fusangite said:
I have to chime in in support of Barsoomcore here. For those who don't see what he means about Middle Earth, I think the best analogy is to a chemical reaction. You have a test tube. You pour in various substances that react with eachother. Eventually, the various chemicals finish reacting with eachother after presenting you with a dazzling display of froth, pungent odors and a dramatic change in colour.
This is essentially the theory of the Tolkienesque world. In order to produce another beautiful, dramatic reaction, you have to add new ingredients. The chemicals you started with are done.
Now, if you want to view the test tube as the world, then yes -- there are an infinite number of chemical reactions you can have in there. But we're viewing the starting combination of chemicals as of the beginning of the reaction as the world.
At the end of LOTR, the elves are gone; the rings are gone; magic is gone; the last of the Maiar all leave Middle Earth. Now, if you see Middle Earth as that map that folds out of the book, then Middle Earth isn't over. But barsoomcore and I see the elves, magic, the rings, etc. as part of what makes Middle Earth Middle Earth.
This is like saying that Star Trek is over because Captain Kirk is no longer in command of the Enterprise! I know there are some people who will indeed say that, but I think such an attitude is patent nonsense. The universe that holds the Federation, Klingong, etc., etc., is bigger than Captain Kirk and the NCC-1701 or NCC-1701A. Similarly, although the elves, the rings of power, and the Maiar are all leaving Middle Earth, there's still lots of people there to have stories. I don't think that the absence of those things would necessarily wipe out Middle Earth as a setting.
I don't think that the chemistry analogy works here. Any really good world is going to be more than just A and B together producing C. It will include that, of course, but should also include more. I think Middle Earth does this. I think it has more - a lot more - than just ingredients A and B. A better chemistry analogy would be a flask containing a veritable soup of reactants reacting simultaneously, much like the primordial soup that gave rise to life. You can take a few chemicals out and still have lots of activity in the mix.
It is true that Tolkien's intent was to create Middle Earth as the backdrop for his story, but in judging Middle Earth as a world in its own right his intent is completely irrelevant. To reduce all of Middle Earth to just the story of the War of the Ring and claiming that the world itself is over once the story is does the world-setting itself an incredible disservice and, indeed, disrespect.
barsoomcore said:
J_D, I think there's a basic misunderstanding at work here.
I expect so, since we seem to be talking past each other, or using different definitions for our terms.
barsoomcore said:
It seems like you're arguing that it's possible to create more exciting stories in Middle-Earth (to continue with the example in question) than the one told in The Lord of the Rings. I don't contest that notion.
Then we're in agreement on that point!
barsoomcore said:
The notion I'm contesting (and for all I know you agree with this, we seem to be at cross-purposes here) is that Tolkien created Middle-Earth with the intention of using it to tell more stories than the one told in the only works he published in that setting. There's no evidence that he did so. My point is that it doesn't matter.
I agree, and I made that very point in my last post that Tolkien's intent was irrelevant to the point I was making. I never said that Tolkien intended to write more stories, so you're contesting something I never said.
barsoomcore said:
My point is that whether you develop your setting with the intent to only ever tell ONE story, or whether you do this work with the hope of telling a wide array of stories has no bearing on the richness and depth of the setting itself.
And my point, once again, is that the intent behind the development of the setting is irrelevant.
This thread started with the general premise that "the world is done." There's two ways you can take that, and it seems that some of us are using different definitions for at least one of those two ways. Let me state what my definitions are.
From a worldbuilding perspective, "the world is done" means the world is fully complete and there's no new detail to add. Everything's already detailed so that every last part of the world has enough information to be playable. While the threshold of "playable" is debatable, since I'm a details-oriented kind of person my threshold is probably at a more fine-grained level than most people. My threshold, in part, is the point where every street in every city is named, every building and its inhabitants are identified. No matter where in the world the PC's go, the DM can just look up what's there from previously existing notes and doesn't have to create anything new. With that threshold, I don't think it's possible for any world to ever be "done".
From a story perspective, "the world is done" means that every interesting story has already been told and that there's nothing interesting or exciting left to do in the world. If there are still interesting or exciting stories to tell in the world, still interesting or exciting things for characters in the world to do, then the world is not done. Based on what fusangite said in his original post, I interpreted his words to mean he prefers a world like this, a world that is "done" once his story is told. He might have merely meant that he didn't want to tell another story in that world and wanted to move on to another world for the next campaign and I would not have disputed that, but that is not what "the world is done" means to me. I took him at the meaning and context of his comment, and I was objecting to that meaning. I was trying to say then, and I still maintain now, that a world-setting that is "done" after just one story
is a lame and shallow world. Now, I've clarified exactly what I meant, although I thought it was perfectly clear before. If you think that a world that is "done" (by my meaning of that word in the story perspective) after only one story doesn't necessarily indicate a lame and shallow world, then we're just going to have to agree to disagree.
Then in a succeeding post you said:
barsoomcore said:
I have dozens of tales and notes and stuff about Barsoom, reams of pages, maps, pictures, lists, spreadsheets, the whole shebang. There's MEGABYTES of information about Barsoom that I've created, much of which has nothing to do with the primary story. If we apply YOUR logic to my work, we come away with the conclusion that it's "very clear" that Barsoom was created to tell more than one story.
Which would be 100% untrue.
So it's perfectly possible (given the exact same conditions exist) that it is 100% untrue with respect to Professor Tolkien and Middle-Earth.
I'm not saying that it is or it isn't. I'm saying we can't tell. And much more to the point, I'm saying it doesn't matter.
It doesn't matter WHY you create your setting. Your motives have nothing to do with the resultant richness or depth your setting possesses. Those qualities are a function purely of the output, not the process or the psychology behind it.
Agreed that the motive, the "why", is entirely irrelevant. I said that last post. Even if you decide you never want to run another Barsoom campaign again after yuor current one ends, that says nothing about whether Barsoom as a setting is "done" by my definitions. By my definition and what you've described of your world, Barsoom is
not done even if you never run another campaign in it. The only fact relevant to "done" in the story context is that there are still stories you
could tell therefore it's
not done.