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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
TTRPG Settings: A Canny Valley of Playability?
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="hawkeyefan" data-source="post: 8099452" data-attributes="member: 6785785"><p>Doskvol (also called Duskwall, Duskvol, The Dusk, and other slight variations) is kind of an interesting example because I think it could fit both extremes. There are certainly strong similarities to the real world.....the city is kind of Victorian overall and there are things like trains, firearms, uniformed police, class struggles, labor unions, street gangs, large ships, ghettos, industry, farming, a prison....and so on. </p><p></p><p>But there are also ghosts and demons, spectrological powers, eternal night, and the city is fueled by the blood of giant demons found in the void sea. So yeah.....pretty bonkers.</p><p></p><p>I suppose the question is do the familiar elements help ground and offset the unfamiliar, and therefore make the setting work? Is it the right balance of mundane and strange? I suppose everyone would have a different answer for this, a different balance that would work for them.</p><p></p><p>But I can see someone looking at the setting and not being interested because it's too similar to the real world, and also someone looking at the setting and not being interested because it's so strange. </p><p></p><p>I think one key piece, although I'm not sure exactly what impact this may have, is that some of the more outlandish elements are designed with play in mind. They have a fictional purpose, but also a gameplay purpose. </p><p></p><p>So, the fact that killing a person will result in the creation of a ghost and also alert the Spirit Wardens to the killing is a setting element that is evocative, but also designed around the idea that killing is something that needs to be considered because it has ramifications on play. The lightning barrier that surrounds the city is there fictionally to keep the unquiet ghosts and other horrors of the deathlands from getting into the city.....but from a play perspective, it also makes the city inescapable for the PCs; they can't get out of Dodge when things get dicey, and instead have to stay and face the fallout of whatever crimes they get up to. </p><p></p><p>Such a marriage of fiction and function, if noticed, will influence how the setting is perceived. </p><p></p><p>I think this also hints at differing priorities when it comes to [USER=5142]@Aldarc[/USER]'s OP; for some, verisimilitude of the fictional world may be the goal, regardless of how outlandish. For others, a setting that promotes a certain play experience may be more important.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8099452, member: 6785785"] Doskvol (also called Duskwall, Duskvol, The Dusk, and other slight variations) is kind of an interesting example because I think it could fit both extremes. There are certainly strong similarities to the real world.....the city is kind of Victorian overall and there are things like trains, firearms, uniformed police, class struggles, labor unions, street gangs, large ships, ghettos, industry, farming, a prison....and so on. But there are also ghosts and demons, spectrological powers, eternal night, and the city is fueled by the blood of giant demons found in the void sea. So yeah.....pretty bonkers. I suppose the question is do the familiar elements help ground and offset the unfamiliar, and therefore make the setting work? Is it the right balance of mundane and strange? I suppose everyone would have a different answer for this, a different balance that would work for them. But I can see someone looking at the setting and not being interested because it's too similar to the real world, and also someone looking at the setting and not being interested because it's so strange. I think one key piece, although I'm not sure exactly what impact this may have, is that some of the more outlandish elements are designed with play in mind. They have a fictional purpose, but also a gameplay purpose. So, the fact that killing a person will result in the creation of a ghost and also alert the Spirit Wardens to the killing is a setting element that is evocative, but also designed around the idea that killing is something that needs to be considered because it has ramifications on play. The lightning barrier that surrounds the city is there fictionally to keep the unquiet ghosts and other horrors of the deathlands from getting into the city.....but from a play perspective, it also makes the city inescapable for the PCs; they can't get out of Dodge when things get dicey, and instead have to stay and face the fallout of whatever crimes they get up to. Such a marriage of fiction and function, if noticed, will influence how the setting is perceived. I think this also hints at differing priorities when it comes to [USER=5142]@Aldarc[/USER]'s OP; for some, verisimilitude of the fictional world may be the goal, regardless of how outlandish. For others, a setting that promotes a certain play experience may be more important. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
TTRPG Settings: A Canny Valley of Playability?
Top