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Campaign setting

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Fictional environment setting for a role-playing game

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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]

Types of setting

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See also:History of role-playing games

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]

Early history of genres (1970s-1990s)

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See also:Tabletop role-playing game § Campaign settings

Fantasy

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See also:Category:Fantasy role-playing games

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

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See also:Category:Science fiction role-playing games

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

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See also:Category:Historical role-playing games

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

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See also:Category:Horror role-playing games

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.

See also

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References

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  1. ^abBarton, Matt; Stacks, Shane (18 April 2019).Dungeons and Desktops: The History of Computer Role-Playing Games 2e. CRC Press.ISBN 978-1-351-27339-8.
  2. ^abBjädefors Butler, Nikolai (2018)."From Rolling to Reading: An Analysis of the Adaptation of Narrative Between Role-Playing Games and Novels".Lund University Publications.
  3. ^"Modiphius Announces 'Star Trek Adventures RPG 2E'".icv2.com. Retrieved27 April 2024.
  4. ^Moore, Jared Liam (4 August 2021)."Avatar & Korra Tabletop RPG Crowdfunds $1 Million in a Day".IGN.Ziff Davis.Archived from the original on 6 August 2021. Retrieved6 August 2021.
  5. ^"WotC Product Library: Star Wars Roleplaying Game". wizards.com. Archived fromthe original on 2 June 2002.
  6. ^Codega, Linda (7 February 2022)."The One Ring tabletop RPG is a cozy take on The Lord of the Rings".Polygon. Retrieved1 October 2024.
  7. ^Appelcline, Shannon (2011).Designers & Dragons. Mongoose Publishing.ISBN 978-1-907702-58-7.
  8. ^Ewalt, David M. (2013).Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It. Scribner. pp. 223–224.ISBN 978-1-4516-4052-6.
  9. ^Ewalt, David M. (2013).Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It. New York: Scribner. pp. 103–104.ISBN 978-1-4516-4050-2.OCLC 800031925.
  10. ^"Gary Gygax - Creator of Dungeons & Dragons".TheOneRing.Archived from the original on 6 December 2013. Retrieved10 January 2014.
  11. ^"World of Darkness" section of theArs Magica FAQ. Retrieved 16 June 2013.
  12. ^"Para Bellum Consulting Purchases James M. Ward's Metamorphosis Alpha".www.enworld.org. 12 April 2024.
  13. ^Appelcline, Shannon (2016).The Science Fiction in Traveller. USA: Far Future Enterprises.ISBN 978-1-55878-049-1.
  14. ^"A Brief History of the Future".Think Magazine. Archived fromthe original on 20 November 2010. Retrieved7 November 2017.
  15. ^Appelcline, Shannon (2007)."A Brief History of Game #11: White Wolf, Part One: 1986-1995". RPG.net. Retrieved17 September 2015.
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