fuindordm
Adventurer
I agree with both of the main speakers for the last few pages, more or less:
* I think it is entirely possible to invent a culture that is original, or that remixes multiple Earth cultures to the point where referencing back to the inspirations is impossible. In this case we can make them as virtuous or vile as we please without worrying about offense. It is not because Game Culture X has sailing raiders called Bobbins that Scandinavian players should take them as a reference to Earth vikings. I believe one needs a few more hints than that to realistically claim that you know one ingredient of the pastiche.
* I also think that such a game is really difficult to run in practice. Players need hooks in order to support their role-playing. They don't need to be explicit (Earthdawn trolls are like mountain Vikings with airships, Earthdawn humans are like Atlanteans), they can also be implicit (The halflings of Eberron are a nomadic culture native to the grasslands, with few permanent settlements, who tame and ride dinosaurs). When we want to give our players a fantasy culture, especially one that the PCs might belong to, we need real-world cultures to make them playable by the majority.
* I think it is entirely possible to invent a culture that is original, or that remixes multiple Earth cultures to the point where referencing back to the inspirations is impossible. In this case we can make them as virtuous or vile as we please without worrying about offense. It is not because Game Culture X has sailing raiders called Bobbins that Scandinavian players should take them as a reference to Earth vikings. I believe one needs a few more hints than that to realistically claim that you know one ingredient of the pastiche.
* I also think that such a game is really difficult to run in practice. Players need hooks in order to support their role-playing. They don't need to be explicit (Earthdawn trolls are like mountain Vikings with airships, Earthdawn humans are like Atlanteans), they can also be implicit (The halflings of Eberron are a nomadic culture native to the grasslands, with few permanent settlements, who tame and ride dinosaurs). When we want to give our players a fantasy culture, especially one that the PCs might belong to, we need real-world cultures to make them playable by the majority.