campaign setting

{{short description|Fictional environment setting for a role-playing game}}

{{Use dmy dates|date=January 2023}}

{{RPG}}

A campaign setting is a setting for a tabletop role-playing game or wargame campaign. Most campaign settings are fictional worlds; however, some are historical or contemporary real-world locations. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place.{{Cite book |last1=Barton |first1=Matt |url=https://books.google.com/books?id=k1OWDwAAQBAJ&dq=%22Campaign+setting%22+game&pg=PP1 |title=Dungeons and Desktops: The History of Computer Role-Playing Games 2e |last2=Stacks |first2=Shane |date=18 April 2019 |publisher=CRC Press |isbn=978-1-351-27339-8 |language=en}}{{Rp|page=30|quote=A series of interconnected adventures is called a campaign, and the shared setting of these campaigns is called a campaign setting}}{{Cite journal |last=Bjädefors Butler |first=Nikolai |date=2018 |title=From Rolling to Reading: An Analysis of the Adaptation of Narrative Between Role-Playing Games and Novels |url=http://lup.lub.lu.se/student-papers/record/8945073 |website=Lund University Publications}}{{Rp|page=|quote=Therefore a campaign setting denotes the storyworld that the role-playing game explores in order to construct a narrative through play... campaign setting can be seen as the world in which the Game Master (GM) and players populate with their player characters and non-player characters|pages=12–13}} A campaign setting is typically designed for a specific game (such as the Forgotten Realms setting for Dungeons & Dragons) or a specific genre of game (such as historical fantasy or science fiction), though some come from existing media (such as movies, shows, novels, or comic books).{{Rp|page=171}} There are numerous campaign settings available for purchase both in print and online. In addition, many game masters create their own, which are often called "homebrew" settings.

Examples of major campaign settings include the Dungeons & Dragons campaign settings, World of Darkness, the Star Trek science fiction universe,{{Cite web |title=Modiphius Announces 'Star Trek Adventures RPG 2E' |url=https://icv2.com/articles/news/view/56350/modiphius-announces-star-trek-adventures-rpg-2e |access-date=2024-04-27 |website=icv2.com |language=en}} and the Avatar: The Last Airbender fantasy world.{{cite web |author=Moore, Jared Liam |date=2021-08-04 |title=Avatar & Korra Tabletop RPG Crowdfunds $1 Million in a Day |url=https://nordic.ign.com/the-last-airbender/48591/news/avatar-korra-tabletop-rpg-crowdfunds-1-million-in-a-day |url-status=live |archive-url=https://web.archive.org/web/20210806082153/https://nordic.ign.com/the-last-airbender/48591/news/avatar-korra-tabletop-rpg-crowdfunds-1-million-in-a-day |archive-date=2021-08-06 |access-date=2021-08-06 |website=IGN |publisher=Ziff Davis}}

Types of setting

{{See also|History of role-playing games}}

Some games and settings only appear together, such as Warhammer. Some games have multiple settings, such as Dungeons & Dragons or generic roleplaying systems such as GURPS or Fudge. 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 the Star Wars universe{{cite web |date= |title=WotC Product Library: Star Wars Roleplaying Game |url=http://www.wizards.com/catalog/product.asp?TSR11793 |archive-url=https://web.archive.org/web/20020602082716/http://www.wizards.com/catalog/product.asp?TSR11793 |archive-date=June 2, 2002 |publisher=wizards.com}} or Middle-earth,{{Cite web |last=Codega |first=Linda |date=2022-02-07 |title=The One Ring tabletop RPG is a cozy take on The Lord of the Rings |url=https://www.polygon.com/reviews/22905204/lord-of-the-rings-rpg-one-ring-starter-set-review |access-date=2024-10-01 |website=Polygon |language=en-US}} then later adapted to one or more role playing systems. However, some system-agnostic settings are designed explicitly for gaming, such as Hârn.{{Cite book |last=Appelcline |first=Shannon |title=Designers & Dragons |publisher=Mongoose Publishing |year=2011 |isbn=978-1-907702-58-7}}{{rp|182}}

Games scholar Nikolai Butler distinguished two types of campaign settings, homebrewed and official.{{Rp|page=|quote=Campaign settings generally come in two variations: homebrewed or official.|pages=13}} According to games journalist David 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".{{cite book |first=David M. |last=Ewalt |author-link=David M. Ewalt |year=2013 |title=Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It |publisher=Scribner |pages=223–224 |isbn=978-1-4516-4052-6}}

Early history of genres (1970s-1990s)

