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Acampaign setting is asetting for atabletop role-playing game orwargame campaign. Most campaign settings arefictional worlds; however, some are historical or contemporary real-world locations. Acampaign is a series of individualadventures, and acampaign setting is the world in which such adventures and campaigns take place.[1]: 30 [2]: 12–13 A campaign setting is typically designed for a specific game (such as theForgotten Realms setting forDungeons & Dragons) or a specific genre of game (such ashistorical fantasy orscience fiction), though some come from existing media (such as movies, shows, novels, or comic books).[1]: 171 There are numerous campaign settings available for purchase both in print and online. In addition, manygame masters create their own, which are often called "homebrew" settings.
Examples of major campaign settings include theDungeons & Dragons campaign settings,World of Darkness, theStar Trek science fiction universe,[3] and theAvatar: The Last Airbender fantasy world.[4]
Some games and settings only appear together, such asWarhammer. Some games have multiple settings, such asDungeons & Dragons or generic roleplaying systems such asGURPS orFudge. There are also stand-alone settings that can be used for multiple game systems. Often these are developed first for works of fiction, such as theStar Wars universe[5] orMiddle-earth,[6] then later adapted to one or more role playing systems. However, some system-agnostic settings are designed explicitly for gaming, such asHârn.[7]: 182
Games scholar Nikolai Butler distinguished two types of campaign settings, homebrewed and official.[2]: 13 According to games journalistDavid M. Ewalt, established campaign settings have the advantage of providing a wealth of material written by professional game designers. When creating a homebrew setting "you're on your own - but without limits and preconceptions", which can lead to more interesting games as the game master may be "more invested in the material and passionate about its development".[8]
The first role-playing settings from the early 1970s (such asWorld of Greyhawk andBlackmoor) were based on works in the fantasyliterary genre by authors such asJ. R. R. Tolkien andC. S. Lewis. As a result, common fantasy elements in campaign settings includemagic and supernatural/mythological creatures, such asdragons,elves,dwarves andorcs.[9][10] The worlds in these games usually have a level of technology similar to that ofmedieval Europe. Over the decades since, fantasy role-playing has evolved and expanded tremendously, developing sub-genres such asdark fantasy,high fantasy, andscience fantasy.
Games such asArs Magica popularized fantasy set within elements of real-world history.[11] Subsequent games updated this concept further, bringing fantasy gaming into the present day withurban fantasy (such asMage: The Ascension) or into the future withcyberpunk (e.g.Shadowrun).
Science fiction settings typically take place in the future. Common elements involve futuristic technology, contact with alien life forms, experimental societies, and space travel.Psionic abilities (i.e.ESP andtelekinesis) often take the place of magic. Similar toscience fiction literature and film, the game genre contains sub-genres such ascyberpunk,space opera, andsteampunk.
Science fiction settings for role playing were introduced withMetamorphosis Alpha in 1976—dungeon adventuring on a "lost starship"[12]—and in 1977 soon followed withTraveller, aspace opera game. ItsThird Imperium setting covered multiple worlds andalien races.[13]Gamma World, introduced in 1978, explored the replacement of traditional elements of fantasy settings with thepseudo-scientific elements ofpost-apocalyptic fiction.[14] Due to the success ofStar Wars, and the franchise's impact on popular culture, many science fiction settings were introduced or adapted during the 1980s. Such settings often involved detailed accounts of military and/or trading operations and organizations.
Historical games are set in the past of Earth. Historical settings explored in 1980s-1990s roleplaying games includePendragon (Arthurian),Sengoku (Japanese warring states),Recon (Vietnam War), andTibet (historicalTibet).
Horror settings such asCall of Cthulhu were first introduced in the early 1980s, creating a hybrid of fantasy horror and modern thrillers. These settings tended to focus on organizations and societies in which generally normal people fight against malevolentsupernatural entities. Another style of horror game reversed the roles, with player characters acting as supernatural creatures, such asvampires andwerewolves. This style was popularized in the 1990s byWhite Wolf'sVampire: The Masquerade andWorld of Darkness.[15] Early campaign settings that combine horror and fantasy elements include theDungeons & Dragons settingsRavenloft andGhostwalk. The D&DHeroes of Horror sourcebook also provided ways to emphasize horror elements within a more typical fantasy milieu.