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Toril and Earth - Coincidence?
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<blockquote data-quote="Jürgen Hubert" data-source="post: 2260662" data-attributes="member: 7177"><p>And I see nothing wrong with this. Using parallels to real-world history and geography can make it much easier for players and DMs alike to "get into" the setting. The Forgotten Realms do it, Eberron does it (with this whole pulp/post WWI atmosphere), Warhammer does it (and how!) Dark Sun did it (at least in the first boxed set, many city-states have rather blatant similarities to real-world cultures)... hell, even I am doing it with <a href="http://juergen.the-huberts.net/dnd/urbis/index.html" target="_blank">Urbis</a>... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Sure, it is entirely possible to build very alien campaign settings that have less relationship to the culture and history we (I'm assuming that most of us come from North America and Western Europe) are familiar with. Witness Tekumel, for example, which derives from Mesoamerican and South East Asian cultures. But the problem is that this requires a lot of preparation work by both players and DM - everyone needs to familiarize themselves with the general culture and society of the setting, and not everyone has the time to read dozens of pages of world description (says someone with a full-time job).</p><p></p><p>It is much easier to just say: "This is sort of like medieval Europe with generic fantasy elements thrown in". Sure, things are more complicated than that - but it serves well as a starting point, and the other details can be explained in the course of the campaign...</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 2260662, member: 7177"] And I see nothing wrong with this. Using parallels to real-world history and geography can make it much easier for players and DMs alike to "get into" the setting. The Forgotten Realms do it, Eberron does it (with this whole pulp/post WWI atmosphere), Warhammer does it (and how!) Dark Sun did it (at least in the first boxed set, many city-states have rather blatant similarities to real-world cultures)... hell, even I am doing it with [URL=http://juergen.the-huberts.net/dnd/urbis/index.html]Urbis[/URL]... ;) Sure, it is entirely possible to build very alien campaign settings that have less relationship to the culture and history we (I'm assuming that most of us come from North America and Western Europe) are familiar with. Witness Tekumel, for example, which derives from Mesoamerican and South East Asian cultures. But the problem is that this requires a lot of preparation work by both players and DM - everyone needs to familiarize themselves with the general culture and society of the setting, and not everyone has the time to read dozens of pages of world description (says someone with a full-time job). It is much easier to just say: "This is sort of like medieval Europe with generic fantasy elements thrown in". Sure, things are more complicated than that - but it serves well as a starting point, and the other details can be explained in the course of the campaign... [/QUOTE]
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