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Asian fantasy: Good, Bad, Impure
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<blockquote data-quote="Stormborn" data-source="post: 3724467" data-attributes="member: 14041"><p>I think getting players to think outside their culture is a difficult thing to do. You can make a list of characteristics, values, etc and inplay they will likely just forget them. Even as a DM you can forget sometimes. This has been one of the biggest obstacles I have had to running an Asian inspired game, was the fear that I couldn't really pull it off. That it would wind up being just another fantasy but with the set pieces changed. And I have players who are very (very) character oriented, who really dig into back ground and development of motivations; so maybe I am more concerned with my ability to run it than I am their ability to play it. </p><p></p><p>However, if you choose to run one I would suggest, in as far as possible, "seeding" your and your players' imaginations. Find source materials that inspire you to think a certain way about the game - movies, books, tv, even music and comics. If you can do that then you can keep the tone and feel right long enough for the game to take on a life of its own. </p><p></p><p>I would suggest that no matter what the genre. Playing a fatasy western? Read Territory by Emma Bull and watch Firefly. Playing uberpowerful supers who save the world? Read Morrison's JLA. Playing in a faerie tale inspired setting? Read and watch Stardust. </p><p></p><p>Remind yourself why you want to play or run the thing.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 3724467, member: 14041"] I think getting players to think outside their culture is a difficult thing to do. You can make a list of characteristics, values, etc and inplay they will likely just forget them. Even as a DM you can forget sometimes. This has been one of the biggest obstacles I have had to running an Asian inspired game, was the fear that I couldn't really pull it off. That it would wind up being just another fantasy but with the set pieces changed. And I have players who are very (very) character oriented, who really dig into back ground and development of motivations; so maybe I am more concerned with my ability to run it than I am their ability to play it. However, if you choose to run one I would suggest, in as far as possible, "seeding" your and your players' imaginations. Find source materials that inspire you to think a certain way about the game - movies, books, tv, even music and comics. If you can do that then you can keep the tone and feel right long enough for the game to take on a life of its own. I would suggest that no matter what the genre. Playing a fatasy western? Read Territory by Emma Bull and watch Firefly. Playing uberpowerful supers who save the world? Read Morrison's JLA. Playing in a faerie tale inspired setting? Read and watch Stardust. Remind yourself why you want to play or run the thing. [/QUOTE]
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