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Vreeg's Fifth Law of Setting Design

Started by LordVreeg, May 03, 2011, 09:21:12 AM

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Xathan

Reading over these, I still feel they should be Vreeg's Laws of Running a Campaign, not Laws of Setting Design. The focus of these laws apply to the Setting once it is in motion. By necessity a setting is static - it may have a history, it once was in motion, but by the time it reaches these boards, the pages of a setting book, or right before the game is run the setting (ideally) is fixed and unmoving - the Setting is waiting for the characters to begin their journey through it, in stasis until they do. I dare you to name a complete setting that is not static, where things are actively happening once the setting is complete. (And no, Nation X is at war with Nation Y and winning is not movement - the combatants are frozen in victory or defeat until a game, a novel, a comic, any story begins and time begins flowing again.) A setting is as a book of history - no matter when it is written and how far it goes, even if it goes all the way up to current events at the exact moment that book was published, it presents a static image of the world - the most current history book ever written is still a frozen image within a microsecond of publication. The same is true for a setting. The Laws, however, assume something that is being interacted with, something that is in motions, where there are characters making actions and actors responding. I've thought about these Laws and while many of them I agree with when it comes to running a game, I challenge that they are Laws of Setting Design.

In addition, there is a heavy focus in the Laws on how players interact with things. I don't intend to get into the fact that every group's dynamics are different and these Laws seem to describe the ideal group they want. Second is the fact that the Laws assume the Players even exist. A Setting does not have to be made for players -it could be made to provide the framework for a personal work of fiction, it could be made as a thought experiment (What if X?), it could be made for review and praise or criticism from fellow worldbuilders, it could even be made just for the sheer fun of inventing an entire area, be it a Universe all the way down to a tiny village. A Setting need not be made to be anything other than that beautiful frozen moment, never intended to go beyond that, and it need not be made for others to interact with, intended for the Author of the Setting to create his own characters and story within it. (None would dare not call Middle Earth a Setting, but it was not made for players, but for the author's personal fun and to provide a framework for a novel.)

Therefore, I ask again my unanswered question - how do these Laws (any and all of them) apply to the Design of a Setting, when they seem to best be suited to the running of a game?
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
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5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

LordVreeg

Quote from: Xathan WorldsmithReading over these, I still feel they should be Vreeg's Laws of Running a Campaign, not Laws of Setting Design. The focus of these laws apply to the Setting once it is in motion. By necessity a setting is static - it may have a history, it once was in motion, but by the time it reaches these boards, the pages of a setting book, or right before the game is run the setting (ideally) is fixed and unmoving - the Setting is waiting for the characters to begin their journey through it, in stasis until they do. I dare you to name a complete setting that is not static, where things are actively happening once the setting is complete. (And no, Nation X is at war with Nation Y and winning is not movement - the combatants are frozen in victory or defeat until a game, a novel, a comic, any story begins and time begins flowing again.) A setting is as a book of history - no matter when it is written and how far it goes, even if it goes all the way up to current events at the exact moment that book was published, it presents a static image of the world - the most current history book ever written is still a frozen image within a microsecond of publication. The same is true for a setting. The Laws, however, assume something that is being interacted with, something that is in motions, where there are characters making actions and actors responding. I've thought about these Laws and while many of them I agree with when it comes to running a game, I challenge that they are Laws of Setting Design.

In addition, there is a heavy focus in the Laws on how players interact with things. I don't intend to get into the fact that every group's dynamics are different and these Laws seem to describe the ideal group they want. Second is the fact that the Laws assume the Players even exist. A Setting does not have to be made for players -it could be made to provide the framework for a personal work of fiction, it could be made as a thought experiment (What if X?), it could be made for review and praise or criticism from fellow worldbuilders, it could even be made just for the sheer fun of inventing an entire area, be it a Universe all the way down to a tiny village. A Setting need not be made to be anything other than that beautiful frozen moment, never intended to go beyond that, and it need not be made for others to interact with, intended for the Author of the Setting to create his own characters and story within it. (None would dare not call Middle Earth a Setting, but it was not made for players, but for the author's personal fun and to provide a framework for a novel.)

Therefore, I ask again my unanswered question - how do these Laws (any and all of them) apply to the Design of a Setting, when they seem to best be suited to the running of a game?

You raise a good overarching point, though some of the examples do not hold water in my eyes.  

