campaign setting
Information about campaign setting
A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place. Usually a campaign setting is designed for a specific game (such as the Forgotten Realms setting for Dungeons & Dragons) or a specific genre of game (such as Medieval fantasy, or outer space/science fiction adventure). There are numerous campaign settings available both in print and online. In addition to published campaign settings available for purchase, many game masters create their own setting, often referred to as a "homebrew" setting or world.
There are three primary types of campaign setting. The first exists in genre- and setting-specific role-playing games such as Warhammer or World of Darkness which exist specifically within one setting. The second type of setting is for games that have multiple settings such as modern Dungeons & Dragons or those that were developed specifically to be independent of setting such as GURPS. The final type of setting is developed without being tied to a particular game system. Typically this last sort are developed first as stand-alone works of fiction, which are later adapted to one or more role playing systems such as the Star Wars universe or Middle-earth, though there are a few exceptions of settings which were designed explicitly for role playing gaming, but without a specific system in mind, such as Hârn.
Setting genres have touched on every genre of high-action fictional storytelling from role-playing's roots in fantasy to science fiction in settings such as Traveller to horror in the World of Darkness. Even modern-day spy thriller-oriented settings such as Spycraft have been introduced.
A small number of campaign settings fuse two or more genres in a single game. GURPS Infinite Worlds, for example, the characters play "Infinity Patrol" agents who travel to alternate worlds.
The very first role-playing settings from the late 1960s and early 1970s (World of Greyhawk, and Blackmoor) were based in the fantasy genre, primarily based on the popularity of fantasy works by authors such as J. R. R. Tolkien and C. S. Lewis. Over the decades since, fantasy role-playing has evolved and expanded tremendously, even developing its own sub-genres. The genre can be subdivided into high fantasy where supernatural events are commonplace, and low fantasy where there are few or no supernatural aspects.
While pure fantasy games were initially popular, games such as Ars Magica popularized the notion of fantasy set within elements of real-world history. Later games would update this concept even further, bringing fantasy gaming into the present day in a genre known as urban fantasy (e.g. ) or even into the future by combining urban fantasy with cyberpunk (e.g. Shadowrun). Even when the main setting of a game is not taken directly from the history of our world, they still tend to draw heavily on historical models, though distorted by the presence of magic; also, as gods often have direct and tangible interations with the world, religion tends to be very unlike our world.
Because the world's most popular roleplaying game, Dungeons & Dragons, is part of the fantasy genre, fantasy is also the most played roleplaying genre. RPGs of the fantasy genre are sometimes collectivelly called "Fantasy roleplaying games" ("FRP").
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Science fiction settings for role playing were first introduced in 1977 with the publication of Traveller, a space opera-oriented game whose Third Imperium setting covered multiple worlds and alien races. Due to the success of Star Wars, and the impact that the franchise had on popular culture, many science fiction settings were introduced or adapted, especially during the 1980s. The scope of a science fiction setting is typically larger than that of a fantasy setting, encompassing multiple worlds or even entire galaxies. Such settings often involve detailed accounts of military and/or trading operations and organizations.
Gamma World, introduced in 1978, explored the replacement of traditional elements of fantasy settings with the pseudo-scientific elements of post-apocalyptic fiction. These settings lend themselves to the "adventuring" mode of most fantasy games, and thus focus on developing specific locations and loosely defined cultural or racial groups.
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Modern horror settings such as Call of Cthulhu were first introduced in the early 1980s, creating a hybrid of fantasy horror and modern thrillers. These settings tend to focus on organizations and societies in which generally normal people fight against malevolent supernatural entities. Such games often are structured as a straightforward "monster hunt", though Call of Cthulhu, also involves a great deal of investigation and clue-finding.
The second style of horror game reverses the roles, with the player characters being such supernatural creatures as vampires and werewolves. This second style was popularized by White Wolf's . A series of games by the same company followed, sharing a setting called the World of Darkness, which is collectively the most popular horror-themed role-playing setting, and the second most popular role-playing ruleset and setting, after Dungeons and Dragons.
The setting in both these styles of horror games is often contemporary, between the 19th century and the current day. Creating the correct mood and air of suspense is very important in these games.
