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What makes a good Setting?
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<blockquote data-quote="Loonook" data-source="post: 4565655" data-attributes="member: 1861"><p>I could not agree more with the idea of themes being extremely important to the setting. Right now I have four settings in which I work and DM, and each has a central theme:</p><p></p><p>1.) Gesh - A lot of 'Eastern' concepts given over to a non-Eastern setting. Ideas of service, honor, adherence to blood and state, rebirth and the constant growth of the spirit as it passes through many lives, ideas of illusion and reality centered around cultures which range from caste-based empires (the Mescari) to magocratic bureaucracy (the Imperial State of Ostar) and animistic strongholds (Zajara, Kuoln). </p><p></p><p>2.) (Unnamed Setting 1) - Large amounts of folklore and enlightenment principles, the seeking of knowledge being both a boon and a bane. This is probably one of the more fun settings as you have all levels of progress and development of groups, but when it comes down to it each group must choose what they will gain and what they are willing to lose for advancement. It may be their cultures, their 'humanity', or other elements, but there's always some sort of price when dealing with these things.</p><p></p><p>3.) Decades Cycle - Really based around evolution. From the earliest games to the latest, each game is about our world's choices of where it wishes to go. To be honest this Modern setting is influenced by all of the rest of them.</p><p></p><p>4.) (Unnamed Setting 2) - A lot of elements of the Other, states of mind, and how power affects people. Lots of political movement (even in comparison to other settings) and the development therein. </p><p></p><p>From those ideas, and my own concepts of 'how things work' I develop where I'm going. It doesn't matter how fancy you make a setting if you don't have a good idea of what that base is . . . and over time you may shift that base. However, you have to be willing to move with the setting; sometimes you'll just feel something that says 'hey, this is how X should work'. </p><p></p><p>Go with it, and let the rules be damned <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>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 4565655, member: 1861"] I could not agree more with the idea of themes being extremely important to the setting. Right now I have four settings in which I work and DM, and each has a central theme: 1.) Gesh - A lot of 'Eastern' concepts given over to a non-Eastern setting. Ideas of service, honor, adherence to blood and state, rebirth and the constant growth of the spirit as it passes through many lives, ideas of illusion and reality centered around cultures which range from caste-based empires (the Mescari) to magocratic bureaucracy (the Imperial State of Ostar) and animistic strongholds (Zajara, Kuoln). 2.) (Unnamed Setting 1) - Large amounts of folklore and enlightenment principles, the seeking of knowledge being both a boon and a bane. This is probably one of the more fun settings as you have all levels of progress and development of groups, but when it comes down to it each group must choose what they will gain and what they are willing to lose for advancement. It may be their cultures, their 'humanity', or other elements, but there's always some sort of price when dealing with these things. 3.) Decades Cycle - Really based around evolution. From the earliest games to the latest, each game is about our world's choices of where it wishes to go. To be honest this Modern setting is influenced by all of the rest of them. 4.) (Unnamed Setting 2) - A lot of elements of the Other, states of mind, and how power affects people. Lots of political movement (even in comparison to other settings) and the development therein. From those ideas, and my own concepts of 'how things work' I develop where I'm going. It doesn't matter how fancy you make a setting if you don't have a good idea of what that base is . . . and over time you may shift that base. However, you have to be willing to move with the setting; sometimes you'll just feel something that says 'hey, this is how X should work'. Go with it, and let the rules be damned ;). Slainte, -Loonook. [/QUOTE]
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