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<blockquote data-quote="tetrasodium" data-source="post: 8174556" data-attributes="member: 93670"><p>I generally run my games in eberron or an eberron-like setting becausemagic as a science wide magic provides a structure I can build from as does the world balancing on a precarious razpr's edge of intrigue plotting & mistrust in addition to things like he dragonmarked houses to give room for players to go off script in unexpected ways that allows me to use that as a chance for worldbuilding. </p><p></p><p>Similar applies to darksun (which I have run sometimes). The walled cities are something of islands to themselves but there are themes & norms I can draw on or build off without needing to resort to plot armor & handwaving too much if the players do unexpected things. The setting is very much post apocalypse but was once much more advanced so I can apply magic as a science</p><p></p><p>The overuse of plot armor effectively unmakes a setting for me as it introduces jarring & out of place areas I can't apply logic &<a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/MostWritersAreHuman" target="_blank"> most writers are human</a> to build the plot rails in whatever forking direction players happen to go & need to actively steer them away or just ask them not to look behind the obvious curtain tforcing me to keep track of all the retcons continuity porn & gap fill at a much more detailed level.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8174556, member: 93670"] I generally run my games in eberron or an eberron-like setting becausemagic as a science wide magic provides a structure I can build from as does the world balancing on a precarious razpr's edge of intrigue plotting & mistrust in addition to things like he dragonmarked houses to give room for players to go off script in unexpected ways that allows me to use that as a chance for worldbuilding. Similar applies to darksun (which I have run sometimes). The walled cities are something of islands to themselves but there are themes & norms I can draw on or build off without needing to resort to plot armor & handwaving too much if the players do unexpected things. The setting is very much post apocalypse but was once much more advanced so I can apply magic as a science The overuse of plot armor effectively unmakes a setting for me as it introduces jarring & out of place areas I can't apply logic &[URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/MostWritersAreHuman'] most writers are human[/URL] to build the plot rails in whatever forking direction players happen to go & need to actively steer them away or just ask them not to look behind the obvious curtain tforcing me to keep track of all the retcons continuity porn & gap fill at a much more detailed level. [/QUOTE]
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