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General Tabletop Discussion
*TTRPGs General
Difference between FR, Eberron, Middle Earth, Greyhawk etc.
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<blockquote data-quote="buzz" data-source="post: 3075031" data-attributes="member: 6777"><p>That's a mechanical change (Sanity stat) that gives the setting impact.</p><p></p><p></p><p>Setting either has mechanical impact, or it creates Situation. If it does neither, it's Color. A big swath of published (and homebrew) settings do little more than vary the Color. That's cool, and it can be loads of fun for world-builders, but it's not necesasrily changing anything about how you actually play the game.</p><p></p><p>My overall response was to the question: "How do I get my players to care about the setting?" IMO, you don't get them to care by handing them a thick packet that details elvish history. You get them to care by having the setting impact play. Mechanical impact is the big way to do this. Situation is an slightly-less-big way.</p><p></p><p>E.g., <em>Midnight</em>, even leaving aside that it uses a lot of variant rules, is a great example of Situation impact. That Izrador has conquered the world, that it's always night (also a mechanical consequence!), that the PCs are a minority of goodguys in a world that is trying to kill them, magic is illegal... there's no way for players to ignore this stuff. Add in the variant classes, lack of clerical magic, and spellcasting system, and you've got a setting that is cozying up next to you and whispering in your ear.</p><p></p><p>OTOH, when I ran CotSQ, the PCs made with FR-specific bits and those made without functioned with each other just peachy. The adventure itself would work identically in FR, GH, or many other settings.</p></blockquote><p></p>
[QUOTE="buzz, post: 3075031, member: 6777"] That's a mechanical change (Sanity stat) that gives the setting impact. Setting either has mechanical impact, or it creates Situation. If it does neither, it's Color. A big swath of published (and homebrew) settings do little more than vary the Color. That's cool, and it can be loads of fun for world-builders, but it's not necesasrily changing anything about how you actually play the game. My overall response was to the question: "How do I get my players to care about the setting?" IMO, you don't get them to care by handing them a thick packet that details elvish history. You get them to care by having the setting impact play. Mechanical impact is the big way to do this. Situation is an slightly-less-big way. E.g., [i]Midnight[/i], even leaving aside that it uses a lot of variant rules, is a great example of Situation impact. That Izrador has conquered the world, that it's always night (also a mechanical consequence!), that the PCs are a minority of goodguys in a world that is trying to kill them, magic is illegal... there's no way for players to ignore this stuff. Add in the variant classes, lack of clerical magic, and spellcasting system, and you've got a setting that is cozying up next to you and whispering in your ear. OTOH, when I ran CotSQ, the PCs made with FR-specific bits and those made without functioned with each other just peachy. The adventure itself would work identically in FR, GH, or many other settings. [/QUOTE]
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Difference between FR, Eberron, Middle Earth, Greyhawk etc.
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