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General Tabletop Discussion
*TTRPGs General
What makes setting lore "actually matter" to the players?
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<blockquote data-quote="VelvetViolet" data-source="post: 9838322" data-attributes="member: 6686357"><p>I think I’m talking about “lore” and “canon” interchangeably, sorry. I don’t mind “lore” in the sense of “content”. Classes, factions, monsters, etc. I love that stuff.</p><p></p><p>What I don’t like are these dogmatic religions that spring up around lore. The edition wars, fandom toxicity, and so on. It always drives me away.</p><p></p><p>I had so much negative experiences with WoD fans in particular, just because I liked the CoD reboot at the time (not so much now, since the bullying eventually got to me). Paradox made V5 to spite them. BL2 got $37 mil written off. That doesn’t help me in any way, but it feels like cosmic justice for them being nasty people. </p><p></p><p>I’m permanently reticent to touch any remotely similar games. They all inevitably seem to turn into boiling cesspools in the same way. </p><p></p><p>I think games like <em>Night’s Black Agents</em> and <em>All Flesh Must Eaten</em> are the pinnacle of design. They don’t really have lore or canon as such. Multiple sample settings are provided, but groups are encouraged to invent their own stuff. I wish all games were like that because that feels like what I’ve wanted all along.</p><p></p><p><em>WitchCraft</em> does have only a single setting, but it’s very broad and flexible in ways that others I had bad experiences with are not. E.g. the werewolves can be traditional crazed killers under the full moon, they can be Sumerian spiritual warriors guarding the balance between muggles and magic, born werewolves, infected by an attack, cursed as punishment, animals other than wolves, or really whatever strikes the player’s fancy. It doesn’t do everything I could imagine (e.g. it isn’t <em>The Everlasting</em> or <em>Fireborn</em>), but it does do a lot more than games I had bad experiences with. That’s impressive to me since it only got a handful of books before being canceled.</p></blockquote><p></p>
[QUOTE="VelvetViolet, post: 9838322, member: 6686357"] I think I’m talking about “lore” and “canon” interchangeably, sorry. I don’t mind “lore” in the sense of “content”. Classes, factions, monsters, etc. I love that stuff. What I don’t like are these dogmatic religions that spring up around lore. The edition wars, fandom toxicity, and so on. It always drives me away. I had so much negative experiences with WoD fans in particular, just because I liked the CoD reboot at the time (not so much now, since the bullying eventually got to me). Paradox made V5 to spite them. BL2 got $37 mil written off. That doesn’t help me in any way, but it feels like cosmic justice for them being nasty people. I’m permanently reticent to touch any remotely similar games. They all inevitably seem to turn into boiling cesspools in the same way. I think games like [I]Night’s Black Agents[/I] and [I]All Flesh Must Eaten[/I] are the pinnacle of design. They don’t really have lore or canon as such. Multiple sample settings are provided, but groups are encouraged to invent their own stuff. I wish all games were like that because that feels like what I’ve wanted all along. [I]WitchCraft[/I] does have only a single setting, but it’s very broad and flexible in ways that others I had bad experiences with are not. E.g. the werewolves can be traditional crazed killers under the full moon, they can be Sumerian spiritual warriors guarding the balance between muggles and magic, born werewolves, infected by an attack, cursed as punishment, animals other than wolves, or really whatever strikes the player’s fancy. It doesn’t do everything I could imagine (e.g. it isn’t [I]The Everlasting[/I] or [I]Fireborn[/I]), but it does do a lot more than games I had bad experiences with. That’s impressive to me since it only got a handful of books before being canceled. [/QUOTE]
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What makes setting lore "actually matter" to the players?
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