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Planescape, Oathbound, Star Trek? Kingdom Hearts?
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<blockquote data-quote="GreatLemur" data-source="post: 3457438" data-attributes="member: 28553"><p>Would you really say that Kindom Hearts achieves the sort of sythesis-of-kitchen-sink-into-coherant-whole result that you're talking about? From what I've seen of those games, they always struck me as a worst-case scenario of <em>When Media Conglomerates Attack!</em>, somehow massaged into good gameplay by some very professional game developers. Conceptually, the whole thing is just unbearable, no matter how good the gameplay is. I ain't particularly a fan of Disney or Squaresoft characters, but I can't get past how completely <em>wrong</em> it seems to combine them, or how illogically it was done.</p><p></p><p>But that's a completely unhelpful tangent from your original question. So, getting back on topic, I'd suggest that the short answer is that, no matter how diverse the <em>content</em> of a setting is, the <em>tone</em> can probably be made somewhat unified (i.e., Eberron is full of every damn spell, class, feat, and monster that WotC has published, but it's all presented in a high-action, pulp/modernist-fantasy kind of way). Also, I feel that internal consistency is hugely important. If different elements of your setting suggest different cosmologies or fundamental rules, you need to find a way to iron out those discrepancies. (I'd call the Marvel and D.C. comics universes pretty glaring examples of internal <em>in</em>consistency. Things like time travel, alternate realities, the afterlife, the nature of God / the gods / cosmic powers, and even the capabilities of modern technology are presented differently by each individual writer, with very little evidence that the editors try to keep things coherent.)</p></blockquote><p></p>
[QUOTE="GreatLemur, post: 3457438, member: 28553"] Would you really say that Kindom Hearts achieves the sort of sythesis-of-kitchen-sink-into-coherant-whole result that you're talking about? From what I've seen of those games, they always struck me as a worst-case scenario of [i]When Media Conglomerates Attack![/i], somehow massaged into good gameplay by some very professional game developers. Conceptually, the whole thing is just unbearable, no matter how good the gameplay is. I ain't particularly a fan of Disney or Squaresoft characters, but I can't get past how completely [i]wrong[/i] it seems to combine them, or how illogically it was done. But that's a completely unhelpful tangent from your original question. So, getting back on topic, I'd suggest that the short answer is that, no matter how diverse the [i]content[/i] of a setting is, the [i]tone[/i] can probably be made somewhat unified (i.e., Eberron is full of every damn spell, class, feat, and monster that WotC has published, but it's all presented in a high-action, pulp/modernist-fantasy kind of way). Also, I feel that internal consistency is hugely important. If different elements of your setting suggest different cosmologies or fundamental rules, you need to find a way to iron out those discrepancies. (I'd call the Marvel and D.C. comics universes pretty glaring examples of internal [i]in[/i]consistency. Things like time travel, alternate realities, the afterlife, the nature of God / the gods / cosmic powers, and even the capabilities of modern technology are presented differently by each individual writer, with very little evidence that the editors try to keep things coherent.) [/QUOTE]
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