![]() John Wick used this to good advantage in setting his L5R role playing game in a peaceful era before the events of the Big Storyline. You really need a setting where history is cheerfully rewritten and stability is the norm, so a campaign set in the past won't cause too many time-ripples. In the past, you're still conscious of continuity. Setting the game in the past or the future of the fantasy world doesn't quite work, either. OK, Frodo is taking the Ring to Mount Doom, but we're fighting wolves and investigating a haunted tower over here in west Eriador. There's nothing less interesting to me than gaming where the jobs of world savers and earth shakers have already been filled. Or is it really cool? I never really got the appeal of big franchise settings. What's more, if the setting becomes popular enough or derives from an already popular fictional world, you have the coolness factor of gaming in THE Middle-Earth, THE Star Wars Galaxy, THE Forgotten Realms. But for others, there's the attraction of letting someone else do all the grunt work of fleshing out a setting. Setting-neutral games like D&D, of course, avoid this to a large degree by letting gamemasters play god to the full extent and shape the continents, religions and kings of their own little realm. ![]() There is a tension in every setting between "My World" (the company's) and "Your World" (the customer's). I have recently been looking over some of the online material about the World of Greyhawk setting, inspired by Grendelwulf's compilation of the army lists for most of the eastern map, and contemplating bringing back to life the campaign system I used in high school to game out the Herzog's invasion of the Iron League.īut what struck me about the history of Greyhawk is how similar some of the issues are to the Legend of the Five Rings setting.
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