Some elements of fantasy role-playing settings were often related to the horror genre. Vampires and ghosts are typical fare in most such settings, for example. Campaign settings that combine horror and fantasy elements on an even footing include the Dungeons & Dragons settings Ravenloft and Ghostwalk. The D&D Heroes of Horror sourcebook also provides ways to emphasize horror elements within a more typical fantasy milieu.
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Science fiction (abbreviated SF or sci-fi
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The genre of spy fiction—sometimes called political thriller or spy thriller or sometimes shortened simply to spy-fi—arose before World War I at about the same time that the first modern
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Types of setting
- See also: History of role-playing games
There are three primary types of campaign setting. The first exists in genre- and setting-specific role-playing games such as Warhammer or World of Darkness which exist specifically within one setting. The second type of setting is for games that have multiple settings such as modern Dungeons & Dragons or those that were developed specifically to be independent of setting such as GURPS. The final type of setting is developed without being tied to a particular game system. Typically this last sort are developed first as stand-alone works of fiction, which are later adapted to one or more role playing systems such as the Star Wars universe or Middle-earth, though there are a few exceptions of settings which were designed explicitly for role playing gaming, but without a specific system in mind, such as Hârn.
Setting genres have touched on every genre of high-action fictional storytelling from role-playing's roots in fantasy to science fiction in settings such as Traveller to horror in the World of Darkness. Even modern-day spy thriller-oriented settings such as Spycraft have been introduced.
A small number of campaign settings fuse two or more genres in a single game. GURPS Infinite Worlds, for example, the characters play "Infinity Patrol" agents who travel to alternate worlds.
Fantasy
Fantasy settings draw their inspiration almost exclusively from fantasy literature, such as the works of J. R. R. Tolkien and Robert E. Howard. The setting in these games is usually a world with a level of technology similar to that of medieval Europe. Fantasy elements include magic and supernatural/mythological creatures, such as dragons, elves, and orcs.The very first role-playing settings from the late 1960s and early 1970s (World of Greyhawk, and Blackmoor) were based in the fantasy genre, primarily based on the popularity of fantasy works by authors such as J. R. R. Tolkien and C. S. Lewis. Over the decades since, fantasy role-playing has evolved and expanded tremendously, even developing its own sub-genres. The genre can be subdivided into high fantasy where supernatural events are commonplace, and low fantasy where there are few or no supernatural aspects.
While pure fantasy games were initially popular, games such as Ars Magica popularized the notion of fantasy set within elements of real-world history. Later games would update this concept even further, bringing fantasy gaming into the present day in a genre known as urban fantasy (e.g. ) or even into the future by combining urban fantasy with cyberpunk (e.g. Shadowrun). Even when the main setting of a game is not taken directly from the history of our world, they still tend to draw heavily on historical models, though distorted by the presence of magic; also, as gods often have direct and tangible interations with the world, religion tends to be very unlike our world.
Because the world's most popular roleplaying game, Dungeons & Dragons, is part of the fantasy genre, fantasy is also the most played roleplaying genre. RPGs of the fantasy genre are sometimes collectivelly called "Fantasy roleplaying games" ("FRP").
See
Science fiction
Science fiction settings are inspired by science fiction literature. The setting is generally in the future, sometimes near future but also quite often in the far future, though in many cases the setting bears no connection to the world we live in, e.g. Star Wars. Common elements involve futuristic technology, contact with alien life forms, experimental societies, and space travel. Psionic abilities (i.e. ESP and telekinesis) often take the place of magic. The genre can be divided similarly with science fiction literature into sub-genres, such as cyberpunk or space opera. Science fiction is the second most played genre after fantasy. Cooperative roleplaying can be a seed for the culture of international cooperation too. The experience of virtual "classical" roleplaying in 2050 helps the main hero of "Otherland", a book by Tad Williams, to gather partners and to solve a major challenge for the future of humankind.Science fiction settings for role playing were first introduced in 1977 with the publication of Traveller, a space opera-oriented game whose Third Imperium setting covered multiple worlds and alien races. Due to the success of Star Wars, and the impact that the franchise had on popular culture, many science fiction settings were introduced or adapted, especially during the 1980s. The scope of a science fiction setting is typically larger than that of a fantasy setting, encompassing multiple worlds or even entire galaxies. Such settings often involve detailed accounts of military and/or trading operations and organizations.