A setting is not static, if you play it long enough. So your first issue is that a setting is Never complete. You want a setting that is engaged in active evolution?  I don't have to look far.  
Celtricia's first character was created in November of 1983 (Klantio and Gearsar), and their date of first adventure was Winterwane (Dumotux) 10.  Over 27 years of play later and over a 100 characters later, most of the current groups are playing in Spring of 895.  So we have played through the Empire of Argus' attack on the Theocracy of Nebler in 899, the years of hot war between the Blue/White alliance vs the Stenronian Alliance (899-892) and the uneasy peace that currently exists.  
A setting is certainly a setting created in that moment when the game starts.  It si still a setting once the game begins, it does not lose the status once game play begins.
This is part of creating the 'World In Motion'.

I agree that many of the rules for Setting design as stated are based on an active, used setting, and more, they are certainly written for foe an interactive situation of some sort.  I think they apply in terms of writing fiction as well as RPGs, however.  They do NOT apply well to those that are just Conworlding for the sake of creating.
In the example above, the original setting notes and setting as created in 1983 set up the situation of specific tensions between the various national states, their historical issues, and the momentum currently in place.  And if no one had ever played it, and if I had never used it for writing fiction, or for gaming, then it would have remained as you describe.

But I am not going to bother adding the words "intended for active gaming or for use" in front the the word 'setting' in the rules, due to the audience I write for and the groups I interact with.  And they are not merely laws of running a game, as they are all very setting-specific.  I will agree that the Fifith Rule, the newest, strays the farthest from this.  Would you think it better as less of a full rule?  Perhaps as a corrolary to the second Rule?  
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Xathan

Quote from: LordVreeg of SauroidsYou raise a good overarching point, though some of the examples do not hold water in my eyes.  

A setting is not static, if you play it long enough. So your first issue is that a setting is Never complete. You want a setting that is engaged in active evolution?  I don't have to look far.  
Celtricia's first character was created in November of 1983 (Klantio and Gearsar), and their date of first adventure was Winterwane (Dumotux) 10.  Over 27 years of play later and over a 100 characters later, most of the current groups are playing in Spring of 895.  So we have played through the Empire of Argus' attack on the Theocracy of Nebler in 899, the years of hot war between the Blue/White alliance vs the Stenronian Alliance (899-892) and the uneasy peace that currently exists.  
A setting is certainly a setting created in that moment when the game starts.  It si still a setting once the game begins, it does not lose the status once game play begins.
This is part of creating the 'World In Motion'.

Emphasis mine. As soon as a game begins, the Setting "unfreezes"...and refreezes the moment the session ends until the DM begins altering it further or the next session starts. I guess I should have clarified my initial point - a setting, posted on these forums, is a static entity until further modified, and a published setting is a static entity until a game/story/fiction begins. I do accept that it doesn't lose setting status once play begins, just assert that static is the default state of a setting unless it's being played in a way that impacts the setting on a 24/7 basis (The only example I can think of of settings that don't follow this default state are MMORPGS, but until one comes out where you can alter the world around you the way you can in a tabletop RPG, I'm going to stick by my assertion.)

QuoteI agree that many of the rules for Setting design as stated are based on an active, used setting, and more, they are certainly written for foe an interactive situation of some sort.  I think they apply in terms of writing fiction as well as RPGs, however.  They do NOT apply well to those that are just Conworlding for the sake of creating.
In the example above, the original setting notes and setting as created in 1983 set up the situation of specific tensions between the various national states, their historical issues, and the momentum currently in place.  And if no one had ever played it, and if I had never used it for writing fiction, or for gaming, then it would have remained as you describe.
But I am not going to bother adding the words "intended for active gaming or for use" in front the the word 'setting' in the rules, due to the audience I write for and the groups I interact with.  And they are not merely laws of running a game, as they are all very setting-specific.  I will agree that the Fifith Rule, the newest, strays the farthest from this.  Would you think it better as less of a full rule?  Perhaps as a corrolary to the second Rule? [/quote]

I'll admit that my problem was partially an emotional one - I read it as to mean "all settings should be designed this way to be good settings", which I found frustrating. Now that I understand their intent, I do think the fifth rule would make more sense as a corrolary to the second rule as you suggested, though how you outline them is entirely your prerogative - as long as the message gets across, then your rules' exact organization is relatively unimportant. However, the message does need to get to get across, and I'm of the opinion that some disclaimer as to the type of settings you are addressing should be part of the overall "Here are the rules" post - even if it's just a minor note at the bottom - for those who aren't your usual audience, such as myself, because while most of the audience you write for understands what you mean inherently, it's obvious at least one person didn't - and while I may be a total anomaly, I feel your points would be greatly improved with that clarification.


AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]