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What do you like to see in a setting?'¦resurrected.

Started by SilvercatMoonpaw, March 27, 2008, 09:43:00 AM

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SilvercatMoonpaw

I remember some thread of this nature on these boards a while back.  Recently I posted on a similar thread on the 4E boards, and I really liked what I said and wanted to post it here.  Keep in mind that this is just a personal preference, I'm not doing this expecting everyone to bow to my will.

QuoteI'd like to see a setting which doesn't feel like you could torch the place and actually improve its tone.

Now to explain that bit of pyromania: I read the descriptions of so many published settings and I feel you could make them all by just plopping down a random map and splashing it liberally with "Here be Conflicts, or at they're going to be very, very soon". I don't object to their inclusion, I just object to the fact that they seem to be the only thing many settings are about. My guess is that it's an attempt by the setting designers to give DMs options for story hooks and adventure ideas, but it swamps the creativity of those of us who have a hard time not taking the whole setting as-is.

So what I'd like is a setting without all the pre-crafted powder kegs, or at least one where if they exist they are so minor that I could decide to focus on one without feeling like the others are going to sneak up on me.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Neubert

/bow :P

Sounds interesting, could you provide a link to the thread?

Edit: That was a bit short.

Having conflicts be a major part or not is up to the individual I suppose and also what you want from a setting. If I am going to run a game in a setting which I now won't last too long or if I don't have time to prepare, it might be nice and easy to just pull out some of the conflicts that are already brewing. They are often player/character-knowledge as well, so you don't have to provide background for it.
With that said, I am not usually running games in a particular setting, but I think having more focus on the fluff, such as the culture and differences from nation to nation.
If what I just wrote didn't make sense, just ask. Though it probably doesn't make any sense to me either. :P

Kindling

all hail the reapers of hope

Jharviss

Well said.

I believe in having conflict -- but a lot of it.  No matter where you go, there's the potential for conflict.  There are subtle conflict ("Ethnicity X is being oppressed by leader Y, but have yet to do anything yet.") and more major conflicts ("Empire X is colonizing Region Y, but Nation Z is fighting valiantly against Empire X.").  I like for DMs to have the choice to observe the conflicts or not.  If I want to run a game entirely about, say, members of a rogue underworld, I know that I could pick out almost any city in my world and do it there without having to bother about war and politics.

That's why I am strongly opposed to one-trick campaign settings, because most of these have a looming war or intense conflict that they're all based around.  These settings are the Middle Earth settings, where you would be forced to play a game against Sauron.  Yawn.

Dragonlance does that.  There's always a major war going on.  One can play a campaign without war, but it'd have to be done within the 10 years between major world wars (they are devestated at least once a decade, right?) and it would always have the theme of recovering from the last war.  

Forgotten Realms isn't too bad about this.  They have a lot of conflict, but you can run a non-war game just about anywhere and be okay there.  

I create the opportunity for conflict in the world, but I work hard to make it possible for the DM to ignore that conflict.  I think that's the key.

Xeviat

I disagree, to an extent. If a setting is only its conflicts, it runs the risk of being one-trick and over if the PCs solve them. If the conflicts are unsolvable and that's all there is to the setting, all you might be able to get out of the game is a survival horror game.

Kindling's setting doesn't have these problems; it is simply a dark gritty setting. Sure, burning everything to the ground would make for a more peaceful world, but then all you'd have is ashes. In Kindling's setting, the conflict drives the story.

In my setting, there are a few pre-implied conflicts: The barriers between the planes have become thinner, and the world is having to deal with broader politics and the denizens of the Shadow Plane. Other conflicts are more story-related: recently, a war between the humans and elves (which would most assuredly escalated into a war between this plane and Avalon, the fey world) was recently averted, but the tension still hangs in the air.

Eberron had the Great War, but it shapes the tone of the setting.

So I agree that a setting which is only dark conflicts can be one-trick, but it is a flavor that many enjoy.

