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Forked Thread: What makes a setting exciting?
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<blockquote data-quote="Jack7" data-source="post: 4818785" data-attributes="member: 54707"><p>A lot of people have already named some good setting aspects. For me I like weird and completely unexpected and unpredictable things to happen. I also like a world in which bizarre, uncanny, and scary things happen. Creepy even.</p><p></p><p>I like mystery and for some things to remain unanswered.</p><p></p><p>I like a dangerous setting. Not just filled with monsters, which is only one narrow kind of danger, but dangerous on multiple levels. And in various ways.</p><p></p><p></p><p></p><p></p><p>I also agree with this statement. A world, milieu, and setting should be real and sustainable and coherent, but it should also be the kind of place where the characters can become who and what they are through the acts of adventuring and exploring.</p><p></p><p>And I like a world to change over time. For cultures to change, for governments to change, for races to change, for everything to change. A setting should be a world like any other world, it changes as different things happen.</p><p></p><p></p><p></p><p></p><p>I think a milieu should be familiar enough to real life that the players can instinctively and almost instantly integrate into the setting as if it were "natural." It has to be new enough to be original and worth exploring, but familiar enough that they feel they could naturally be a part of that world.</p><p></p><p>It is a difficult admixture to achieve but you know it when you see it.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4818785, member: 54707"] A lot of people have already named some good setting aspects. For me I like weird and completely unexpected and unpredictable things to happen. I also like a world in which bizarre, uncanny, and scary things happen. Creepy even. I like mystery and for some things to remain unanswered. I like a dangerous setting. Not just filled with monsters, which is only one narrow kind of danger, but dangerous on multiple levels. And in various ways. I also agree with this statement. A world, milieu, and setting should be real and sustainable and coherent, but it should also be the kind of place where the characters can become who and what they are through the acts of adventuring and exploring. And I like a world to change over time. For cultures to change, for governments to change, for races to change, for everything to change. A setting should be a world like any other world, it changes as different things happen. I think a milieu should be familiar enough to real life that the players can instinctively and almost instantly integrate into the setting as if it were "natural." It has to be new enough to be original and worth exploring, but familiar enough that they feel they could naturally be a part of that world. It is a difficult admixture to achieve but you know it when you see it. [/QUOTE]
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