[Game Design] Worlds Enough in Time
Jan. 27th, 2006 12:23 pmRecent Traveller discussion on
maliszew's LJ has gotten me thinking again about the nature and limitation of RPG settings or "worlds" (although such settings often include multiple worlds).
There is an inherent contradiction in building an RPG setting, the struggle between completeness and creative freedom. On the one hand, you want to provide enough detail about the setting that it appears complete, a real, living, breathing world with enough information to be useful and (hopefully) compelling, crying out "come and play out your adventures here!" On the other hand, you want to provide enough "elbow room" for gaming groups to have said adventures. If every corner of your setting is mapped out, every major event has already happened, every conflict is resolved, and every major supporting character is more powerful than the players' characters can ever hope to be, then the setting is like a closed system rapidly approaching its inevitable heat-death. What's the point of playing there?
Unfortunately, such seems to be the ultimate fate of any long-lived RPG setting: apart from rules supplements and extensions (which have their own theoretical limits) and adventures (which publishers, ironically, don't do because common wisdom says they don't sell), the only products left to do are supplements adding more detail to the setting. After you've done the complete gazetter of the world, the individual sourcebooks on its major subdivisions (be they nations, star systems, or parallel universes), and covered the various cultures in nauseating detail, you've built up a world with so much detail and backstory that only the true hard-core fans can know it all (and argue over it endlessly). Would be new visitors to your world are so intimidated by it they look for a more friendly clime where there's room for their own ideas.
Perhaps one way around this (apart from just not over-detailing a setting) is to avoid the creation of an official "canon" at all. Instead, provide the basic framework for the setting, then make all the add-ons modular and optional, kind of like how White Wolf has done three "official" versions of the Vampire nemesis splat called "VII" any of which can be the "real" one in your game. Likewise you can offer variations on elements of the setting, providing more of a "toolkit" approach. Users can then add on as much or as little detail as they want and can customize the setting, rather than feeling like they're beholden to your official version. It would be more complex, since some options would be mutually exclusive, and you'd need to take that into account as the list of options grew, but I think it would be doable, especially with the growth of the PDF market and the viability of little modular products that can stay "in print" effectively forever and the sort of "pick and mix" options for sales (wherein customers assemble their own products out of modular parts).
There is an inherent contradiction in building an RPG setting, the struggle between completeness and creative freedom. On the one hand, you want to provide enough detail about the setting that it appears complete, a real, living, breathing world with enough information to be useful and (hopefully) compelling, crying out "come and play out your adventures here!" On the other hand, you want to provide enough "elbow room" for gaming groups to have said adventures. If every corner of your setting is mapped out, every major event has already happened, every conflict is resolved, and every major supporting character is more powerful than the players' characters can ever hope to be, then the setting is like a closed system rapidly approaching its inevitable heat-death. What's the point of playing there?
Unfortunately, such seems to be the ultimate fate of any long-lived RPG setting: apart from rules supplements and extensions (which have their own theoretical limits) and adventures (which publishers, ironically, don't do because common wisdom says they don't sell), the only products left to do are supplements adding more detail to the setting. After you've done the complete gazetter of the world, the individual sourcebooks on its major subdivisions (be they nations, star systems, or parallel universes), and covered the various cultures in nauseating detail, you've built up a world with so much detail and backstory that only the true hard-core fans can know it all (and argue over it endlessly). Would be new visitors to your world are so intimidated by it they look for a more friendly clime where there's room for their own ideas.
Perhaps one way around this (apart from just not over-detailing a setting) is to avoid the creation of an official "canon" at all. Instead, provide the basic framework for the setting, then make all the add-ons modular and optional, kind of like how White Wolf has done three "official" versions of the Vampire nemesis splat called "VII" any of which can be the "real" one in your game. Likewise you can offer variations on elements of the setting, providing more of a "toolkit" approach. Users can then add on as much or as little detail as they want and can customize the setting, rather than feeling like they're beholden to your official version. It would be more complex, since some options would be mutually exclusive, and you'd need to take that into account as the list of options grew, but I think it would be doable, especially with the growth of the PDF market and the viability of little modular products that can stay "in print" effectively forever and the sort of "pick and mix" options for sales (wherein customers assemble their own products out of modular parts).
no subject
Date: 2006-01-27 05:45 pm (UTC)The "world setting": Xaria, Land of Magic. It would provide rules (unless it was designed to use a seperate rules set, like True20), at least two variant maps and an overview, plus variant semi-loose settings by different authors. Such as...
