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"Oddities" in fantasy settings - the case against "consistency"
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<blockquote data-quote="hawkeyefan" data-source="post: 9252198" data-attributes="member: 6785785"><p>Everything? That would be silly. </p><p></p><p>What I’m suggesting doesn’t preclude developments in-play. Having some details provided by backstory isn’t granting them everything they want right from the get go. I don’t see why anyone would make that comparison.</p><p></p><p>Do the characters in your game not have background details? No home or family or connections to the world?</p><p></p><p></p><p></p><p>This strikes me as more of a concern along the level progression and game balance lines, which are pretty specific to D&D. There are other games that handle this perfectly fine. </p><p></p><p>I mean, even in D&D, it’s possible that regardless of premise, one player could select wizard as a class, while the remaining players select non-casters. Such a game would appear to have the same issue… one player character with access to spells. If this is really problematic, I’m not sure it really has anything to do with the setting. </p><p></p><p></p><p></p><p>Good. I like characters that are unique. </p><p></p><p>Having said that, as a GM, if I can’t come up with compelling obstacles and situations for the character, I’m not really doing my job. My take on the last mage is that it’d be much more of a burden than a blessing. I don’t think it would encourage the player to have the character going around flaunting their power.</p><p></p><p></p><p></p><p>Sure… I don’t think the GM <em>must </em>agree. I just think that when this is all being discussed they should be considering the game. Not just their proposed setting idea in isolation… but as a part of the whole experience. The game includes the setting, but it also includes… more importantly, I’d say… the characters. </p><p></p><p>So we as GMs need to consider the characters and their place in the setting and how that will inform play. Will the proposed idea of the last mage create interesting conflict? Will it allow for dynamic play? Does it inspire the players? </p><p></p><p>Simply looking at it and saying “no… there’s no arcane magic, I already said that” … basing the decision solely on the consistency of the setting… seems to me to be too simplistic.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9252198, member: 6785785"] Everything? That would be silly. What I’m suggesting doesn’t preclude developments in-play. Having some details provided by backstory isn’t granting them everything they want right from the get go. I don’t see why anyone would make that comparison. Do the characters in your game not have background details? No home or family or connections to the world? This strikes me as more of a concern along the level progression and game balance lines, which are pretty specific to D&D. There are other games that handle this perfectly fine. I mean, even in D&D, it’s possible that regardless of premise, one player could select wizard as a class, while the remaining players select non-casters. Such a game would appear to have the same issue… one player character with access to spells. If this is really problematic, I’m not sure it really has anything to do with the setting. Good. I like characters that are unique. Having said that, as a GM, if I can’t come up with compelling obstacles and situations for the character, I’m not really doing my job. My take on the last mage is that it’d be much more of a burden than a blessing. I don’t think it would encourage the player to have the character going around flaunting their power. Sure… I don’t think the GM [I]must [/I]agree. I just think that when this is all being discussed they should be considering the game. Not just their proposed setting idea in isolation… but as a part of the whole experience. The game includes the setting, but it also includes… more importantly, I’d say… the characters. So we as GMs need to consider the characters and their place in the setting and how that will inform play. Will the proposed idea of the last mage create interesting conflict? Will it allow for dynamic play? Does it inspire the players? Simply looking at it and saying “no… there’s no arcane magic, I already said that” … basing the decision solely on the consistency of the setting… seems to me to be too simplistic. [/QUOTE]
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"Oddities" in fantasy settings - the case against "consistency"
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