I, myself, want to play in a world that feels so real that I can suspend my disbelief and interact naturally with it. That's what I'm hoping to design with my world.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

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Poseptune

Are you referring to a setting like Eberron, or other homebrewed settings?

If other homebrewed, I would imagine that a setting with strong, overpowering conflicts are more for the individual designing the setting than other DM's. The problem with these types of settings is that once the major conflict has been resolved; what happens next?

Personally I think a setting like Eberron gets it right. There are conflicts all around, but not a single one has to be major, unless the DM wants it to be. Don't want to focus on the Lord of Blades or the Emerald Claw, then they are off elsewhere plotting.
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

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 Markas Dalton

SilvercatMoonpaw

Bleh.  Sorry for dumping that on you guys.  It's just a thing that really confuses me when people make and like settings with a lot of conflict.

@Poseidon: Most of it is published settings, I think.

Here's the link:  http://forums.gleemax.com/showthread.php?t=996051

Anyway, the thing is that there's a certain amount of conflict in settings (any kind) where it just becomes distracting.  In Eberron you can't have fun facing off against one evil without worrying about what all the others are doing while you're occupied.  There's too many to keep track of, and unfortunately it actually breaks my suspension of disbelief to say "they aren't a problem right now".  A different kind of think happens when there's a setting element like "Nation X is oppressing minority A": it makes all accomplishments other than stopping it feel hollow.

The thing about one-trick settings is that they allow you to focus, and if you complete the one trick then you actually feel like you've done something.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Poseptune

I see now...


For me, unless there are only a few towns/cities created for a campaign rather than a setting, then a one trick setting doesn't feel real.

Let's look at Eberron again, because like I said before I think Keith got it right. To me the conflicts seem real for the events that lead up to the present. The power groups don't have to be active (or if they are active openly engaged in anything). Keith also does a good job of making the power groups/conflicts mostly minor. I don't use psionics, so the Dreaming Dark don't rear their head in my campaign. The groups work mostly in secret, so even if they are plotting something it may never effect the PC's. For Example If the Emerald Claw is planning on stealing priceless relics in Breland, but the PC's are in the Mournland searching for the cause of the Day of Mourning the Emerald Claw's activities will not affect the PC's so they are not important. The Lord of Blades may be an active problem for them, but again Keith made  so the DM can decide if he even exists.

Now let's counter that with a real world example. If looking at Earth as a setting, how many conflicts are there? How many power groups? How many of them directly effect my daily life, on a daily basis?

Now let's look at how that effects a quest in both D&D and Real Life:

If someone asks me to find "widgetA" for them, because they really want one. I accept the quest and being asking around and finding out where I can find a "widgetA". I am told that they can only be found in another state/nation. Now I could try to travel swiftly (In RL: plane, In D&D: Teleport) or I can go by ground. If I go by ground I might run into some theives or other encounters, but it would be cheaper. I decide to go by ground and I have a few encounters some friendly some not so friendly. Finally I make it to where "widgetA" resides and retrieve it. Then make my way back to my employer. During all that time a revolt happens in CountryA, where a power group has been trying to gain control of the country. This happens about 2000 miles away, so while I may hear about it, it does not affect my quest.

Simple enough, there are tons of conflicts in the world but they don't effect me during my quest. Do I care what they are doing? Sometimes, if I can catch it on the news.


As for accomplishing something, I've acquired "widgetA" so I've accomplished my quest. My quest could have easily been stop the revolt in CountryA. Then I could have either accomplished it and stopped the revolt and possibly broken up the power group trying to sieze control, or I fail, but the rest of the world doesn't matter much. Only the part of it that is important to the campaign, or quest.




I understand what you are saying (and I'm not saying it's wrong, just not for me), and hopefully I've pointed out how a conflict heavy world can still be similar to the one trick settings. Though it may just be rambling...
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

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 Markas Dalton

SilvercatMoonpaw

I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Jharviss

I think the difference here is our definition of reality.

See, I don't believe for an instant that one person can solve all the problems in a world.  If I'm over here in Thailand trying to help the refugees from Myanmar, I know very well that there is political strife and ethnic violence going on in Sudan. But I can't help them.

