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Tom Drazenovic's avatar

Though you are referring to game design, I think these are very important thoughts for any Game Master. I believe the "conceptual distance" idea is quite helpful to describe the complexity of historical-cultural differences in fiction settings. Particularly, having too many years developing our setting, we insert a lot with moral differences (attempting to make it more like it is in our world, actually). We enjoy the great insights that arise from twisting the perspective of what is considered good or evil. We like bringing players to deal with civilizations that act opposite from what is expected in typical Western society (sort of like a Star Trek Next Generation kind of thing but in quasi-medieval style). In our experience, this is much more mind-blowing (and engaging) than magic.

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Greg's avatar

I thought this was going to be about how many feet you can cover on your turn. In 1e/2e it didn't matter, we have melee range or one round of projectiles.

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