Glyfair
Explorer
I keep seeing this over & over.
"This setting isn't wildly different enough for me."
"I can get the same thing from Greyhawk & Forgotten Realms."
"It didn't go far enough in my opinion."
These paraphrased comments have all been about new campaign settings. How different do you need a new setting to be?
I keep looking at all the suggestions for how to make settings wildly different and all I see are settings that will come out, create a small fan base and die out because of lack of support. Maybe it will stay around for a while, or jump from publisher to publisher if its of good quality and creates a fanatical fan base, but always be in danger of cancellation.
When I sit down to play an RPG, I do want something somewhat different. At the same time, I need familiar elements to relate to. I don't want to have to study a cultural handbook to be able to properly roleplay my character. I want the everyday abberations of a campaign to be limited to something I can assimilate within the first 1/2 hour of a game session, with maybe a few handful of exceptions.
The ultimate example of the cult RPG, IMO, is Tekumel. I looked at the setting back in '79 or so. Nothing in the setting was familiar, so I didn't touch it. I've heard the detail is amazing and it's a great setting, but I still wouldn't play in it because there would be too much of a learning curve.
Glorantha is borderline, IMO. When I started playing Runequest, it was the perfect balance. It had very cool things that were different. The map of Sartar & Prax cried out "the gods have walked here." At the same time, you had the local tavern and pawn shop in Apple Lane.
The Scarred Lands is a campaign world I feel walks the line, too. It's different enough to be enticing, but not so different that you have to worry about too much strangeness.
Dark Sun was too far on the other side of the line for me, but not too far. For me it seemed too much like they changed things just for the sake of changing things. Flesh eating halfings? Desert dwelling elves?
So, how far do you think a publisher would have to go to make a setting "different," while still maintaining enough familiarity so that it could be a viable, long lasting, commercial success (even if not a huge success)?
"This setting isn't wildly different enough for me."
"I can get the same thing from Greyhawk & Forgotten Realms."
"It didn't go far enough in my opinion."
These paraphrased comments have all been about new campaign settings. How different do you need a new setting to be?
I keep looking at all the suggestions for how to make settings wildly different and all I see are settings that will come out, create a small fan base and die out because of lack of support. Maybe it will stay around for a while, or jump from publisher to publisher if its of good quality and creates a fanatical fan base, but always be in danger of cancellation.
When I sit down to play an RPG, I do want something somewhat different. At the same time, I need familiar elements to relate to. I don't want to have to study a cultural handbook to be able to properly roleplay my character. I want the everyday abberations of a campaign to be limited to something I can assimilate within the first 1/2 hour of a game session, with maybe a few handful of exceptions.
The ultimate example of the cult RPG, IMO, is Tekumel. I looked at the setting back in '79 or so. Nothing in the setting was familiar, so I didn't touch it. I've heard the detail is amazing and it's a great setting, but I still wouldn't play in it because there would be too much of a learning curve.
Glorantha is borderline, IMO. When I started playing Runequest, it was the perfect balance. It had very cool things that were different. The map of Sartar & Prax cried out "the gods have walked here." At the same time, you had the local tavern and pawn shop in Apple Lane.
The Scarred Lands is a campaign world I feel walks the line, too. It's different enough to be enticing, but not so different that you have to worry about too much strangeness.
Dark Sun was too far on the other side of the line for me, but not too far. For me it seemed too much like they changed things just for the sake of changing things. Flesh eating halfings? Desert dwelling elves?
So, how far do you think a publisher would have to go to make a setting "different," while still maintaining enough familiarity so that it could be a viable, long lasting, commercial success (even if not a huge success)?
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