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− | The | + | The setting of a [[campaign]] is, in simplest terms, the game world where it takes place. For a historical campaign, the setting might be the court of King Louis XVI, whereas for a superheroes campaign it might be the fictional city of Metropolis, and for a [[GURPS]] [[Fantasy]] campaign it might be the world of Yrth. |
− | In [[role-playing game]]s (RPGs), setting is usually presented as an atlas or encyclopedia of the | + | In [[role-playing game]]s (RPGs), setting is usually presented as an atlas or encyclopedia of the area where the [[player characters]] (PCs) are expected to be, with lists of important people the PCs might meet and locations they can explore. The game tries to create a fictional reality and players are expected to create characters to suit it rather than vice versa. More flexible GMs will tweak details of the world to suit the players' [[character concept]]s, but the larger and more complete the setting, the more difficult this becomes. On the other hand a deep and well-developed setting such as [[Tekumel]] or [[Glorantha]] allows the players to feel that their characters are experiencing and exploring something larger than themselves |
− | Many RPG publishers also publish settings for use with their products. These include the Yrth setting for ''GURPS Fantasy'' and the | + | Many RPG publishers also publish settings for use with their products. These include the Yrth setting for ''GURPS Fantasy'' and the World of Greyhawk supplement for ''[[Dungeons & Dragons]]''. Many other games include setting and rules in the same book. Examples include ''[[Vampire: The Masquerade]]'' and ''[[Star Wars]]''. |
− | Setting and [[game system|system]] are commonly held to be the two halves of an RPG, though this dichotomy is sometimes difficult to apply neatly. Some games, such as | + | Setting and [[game system|system]] are commonly held to be the two halves of an RPG, though this dichotomy is sometimes difficult to apply neatly. Some games, such as [[D&D]] and [[Sorcerer]], have no explicit setting, but the rules naturally give rise to a particular kind of game that fails outside of certain settings. Others, like [[Nobilis]], have rules so specific to their setting that they are impossible to use for anything notably different without extensive reworking. |
[[Category:Terminology]] | [[Category:Terminology]] | ||
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