I’ll admit I’ve never really immersed myself
in pre-made fantasy world settings, particularly those that emerged
in the late 1980s and 1990s and grew exponentially from core boxed
set concepts to entire continents of supplements and “splatbooks.”
A few exceptions exist, but they come from my earliest days exploring
the adventure gaming hobby and those years after college when I had
money to pursue other games with engaging settings tied to specific,
non-fantasy game systems. I think my perspective results from a
confluence of circumstances: the content and marketing of these
worlds with my inability to immerse myself in roleplaying games at
the time they were released.
I discovered Dungeons & Dragons in
junior high school and spent my high school years heavily engaged in
various aspects of the adventure gaming hobby, years I call my
“Golden Age of Roleplaying Games.” After school and all summer
long I devoted myself to gaming. I created and ran my own D&D
scenarios. I reveled in every issue of TSR’s Dragon Magazine.
I dabbled in wargames and miniatures gaming. We played board games,
both those published in Dragon, a few Avalon Hill titles, and
many of my own (admittedly poor) design. I even made my own fanzine
(also admittedly poor). All with friends from high school or
neighborhood kids with similar interests (or willing to tolerate my
own interests). Most non-fantasy games I explored came from TSR –
Top Secret, Star Frontiers, Gamma World – though a few
others tempted me, too (Traveller, Pendragon and Call
of Cthulhu come to mind).
I can recall only two settings that really engaged
me in those early years: Chaosium’s amazing Thieves’ World
boxed set covering the city of Sanctuary and its denizens; and the
lands around the Sea of Dread outlined in X1 The Isle of Dread,
what would later become a series of boxed campaign sets in its own
right for the Mystara world.
My gaming friends and I enjoyed both settings. Thieves’ World
offered an entire city with wonderful maps; although it detailed a
few neighborhoods in each district and numerous personalities, the
random encounter tables really brought Sanctuary to life...just
enough detail where it mattered, lots of leeway for gamemasters and
players to explore. (I discussed my adventures in Sanctuary in a previous post.) The two-page spread map of the Sea of Dread provided
a framework on which gamemasters could hang their own ideas as well
as a generalized example of a “wilderness” setting players could
explore. We certainly spent numerous afternoons on maritime
adventures focused on the Expert D&D wilderness random
encounter tables and my own designs for various islands (a subject
I’ve discussed before). They served as simple encounter locations
way back then, but I recently revised one as The Isle of Vintares
for most any system of fantasy roleplaying game.
Then high school ended and I went off to four
years of college. They proved years of massive change, living away
from home, focusing on my studies, adapting to a new social structure
which, at the time, was still disdainful of the adventure gaming
hobby (if aware of it at all). I had little time for gaming, though
plenty of gaming-themed posters adorned my dorm room and my folks
faithfully forwarded each month’s issue of Dragon Magazine
for me to read. I can recall only two incidents when gaming made a
cameo appearance in my college life. My freshman year the campus D&D
club gamed in our dorm’s meeting room. At the time I was too timid
to pop my head in and see if it was something I wanted to join; the
fact that a huge group of more than 10 players gathered around the
table told me it probably wasn’t my thing (I’m a firm believer
that two to six players are the ideal number for a roleplaying game
session). Later, during my junior year, having discovered West End
Games’ Star Wars: The Roleplaying Game the previous summer,
I tried running a few games for like-minded geeky friends in m dorm.
We didn’t move past one or two sessions, so I shelved the idea of
allowing my game life into my college life.
While I was away at college – sequestered in a
focused bubble of academia – the adventure gaming hobby evolved.
The leader in fantasy roleplaying games, TSR, began releasing boxed
campaign settings supported by numerous supplements detailing
individual aspects of each world: Forgotten Realms, Al-Qadim, Dark
Sun, Spelljammer. Mystara, Hollow World, Planescape. Admittedly
not all these settings released while I was in college, but they
continued to be the “norm” for years to come; one might even
argue this flood of product led to TSR’s demise. The industry
leader had plenty of competition. During this time other companies
garnered their (admittedly smaller) share of the roleplaying game
market, releasing titles covering genres beyond fantasy and
developing new mechanics to appeal to gamers. This isn’t to say
other companies didn’t exist before, or weren’t developing new
genre or mechanics...it simply seemed like more were having a greater
impact on the hobby.
I missed the advent of massively supported boxed
campaign settings and emerged from college with new tastes into a new
hobby landscape. While I still enjoyed D&D, other games
catering to my expanding interests appeared, most notably West End’s
Star Wars Roleplaying Game, which I discovered one year when
home on break. Other non-fantasy games that soon came to engage my
post-college hobby interests included Cyberpunk 2020, various
iterations of Empire of the Petal Throne, and Space 1889.
They released in the years TSR was trying to relaunch its core brand
with second edition Advanced Dungeons & Dragons;
apparently my interests had moved beyond both D&D’s
class-and-level-based mechanics and the basic fantasy genre.
The gamers in my life – college-aged friends –
gathered during summer break and on my weekend road trips to area
campuses. I dabbled in a host of new games, not all of which caught
on: Empire of the Petal Throne, Prince Valiant: The Storytelling
Game (a good one for introducing newcomers to gaming, as I’ve discussed before), The Morrow Project, Teenagers from Outer Space,
Call of Cthulhu. We ran year-long campaigns of Star Wars,
Cyberpunk, and Space 1889. Each one explored my own
expectations of what each genre encompassed, with supplements
providing inspiration but rarely a continuity canon to follow.
