posted by
benlehman at 02:12pm on 20/02/2008
I found this little gem, from the Evilhat Productions forum in 2003:
"The difference between a good RPG setting and a poor one is not the stuff that people usually talk about-- Style, Color, Signature NPCs, Genre, etc. It is the ability of the setting to provoke interesting, relevant, and meaningful (in game) conflict that makes it a good setting."
Hah. I guess I wasn't a total moron back then.
"The difference between a good RPG setting and a poor one is not the stuff that people usually talk about-- Style, Color, Signature NPCs, Genre, etc. It is the ability of the setting to provoke interesting, relevant, and meaningful (in game) conflict that makes it a good setting."
Hah. I guess I wasn't a total moron back then.
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It's interesting to see me answering completely as a GM, not as a designer. I think I'd take a very different approach these days. But the "design some characters, then design a setting to tweak at them" is a good skill, and might merit a second look.
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