AvarielAvenger
First Post
trix said:
It depends on the aspect and instance in which that origionallity manifests itself. To say that nothing 'origional' will sell well is too general.
Very well, I will use a more specific definition. Nothing that variates too much from the more successful previous worlds like the Fogotten Realms, Greyhawk, etc. Will do as well as a world that has the same basic theme as those worlds.
To claim that Dark Sun didnt sell well because it was origional and the related psychological ... is bollox.
How so? The most common complaints I've seen about Dark Sun is "it was too weird" or "I don't think I could get into that kind of world". And likewise for Planescape and Spelljammer.
In RPGs, it comes down to how long it takes to build the storyline, how easy it is to convey awe inspiring tranquility/beauty/fear. I would be playing Dark Sun if it is possible to play/GM at the level of RPGing required. Which is just about impossible.
That's your opinion. You can easily convey all of the things you just described in a good Dark Sun campaign. I've seen it done. The Dark Sun world was quite intriguing and playable as a world, but it was simply too different for most people to accept it.
The more awe inspiring the setting requires awe-inspiring adventures if it is to sell successfully.
Really? So you consider Dark Sun "awe-inspiring"? Most Dark Sun adventures I saw were simple quests to survive. That isn't very "awe-inspiring" in my mind.
Regretably, re: Dark Sun, its usually the gladiator type politics. Its origionallity brutally limits the playability within the world by demanding either extreme role-playing or epic level campaigning of armines - in which case you mightaswell play warhammer/whatever.
Since when? I've seen enough "normal" campaigns run in Dark Sun that don't contain either "extreme role-playing" or "epic level campaigning" to know that's a fallacy.
1) Being Origional and being Alien (which is origional but unplayable) is quite different.
You are proving my point. The "original" you want is a slight variation in theme from that from which you're used to. Anything that variates too greatly from this strikes you as "alien" and thus "unplayable".
2) Being an Awe-inspiring setting (Planescape/Planescape), typically demands awe-inspiring adventures. This is quite difficult. GMs are not professional novellists. The GM cannot give out chapters of behind-the-scenes happenings and intrigue.
Again, Planescape, like Dark Sun, does not need to be run as "awe-inspiring" or have huge plane shaking quests and adventures any more than a normal campaign needs to have adventurers constantly saving the world from some hideous, unspeakable evil, that they, and they alone can stop.
Planescape and Dark Sun are no different from other campaign settings in the regard of what kind of adventures you can run.
When it comes to something like spelljammer, it suffers in the same way as Dark Sun. The setting might brutally limit the playability within the setting. The justification is the island-effect. An island within the middle of space is expected to be the horrific dwelling of some enemy/ally. If the DM mentions it, there is something to slay.
Again, this is not the case. A Spelljammer campaign can be run with the same ease and style as just about any other campaign.
The weakness within spelljammer is a magnification of the weaknesses in roleplaying... in general. One cannot do justice within the spelljammer setting because its the small finer points, the day to day happenings within an intresting world which make it intresting, but are impossible to achieve within a 6 hour gaming session.
Your point? The Spelljammer setting is no harder to detail than any other.
Those intresting points are achievable within novels, but not in roleplaying.
Again, what relevance does this have?
This thread with bearing towards the WotC setting search. Yes, I'd imagine they'd reject darksun and spelljammer and they dont want a yellow room painted blue.
They don't want a setting that is too different from previous settings, because most people (apparently including yourself) are disturbed when facing the prospect of trying something too far different from what they've experienced before. So they're trying to find a good setting that has the same basic theme as DL, Greyhawk, and FR, but with a slight variation to make it "different".
Lets take the worst-case-bland scenario.
They would take the realms, kill all the known plot anchors (thay, elminter, sisters, drow, waterdeep, desert, etc, bleh). They'd replace them with pervasive social structures that change the adventure triggers and continue changing as much as possible.
The key point is that one shouldnt be looking at alien worlds, because they're difficult to roleplay. Instead, their origional anchor would be something that has some pervasive structure in which there are many more adventure triggers.
Once again, you refer to worlds that are suitably different from the normal as "alien". Why do you think that is?
You think roleplaying something from Dark Sun/Planescape is harder than roleplaying, say, a Holy Knight Of St. Cuthbert in Greyhawk? Or how about a wandering Genasi Sorcerer who wields Spellfire in the Realms?
I've seen more "normal" characters in Dark Sun/Planescape campaigns than I have in many of the "normal" worlds.
The thing that disturbs people about the other worlds is not the ease of "roleplaying" within them, it is the fact the worlds have too much variation from what they're used to.
That would make GMing alot easier and improve the players enjoyment within the realm.
Spell Jammer has the problem that 'defending the ship', is the same as 'defending the caravan'. Pillaging the citidel is the same as pillaging... the citidel.
But it's in a context which many people, including yourself, find "alien" and disturbing, because it variates too greatly from what they're used to.
And that's why a campaign world like that won't work, and that's why WoTC requested a setting "similar to our other worlds, like Greyhawk, DL and FR."
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