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<blockquote data-quote="Jfdlsjfd" data-source="post: 7870216" data-attributes="member: 42856"><p>The setting should enable interesting stories to be told. If your setting is set in the real-world, it should adhere to it as much as possible, if it's set in a litterary work, it should adhere to its conventions. You'd probably alienate part of the audience if you had female gunslingers in the American Old West as a regular occurrence. If you're doing your own setting, it should enable <em>different </em>interesting stories to be told, and anything goes.</p><p></p><p></p><p></p><p>Like I said, anything goes since they are not trying to emulate anything existing. They introduced magic-wielding indian spirits, female gunslingers and undead. What's the problem? It's obviously nothing like the real Old West. I wouldn't choose Deadland as a system if I were trying to play in the American Old West, though, but I'd use it to play in the Weird West with glee.</p><p></p><p></p><p></p><p>The setting can be whatever the author wants, as long as it's logical (lack of logic diminishes my interest in the adventures told). If in Deadland there is a total gender equality, the iconic saloon barmaid that gets kidnapped and tied to a train by the bad guy probably shouldn't be a common feature because the premise wouldn't fit the setting.</p><p></p><p></p><p></p><p>Indeed. That's why I wrote "what they imagine about the Middle Ages".</p><p></p><p></p><p></p><p>If I was offered a chance to play in a game "set in the Arthurian Cycle", I don't expect to see female knights. When I play a game of CoC, I expect the world and society to behave like a Lovecraft novel. If I am playing Dogs in the Vineyard, I expect the shepherds of the King of Life to be objectively right and the sinners to cause demons to appear, even if that's tremendously anti-inclusive. If I play in Faerun or Eberron, I expect gender equality since it was also a part of the setting.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 7870216, member: 42856"] The setting should enable interesting stories to be told. If your setting is set in the real-world, it should adhere to it as much as possible, if it's set in a litterary work, it should adhere to its conventions. You'd probably alienate part of the audience if you had female gunslingers in the American Old West as a regular occurrence. If you're doing your own setting, it should enable [I]different [/I]interesting stories to be told, and anything goes. Like I said, anything goes since they are not trying to emulate anything existing. They introduced magic-wielding indian spirits, female gunslingers and undead. What's the problem? It's obviously nothing like the real Old West. I wouldn't choose Deadland as a system if I were trying to play in the American Old West, though, but I'd use it to play in the Weird West with glee. The setting can be whatever the author wants, as long as it's logical (lack of logic diminishes my interest in the adventures told). If in Deadland there is a total gender equality, the iconic saloon barmaid that gets kidnapped and tied to a train by the bad guy probably shouldn't be a common feature because the premise wouldn't fit the setting. Indeed. That's why I wrote "what they imagine about the Middle Ages". If I was offered a chance to play in a game "set in the Arthurian Cycle", I don't expect to see female knights. When I play a game of CoC, I expect the world and society to behave like a Lovecraft novel. If I am playing Dogs in the Vineyard, I expect the shepherds of the King of Life to be objectively right and the sinners to cause demons to appear, even if that's tremendously anti-inclusive. If I play in Faerun or Eberron, I expect gender equality since it was also a part of the setting. [/QUOTE]
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