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Why Worldbuilding is Bad
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<blockquote data-quote="Doug McCrae" data-source="post: 7402735" data-attributes="member: 21169"><p>I think you're right. Like the X-Files, it reflected a high level of interest in the paranormal at that time. It could be seen as an investigative horror game in the same category as Call of Cthulhu, with the main structure being a curiosity driven push from the mundane world into the world of the strange, and then a retreat from that world when it becomes too dangerous and frightening. In the case of the latter, it was maybe more like a Lovecraft story than the Call of Cthulhu rpg.</p><p></p><p>That was the case in the Dream Game campaign too to some extent. Our drive to learn more was prompted by the fact that our efforts to help our patients were failing and from the second half of the campaign onwards we were coming under greater and greater threat in the real world - a friend was kidnapped, and there was an arson attack on the Sleep and Dream Research Laboratory where we conducted dream intrusions. But right from the first session of the DGC we were confronted by inexplicable mysteries and I think our main impetus was always to try to unravel them. In fact even before the DGC started, when we played the game in the form of single adventures, we'd always be trying to understand how the External was affecting the patient in the dream world. While there were many similarities between dreams in the DG and dungeons in D&D, dreams were always more mysterious because the in-dream logic would to some degree hide what the External was doing</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 7402735, member: 21169"] I think you're right. Like the X-Files, it reflected a high level of interest in the paranormal at that time. It could be seen as an investigative horror game in the same category as Call of Cthulhu, with the main structure being a curiosity driven push from the mundane world into the world of the strange, and then a retreat from that world when it becomes too dangerous and frightening. In the case of the latter, it was maybe more like a Lovecraft story than the Call of Cthulhu rpg. That was the case in the Dream Game campaign too to some extent. Our drive to learn more was prompted by the fact that our efforts to help our patients were failing and from the second half of the campaign onwards we were coming under greater and greater threat in the real world - a friend was kidnapped, and there was an arson attack on the Sleep and Dream Research Laboratory where we conducted dream intrusions. But right from the first session of the DGC we were confronted by inexplicable mysteries and I think our main impetus was always to try to unravel them. In fact even before the DGC started, when we played the game in the form of single adventures, we'd always be trying to understand how the External was affecting the patient in the dream world. While there were many similarities between dreams in the DG and dungeons in D&D, dreams were always more mysterious because the in-dream logic would to some degree hide what the External was doing [/QUOTE]
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