What about the TSR boxed campaign set model didn’t
engage me? What elements of other games drew me to them over all
these other enticing fantasy settings? How had my game preferences
changed over the years?
TSR campaign settings seemed to define vast swaths
of the setting beyond a generalized core concept and a few detailed
examples. This is the nature of a boxed set packed with sourcebooks,
maps, adventure sheets, and other goodies all bent on authors
describing every aspect of a world. The publishing model further
supported this with frequent supplements filling in the blank spaces
on the map and in readers’ imaginations. Sure, I could have ignored
much of it, but then why buy the box and supplements in the first
place? None of the settings seemed compelling enough to me or engaged
my interests at the time they released, when I was already veering
away from the fantasy genre.
Certainly games like the Star Wars Roleplaying
Game, Cyberpunk, and Space 1889 capitalized on my
genre-related interests. None had boxed sets defining the game world,
though the plethora of supplements offered bits to pick and choose
from to add to my personal campaign’s continuity. At the time Star
Wars was based on a finite canon of source material centered on
the three classic films and a core of spinoff media (which, alas, has
since grown exponentially despite relatively a recent, rather
aggressive pruning). Watching the movies provided players with enough
core source material to join game. The Night City sourcebook
for Cyberpunk 2020 took a similar approach as the Thieves’
World boxed set. It described the city in broad terms, then
focused on key neighborhoods with a few blocks in each providing
examples of locations, personalities, and encounters. The wonderful
steampunk world of Space 1889 provided a broad view of the
setting in the core rulebook bolstered by various supplements,
including adventures, that gamers could pick and choose from
depending on their campaign’s focus. Granted, these genres stray
from many of the stereotypical tropes of fantasy roleplaying games,
focusing action elsewhere: the fight between the Empire and
Rebellion, corporate techno-intrigue, Victorian super-science on
distant worlds with a touch of elegant Westernized class.
My gaming tastes have changed over the years, both
in genre and format. While I’m often willing to dabble in a new,
interesting genre, the format must be easily digestible and
inspiring. A person’s transition from student to professional
usually has two effects – a reduction in free time and an increase
in disposable income – which impacted my gaming preferences,
especially in the years right out of college and before joining West
End Games. I had less time to immerse myself in detailed game worlds
and wanted settings easily summarized with useful tools to bring it
effectively to the gaming table. I prefer the broad outline approach,
with a core concept and a few areas described in detail as examples,
with plenty of room for me to explore and create my own setting
elements. Certainly Thieves’ World and X1 The Isle of
Dread used these formats to their advantage, avoiding an almost
encyclopaedic definition of setting elements and providing gamemaster
tools to enhance the setting in their own way. In most cases – as I
imagine for fantasy world boxed sets I missed – one really only
needs the core source materials to launch one’s immersion. Beyond
that supplements are nice, but a player group explores the setting
and, in a way, molds it to their own needs.
I’ve certainly tried exploring new campaign
worlds over the years. I picked up the original World of Greyhawk
with its amazing maps back in high school; but few of those regions
in the setting really resonated with me. I bought the Karameikos
and Glantri boxed sets for the Mystara setting on the
cheap shortly after they were released and remaindered at book and
hobby stores. I found a copy of the Forgotten Realms
boxed set for
a steal at a local junk shop,
but had little time or inclination to read the load of information it
packed (let alone digest it enough to bring it to the game table). I
don’t recall where I found the first edition Dark Sun
boxed set, but have kept it for the originality of the setting (where
any others have found their way to the regional used book store).
I’m sure all this sounds hypocritical coming
from someone who spent his early career creating and defining setting
material for the massive campaign world that was West End’s Star
Wars Roleplaying Game. I’d like to think my past system-neutral
setting supplements Pulp Egypt, Heroes of Rura-Tonga, and even
The Greydeep Marches were more in line with my ideals of
campaign worlds: just enough information so gamemasters and players
feel comfortable in the setting, with a host of short scenarios to
provide examples of the kind of adventures one might enjoy. The
eternally “under development” Infinite Cathedral setting
remains the only original fantasy roleplaying game world I’ve
designed; The Greydeep Marches was mere dabbling in
comparison, a notable corner of a greater, generic fantasy world
(though it was an interesting experiment and enjoyable diversion for
me, a setting with subtle mysteries and plenty of adventure
potential). I am still learning. I’m hoping my core work for The
Infinite Cathedral and any supplemental material adheres to my
design goals of concise, inspiring resources, enough to send gamers
out to explore the vast expanses on their own without my tediously
meticulous detailing of every aspect of the game world.
Looking back on your earlier Infinite Cathedral posts, Peter, I'm intrigued. Have you moved forward with any plans to share it further---whether via Patreon or some other platform?
ReplyDeleteAllan.
Glad you're interested, grodog. I've been working on-and-off on The Infinite Cathedral for more than 10 years. At first I thought I'd publish a huge sourcebook on DriveThruRPG. Then when Kickstarter emerged I thought I'd go that route (and quickly realized it was not a viable route). Then I restructured for Patreon...a smaller core book with monthly folios of 4-16 pages. After Patreon's changes a few years back I decided to go back to the DriveThruRPG model for distribution, but stick with a light core book and numerous concise supplements.
ReplyDeleteUnfortunately, even before the pandemic, my time and focus were extremely compromised by real life...now it's simply worse. I keep hammering away at it, but I'm also distracted. At least now I'm "distracted" by a system-neutral programmed solo adventure set in (and introducing themes from) The Infinite Cathedral. I'll see where it goes from there.