Galloglaich
First Post
Well Mark, we've run for a long time in a flavor (if that is the right word) intensive game.
It's set in our real world in Constantinople with plenty of realism. We use real world weapons, political organizations, institutions, governments, rulers, historical figures, war-situations and enemies, religions, etc. The players love that they tell me. (And I love it cause it makes writing interesting adventures and missions, as well as campaign plots, really easy to construct. Though complicated to construct.)
So "realism" and historical involvement are big factors in the game. It adds to how well and how deeply the characters can become immersed in and personally involved in the world, campaigns, and plots. My personal theory is that it is much easier for players to personally "associate" and be sympathetic with cultures and groups and peoples and nations and religions they know and have something in common with. I also let my players use their own real-world skills in game. For instance if they are good at survival skills, or know how to track, they can use those skills in game, as if they and the character are the same person. This also adds to what I call Player-Character Sympathy. In some ways the characters are characters and in some ways the characters are the players. So real world issues (current affairs are written into adventure and campaign plots, just in historical form), realism, player-character overlap, etc. are all fundamental to the milieu.
That being said there is also another world, like ours, filled with non-humans, Elves, Dwarves, Giants, etc. That world is filled with magic and staring things and overlaps our world. In that world very bizarre and "otherworldly" things can and do happen.
The "interplay" between our world and the other world is what makes the setting able to do multiple things at once and allows humans and the human world, and non-humans and the non-human world, to operate very differently. One aspect of play I always enjoyed from the video-game Tomb Raider was the difference between things working "normally" (and yet still dangerously) in the regular world, and yet once she penetrated into the "underworld" of the bizarre, things operated completely differently. So I've tried to replicate that in my D&D milieu, and in the other games I've invented or written.
There are two competing aspects occurring at once, normal life, filled with national, tribal, and ethnic enemies, thieves and criminals, dangerous and cunning people, political forces, intrigue, tyrants, human monsters and human evil and good, etc. - and then there is the other world filled with monsters, angels, demons, dangerous magic, strange creatures, and so forth, and it is concerned with supernatural, preternatural, and unnatural and non-human evil and good.
I like the overlap and the conflict between these two different types of "flavor." You might call it.
But it makes demands that I greatly modify the "normal editions" of games. For instance our fantasy game is mostly D&D based, but some might consider it an entirely different game (and I am revising and writing it up in that way - I've been wanting to do that for years) though others might call it just an extremely complex and highly house-ruled D&D milieu. I guess it would depend on your point of view.
I'm not sure I answered your question in exactly the way you're shooting for.
But that's my stab at it.
I like "flavor" and find flavorless games boring, and I like role-play and find killing things just for the sake of killing things boring as well. Especially over time. (Though killing really evil, clever, cunning, crafty, and powerful things can be an awfully exciting tactical challenge, it is not what role play is ultimately about to me.)
This sounds like a great campaign. This is similar to the way I try to run my campaigns, though I probably don't do it as well. I use the familiarity (at least on an intuitive level) of a rich historical background as a dangerous and nuanced world which is interesting in it's own right, and introduce the magical and horror elements hopefully in surprising moments that heighten drama.
I find that because of the expectations of experienced gamers, I learned that when I'm starting a new campaign I will have more fun when I start with at least half my players being non-gamers, to enable the paradigm shift to the kind of immersive game I like. Experienced gamers especially DnD players, come in thinking much more in terms of rules mechanics and numbers, with so many expectations of a 'hack/slash/take' type of play much in the manner that Wulf Rathbane described in his post above, and many demands of how they want the world to work (encounter levels / CR etc.) it can be problematic to get them in the groove.
We try to play pretty loose with a lot of humor, adult themes etc. while retaining a high degree of immersion, what I'm aiming for is a little like one of those realistic grown up soap operas such as Deadwood or Rome from HBO. What I end up with is maybe one notch down in terms of coherence but still engaging and fun, maybe on the order of Lost or Battlestar Galactica. If I had more time for preparation I think I really could run games on a higher lvel, but prep time is scant and even game days are sporadic, (once a month to six weeks or so) so I always have to wing it to some extent, we still do have a lot of fun.
When dealing with violent encounters, I tell my players to just think of what they would do if they were a character in a horror movie (and then we try to let the rules model their actions, hopefully in a realistic manner). Once they have an idea of what to expect, it works quite well, though it's a lot of work to set it all up so you have a sufficiently setting rich environment.
I think Call of Cthulhu is a good model for this kind of game because of the heavy emphasis on the setting compared to the rules. Of course
G.
Last edited: