RoughCoronet0
Dragon Lover
I don't think Star Wars is all that great. Only part of the franchise I ever remotely enjoyed was the Kotor games and even then I'm more convinced it was due to the style of game than much to do with the franchise.
Eh, by 1956 there were already westerns that had depicted Native Americans with some degree of respect and sympathy. i.e. It wasn't anything novel like it was in 1948 with Forth Apache. At any rate, The Searchers might have examined racism, but it didn't deconstruct the western genre as a whole like The Man Who Shot Liberty Valance did. Nor was High Noon a deconstruction of the western, it was a take on McCarthyism using the old west as a backdrop.
#6 on my list was "Victorian", and that's not a concept in Eberron - so I only quibble on that pointCounterpoint, Eyes of Nine Edition:
6) Eberron pulled it off.
A good GM makes good use of everything. Setting detail is an extremely useful tool that ensures that prep time is better focused on adding depth to a campaign, especially if you're planning on 50-70 weekly sessions.Maybe. But a good GM doesn't need the setting detail to creqte compelling play in the first place. Setting detail is mostly about failed novelism.
I've reconsidered on Tombstone and a few of the others being deconstructions. Tombstone played it pretty straight, although its contemporaries of Wyatt Earp and (ugh) Dances with Wolves tried to be commentaries. And I will slap leather with anyone who says that Tombstone wasn't a good movie.But I'm not going to quibble too much about what does and doesn't count as a deconstruction. If the only good westerns are ones that deconstruct the genre, I don't know what do say. SOme people just don't like westerns and that's okay.
I don't think that kind of detail is the responsibility of the GM, either. Players are just as capable of adding depth to the world if that's what the group is after.A good GM makes good use of everything. Setting detail is an extremely useful tool that ensures that prep time is better focused on adding depth to a campaign, especially if you're planning on 50-70 weekly sessions.
If you cranking off just a couple sessions, sure, you don't need detail. You're not going to get any meaningful development of PCs or the group anyway.
I wholeheartedly agree with one of these statements.Starship Troopers was an awful novel, and Verhoeven was able to make a good parody out of it.
I don't think that kind of detail is the responsibility of the GM, either. Players are just as capable of adding depth to the world if that's what the group is after.
My thesis is simply that it isn't important. You certainly can have interesting, complex characters in compelling situations over the long term without the sort of granular deep dive world building we're talking about.
Starship Troopers was an awful novel, and Verhoeven was able to make a good parody out of it.