Steve's setting: Xaria is a land of political intrigue and military manuevering, with each WizardKing trying to become top dog.
Doc's setting: Xaria is a land where the poor wizards are hated, and must work in secret to protect the dumbass population from the machinations of monsters and demons.
Spike's setting: Xaria is a wild and dangerous land and the wizards are just discovering the powers of magic, which they use to help clear the land of evil.
And so on. I think the plethora of very detailed worlds is one of the big problems with RPGs nowadays. Many of them make great reads, but playing in them means your game world is pretty much the same as anyone elses.
no subject
Date: 2006-01-27 05:57 pm (UTC)I agree, remembering the time when everyone's D&D campaign (for example) was fairly unique, even if it was just their own spin on Greyhawk or Blackmoor.
On the other hand the whole "network externality" bafflegab would have us believe that homogenity of settings is a good thing; so when somebody says "it's an Eberron game" (or whatever), newbies immediately know what that means. Of course, that assumes a newbie is going to know anything about Eberron and it ignores the fact that virtually every campaign I've heard of starts off with "here's how I've changed the game/setting." The kind of customization we're talking about happens whether the publishers support it or not, so why not support it?
no subject
Date: 2006-01-27 06:39 pm (UTC)It's sort of a combination of detail/lack of detail but it would require the campaign setting's line manager to enforce some pretty strict content restrictions on the authors. Still, it could be done...
no subject
Date: 2006-01-27 07:39 pm (UTC)no subject
Date: 2006-01-27 07:53 pm (UTC)But that loops back to the original question: Is the "involving shared story" approach ultimately self-defeating? How can you do such a shared setting without detailing it to death or squeezing out or marginalizing the player characters so everything is about the "signature characters" and powerful NPCs and the players/readers are just idle spectators? If you're going to do that, write novels and try for a shot at sales like the original Dragonlance trilogy rather than sales like the current Dragonlance setting book.
Maybe it's a matter of a "core" game with a series of limited lifespan settings? That, in some respects, is the D&D approach: settings may come and go, but the game goes on and you can always come up with a new setting to spin the game systems in new ways.
no subject
Date: 2006-01-27 08:03 pm (UTC)That's the approach I personally like, but I get the impression that's not the most popular with game companies, judging by the products they create. I fear that, given the general shrinkage and insularity of the RPG market these days, that the D&D only works for D&D and then only because that's what people have come to expect of it. The core game plus limited-run settings might have been possible in the past, when gamers were plentiful enough to support that approach. Nowadays, you need to hook people into consistently buying a single line and the surest way to do that is through setting material.
I hate that, but there it is.
no subject
Date: 2006-01-27 08:13 pm (UTC)The "core game and multiple settings" approach is still relatively rare in RPGs, and almost entirely limited to the "universal" RPGs. D&D has been the only "genre" RPG I can think of offhand that has really done it, although plans for Spycraft 2.0 seem to run along similar lines.
no subject
Date: 2006-01-27 08:21 pm (UTC)Not exactly; the "historical" settings for the World of Darkness - Vampire: Dark Ages, Werewolf: Dark Ages, etc. - were for all intents and purposes an attempt to pursue this approach, and from what I learned it divided the fan base just like D&D's multiple settings did.
That said, I definitely agree that there is a limit to how much you can add to a game's value by publishing supplements. Past that point all you're doing is burdening the setting with needless and intimidating levels of detail. Finding that critical boundary is tough, and I think it varies from game to game.
no subject
Date: 2006-01-27 08:44 pm (UTC)no subject
Date: 2006-01-27 08:53 pm (UTC)Most of the Gamers I knew back in Minneapolis solved this problem, by useing the rules system of games they liked, and then creating their own worlds (usualy loosly based on a world for a gamebook).
no subject
Date: 2006-01-27 08:56 pm (UTC)The crux of the question being, how many settings is "too many" and how much support is "too much"?
no subject
Date: 2006-01-28 01:39 am (UTC)There's no actual 'network externality', even down to the basic ruleset... past "roll a d20".
no subject
Date: 2006-01-29 03:29 pm (UTC)