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General Tabletop Discussion
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Artistry vs. Playability in Game and Setting Design
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<blockquote data-quote="Mercurius" data-source="post: 8114787" data-attributes="member: 59082"><p>Yeah, I tend to agree regarding Dragonlance. I actually really like Krynn as a world, both Ansalon and Taladas. I think the worldbuilding--including the gods--are more cohesive than a lot of other D&D settings, while still staying within the basic assumptions of D&D. Where Greyhawk, Mystara and the Forgotten Realms all basically said, "everything in D&D is here, just find a place on the map and have at it," Dragonlance took a more thematic approach, taking elements of D&D and creating a world and story with those elements, while ignoring the vast majority of D&D lore. It would seem strange to encounter an otyugh or <em>Baba Yaga's Hut</em> in Krynn. It just doesn't fit.</p><p></p><p></p><p>Yes, good points. I re-read LotR a couple years ago and I was so immersed in the world and story that I can't recall whether it seemed like the characters leveled up, but certain in the films, they all seem to stay at roughly whatever level they started. Legolas was a bad-ass, from start to finish. I suppose he could have advanced from 12th to 15th level and we wouldn't notice, but it may also be that we're acclimated to the rather unrealistic level progression of D&D. The real world, and more realistic fantasy settings, don't have anything equivalent to the range from a 1st to 20th level character. Literature is filled with stories of young, newbie heroes slaying the dragon, through some combination of natural talent, luck, and destiny. 5E reduced the range somewhat, but it is still quite immense.</p><p></p><p></p><p>As I said, I would love playing in a LotR game, but it would have to be just that: LotR, not D&D in Middle-earth. If the latter, it would likely grow rather boring. Not enough monsters, treasure, powers through leveling, etc. An authentic Middle-earth campaign would have very different tropes and assumptions.</p><p></p><p></p><p>True. When I wrote the OP I had in mind "boutique RPGs" that seem to be the purview of well-regarded game designers that seem to have a rather specific theme or play experience in mind, or a particular story in mind. Some such RPGs seem focused on creating a game experience that has limited long-term playability. Something about D&D, as the prime example, is conducive to long-term play.</p><p></p><p>I'm absolutely in love with Symbaroum, but have wondered how conducive it is to a long-term campaign. They're currently in the middle of a seven-part campaign. I think it started in 2017, with one new book per year, so presumably the final part will come out in 2023. And what then? I'm sure the imaginative people at Free League will find new stories to tell, but Symbaroum is an example of a game that has a very specific setting and story in mind.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 8114787, member: 59082"] Yeah, I tend to agree regarding Dragonlance. I actually really like Krynn as a world, both Ansalon and Taladas. I think the worldbuilding--including the gods--are more cohesive than a lot of other D&D settings, while still staying within the basic assumptions of D&D. Where Greyhawk, Mystara and the Forgotten Realms all basically said, "everything in D&D is here, just find a place on the map and have at it," Dragonlance took a more thematic approach, taking elements of D&D and creating a world and story with those elements, while ignoring the vast majority of D&D lore. It would seem strange to encounter an otyugh or [I]Baba Yaga's Hut[/I] in Krynn. It just doesn't fit. Yes, good points. I re-read LotR a couple years ago and I was so immersed in the world and story that I can't recall whether it seemed like the characters leveled up, but certain in the films, they all seem to stay at roughly whatever level they started. Legolas was a bad-ass, from start to finish. I suppose he could have advanced from 12th to 15th level and we wouldn't notice, but it may also be that we're acclimated to the rather unrealistic level progression of D&D. The real world, and more realistic fantasy settings, don't have anything equivalent to the range from a 1st to 20th level character. Literature is filled with stories of young, newbie heroes slaying the dragon, through some combination of natural talent, luck, and destiny. 5E reduced the range somewhat, but it is still quite immense. As I said, I would love playing in a LotR game, but it would have to be just that: LotR, not D&D in Middle-earth. If the latter, it would likely grow rather boring. Not enough monsters, treasure, powers through leveling, etc. An authentic Middle-earth campaign would have very different tropes and assumptions. True. When I wrote the OP I had in mind "boutique RPGs" that seem to be the purview of well-regarded game designers that seem to have a rather specific theme or play experience in mind, or a particular story in mind. Some such RPGs seem focused on creating a game experience that has limited long-term playability. Something about D&D, as the prime example, is conducive to long-term play. I'm absolutely in love with Symbaroum, but have wondered how conducive it is to a long-term campaign. They're currently in the middle of a seven-part campaign. I think it started in 2017, with one new book per year, so presumably the final part will come out in 2023. And what then? I'm sure the imaginative people at Free League will find new stories to tell, but Symbaroum is an example of a game that has a very specific setting and story in mind. [/QUOTE]
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