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<blockquote data-quote="dkyle" data-source="post: 5911123" data-attributes="member: 70707"><p>I'm confused because these seem like different issues.</p><p></p><p>How much implied setting should the designers put into the base game, is very different from how much control players should have over the setting.</p><p> </p><p></p><p>As far as implied setting, I prefer a very light setting, easily separated from the rules, since I basically never use published settings, and only buy RPGs for the rules. For example, I don't really like mechanics based on specific gods for divine characters. I'd rather have a bunch of theme options that divine characters can choose, that may or may not be directly evocative of their diety.</p><p></p><p>But, I don't really care much if there <em>is</em> a lot of setting. It's fluff. Fluff is easily changed. No book can ever prevent me from doing something as the DM. All it can do is tell me what some professional game designers thought was a good idea.</p></blockquote><p></p>
[QUOTE="dkyle, post: 5911123, member: 70707"] I'm confused because these seem like different issues. How much implied setting should the designers put into the base game, is very different from how much control players should have over the setting. As far as implied setting, I prefer a very light setting, easily separated from the rules, since I basically never use published settings, and only buy RPGs for the rules. For example, I don't really like mechanics based on specific gods for divine characters. I'd rather have a bunch of theme options that divine characters can choose, that may or may not be directly evocative of their diety. But, I don't really care much if there [i]is[/i] a lot of setting. It's fluff. Fluff is easily changed. No book can ever prevent me from doing something as the DM. All it can do is tell me what some professional game designers thought was a good idea. [/QUOTE]
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