Raven Crowking
First Post
Hussar said:Sorry Imaro. I didn't mean to come off as being elitist. My point is that we've been conditioned for years to think that setting MUST BE DONE. The DMG talks about it, umpteen pages in Dungeon and Dragon talks about it. Thousands of pages of Forgotten Realms material shows it. Popular fantasy does it.
It's not really surprising that everyone buys into this.
Or, possibly, there is a reason that DMG talks about it, umpteen pages in Dungeon and Dragon talk about it, and so on.
What's funny is comments like RC's where doing only the barest amount of setting is A BAD THING. That if you were to focus on adventures and ignore most of the setting stuff, there would be no point in gaming at all.
Heck, RC, didn't you take me to task a few pages back for saying that posters were saying EXACTLY what you just said? Refresh my memory, but I believe that several people told me that NO ONE said that putting setting on the back burner makes for a bad game.
No one that I know of suggests that the adventures shouldn't be created. No one that I know of suggests that it is more important to name the barmaids in the inn than it is to develop the moathouse that the PCs are probably going to loot.
However, this is a very different thing from including "only the barest amount of setting".
Consider it like this, if you will: A story requires both conflict and context. If you only create context without conflict, you'll have a dud. If you only create conflict without context, the conflict is meaningless. In which case, there is no pull to return to the book, or (in the case of an RPG) the table.
So who's being elitist? Me for suggesting that most of the setting work that gets done is superfluous or RC for suggesting that if you don't do a "well developed setting" that it just isn't worth playing?
If that's elitist, then I'm an elitist. I have no interest in bad games.
Of course, the problem now is, what is a "well developed setting"? Is the GDQ series a well developed setting? If I were to play through them as written, would it be a bad experience because of a decided lack of world background?
Again, you conflate "setting" with "world background".
You don't need to know the entire history of Greyhawk in order to run Savage Tide. However, knowing something about the structure of the place where it begins isn't a bad thing. The Isle of Dread, like King Kong, attempts to create a contrast between "civilization" and a "lost world" setting. If you ignore that contrast, it certainly can become a worse experience....unless you replace the thematic elements with something else. And, yes, if you took whiteout to the map in White Plume Mountain and crossed off Dragotha and replaced it with "Here Be Dragyns", it would make for a less satisfying experience.
At least IM(not so)HO.