{{See also|Tabletop role-playing game#Campaign settings}}

=Fantasy=

{{See also|Category:Fantasy role-playing games}}

The first role-playing settings from the early 1970s (such as World of Greyhawk and Blackmoor) were based on works in the fantasy literary genre by authors such as J. R. R. Tolkien and C. S. Lewis. As a result, common fantasy elements in campaign settings include magic and supernatural/mythological creatures, such as dragons, elves, dwarves and orcs.{{Cite book |last=Ewalt |first=David M. |author-link=David M. Ewalt |url=https://books.google.com/books?id=NTtoAAAAQBAJ |title=Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It |publisher=Scribner |year=2013 |isbn=978-1-4516-4050-2 |location=New York |pages=103–104 |oclc=800031925}}{{Cite web |title=Gary Gygax - Creator of Dungeons & Dragons |url=http://archives.theonering.net/features/interviews/gary_gygax.html |url-status=live |archive-url=https://web.archive.org/web/20131206212135/http://archives.theonering.net/features/interviews/gary_gygax.html |archive-date=December 6, 2013 |access-date=January 10, 2014 |work=TheOneRing}} The worlds in these games usually have a level of technology similar to that of medieval Europe. Over the decades since, fantasy role-playing has evolved and expanded tremendously, developing sub-genres such as dark fantasy, high fantasy, and science fantasy.

Games such as Ars Magica popularized fantasy set within elements of real-world history.[http://www.redcap.org/page/World_of_Darkness "World of Darkness"] section of the Ars Magica FAQ. Retrieved 16 June 2013. Subsequent games updated this concept further, bringing fantasy gaming into the present day with urban fantasy (such as Mage: The Ascension) or into the future with cyberpunk (e.g. Shadowrun).

=Science fiction=

{{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 and telekinesis) often take the place of magic. Similar to science fiction literature and film, the game genre contains sub-genres such as cyberpunk, space opera, and steampunk.

Science fiction settings for role playing were introduced with Metamorphosis Alpha in 1976—dungeon adventuring on a "lost starship"{{cite web |date=12 April 2024 |title=Para Bellum Consulting Purchases James M. Ward's Metamorphosis Alpha |url=https://www.enworld.org/threads/para-bellum-consulting-purchases-james-m-ward%E2%80%99s-metamorphosis-alpha.703613/ |website=www.enworld.org}}—and in 1977 soon followed with Traveller, a space opera game. Its Third Imperium setting covered multiple worlds and alien races.{{Cite book |last=Appelcline |first=Shannon |title=The Science Fiction in Traveller |date=2016 |publisher=Far Future Enterprises |isbn=978-1-55878-049-1 |location=USA}} Gamma World, introduced in 1978, explored the replacement of traditional elements of fantasy settings with the pseudo-scientific elements of post-apocalyptic fiction.{{Cite web |title=A Brief History of the Future |url=http://www.think-magazine.com/index.php?option=com_content&view=article&id=264:a-brief-history-of-the-future&catid=49:doomsday&Itemid=34 |url-status=dead |archive-url=https://web.archive.org/web/20101120133141/http://www.think-magazine.com/index.php?option=com_content&view=article&id=264%3Aa-brief-history-of-the-future&catid=49%3Adoomsday&Itemid=34 |archive-date=2010-11-20 |access-date=7 November 2017 |website=Think Magazine}} Due to the success of Star 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=

{{See also|Category:Historical role-playing games}}

Historical games are set in the past of Earth. Historical settings explored in 1980s-1990s roleplaying games include Pendragon (Arthurian), Sengoku (Japanese warring states), Recon (Vietnam War), and Tibet (historical Tibet).

=Horror=

{{See also|Category:Horror role-playing games}}

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 tended to focus on organizations and societies in which generally normal people fight against malevolent supernatural entities. Another style of horror game reversed the roles, with player characters acting as supernatural creatures, such as vampires and werewolves. This style was popularized in the 1990s by White Wolf's Vampire: The Masquerade and World of Darkness.{{cite web |last=Appelcline |first=Shannon |date=2007 |title=A Brief History of Game #11: White Wolf, Part One: 1986-1995 |url=http://www.rpg.net/columns/briefhistory/briefhistory11.phtml |access-date=September 17, 2015 |publisher=RPG.net}} Early campaign settings that combine horror and fantasy elements include the Dungeons & Dragons settings Ravenloft and Ghostwalk. The D&D Heroes of Horror sourcebook also provided ways to emphasize horror elements within a more typical fantasy milieu.

See also

References