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On Settings (and maybe a little bit On Systems as well)
Posted On 12/08/2009 07:06:31 by sffh

So I'm back. It took me a little longer, than what I hoped for, but I had some work to do for a January convention and then had to go for a weekend to another convention. (Yeah, I was glad to be at convention, but still, I virtually had no choice.)

Today, I'd like to share some insights on settings, dropping some sidenotes about systems as well. First thing I should mark before starting about this topic is, that I'm definitely not unbiased and my opinion is definitely not the one and only. Read it, if you like, agree if you think alike, disagree if you have different opinion, but pretty please don't flame me, how ignorant am I, when I don't totally love your setting of choice. We all have favourites.

Now, what's my prime taste talking about settings in general? For a long time, I define my taste to go all the way from fantasy to horror, including genres like high fantasy, epic fantasy, heroic fantasy (for more fantasy-sh side), dark fantasy, post-apocalyptic fantasy, urban fantasy (for the middle realms) up to fairytale horror, urban horror, middle ages horror, mystery horror, victorian horror (for the more horror parts), something alongside these themes. My genres of preference are mostly dark fantasy, middle ages/victorian horror, urban fantasy/horror and most recently steampunk, which once more met my eye a few months ago. (I have a long history with steampunk as one of my favourites, but I haven't done any steampunk RPGs up to now, just read the books, etc. this should change very soon.) Where does it fit in my scale? Well, I see both fantasy and horror side of steampunk, so it fits quite well in my eyes. And about the tech...you've seen Eberron before?

So how to tell great setting from something...well...not so interesting? It has to have some pretty good ideas. It has to be inventive, original. It also has to be tightly put together, one thing clicking another, not feeling like put together only because someone liked it so. (Yeah, it always is that way, someone liked it so, but it has to make sense.) And then, there are the details, which don't really make the setting good, if it's not, but they may make bad setting acceptable, or at least interesting, acceptable setting usable, usable setting good and most importantly good setting great. Details may be sidenotes to main text, short stories, good examples of gameplay, great illustrations, working with the text included, overall design, recalling the setting just from the feeling of the book, some literature and/or music recommendations, and also incorporated system and carefully made character sheet.

I believe most of these are quite clear, so I'd like to skip to the rules/sheet part. Why is it so important to have your own system? Well, it gives the game a pace, a specific way to be played. From my point of view, the system does't really have to be any good (while still, it is very preferable for such a system to be at least usable...), but it gives the reader (and future gamemaster of the thing) an idea about how the game should be run. Should it be all about combat, focused on magic and rituals, or about something completely different? Should the PCs be powerful about as human, as fantasy hero, as supernatural creature? And the NPCs? Should the experience/levelling/power curve be more like linear, exponential or logarithmic? Is there any final stage, characters can/should achieve? Or is there infinity waiting for them? Etc., etc., there are tons of questions, you might of course answer directly, but some fine tuned system often makes better. And about the sheet? It should be both nice and streamlined. Anyone knowing the system should be able to use it on first sight without any problems...

OK, I got a bit elsewhere, than where I originally wanted to go, but never mind. I didn't want to talk about settings namely today anyway. Hmm, it seems more like a bunch of thoughts then a really consistent topic today. Well, I'll try to keep it more lined next times, at least I was able to put down some of basic premises, I'll work with later, so I won't have to think about incorporating them later.

Next time, I'd most probably like to write about Atmosphere in RPG, both in and out of game, which was one of my lectures on that convention in October, so I'll also start to process these slides and notes in the same time... (Thankfully, I had no lectures on this December convention.) I'd like to ask you to send me your tips on how to make better atmosphere and most importantly to recommend me some pretty good atmospheric music to play while gaming. I of course have quite a lot of stuff of my own, I'd like to write about, but there's never enough tips on this topic.

For the thought of the day: I quite often prefer some petty unknown RPG to a huge everyone-must-know-this piece, because of it's relative anonymity. More people know the stuff, more people talk about it, more people modify it for their own campaigns and less you're sure, what was really in the book and what was someone's "great" idea. It's much easier to read through, study, understand and explain/judge something not hugely exposed, where you don't have any previous "knowledge" (more often disinformation). As always, give yourself a moment or two to think about it...

Tags: Rpg Roleplaying Setting System Fantasy Horror Steampunk



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Viewing 1 - 4 out of 4 Comments

From: Bane_Star
04/14/2010 03:38:41

I like a bigger world myself.. the idea that there is a jungle of cave-people out there somewhere, that migth inhabit a long lost civilisation who used very skilled concepts to do things like we understand of modern society.. but differently..

Not that I have to play the character there, but the idea that it exists.. The Atmosphere you talk about, is the idea that beyond what my character is looking at, theres much much more for me to discover if I choose to.

For me, when my players discover an Ancient Note, I try to make the real thing for them.. have them holding a physical object which relates to the adventure really draws people in.. Yes I've done background music and lighting, .. its difficult to do, music requires hours of repetative music which can be adjusted instantly to account for the tone of whats going on.. Seemlessly is better. Lighting is far simpler to accomodate, Dark Green cloths over lamps to create Jungles.. Actual candles or lanterns with the lights out, for dungeons..

But at the end of the day.. if the plot is unbelievable, or I feel like the gamemaster is pushing me to do something I don't want to do.. or stopping me from what I Want, Not because its real, but because it goes against his plot.. thats when the atmosphere is lost for me.




From: whatiswhat
12/23/2009 14:07:32

Thought of the day::

I, unfortunately still, Have an obscure RPG for you. Apocalypse 2500 which is set in a future world (Earth) in the 26th century after a cataclysm with a twist that has brought back the ancient arcane races and magical forces to what is otherwise a high tech future world. I am the creator of this pen and dice RPG and it's accompanying system (RPG Percentile System) and it  is as of yet still obscure in the world as free internet is my sole means of promotion (budgetary shortcomings of course).

J L Arnold
www.apocalypse2500.com



From: sffh
12/10/2009 18:33:32

I'll definitely write some more on settings, maybe even soon, as you
recalled me one more topic, I wanted to mention, while writing this
entry. I also might mention some of your stuff in another entry, I want
to bring sometime soon, as I was lately looking closer onto PbP/PbEm
thingy... (We've done this a long time ago, but it has hugely evolved
since...)

I also plan to bring new Research Status Report sometime soon, as I'm progressing through PHB and have some new thoughts. (Yeah, still in PHB, reading all the powers takes soooo long...). And I definitely want to do the atmosphere...

I'll most probably write something during the weekend or really early next week and probably will bring another entry sometime late next week. Well, if everything will go OK, I need to do some programming and other work as well in meantime.



From: dr_nik
12/08/2009 18:54:17
I'd like you to stick with settings, there is a lot of surface scratch here. Most of it I really like and agree with!

For my current campaign, to develop the setting, I ended up with 25 players (18 online pbem planar 'gods' and 7 table top material world avatars/races. We agreed upon a few ideas (High Fantasy, general magic/power, planes and universe, and picked from 3 fractal generated maps). Then I used the "Dawn of Worlds" game as a model to generate the game world.

The 18 gods played the formation of the cosmos and sent items, avatars, weal and woe to the material world. They developed their own planes (based on AD&D planar cube and quasi / demi planes) and the players played the game world, making races, events and a history that all knew and contributed to!

From that experience, I have been inspired to use a similar model to build some RPG bomb settings for the Systemless adventures to take place in!