While one of the major appeals of roleplaying games is the
creative freedom they offer, most of the prominent systems rely on preexisting
settings. The most notable RPGs, specifically Dungeons & Dragons, Pathfinder,
Shadowrun, and World of Darkness have built up elaborate backgrounds over their
decades of releases. Some even have alternate settings and time periods in
addition to the normal ones. Licensed RPGs, adapted from TV shows, movies, and
more, have also been a mainstay for some time now. A new GM will find themselves
surrounded by preexisting settings. Before committing to them or making your
own, it’s important to consider how your choice will aid your story in some
ways but limit it in others.
A preexisting setting, even a particularly loose one, will
always have certain constraints. They carry a specific tone, atmosphere, and
set of rules. By not making your own setting, you’ll have to adhere to certain
expectations. This does somewhat depend on how well acquainted your players are
with it. But even if they’re completely ignorant, the background might not be
able to handle the revisions you make to it. Certain things might just stop making
sense and each major change will be accompanied by countless others.
It can leave an awkward feeling, regardless of whether or not the players can actually recognize the problems. When you take on a setting, you’ll have to adhere to its standards. Or at the very least, figure out how to navigate your way around them without leaving too much of a mess.
It can leave an awkward feeling, regardless of whether or not the players can actually recognize the problems. When you take on a setting, you’ll have to adhere to its standards. Or at the very least, figure out how to navigate your way around them without leaving too much of a mess.
Some settings are easier to mess around with than others.
Settings written specifically for RPGs are made to be flexible. Its writers
have given it enough room for the GM and players to tell the stories they want
to. The most extreme examples are those from wargames, namely Warhammer Fantasy and Warhammer 40,000, which are primarily
meant to be backdrops for the factions’ wars and not for traditionally
structured stories. Barring those with metaplots (a regrettable trend, to be
discussed in a later article), tabletop game settings are designed with the
player and GM’s input in mind.
But even this much creative freedom can have its downsides.
A GM may need a prewritten setting so they can concern themselves with their
own stories, or even just rely on the structure they offer. Those meant for
tabletop games can often be too broad or vague, defeating the point of using it
in the first place. Additionally, this type of setting still have a distinct
atmosphere or specific limitations that, if ignored, can invalidate other
aspects, just like those of more conventional mediums. Going back to Warhammer 40K, the setting is built
around the idea that space travel is capricious if not lethal and trying to
bypass that will make other parts of it confusing. Even tabletop game settings
can cause problems for a GM.
However, settings from more traditional media are even more
difficult. Barring specific circumstances, they were written to accommodate
their own story. The author didn’t write it for the prospective GM looking to
explore it alongside the players. The GM might just not be able to find their
place in the author’s grand plan, without making major revisions. Additionally,
if the players know the work, they’ll expect you to mimic it in some way. That’s
assuming they even know or like the piece of media it was adapted from. Failing
to capture the essence of your chosen setting might impact the players’
enjoyment of the campaign.
There are still advantages for a GM using a preexisting
setting for his campaign. Coming up with a convincing story is hard enough
before having to write the world it takes place in. If you can work within a
preexisting setting, whatever difficulty that will cause will save you from even
more hardship in the long run. This is especially true if you run a “sandbox”
type campaign and give your players opportunities to explore the world.
Additionally, if you can capture the feeling of the setting, it will add to the
players’ immersion. A preexisting setting gives you and the players a chance to
leave a mark on their favorite works and fictional worlds. Despite all these
advantages, weigh your options. And always remember that in an RPG, the GM is
the only one who defines the setting at the end of the day. You just have to
consider how your choices will impact the campaign.
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