Tuesday, March 30, 2021

Setting Limits: Part 3 (The Setting, What is 'in', vs what is 'out'.)

Continuing the topic this week on Setting Limits in your home game. Today I will be reviewing why you should set limits in your campaign setting. Most importantly, you should have some idea of what is 'in' and what is 'out' in your own campaign.

Avoid the temptation to 'throw in everything'.
Contemporary game design in many online games is more open to the concept of 'anything goes' as a character archetype or game mechanic. This has been very successful in some digital genres which thrive on gamified instant gratification. (See my earlier post about simulation scale and playing the game for game sake vs story). These games provide high value, short term entertainment based purely on mechanics, but generally fall very short in the 'story' game aspect.

Roleplaying games by nature have a story element. Depending on how closely you choose to lean in that direction, your game becomes more dependent on continuity in this regard.

Ok yeah, but you may be thinking, "Why do I want to disallow lasers.  I mean lasers are cool.".

Well imagine for a moment that someone pulled some licensing strings, and The Hobbit contained cameo appearances by the Marvel Avengers. Someone reading this may have decided that sounds like the coolest thing ever. No doubt, someone else said 'this is terrible, this idea'.

In a nutshell, there you have it. The entire story has changed, down to the genre. Not everyone will appreciate this shift. 

To paraphrase Glen Welch, "What you leave out is just as important as what you put in.".

In the film Bladerunner, there are no comic relief scenes. No one tells jokes or laughs in that movie. This works to good effect and proves Glen's point, I think. The setting painted is bleak and depressing, there is hope, yet the content reflects solemnly on the temporary nature of life.

Defining your world
When defining your setting, below are some things to strongly consider. Understand that even the best/most experienced GMs don't usually start with a complete setting. Instead they start in their corner, and paint the picture around it as things come up. Just remember, that everything you add, you are accountable for.

Inhabitants
Who lives in this setting? How many 'intelligent' creatures/races exist here that might compete or cooperate for resources? What other 'non-intelligent' life exists? Some sort of ecosystem must exist for life to thrive. If you have large predators, it suggests you also have adequate supply of prey. If one of the major races is capable of something like flight, they probably live apart from the 'ground dwellers'.

Cultures
How do the intelligent societies interact with one another? How do they survive? What do they eat? Where do they live? How do they worship? Asking these rather mundane questions about daily life can help fill in some blanks on details that make your world believable. You will likely do some of this without even thinking about it.

Geography
Maps are fun. Geography gives you some idea of the layout of the land, which can effect its inhabitants and culture greatly! If your people live in a swamp that is 80% submerged, then building space is at a premium. They likely find themselves using some type of elevated construction to stay out of the muck. Or do they only build on the 20% of land on hills, thus driving all non aquatic or airborn wildlife out of their domain? Remember, that geography is about the lay of the land, how the weather and climate effects it and how that land can effect the life there.

Technology
Technology exists because of the prevalence of two things. First an understanding of some law or laws of science. Secondly, the ability to manufacture something based upon that understanding. In general, technology advances by accessing previous gains on those two principles. It is entirely possible to have the ability to manufacture a simple firearm without possessing the knowledge to do so. Inversely it is possible to possess the knowledge without access to the equipment necessary to manufacture. Understand that technology will dramatically impact a culture and how they interact with the world. Advancing technology and the use of tools is the primary means by which humans thrive and support large populations.

Magic
Magic is an ability to manipulate the laws of nature to effect a desired outcome. An example could be a spell that casts a flame off of a bladed weapon. This burning blade might suddenly spark to life and burn whatever it comes into contact with, while not damaging the blade or wielder. It might inflict additional burning damage (more so than a normal flame). It might not be extinguishable in water. All of these are properties of magic.

These are some of the basics that I try to account for before a session '0' of the game can begin. This allows me to set the stage or tone for players in the game to understand what type of world they are gaming in and what some of the origin options might be.

Cause and Effect
Perhaps the easiest way to discuss how introduction or omission of something in your campaign can have an effect is to look at technology and magic.

Technology is a scientific implementation of real world laws of nature. Magic is the ability to change the laws of nature. However, in game mechanics cause both of them to function similarly. Understand when something new comes along that enables people, their behavior changes. When you do incorporate technology or magic, consider its impact on the world. 

Consider a science fiction world where humans can download their 'consciousness' for transfer into a cyborg, or a clone. One can imagine people using this to avoid harm to themselves. Placing yourself in multiple bodies is a possibility. Using this technology to travel vast distances nearly instantly into another body would be likely. A PCs physical statistics (and possibly mental), could be subject to fluid change depending on the body. So you can see how one major introduction will change the entire societal structure.

Cause and effect is something that is not always visited in fantasy fiction, however science fiction authors regularly explore this subject in their material. If you are planning to run a realistic fantasy game, I recommend spending some time researching good science fiction.  

Case in point, the archetype of the dwarf. We're conditioned that dwarves live in vast cavernous cities, deep underground. They eat and drink heartily and enjoy ale as much as mining. Where does this ale come from? How do they grow grain crops underground? Presumably they should have excellent sanitation and septic systems? Why do we have nothing about this in their lore?

If you want the setting to be believable, at some point you may have to at least consider these things. These small considerations will help develop the world and even flesh out your encounter areas for you. Now we have dwarves trading with outsiders for grain which they must store somewhere in their underground. The same dwarves probably have a septic system which could be quite hazardous. It takes little effort to incorporate this and it becomes excellent filler for your game. 

Ok a little ranty, and a little rambly.
I know this was abit of a ramble. But there is just so much to consider when you incorporate something into a setting. Setting is a huge conversation piece at session '0'. You should prepare the players for what sort of game setting you plan to run and what is definitely 'in' and 'out'. This will help you set boundaries to build a campaign in your style, while keeping it believable.



No comments:

Post a Comment