Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
EN Publishing
Post-Zeitgeist Setting and Adventures Discussion (Spoilers!)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="SanjMerchant" data-source="post: 7820821" data-attributes="member: 6860001"><p>OK, so there was this ancient (by internet standards) attempt by Rich Burlew to create a campaign setting with his audience in full view of the decision making process (I know there's since arisen a super-trendy term for this, but it's escaping me at the moment). Most of it is not relevant here, but this one tiny little excerpt I think points pretty succinctly to my whole problem with a Zeitgeist campaign setting that canonizes a specific Axis Seal 2.0. On <a href="http://www.giantitp.com/articles/YPgbz2j3PckGjjviJU5.html" target="_blank">this page</a>, the following text is buried:</p><p></p><p></p><p></p><p>Granted, this is Rich Burlew of about 15 years ago, and who knows what he'd have to say on the subject today, but I think it does get at the central problem here. The needs of writing a cohesive, single story (even one as prone to revision as any D&D campaign) and the needs of writing a sandbox campaign setting are very, very different. Trying to convert one into the other is invariably going to lose something.</p><p></p><p>Lose what? I'm glad you asked! Zeitgeist is essentially a huge, sweeping epic designed to bring the players to one, specific question:</p><p></p><p><strong>If you had the chance to remake the entire world, what would you do with that power?</strong></p><p></p><p>The whole campaign is giving you context for that decision: a world that you're changing, so you can have a sense of the specific consequences of your choice; attaching it to a singular event sets up "no backsies"; Nicodemus is a foil to you, giving you a mirror to reflect on what you're doing; giving you a set of predefined planes to choose from (instead of a true blank slate) makes the whole thing digestible in a "restrictions paradoxically encourage creativity" sort of way; and on and on.</p><p></p><p>That choice is the heart of Zeitgeist. It's what makes it more than just Yet Another Steampunk-Fantasy Pastiche. Taking that decision away from the players, even retroactively, just tears the heart out and throws it in the garbage.</p></blockquote><p></p>
[QUOTE="SanjMerchant, post: 7820821, member: 6860001"] OK, so there was this ancient (by internet standards) attempt by Rich Burlew to create a campaign setting with his audience in full view of the decision making process (I know there's since arisen a super-trendy term for this, but it's escaping me at the moment). Most of it is not relevant here, but this one tiny little excerpt I think points pretty succinctly to my whole problem with a Zeitgeist campaign setting that canonizes a specific Axis Seal 2.0. On [URL='http://www.giantitp.com/articles/YPgbz2j3PckGjjviJU5.html']this page[/URL], the following text is buried: Granted, this is Rich Burlew of about 15 years ago, and who knows what he'd have to say on the subject today, but I think it does get at the central problem here. The needs of writing a cohesive, single story (even one as prone to revision as any D&D campaign) and the needs of writing a sandbox campaign setting are very, very different. Trying to convert one into the other is invariably going to lose something. Lose what? I'm glad you asked! Zeitgeist is essentially a huge, sweeping epic designed to bring the players to one, specific question: [B]If you had the chance to remake the entire world, what would you do with that power?[/B] The whole campaign is giving you context for that decision: a world that you're changing, so you can have a sense of the specific consequences of your choice; attaching it to a singular event sets up "no backsies"; Nicodemus is a foil to you, giving you a mirror to reflect on what you're doing; giving you a set of predefined planes to choose from (instead of a true blank slate) makes the whole thing digestible in a "restrictions paradoxically encourage creativity" sort of way; and on and on. That choice is the heart of Zeitgeist. It's what makes it more than just Yet Another Steampunk-Fantasy Pastiche. Taking that decision away from the players, even retroactively, just tears the heart out and throws it in the garbage. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
EN Publishing
Post-Zeitgeist Setting and Adventures Discussion (Spoilers!)
Top