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The World of Inzeladun/Conan d20 Forum
General Discussion
Saturday, Saturday, Saturday night's all right...
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<blockquote data-quote="InzeladunMaster" data-source="post: 1559114" data-attributes="member: 9774"><p>Aha! I answered my own question. I found the facet I ignored! My apologies for ignoring it. </p><p></p><p>The short campaign is not just a change of scenery to me. Certain plots and characterizations are better realized in a different mileau. For example, it is difficult to have a Lovecraftian game if the gods are real. The good gods will provide the power necessary to fight the evil ones. If gods are unreal, then mortals must stand on their own against the evils of the world. Another example: Fey from fairy tales are very different than elves from DnD or Tolkien. I enjoy both, but it is hard to justify both presentations in one campaign world. Another example: Some people prefer high fantasy, where whimsical magic dominates life and functions as technology does for us today; Others prefer a lower fantasy, where magic is a sinister force that cannot help out mankind as a whole in any way. Both viewpoints cannot exist on a single campaign world, but both are fun. The desire to play multiple campaigns is not merely a background change, but a fundamental mindset change, which I find fascinating.</p><p></p><p>Greyhawk or Forgotten Realms? Virtually no difference because there is no change in mindset. Forgotten Realms or Call of Cthulhu? Huge change in mindset. Nyambe vs. Rokugan? Another change in mindset. </p><p></p><p>The problem with Inzeladun is that I tried to incorporate too many different mindsets within a single campaign. I am thinking of repositioning Inzeladun to be multiple worlds - all with the same lay of the land, but with different mindsets, all seperated by veils of reality. The dark Inzeladun where the gods are not real and magic is horrible and sinister. The Inzeladun with flying ships and talking whales. The Inzeladun conquered by mind flayers. The Inzeladun enslaved by the undead. The Inzeladun without magic. The psionic Inzeladun. Right now Inzeladun feels like the Silver Age DC comics; there was so much crap piled on, and much of it conflicting and at variance, that they had to blast their universe apart with a cosmic war, creating multiple Earths - one which contained the Golden age versions of the characters, several with other Silver Age varients, then the Earth with the current heroes and their revised histories.</p><p></p><p>Anyway, I digress. I do not feel that a change in game is just a change in background. It is a change in mindset, characterization, and suggested plots. All of that interests me. And since it is a complete game/campaign change, it does not conflict with prior games, creating the huge Inzeladun mess I have on my hands.</p><p></p><p>As for defending my position, I teach my students to never make an assertion without backing it up with evidence. I am in that mindset, so if I make an assertion, I try to give an example or a bit of evidence to back the assertion up. It is a good debating technique, and I will likely continue the practice.</p></blockquote><p></p>
[QUOTE="InzeladunMaster, post: 1559114, member: 9774"] Aha! I answered my own question. I found the facet I ignored! My apologies for ignoring it. The short campaign is not just a change of scenery to me. Certain plots and characterizations are better realized in a different mileau. For example, it is difficult to have a Lovecraftian game if the gods are real. The good gods will provide the power necessary to fight the evil ones. If gods are unreal, then mortals must stand on their own against the evils of the world. Another example: Fey from fairy tales are very different than elves from DnD or Tolkien. I enjoy both, but it is hard to justify both presentations in one campaign world. Another example: Some people prefer high fantasy, where whimsical magic dominates life and functions as technology does for us today; Others prefer a lower fantasy, where magic is a sinister force that cannot help out mankind as a whole in any way. Both viewpoints cannot exist on a single campaign world, but both are fun. The desire to play multiple campaigns is not merely a background change, but a fundamental mindset change, which I find fascinating. Greyhawk or Forgotten Realms? Virtually no difference because there is no change in mindset. Forgotten Realms or Call of Cthulhu? Huge change in mindset. Nyambe vs. Rokugan? Another change in mindset. The problem with Inzeladun is that I tried to incorporate too many different mindsets within a single campaign. I am thinking of repositioning Inzeladun to be multiple worlds - all with the same lay of the land, but with different mindsets, all seperated by veils of reality. The dark Inzeladun where the gods are not real and magic is horrible and sinister. The Inzeladun with flying ships and talking whales. The Inzeladun conquered by mind flayers. The Inzeladun enslaved by the undead. The Inzeladun without magic. The psionic Inzeladun. Right now Inzeladun feels like the Silver Age DC comics; there was so much crap piled on, and much of it conflicting and at variance, that they had to blast their universe apart with a cosmic war, creating multiple Earths - one which contained the Golden age versions of the characters, several with other Silver Age varients, then the Earth with the current heroes and their revised histories. Anyway, I digress. I do not feel that a change in game is just a change in background. It is a change in mindset, characterization, and suggested plots. All of that interests me. And since it is a complete game/campaign change, it does not conflict with prior games, creating the huge Inzeladun mess I have on my hands. As for defending my position, I teach my students to never make an assertion without backing it up with evidence. I am in that mindset, so if I make an assertion, I try to give an example or a bit of evidence to back the assertion up. It is a good debating technique, and I will likely continue the practice. [/QUOTE]
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