Gamma World, introduced in 1978, explored the replacement of traditional elements of fantasy settings with the pseudo-scientific elements of post-apocalyptic fiction. These settings lend themselves to the "adventuring" mode of most fantasy games, and thus focus on developing specific locations and loosely defined cultural or racial groups.
See
Historical
Historical settings take place in the past. Because historical games often overlap the fantasy genre, a distinguishing mark is that fantasy games are set on a "fantasy world" similar to but distinct from Earth, while historical games are set in the past of Earth. Settings that have been explored in roleplaying games include Pendragon (Arthurian), Sengoku (Japanese warring states), Recon (Vietnam War), (historical Tibet), and Fantasy Imperium (historical Europe).See
Horror
Horror settings take their inspiration from horror literature. Horror role-playing can be divided into two major groups.Modern horror settings such as Call of Cthulhu were first introduced in the early 1980s, creating a hybrid of fantasy horror and modern thrillers. These settings tend to focus on organizations and societies in which generally normal people fight against malevolent supernatural entities. Such games often are structured as a straightforward "monster hunt", though Call of Cthulhu, also involves a great deal of investigation and clue-finding.
The second style of horror game reverses the roles, with the player characters being such supernatural creatures as vampires and werewolves. This second style was popularized by White Wolf's . A series of games by the same company followed, sharing a setting called the World of Darkness, which is collectively the most popular horror-themed role-playing setting, and the second most popular role-playing ruleset and setting, after Dungeons and Dragons.
The setting in both these styles of horror games is often contemporary, between the 19th century and the current day. Creating the correct mood and air of suspense is very important in these games.
Some elements of fantasy role-playing settings were often related to the horror genre. Vampires and ghosts are typical fare in most such settings, for example. Campaign settings that combine horror and fantasy elements on an even footing include the Dungeons & Dragons settings Ravenloft and Ghostwalk. The D&D Heroes of Horror sourcebook also provides ways to emphasize horror elements within a more typical fantasy milieu.
See
Humor
Humor games are based on creating situations which are funny or have a funny premise. Humor is not usually a genre in itself (although it can be), but a modifier added to other genres. In 1983 Bureau 13 introduced humorous modern horror/fantasy gaming. In 1984, the Paranoia game introduced a science fiction setting which used a post-apocalypse world in which to set a tongue-in-cheek game of futile struggle against a computer-controlled dictatorship. Humorous settings for multiple genres have since been released. Humorous settings typically develop few if any locations and organizations, focusing instead on specific characters of note and general tone.See
Multi-genre
Multi-genre games that mix elements of different genres together. For example, Deadlands presents a Wild West in which elements of horror and magic are prevalent, and Castle Falkenstein presents a Victorian-era world with Jules Verne- and H.G. Wells-inspired technology alongside fantasy elements like magics and the denizens of Faerie. Likewise, the superhero genre typically emulates the comic book universes such as the DC and Marvel Universes as a form of science fantasy set in contemporary setting where all fantastic elements from futuristic technology to mythic beings co-exist.Licensed
Licensed games are tie-ins to larger media franchises. They were once rare but the number of these games is increasing. Licensed games are usually considered part of their franchise's genre rather than a genre in and of themselves. Many licensed products are now defunct because of license expiration, while others such as Blood of Heroes take a system designed for a licensee's game world and create a new world to match it.References
See also
- Fantasy world
- List of campaign settings
- List of fictional universes
- Campaign (role-playing games)
- Dungeons & Dragons campaign settings
External links
- the Campaign Builders' Guild - A growing community of world builders and campaign builders for role playing games.
fictional realm, imaginary realm, fictional world, imaginary world or imaginary universe. Most fictional universes are based directly or indirectly on our own universe.
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In fiction, the setting of a story is the time and location in which it takes place. Broadly speaking, the setting provides the main backdrop for the story. Sometimes setting is referred to as milieu
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role-playing game (RPG; often roleplaying game) is a game in which the participants assume the roles of fictional characters and collaboratively create or follow stories.
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wargame is a game that simulates or represents a military operation. Wargaming is the hobby dedicated to the play of such games, which are also called conflict simulations.
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- See also campaign setting.
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adventure is either a published or otherwise written collection of plot, character, and location details used by a gamemaster to manage the plot or story in a role-playing game.
