Post by Mary K. KuhnerPost by Scooter the MightyDo you think that it's a flaw or a feature for a gaming system to come
with a pre-designed campaign world ? Do you prefer to just have raw
rules and make up your own world, or have some world background to
start with?
I'm ambivalent. The do-it-yourself makes a better product--*if*
you don't have to compromise too much in the interests of time and
effort.
My own preference is for real-world-derived gameworlds. If you can use a
real-world map of medieval London for your Ars Magica game; or modern maps,
guidebooks, phonebooks, etc for San Francisco in a game of "Witchcraft"...
well, even the most-richly-realized of the wholly-invented worlds (e.g.
Tekumel, Harn, & Middle-Earth, for a few of the notables) cannot match those
kinds of details. Even better, EVERYONE has a handle on them! It doesn't
rely upon the inventor-genius GM (1) to /also/ be a genius at exposition (2)
so s/he can convey the aforementioned brilliant richness to the players...
In *EVERY* invented world, I *always* experience questions of "what would
my character know?" The problems are invariably much-reduced (and often
virtually eliminated) when the game world is based on the real world.
Post by Mary K. KuhnerThe sticking point for me is the magic system, for games
that need one, and particularly religious magic.
Yeah; magic (and particularly religious magic) speaks so directly to the
Big Questions of the game-world. It requires you to invent/establish so
VERY many things which otherwise can be left as tabulae rasa for each
player to envision (or not) as best suits their tastes and imaginations.
Post by Mary K. KuhnerI don't think a really good generic magic system is possible;
invariably making it generic weakens the flavor and worldview.
Agreed. That's why I prefer a system where the magic (if any) is
well-integrated to the gameworld; and if there are *multiple* magic
systems (e.g. D&D's Arcane/Divine and/or Shadowrun's Hermetic/Shamanic
divisions) for each to be distinct and clearly derived from separate
sources (this is, incidentally, something that D&D/SR do *NOT* do,
such that I regard both as severely flawed).
Again, pointing to Ars Magica -- the core magic system with its Latin
terms and archaic flavors is a nice example, and OTHER magic in the world
(faerie powers, Divine miracles, etc.) is entirely-separately-invented,
without using "Hermetic Magic" as its core.
Post by Mary K. KuhnerBut making your own, even out of excellent building blocks, is
so much work! So there's some appeal to a pre-made world with
a pre-made magic system that fits it tightly, if the alternative
is a homebrew world with either painfully generic or misfit magic.
I've yet to meet a GM who was so inventive AND so skilled at displaying
said invention that I didn't have to keep stepping back from the RP to
say, "my character would know *something* about this, right? WHAT does
my character know here?"
--
Steve Saunders
to de-spam me, de-capitalize me
(1) Ahem. No snickers from the peanut gallery!
(2) I /said/ AHEM!