ins, plenty of new rulebooks to buy, etc.
Quote:
That doesn't force things to change, though. One of my favorite Star Wars adventures was when our group of "honest businessmen" had the misfortune of taking a delivery to Alderaan. Captured by the staff of everyone's favorite small moon, we escaped when some farm kid came by to rescue his girlfriend, or something like that. We grabbed a few stormtrooper outfits and worked our way back to the hanger. There was a tense moment when we ran into the folks who unwittingly let us escape; we decided to shoot at them but intentionally miss so as to not blow our cover. Once at the hanger we sneaked back into our ship and got the heck out of there in the confusion.
__________________
|
|
|
|
|
|
|
#24 | |
|
Join Date: Sep 2006
Location: Chatham, Kent, England
|
Quote:
These could be fun for a change, too. Tho' I don't think my group would wear it... The risk of the players trashing your carefully-constructed world and plot is irrelavent to someone having fun, and vital to prevent for 'controllers'. Anyway; I certainly find the consensual creations more satisfying. |
|
|
|
|
|
|
#25 | |
|
Join Date: Sep 2006
Location: Chatham, Kent, England
|
Quote:
|
|
|
|
|
|
|
#26 | |
|
Join Date: Mar 2008
Location: The Kingdom of Insignificance
|
Quote:
The real question is "do the players enjoy playing in the setting?" If the answer is yes, then it is mission successful. If it is enjoyable for the GM, he or she might do it again some time. Like next week...
__________________
It's all very well to be told to act my age, but I've never been this old before... |
|
|
|
|
|
|
#27 | |
|
Join Date: Mar 2008
Location: The Kingdom of Insignificance
|
Quote:
__________________
It's all very well to be told to act my age, but I've never been this old before... |
|
|
|
|
|
|
#28 |
|
Join Date: Sep 2007
|
There are eight million stories on the naked Death Star. This has been one of them.
|
|
|
|
|
|
#29 |
|
Join Date: Jun 2006
Location: Earth, mostly
|
So that's why the stormtroopers in the chasm couldn't hit Luke and Leia (and what the heck is a chasm doing in a space station, anyway??). Bummer about the one that fell down the hole, though. Or was that a real stormtrooper that you pushed down?
__________________
If you break the laws of Man, you go to prison. If you break the laws of God, you go to Hell. If you break the laws of Physics, you go to Sweden and receive a Nobel Prize. |
|
|
|
|
|
#30 | |
|
Join Date: Sep 2007
|
Quote:
|
|
|
|
|
![]() |
| Tags |
| worldbuilding |
| Thread Tools | |
| Display Modes | |
|
|