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"Cool setting, bro. But what's the hook for the PCs?"
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<blockquote data-quote="Bedrockgames" data-source="post: 8135931" data-attributes="member: 85555"><p>I am not really seeing what you are seeing here. I do think settings can have issues when they are clearly more about 'tourism' than adventuring. But a game like D&D doesn't really have that problem (don't play it much anymore but D&D is one of the most gameable systems, and its settings are usually filled with places to adventure). Any time I return to D&D I find it incredibly easy to prepare for because so much gameability is baked into the system and the setting expectations (if I make my own setting, it is very easy to make one where the players will immediately be exploring ancient temples, defeating big evil bad guys, investigating dark cities, etc). </p><p></p><p>What I think you are describing is the difference between a focused setting and a broad setting. Those don't really key to gameability in my opinion. A broad setting can be entirely gameable. And a narrow setting can be difficult to game (great in concept for example, but hard to run or prep for). I also think a game like D&D deals with focus at the campaign level (the GM decides to run a particular kind of campaign and gets buy in from the players). I do like narrow game and setting concepts, but the reason you don't have that with D&D is it has to appeal to a broad audience (blades in the dark doesn't have to retain the number of gamers that D&D does so it go into more focused territory and get its audience, which it clearly has). But D&D is trying to capture the attention of not just players like yourself but also the old school crowd, and the pathfinder crowd, etc.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8135931, member: 85555"] I am not really seeing what you are seeing here. I do think settings can have issues when they are clearly more about 'tourism' than adventuring. But a game like D&D doesn't really have that problem (don't play it much anymore but D&D is one of the most gameable systems, and its settings are usually filled with places to adventure). Any time I return to D&D I find it incredibly easy to prepare for because so much gameability is baked into the system and the setting expectations (if I make my own setting, it is very easy to make one where the players will immediately be exploring ancient temples, defeating big evil bad guys, investigating dark cities, etc). What I think you are describing is the difference between a focused setting and a broad setting. Those don't really key to gameability in my opinion. A broad setting can be entirely gameable. And a narrow setting can be difficult to game (great in concept for example, but hard to run or prep for). I also think a game like D&D deals with focus at the campaign level (the GM decides to run a particular kind of campaign and gets buy in from the players). I do like narrow game and setting concepts, but the reason you don't have that with D&D is it has to appeal to a broad audience (blades in the dark doesn't have to retain the number of gamers that D&D does so it go into more focused territory and get its audience, which it clearly has). But D&D is trying to capture the attention of not just players like yourself but also the old school crowd, and the pathfinder crowd, etc. [/QUOTE]
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