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Forgotten Realms is a campaign setting for the Dungeons & Dragons (D&D) fantasy role-playing game, created by Canadian author and game designer Ed Greenwood.
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Dungeons & Dragons (abbreviated as D&D or DnD) is a tabletop fantasy role-playing game (RPG) originally designed by E. Gary Gygax and Dave Arneson, and first published in 1974 by the Gygax-owned company Tactical Studies Rules, Inc. (TSR).
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Gamemaster or Game Master (often abbreviated as GM) is a player in a multiplayer game who acts as organizer, arbitrator, and officiant in rules situations.
Today, gamemaster is usually associated with role-playing games.
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Today, gamemaster is usually associated with role-playing games.
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history of role-playing games begins with an earlier tradition of role-playing, which combined with the rulesets of fantasy wargames in the 1970s to give rise to the modern role-playing game.
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Greyhawk, also known as the World of Greyhawk, is a campaign setting for the Dungeons & Dragons fantasy roleplaying game (D&D).[1][2]
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Deadlands is a genre-mixing alternate history roleplaying game which combines the Western and horror genres. Steampunk elements are also prominent. It was written by Shane Lacy Hensley and published by Pinnacle Entertainment Group.
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- ''For the technical term used in historiography, see alternative history.
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- For the gay men's lifestyle magazine, see Genre (magazine).
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Warhammer Fantasy Roleplay (abbreviated to WFRP or WHFRP) is a role-playing game set in the Warhammer Fantasy setting.
Warhammer Fantasy Roleplay is more widely played outside the United States than in the U.S.
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Warhammer Fantasy Roleplay is more widely played outside the United States than in the U.S.
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The World of Darkness (or WoD) is the name given to three related but distinct fictional universes. The first was conceived by Mark Rein-Hagen, while the second was designed by several people at White Wolf Gaming Studio, which Rein-Hagen helped to found.
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Middle-earth refers to the fictional 'mortal' lands where some of the stories of author J. R. R. Tolkien take place, as opposed to Aman or 'undying' lands, where the angelic Valar live together with most of the High Elves.
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Hârn is a world designed for use in fantasy role-playing games (FRPGs). It was designed by N. Robin Crossby and originally published over 20 years ago (1983) by Columbia Games(CGI). In 2003, Crossby claimed that the contract between him and CGI had ended.
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Fantasy media
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- Fantastic art
- Fantasy anime
- Fantasy art
- Fantasy authors
- Fantasy comics
- Fantasy fiction magazines
- Fantasy films
- Fantasy literature
- Fantasy television
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worldwide view of the subject.
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Science fiction (abbreviated SF or sci-fi
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Traveller is a series of related science fiction role-playing games, first published in 1977 by Game Designers' Workshop. Originally Traveller was intended to be a system for playing generic space opera themed science fiction adventures, in the same sense that
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Horror fiction is, broadly, fiction in any medium intended to scare, unsettle, or horrify the audience. Historically, the cause of the "horror" experience has often been the intrusion of an evil—or, occasionally, misunderstood—supernatural element into everyday human
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For the video game, see .
The genre of spy fiction—sometimes called political thriller or spy thriller or sometimes shortened simply to spy-fi—arose before World War I at about the same time that the first modern
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Spycraft is a d20-based role-playing game dealing with superspies and modern action. It is published by the Alderac Entertainment Group. After the release of the core book (subsequently referred to as the "Spycraft Espionage Handbook") in 2002, multiple supplements were released in
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GURPS Infinite Worlds is a supplement for the Fourth Edition of the GURPS role-playing game, published by Steve Jackson Games in 2005 and written by Kenneth Hite, Steve Jackson, and John M. Ford.
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Parallel universe or alternate reality in science fiction and fantasy is a self-contained separate reality coexisting with our own. A specific group of parallel universes is called a multiverse
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Fantasy literature is fantasy in written form. Historically speaking, the majority of fantasy works have been literature. Since the 1950s however, a growing segment of the fantasy genre has taken the form of video games, music, painting, and the like.
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John Ronald Reuel Tolkien
Tolkien in 1972, in his study at Merton Street, Oxford. Source: J. R. R. Tolkien: A Biography, by Humphrey Carpenter.
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Tolkien in 1972, in his study at Merton Street, Oxford. Source: J. R. R. Tolkien: A Biography, by Humphrey Carpenter.
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