I'm A Banana
Potassium-Rich
Creativity, the maxim goes, isn't about creating new things. It's about using old things in new ways. And I consistently find my favorite settings are those that "consider yes" to nearly any option under the sun, and those that manage to create a unique synthesis out of this kitchen sink approach. We all know that this approach can go wrong, but there's a lot of examples of how it's done very, very well.
So I'd like to gather some information on what makes these settings "work." And, the other side of the coin, what makes them not work. How they might have some minor hiccups, and the major hiccups that have stopped similar settings.
The two that first leap to my brain are Planescape and Oathbound.
Planescape can take the entire mutliverse of 2e D&D and turn it to a specific tone and mood. Ravenloft was no longer just horror, if it occured in Planescape it could be about horror and belief and the nature of evil and how a limited obsession corrupts you (for instance). The 2e metasetting contained a host of historically influenced prime worlds, which means that you could have a toga-wearing worshipper of zeus and a horned-helmed worshipper of odin and both of them would be wearing full plate and exploring the philosophical impact of the Sign of One organization. Fiends operate shops, celestials broker arms deals, etc.
What makes Planescape work? How can you be an Egyptian human and an outcast modron and a halfling in the vein of Bilbo Baggins and a ninja from the Far East and a native american hunter and have not just a cohesive story, but a dramatic feel, a unifying goal, and, heck, how do they even find each other and get together?
.
I think about literary or cinematic examples. Star Trek has a whole universe to explore, how do they make everything distinctly "Star Trek?" Oathbound pulls in creatures and lands from everywhere, how does Oathbound give it an Oathbound feel that trumps their origins? Kingdom Hearts takes Disney characters and Final Fantasy characters and makes something new: how does it do that? How does it co-opt these ideas for its own purpose? Does Eberron succeed, trying to fit all of core 3e under one sky? Does Ptolus attempt this?
Feel free to put in examples of other media, or campaigns you've run or been in. But angle it to how it can work, how a creative setting can co-opt such diverse elements and unify them in a story unlike anything they could tell themselves that is uniquely colored by that setting. How would that party above be different in Eberron and Planescape and Oathbound and maybe Ptolus?
What settings do you know of that almost never say "no," and still manage to make the open-ended content reflect some sort of unique, core feel?
So I'd like to gather some information on what makes these settings "work." And, the other side of the coin, what makes them not work. How they might have some minor hiccups, and the major hiccups that have stopped similar settings.
The two that first leap to my brain are Planescape and Oathbound.
Planescape can take the entire mutliverse of 2e D&D and turn it to a specific tone and mood. Ravenloft was no longer just horror, if it occured in Planescape it could be about horror and belief and the nature of evil and how a limited obsession corrupts you (for instance). The 2e metasetting contained a host of historically influenced prime worlds, which means that you could have a toga-wearing worshipper of zeus and a horned-helmed worshipper of odin and both of them would be wearing full plate and exploring the philosophical impact of the Sign of One organization. Fiends operate shops, celestials broker arms deals, etc.
What makes Planescape work? How can you be an Egyptian human and an outcast modron and a halfling in the vein of Bilbo Baggins and a ninja from the Far East and a native american hunter and have not just a cohesive story, but a dramatic feel, a unifying goal, and, heck, how do they even find each other and get together?
my theory: sigil
I think about literary or cinematic examples. Star Trek has a whole universe to explore, how do they make everything distinctly "Star Trek?" Oathbound pulls in creatures and lands from everywhere, how does Oathbound give it an Oathbound feel that trumps their origins? Kingdom Hearts takes Disney characters and Final Fantasy characters and makes something new: how does it do that? How does it co-opt these ideas for its own purpose? Does Eberron succeed, trying to fit all of core 3e under one sky? Does Ptolus attempt this?
Feel free to put in examples of other media, or campaigns you've run or been in. But angle it to how it can work, how a creative setting can co-opt such diverse elements and unify them in a story unlike anything they could tell themselves that is uniquely colored by that setting. How would that party above be different in Eberron and Planescape and Oathbound and maybe Ptolus?
What settings do you know of that almost never say "no," and still manage to make the open-ended content reflect some sort of unique, core feel?







