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<blockquote data-quote="I'm A Banana" data-source="post: 1348114" data-attributes="member: 2067"><p>Worlds I Don't Like:</p><p>1) Gloom and Doom/Grim and Gritty/Realistic/Gloomy Postapocalyptic. Pheh. I got over my need for darkness and dismal outlooks and grisly savagrey once I realized that reality was already too full of it, and there was still no reason to be depressed. I don't mind the occasional jaunt into horror or 'tough' worlds (a la Dark Sun, Ravenloft, or Call of Cthulhu), but struggle is something my PC's do against an enemy, not against gravity, or the world, or whatever. Note that it is possible to do it right, it's just that so many go the route of "Dark and edgy, so it's sooooooo kewl! We're called the Scarred Dark Midnight Sun Land! THAT'S SO AWESOME AND DARK AND HARDCORE!"</p><p></p><p>2) Mishmash/Real-World-Hodge-Podge/WE'VE GOT IT ALL. Select your pallette, limit your style, and still make sure most, if not all, styles are covered. FR is a classic example of too much stuff in too little space. You can travel from Norway to Egypt in a day, and they can be in the same adventuring party....without a sort of inter-national metropolis, how is this possible? Note also that this can still be done well. Planescape, for instance, did a wonderful job of giving very diverse adventurers a *reason* to be together. Otherwise, I expect the questers to have a distinctly local flavor.</p><p></p><p>3) Worlds that define themselves by what they don't have. "No gnomes, or all-powerful elves!" "Low-magic!"....bah.</p><p></p><p>4) The opposite of the above, one-trick worlds...when you don't think through your world, you get a setting without adventure, not a setting for adventures. I think the advice someone else gave is good....think of the adventures, and then create a setting around it, not vice-versa.</p><p></p><p>So basically, as an Anthropology and Religious Studies student, I hate your world if it doesn't have cohesive and realistic cultures, or devotions. Since most Fantasy is the folklore and mytho of a culture 'made real,' it's hard for me to accept a world that doesn't mesh with itself in that way. Similarly, I think my home setting is one of the few monotheistic settings in existence, and the only one that draws on real-world myth to successfully create a fantasy world around it.</p><p></p><p>Anyhoo, off to write some more!</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 1348114, member: 2067"] Worlds I Don't Like: 1) Gloom and Doom/Grim and Gritty/Realistic/Gloomy Postapocalyptic. Pheh. I got over my need for darkness and dismal outlooks and grisly savagrey once I realized that reality was already too full of it, and there was still no reason to be depressed. I don't mind the occasional jaunt into horror or 'tough' worlds (a la Dark Sun, Ravenloft, or Call of Cthulhu), but struggle is something my PC's do against an enemy, not against gravity, or the world, or whatever. Note that it is possible to do it right, it's just that so many go the route of "Dark and edgy, so it's sooooooo kewl! We're called the Scarred Dark Midnight Sun Land! THAT'S SO AWESOME AND DARK AND HARDCORE!" 2) Mishmash/Real-World-Hodge-Podge/WE'VE GOT IT ALL. Select your pallette, limit your style, and still make sure most, if not all, styles are covered. FR is a classic example of too much stuff in too little space. You can travel from Norway to Egypt in a day, and they can be in the same adventuring party....without a sort of inter-national metropolis, how is this possible? Note also that this can still be done well. Planescape, for instance, did a wonderful job of giving very diverse adventurers a *reason* to be together. Otherwise, I expect the questers to have a distinctly local flavor. 3) Worlds that define themselves by what they don't have. "No gnomes, or all-powerful elves!" "Low-magic!"....bah. 4) The opposite of the above, one-trick worlds...when you don't think through your world, you get a setting without adventure, not a setting for adventures. I think the advice someone else gave is good....think of the adventures, and then create a setting around it, not vice-versa. So basically, as an Anthropology and Religious Studies student, I hate your world if it doesn't have cohesive and realistic cultures, or devotions. Since most Fantasy is the folklore and mytho of a culture 'made real,' it's hard for me to accept a world that doesn't mesh with itself in that way. Similarly, I think my home setting is one of the few monotheistic settings in existence, and the only one that draws on real-world myth to successfully create a fantasy world around it. Anyhoo, off to write some more! [/QUOTE]
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