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Is Your Setting Pretty Much Earth?
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<blockquote data-quote="Odhanan" data-source="post: 2240085" data-attributes="member: 12324"><p>No. It's kind of a hollow world, but from the surface it's looks pretty much like earth.</p><p></p><p></p><p></p><p>Yes, because there is gravity, and there is a distortion of dimensions toward the center of this hollow world (comparable to black holes in the principle). </p><p></p><p></p><p></p><p>All these ideas are really cool, and could make really cool settings for characters to explore. I like the medieval/legendary feel of them all. </p><p></p><p></p><p></p><p>Your lantern and chariot ideas can be compared to <strong>Middle-earth</strong>, where you've got first the trees, and then their fruits in the sky. In Roleplaying Games, <strong>Glorantha</strong>, creation of Greg Stafford, once the setting for RuneQuest, now for HeroQuest and HeroWars, published by Issaries Inc, would certainly interest you, if you don't know it. It's physical cosmology is heavily based on its pantheons and mythologies. There is an inter-dependance there between what the world is and what its people believe.</p><p></p><p></p><p></p><p>Absolutely not "wrong". Actually, like you, I'd like to see more original cosmologies like this. </p><p></p><p></p><p></p><p>That's an excellent question. Because designers try to make their world believable and think (whether this is true or not) gamers wouldn't go for settings that would be "too" original. Perhaps it has to do with gaming history as well. In any case, this seems like a very subjective tendency. There's probably also this "why bother" syndrom mentioned above.</p><p></p><p></p><p></p><p>Well. Not difficult if you dismiss it from the start as being non-important for player characters... </p><p></p><p></p><p></p><p>... but I do agree that details aren't easy either. Furthermore, I think that pointing out, practically, in the text, the inter-dependance between the cosmology and the base layout (the villages, regions, people of the world) may be difficult to realize, but not impossible. Far from it. The difficult part, I think, is to emphasize it enough so that the world takes multiple dimensions all linked together in the DM/players' minds. To find the balance and the right "stimuli" or "punch lines" that create the spark, if you want.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 2240085, member: 12324"] No. It's kind of a hollow world, but from the surface it's looks pretty much like earth. Yes, because there is gravity, and there is a distortion of dimensions toward the center of this hollow world (comparable to black holes in the principle). All these ideas are really cool, and could make really cool settings for characters to explore. I like the medieval/legendary feel of them all. Your lantern and chariot ideas can be compared to [b]Middle-earth[/b], where you've got first the trees, and then their fruits in the sky. In Roleplaying Games, [b]Glorantha[/b], creation of Greg Stafford, once the setting for RuneQuest, now for HeroQuest and HeroWars, published by Issaries Inc, would certainly interest you, if you don't know it. It's physical cosmology is heavily based on its pantheons and mythologies. There is an inter-dependance there between what the world is and what its people believe. Absolutely not "wrong". Actually, like you, I'd like to see more original cosmologies like this. That's an excellent question. Because designers try to make their world believable and think (whether this is true or not) gamers wouldn't go for settings that would be "too" original. Perhaps it has to do with gaming history as well. In any case, this seems like a very subjective tendency. There's probably also this "why bother" syndrom mentioned above. Well. Not difficult if you dismiss it from the start as being non-important for player characters... ... but I do agree that details aren't easy either. Furthermore, I think that pointing out, practically, in the text, the inter-dependance between the cosmology and the base layout (the villages, regions, people of the world) may be difficult to realize, but not impossible. Far from it. The difficult part, I think, is to emphasize it enough so that the world takes multiple dimensions all linked together in the DM/players' minds. To find the balance and the right "stimuli" or "punch lines" that create the spark, if you want. [/QUOTE]
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