That doesn't suspend my sense of belief in Earth, does it?

And it's true, there is a connection, because China is drawing huge economic benefits off of both Sudan and Myanmar, because the rest of the world has put sanctions on them.  So these two things are interconnected.

That sucks.

But that's reality.

So when I'm playing in my D&D world and my players are trying to bring some renegade mage into custody, they aren't worrying about the fact that, in the nearby nation of Zelhost the people there are living in fear of the tyrannical lich-king.  They've talked about it a little bit, and every once in a while they meet a refugee from that nation, but they still focus on finding that renegade mage.

But maybe that renegade mage is a refugee from Zelhost, and he was unaware of the rules in the player's nation, so he was casting spells without realizing it's illegal.  Wow!  That conflict has really enriched my game play today.  And boy, doesn't that just sound realistic?

I apologize for my snide tone.

Poseptune

But just like in real life, it is not your responsibility to solve every problem in the world. There are other entities out there that are just as powerful as the adventurers. There are entire governments and police forces. For example in Eberron, there are the Sentinel Marshals, which are not bound to any one nation and can make arrests across Eberron.

As a DM I don't have to worry about the other groups. They are there and working in the world, but unless I want them to be an active part of the campaign, they don't have to be. Again I turn to real life as an example. A coup in an African country is going to have little impact on what I am doing. It happened in the world, and it is not my responsibility to fix it, that's what the governments are for.

If you can do it in real life, how does it break all sense of immersive reality?
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

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 Markas Dalton

SilvercatMoonpaw

Quote from: PoseidonIf you can do it in real life, how does it break all sense of immersive reality?
Because you can do it in real life.  The game world isn't real, and the moment it starts to act too real there's no point to playing a game.  If I wanted something real I'd engage in real life.

Why would I want to do/experience something in a game that I could do/experience in real life?
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Snargash Moonclaw

I prefer a lot of variety in conflict and how it is conducted. Conflict in its broadest sense is an inherent element which drives story - that is, in the most immediate terms, whatever the PC's goals are, someone is opposed to their accomplishment. In any setting there will be numerous ongoing conflicts of varying scales and means - military conflicts between races, religions and/or nations in even the most warlike settings will constitute a small percentage of these when viewed as a whole. While as a DM I need to keep track of who is in conflict with whom over what and how these conflicts develop in the course of a game, which ones the PCs pay attention to and choose to involve themselves in are up to them. Barring PC intervention (direct or inadvertent) these various conflicts will simply develop along predetermined lines creating changes to certain details of the (dynamic) setting over time which the PCs will only become aware of should they encounter the results somehow - sometimes a matter simply of choosing to travel north or south. The fact that a particular group has managed to monopolize some significant commodity, resource or activity, or that one religion has succeeded in getting a rival church banned from operating an a particular kingdom may not actually matter to the PCs in terms of their personal values or priorities, it will still have affects upon their activities in some fashion. On the other hand, this can also create conflicts which do concern the PCs where none previously existed. Ultimately the setting then is an open-ended framework. If the religio-political conflict concerns them the monopolized resource may also be of significance in to how they deal with that conflict. (In one part of my game world the large scale sale of copper sheet used to sheath the hulls of naval vessels is only provided to one side of an ongoing conflict. Should the opposing naval power succeed in reversing this advantage it will have major and very far reaching consequences throughout a vast region. Only PCs with significant mercantile, maritime or local political interest will be aware of this, much less its implications until well after the fact, possibly far away from the locale of the initial conflict.)
In accordance with Prophecy. . .

Have Fun, Play Well,
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I am not Fallen. That was a Power Dive!


I read banned minds.

SilvercatMoonpaw

Er, please ignore me.  I was just having a bad day.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Hibou

I like settings that aren't afraid of doing things that have already been done. There's actually nothing more boring than trying to be unique to the point of alienating the reader. You can change the way things work and the way certain races and the like may be, but there's a point where too much difference just ends up being uninteresting.
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