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General Tabletop Discussion
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What are the minimum standards for a published adventure campaign?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9215941" data-attributes="member: 18"><p>I think it depends very much on the player and why they're asking, and what impact it's going to have on the game. Generally I feel like "different culture in the same world" thing is usually unproblematic so long as the player isn't trying to make a problem, and the character could feasibly have got there, and speaks the main language. Werewolf in a Vampire campaign is a much bigger problem in most cases, because of the extreme antipathy and danger between the two groups. Sometimes it can even be actively useful to have an outsider culture in culture-specific campaign because they can have stuff explained to them (which often helps all the players, note, not PCs, who might not full realize some stuff). Speaking from recent experience here.</p><p></p><p>I have seen characters who should have been denied though, including one of my own when I was a teenager - We were creating PCs for Castle Falkenstein, and everyone was creating the usual bunch of snooty and/or eccentric and/or brave/bold aristos and elites who Castle Falkenstein focuses on. But I was deeply annoyed that Castle Falkenstein totally misrepresented everything about the industrial revolution and wasn't plausible even in it's own context, so had created a surly cowboy from the US West who was here in Europe for questionable reasons, and who wasn't going to bow or engage in "etiquette", or duel with anything but pistols, and was surely going to be spitting chewing tobacco on the floor of the Archduke's study. In short he was a different culture to make a problem - and I was too young and dumb and lacked the self-awareness to realize actually I should just have said "I'm not playing Castle Falkenstein, it's wanky Victoriana!".</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9215941, member: 18"] I think it depends very much on the player and why they're asking, and what impact it's going to have on the game. Generally I feel like "different culture in the same world" thing is usually unproblematic so long as the player isn't trying to make a problem, and the character could feasibly have got there, and speaks the main language. Werewolf in a Vampire campaign is a much bigger problem in most cases, because of the extreme antipathy and danger between the two groups. Sometimes it can even be actively useful to have an outsider culture in culture-specific campaign because they can have stuff explained to them (which often helps all the players, note, not PCs, who might not full realize some stuff). Speaking from recent experience here. I have seen characters who should have been denied though, including one of my own when I was a teenager - We were creating PCs for Castle Falkenstein, and everyone was creating the usual bunch of snooty and/or eccentric and/or brave/bold aristos and elites who Castle Falkenstein focuses on. But I was deeply annoyed that Castle Falkenstein totally misrepresented everything about the industrial revolution and wasn't plausible even in it's own context, so had created a surly cowboy from the US West who was here in Europe for questionable reasons, and who wasn't going to bow or engage in "etiquette", or duel with anything but pistols, and was surely going to be spitting chewing tobacco on the floor of the Archduke's study. In short he was a different culture to make a problem - and I was too young and dumb and lacked the self-awareness to realize actually I should just have said "I'm not playing Castle Falkenstein, it's wanky Victoriana!". [/QUOTE]
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