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<blockquote data-quote="barsoomcore" data-source="post: 1865630" data-attributes="member: 812"><p>Oh, I'm pretty much in your boat, fusang -- my campaigns used to almost always be built to tell ONE great big humungous story. I may not know exactly what that story is when it starts, but that story is implicit in the setting, as you say.</p><p></p><p>I've gotten a little bit away from that paradigm, though, what with the Kung-Fu Angels storyline that I decided to add to Barsoom -- now I have a set of PCs wandering through a part of Barsoom in a time that is fairly removed from the primary campaign, and it's a little stressful for me, I don't mind saying, trying to figure out what they're going to do in this setting that has really been engineered for a bunch of PCs a hundred years later or so.</p><p></p><p>But my Dead Man's Chest campaign was set in the historical Caribbean, and it was tons of fun researching stuff and having that suggest wild storylines to me. Obviously, the story was NOT suggested or implicit in the setting itself -- it was mostly due to trilobite's crazy notion about crystal skulls and all sorts of fun wacky connections I started putting together.</p><p></p><p>It's possible for a setting to contain implicit stories, but it's not necessary. It's possible for stories set in a world to be about some massive transformation of that world, but it's not necessary. Likewise for campaigns.</p><p></p><p>Your campaign can be <em>The Lord of the Rings</em>, where the story is about massive transformation in the world at large, or it can be <em>Conan the Barbarian</em>, and just detail the adventures of heroes in a world that is largely static. Is one style better than the other? Not at all. Both can be tons of fun.</p><p></p><p>One of the qualities I like in campaign setting materials are the stories I see already implicit (whether intended by the designer or no) in that material. It's THAT quality that draws me to them and has me mangle them into appropriate shape for Barsoom.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 1865630, member: 812"] Oh, I'm pretty much in your boat, fusang -- my campaigns used to almost always be built to tell ONE great big humungous story. I may not know exactly what that story is when it starts, but that story is implicit in the setting, as you say. I've gotten a little bit away from that paradigm, though, what with the Kung-Fu Angels storyline that I decided to add to Barsoom -- now I have a set of PCs wandering through a part of Barsoom in a time that is fairly removed from the primary campaign, and it's a little stressful for me, I don't mind saying, trying to figure out what they're going to do in this setting that has really been engineered for a bunch of PCs a hundred years later or so. But my Dead Man's Chest campaign was set in the historical Caribbean, and it was tons of fun researching stuff and having that suggest wild storylines to me. Obviously, the story was NOT suggested or implicit in the setting itself -- it was mostly due to trilobite's crazy notion about crystal skulls and all sorts of fun wacky connections I started putting together. It's possible for a setting to contain implicit stories, but it's not necessary. It's possible for stories set in a world to be about some massive transformation of that world, but it's not necessary. Likewise for campaigns. Your campaign can be [i]The Lord of the Rings[/i], where the story is about massive transformation in the world at large, or it can be [i]Conan the Barbarian[/i], and just detail the adventures of heroes in a world that is largely static. Is one style better than the other? Not at all. Both can be tons of fun. One of the qualities I like in campaign setting materials are the stories I see already implicit (whether intended by the designer or no) in that material. It's THAT quality that draws me to them and has me mangle them into appropriate shape for Barsoom. [/QUOTE]
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