Issue #3 of the GURPS fanzine The Path of Cunning is out. It contains some notes I wrote on Cold Shard Mountains. Part of it expands on how it runs contrary to the premise of the Dungeon Fantasy line, and some of it gets into the sources of some of the ideas I used as the basis of parts of the setting, including this:
omeone made the mistake of asking me to expand on some things I'd said about writing historical rpg material, so you all must suffer for it. I write a lot of historical rpg stuff as well as entirely fictional setting material. So why make historically themed games rather than just making stuff up? Well, because it's an effective way of achieving the purpose of writing settings and adventures in general. The purpose of settings and adventures, I would aver, is to give players things to do in a convincing context. Convincing context doesn't necessarily mean realism. Players have different levels of understanding of what's "realistic" in different situations and are more or less sensitive to how closely those situations adhere to reality. For example, I'm a history and culture guy. Put me in SF campaigns (which happens with some regularity) and the specifics of how reaction drives, orbital mechanics, and subatomic physics work entirely escape me. I don't,
Comments