By "setting exploration" I mean play focused on discovering, and interacting with, the content of the setting, and seeing what is possible within the setting. "Let's pretend"-type play. Or what another commentator called "The Right to Dream".Maybe I'm misunderstanding how you're using the idea of "setting exploration" here, but I was pretty clear with how I was using the term "exploration" -- as "going somewhere cool, doing a thing, and coming home."
The exploration I am talking about is not exploration in the fiction - not the PCs "going somewhere, doing something and coming home". It is exploration of the fiction by the players.
I was pretty clear with how I was using the term "exploration" -- as "going somewhere cool, doing a thing, and coming home."
Poking a hole in the fabric of reality doesn't have that goal. Rather, the goal is unleashing chaos into the broader world, making the fundamental instability of things a part of the whole multiverse rather than one bit of it. It is about furthering your aims (as the Xaositect I was projecting there) of making all of reality a fundamentally less coherent place. It's about changing the setting
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Again, it's about setting transformation. Your belief that the strong are in control means that you control others by virtue of having some strength that not everyone does. Others listen to you, the idea spreads, and you become a central figure for others to react to.
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They all fundamentally alter the face of the setting and change the tone and goals of the game played within it.
This is setting exploration - it is the players (incuding perhaps the GM, if there is no strong railroading) exploring the shared fiction, learning its content and limits, and seeing what is possible within it."Poking a hole in Limbo and seeing if it all drains out" is establishing setting through actions... if it fails you have determined through your actions that limbo will not change in that manner... if it does you have forever altered the landscape of Limbo.
"Leading my very own cult of sychophants" is establishing something in the setting... you've created and become the leader of an entire cult of fanatics, how is that not changing and impacting the setting?
The fact that, within the fiction, the PCs change things, doesn't make the game cease to be exploration of the setting by the players. Establishing those changes, their scope and limits, is part of that exploration.
(Setting exploration play in which the PCs can't change the setting is, in my personal view, probably the most low-grade form of RPGing. I gather some of the Dragonlance modules head in this direction, but that's not based on first hand experience. I'm not making this criticism of Planescape, although some modules - eg Expedition to the Demonweb Pits - come pretty close to this.)
As you describe it this is also setting exploration. But because Truth is a value not just for the protagonists within the fiction, but (at least potentially) for those who are authoring and enjoying the fiction (ie the RPG participants), it need not be that (as I noted in my earlier post).It matters because Truth matters (to this hypothetical Athar character). Because now you have given people new eyes with which to see and revealed to them the actual layout of the cosmos, where the gods are merely tools. And no conflict? I mean, the implication there is that all the gods are going to pass away because people no longer view them as important.
Whether the passing away of the gods creates confict or not depends on what the significance of the gods is, and how that is expressed via antagonism in the scenario. That's one of the things that, depending on how it is developed, would affect whether or not this scenario was primarily setting exploration or something different.
4e can be played as setting exploration: it's not completely straightforward from the core books (you'd have to develop your own setting), but the sort of stuff you would need is provided in the Plane Above (using the islands that surround the heavenly domains), from the Plane Below (which has a series of vignettes, like the travelling caravan) and from MV2 (which has a whole lot of setting detail for the Nentir Value).I also don't totally understand how any of those are more "setting exploration" than sailing the Astral Sea to form an alliance of deities against a newly resurgent Primordial army
Sailing the Astral Sea to form an alliance of deities against a newly-resurgent Primordial army also sounds like a setting-exploration scenario - again, without some of the supplements the GM would have to do a fair bit of world creation, but it's pretty feasible.
But that is not how I use 4e or its cosmology.
What I like about 4e's cosmology is that it is (i) laden with conflict that isn't simply meaningful within the fiction but is meaningful to those who read and engage with the fiction, and (ii) its PC build rules, plus GM-side story elements, tend to naturally position the PCs (and hence the players) within those conflicts.
This post expresses the point as well as I can:
I tend to view 4eC[lassic] as a visceral game about violently capable individuals who set out willingly or not to irrevocably enact change in their worlds who end up becoming mythic figures in their own right. This is highly reinforced in the assumed setting of the game with the backdrop of the Dawn War, tales of the fall of civilizations, and highly active Gods, Demon Princes, Primordials, etc. 4eC presents a world on fire in desperate need of heroes. Thematically it strikes the same currents that Greek Myth, the Diablo games, and Exalted does though tied to a more mortal perspective.
The following two quotes are from a thread I started years ago on The Plane Above, suggesting that it heralded the "Glorantha-fication" of D&D. They are both somewhat combative in tone, but I think they convey the contrast between setting exploration and what I think of as more thematically engaged play.
Do you think, that at the end of a Planescape campaign, the players can remove the Lady of Pain from power? Or that it is alluded to in the material that exists for the campaign?
I think that's a kind of thing pemerton talks about. It's not just about having myths in your background. It's interacting with them. It is effectively changing the myth. Becoming the myth.
Mustrum Ridcully's post notes that, in the sort of play I prefer, the PCs (and hence the players, vicariously) "become the myth". But Doug McCrae goes further in explaining the contrast with setting exploration: first, by noting that, in Glorantha, the culture and religion engages with stuff that real people care about; and second, by (pithily) contrasting "what sorts of hats gnomes wear and what flinds like to eat" with stuff that real people care about.Glorantha is amazing. Best rpg world evar, imo. Greg Stafford really knows his stuff when it comes to mythology, comparative religion and the like. It's a deep, rich world where the inhabitants have culture and religion and care about stuff real people care about.
For some reason D&D has never had good fluff, and I think the problem might be Gary's whole approach in the first place, which was very superficial. Sure, he knew a fair bit about myth and folklore but he just used it as a source for monster stats.
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Subsequent writers have taken Gary's <snippage> ideas and, nerds that they were, tried to make sense of it. Explain things, tie up the loose ends. Tell us what sort of hats gnomes wear and what flinds like to eat. Useless crap.
The best approach is to start again from the beginning, imo. Right at the very beginning - myth. I like how 4e has more of a mythic resonance - elemental giants, Celtic otherworlds, devils as fallen angels. It's good stuff, a step in the right direction. It's nothing like as good as Glorantha but it couldn't be because Greg Stafford is a genius.
To tie this back to "forming an alliance of deities against a newly-resurgent Primordial army": in the sort of game I prefer, that would not be the main focus of play. The main focus of play would be determining whether or not to form an alliance of deities, to side with the Primordials, or to adopt some third path. The scenarios that took place as these decisions were being taken would be intended to push the PCs (and thereby the players) harder about their choice, whether they want to stick to it, whether it is the right choice, whether it is a choice that can lead to the outcome they desire.
If the players ultimately decided to side with the deities, the actual resolution of that alliance and its fight with the primordials would be well-suited to being a single skill challenge, perhaps with a level+6 combat as the resolution of it. Something like the way I handled the decision of the players to [take down Torog. It would be the culmination of an adventure, not the guts of it.
Who has said that Planescape is inherently bad?His reasons against your "petty reasons" are basically that the setting was purposefully designed to evoke a certain feel... more Moorcockian, Dickensian and Bas-Lag/New Crozbun than Greek Myth-esque.
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You judge Planescape on your own sensibilities but that doesn't make it inherently bad
I think using Dickensian slang as the vernacular of an otherwordly fantasy city populated by angels, devils and their offspring is almost inexcusably silly, but that might just be me. (And the granting of pardons is inherently relational in any event. That I won't exuse the silliness doesn't mean others can't. Ducks in Runequest get a pretty mixed reception, too. Not to mention beholders.)