Tuesday, March 15, 2011

Hives And Chinchilla Dust

campaign unconscious knowledge


A priori when a referee decides a game master in a historical setting Instead of an atmosphere of fantasy, or futuristic, a priori logic tells us that the atmosphere will inevitably be limited. But if you reflect on this idea really is my opinion that the above statement is totally false, and even contrary to reality, I personally believe that an atmosphere is fantastic many possibilities to be more limited than any historical setting well played, thanks to the unconscious knowledge.
The argument that you can not change history to start not enough for me. Although the game is historical, we can change it if done consistently, the impact of these acts and will be task master and if the master does not leave the limiter change history is the master, not the ambience. In the same way that history has its own metatrama (history precisely), there are also wonderful atmosphere with other metratramas (middle earth, star wars, song of ice and fire, etc.).
So back to the idea that a historical setting is less restrictive. These claims are partly true deep sandbox style that the almost infinite pjs decisions will inevitably be linked to their knowledge of the environment in which they play, and therefore the lack of factors that exist in the same setting restricts their choices could have taken to have known their environment. Ultimately their own ignorance is your prison. Because neither the most complete campaign setting that can get edit unconscious can lead to knowledge we have of the story. An unconscious knowledge that make up all those details and crannies that we accumulated in our memory after years and years of study, reading, audiovisual viewing and sightseeing among other things. Because once you've described the obvious, the subtleties of the atmosphere as the political system, the powers of a society, how they are related, cultural codes, the characteristics of the groups, uses and customs are elements that contribute endless possibilities and options of the game and his knowledge or ignorance decisively mediate interactions with NPC characters and their environment. addition, items of historical court players always have the option of investigating its own ambience and increase their chances during the game.
All this may become irrelevant in a game where the first battle, but will never be in a game where players must research, plan and can make many roads.

As an example I present the seventeenth century English history. The power relations of the period are composed of a web in the state that the church is involved with various elements such as the curia official inquiry, more than likely religious critics, universities etc. We know the codes the time as the duels, the benefit to holy fear of witchcraft, church rituals etc. And we know marginalized groups such as Gypsies, new Christians and Moors etc. All this knowledge unconsciously comes to mind automatically a part of that we also have in mind the stereotypical images of that time, however if I try to take you to Rivendell such things whatsoever come to mind are infinitely less by many description that makes you then.
Another clear example would be that generally you would know better handle on an RPG based on the current period than in any other setting.

If we add a historical setting myths, legends and fantasies (eye, we add!) Further options.

I want to discredit these claims so any fantastic or futuristic setting? Absolutely. The Politeness does not courageous. Although one can not reach the level of detail that we all unconsciously in the head, through hard work and dedication can get if not all this a great level too. We can try various ways, one designing the whole society in its complexity and explain it to the PC or unconscious can leverage that knowledge of the players and have it be applied in other contexts trying to somehow compare the various aspects of a society with others known to the pjs. For example, in a medieval fantasy setting if we reach an new country where we describe a feudal society, with a Druidic religion, ethnic minorities with a Moorish style, a real power like the Sicilian Mafia, codes of conduct as omertà , etc. .. and the same in futuristic games, the end of the cyberpunk environment of large corporations dominating the world of the future continues to be a kind of primitive feudalism (Not inherited). The idea is to give comparisons to PCs, enabling them easily in the context to use all the possibilities. And we can go further, and encourage them to try to move some aspects that they know other environments such as: if we play D & D but they are being persecuted in one city and found a temple could ask the director, heard could benefit from this sacred temple?
The final story is not only a great source of inspiration for roleplaying but for their own campaign settings .

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