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Do you REALLY run settings as "canon"?
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<blockquote data-quote="The Shaman" data-source="post: 5607487" data-attributes="member: 26473"><p>That would be me as well.</p><p></p><p>As far as fictional settings go, I used 'Golden Age' Charted Space for pretty much every <em>Traveller</em> game I've ever run. Charted Space is so big, and so thinly detailed, that even if you want to run nothing but canon, there are wide swaths of the setting that are at best barely described.</p><p></p><p>My last <em>Traveller</em> campaign was set in Gateway Quadrant, as detailed by Judges Guild - this version of the Gateway was actually 'de-canonized' by Marc Miller and GDW with the publication of <em>Atlas of the Imperium</em> and overwritten by a later publisher, so it's not really 'canon' anymore anyway. I draw from lots of different sources written long after the four sectors which make up the Gateway, so I mixed and matched a variety of sources with loads and loads of homebrewed original details.</p><p></p><p>Perhaps more interesting is considering the effect of 'ignoring canon' in non-fictional, historical settings. From the far side of the screen, I'm upfront with the players: if their characters can assemble the means, they can change history. I have several pages of notes for our <em>Flashing Blades</em> game on what happens if certain historical figures, such as Cardinal Richelieu or Louis XIII, are killed or otherwise incapacitated.</p><p></p><p>And I have no problem with changing historical details to suit the game, though I tend toward subtle, below-the-surface changes, rather than diving whole-hog into alt.history (which I prefer to leave as a consequence of the players' decisions and their characters' actions).</p><p></p><p>Frex, one of the more intriguing mysteries of the rise of Cardial Richelieu is the submission of the prince de Condé to the Cardinal following the Chalais conspiracy in 1626; I've fleshed out the reasons for the prince's change of loyalty from the duc d'Anjou to the Cardinal for our game. 'nother ex: I've created a (wholly fictional) secret society that will be intimately involved in the foundation of the Republic of Naples in the 1640s.</p><p></p><p>For my <em>Top Secret</em> game, I created a fictional plot to stage a right-wing coup in a Third World country that was in fact remarkably stable and prosperous throughout the Cold War. The plotters' schemes are entirely made-up, but I use lots of historical details to frame the fictional intrigue to create at least a somewhat plasible what-if? scenario.</p><p></p><p>So, there's that.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5607487, member: 26473"] That would be me as well. As far as fictional settings go, I used 'Golden Age' Charted Space for pretty much every [i]Traveller[/i] game I've ever run. Charted Space is so big, and so thinly detailed, that even if you want to run nothing but canon, there are wide swaths of the setting that are at best barely described. My last [i]Traveller[/i] campaign was set in Gateway Quadrant, as detailed by Judges Guild - this version of the Gateway was actually 'de-canonized' by Marc Miller and GDW with the publication of [i]Atlas of the Imperium[/i] and overwritten by a later publisher, so it's not really 'canon' anymore anyway. I draw from lots of different sources written long after the four sectors which make up the Gateway, so I mixed and matched a variety of sources with loads and loads of homebrewed original details. Perhaps more interesting is considering the effect of 'ignoring canon' in non-fictional, historical settings. From the far side of the screen, I'm upfront with the players: if their characters can assemble the means, they can change history. I have several pages of notes for our [i]Flashing Blades[/i] game on what happens if certain historical figures, such as Cardinal Richelieu or Louis XIII, are killed or otherwise incapacitated. And I have no problem with changing historical details to suit the game, though I tend toward subtle, below-the-surface changes, rather than diving whole-hog into alt.history (which I prefer to leave as a consequence of the players' decisions and their characters' actions). Frex, one of the more intriguing mysteries of the rise of Cardial Richelieu is the submission of the prince de Condé to the Cardinal following the Chalais conspiracy in 1626; I've fleshed out the reasons for the prince's change of loyalty from the duc d'Anjou to the Cardinal for our game. 'nother ex: I've created a (wholly fictional) secret society that will be intimately involved in the foundation of the Republic of Naples in the 1640s. For my [i]Top Secret[/i] game, I created a fictional plot to stage a right-wing coup in a Third World country that was in fact remarkably stable and prosperous throughout the Cold War. The plotters' schemes are entirely made-up, but I use lots of historical details to frame the fictional intrigue to create at least a somewhat plasible what-if? scenario. So, there's that. [/QUOTE]
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