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Are D&D Ravnica and MtG Ravnica the same?
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<blockquote data-quote="Irennan" data-source="post: 7519426" data-attributes="member: 6778119"><p>How does it alienate people? You're just showing them how things are. For example, the way a common shop-owner addresses a noble customer, or describing a festival specific to a certain culture. Stuff like that. You're merely telling people what they see so that they can picture it in their head, you're interpreting NPCs when they interact with players. That's standard stuff, yet it provides plenty of ways to show (and not tell about) a world as if the players were part of it, thus providing immersion.</p><p></p><p>You don't do any of this?</p><p></p><p></p><p></p><p>I never said that a detailed setting can be "vague". It can avoid the small minutiae (like what kinds of items are buried with people), but I specifically said that a detailed setting needs to be polished and complete, and I made an example of what I mean when I mentioned elements of a hypothetical dwarven culture that need to be included so that a DM has all the tools to portray that culture, to properly act NPCs of that culture etc... A vague setting, OTOH, is (for example) a world that doesn't bother to define its cultures beyond a trope. You can provide immersion with it (you can do it with any setting, adding enough of your own work, adding strong NPCs, etc...) but, once again, in the process of doing so you're bringing that trope to life, i.e. you're pushing it beyond just a trope and making something more out of it.</p><p></p><p>Color is affected by details. Not by overloading a setting with details, but by providing some that set a strong tone (similarly to how, in a scene, the smallest but well chosen detail can set a tone). Affection obviously enhances immersion, but that can only come by being invested in the story of a world by whichever means (and you need an actual story, strong NPCs, etc... to achieve that). Also, I don't know whether you leave all aspects of your world to your players (judging from what you posted, you obviously don't), but how does a campaign being set in a fictional world that you didn't create prevent you from being the protagonist? Because, from what I see, that's how things go for the vast majority of people.</p><p></p><p></p><p></p><p>If you want a setting that is only a collection of tropes, you don't really want a setting, you want just a baseline to start homebrewing (and I, personally, really don't want to pay for that). Which is fine, ofc (I do it myself), but irrelevant to what we're discussing. Btw, the FR also has its tropes, I honestly don't think that there's a setting without them.</p><p></p><p>Anyway, I don't see how that's related to my point: Cormyr and what it's like is part of the FR canon, it's the default assumption when you want to talk about FR to someone. It automatically comes into existence as soon as you publish it as a setting, because it's what people are going to read, it's what people assume when you talk about it, and it's what the publisher will use as a baseline for future products. The fact that we're free to ignore it doesn't delete its existence.</p></blockquote><p></p>
[QUOTE="Irennan, post: 7519426, member: 6778119"] How does it alienate people? You're just showing them how things are. For example, the way a common shop-owner addresses a noble customer, or describing a festival specific to a certain culture. Stuff like that. You're merely telling people what they see so that they can picture it in their head, you're interpreting NPCs when they interact with players. That's standard stuff, yet it provides plenty of ways to show (and not tell about) a world as if the players were part of it, thus providing immersion. You don't do any of this? I never said that a detailed setting can be "vague". It can avoid the small minutiae (like what kinds of items are buried with people), but I specifically said that a detailed setting needs to be polished and complete, and I made an example of what I mean when I mentioned elements of a hypothetical dwarven culture that need to be included so that a DM has all the tools to portray that culture, to properly act NPCs of that culture etc... A vague setting, OTOH, is (for example) a world that doesn't bother to define its cultures beyond a trope. You can provide immersion with it (you can do it with any setting, adding enough of your own work, adding strong NPCs, etc...) but, once again, in the process of doing so you're bringing that trope to life, i.e. you're pushing it beyond just a trope and making something more out of it. Color is affected by details. Not by overloading a setting with details, but by providing some that set a strong tone (similarly to how, in a scene, the smallest but well chosen detail can set a tone). Affection obviously enhances immersion, but that can only come by being invested in the story of a world by whichever means (and you need an actual story, strong NPCs, etc... to achieve that). Also, I don't know whether you leave all aspects of your world to your players (judging from what you posted, you obviously don't), but how does a campaign being set in a fictional world that you didn't create prevent you from being the protagonist? Because, from what I see, that's how things go for the vast majority of people. If you want a setting that is only a collection of tropes, you don't really want a setting, you want just a baseline to start homebrewing (and I, personally, really don't want to pay for that). Which is fine, ofc (I do it myself), but irrelevant to what we're discussing. Btw, the FR also has its tropes, I honestly don't think that there's a setting without them. Anyway, I don't see how that's related to my point: Cormyr and what it's like is part of the FR canon, it's the default assumption when you want to talk about FR to someone. It automatically comes into existence as soon as you publish it as a setting, because it's what people are going to read, it's what people assume when you talk about it, and it's what the publisher will use as a baseline for future products. The fact that we're free to ignore it doesn't delete its existence. [/QUOTE]
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Are D&D Ravnica and MtG Ravnica the same?
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