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setting

Definition of setting :
SETTING -- The time and location in which a story takes place is called the setting. For some stories the setting is very important, while for others it is not. There are several aspects of a story's setting to consider when examining how setting contributes to a story (some, or all, may be present in a story): a) place - geographical location. Where is the action of the story taking place? b) time - When is the story taking place? (historical period, time of day, year, etc) c) weather conditions - Is it rainy, sunny, stormy, etc? d) social conditions - What is the daily life of the characters like? Does the story contain local colour (writing that focuses on the speech, dress, mannerisms, customs, etc. of a particular place)? e) mood or atmosphere - What feeling is created at the beginning of the story? Is it bright and cheerful or dark and frightening?

Types of setting
The use of the term "world" in describing a campaign setting is loose, at best. Campaign worlds such as the World of Greyhawk detail entire cosmologies and timelines of thousands of years, while the setting of a game such as Deadlands might only describe one nation within a brief segment of alternate history. 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 Hrn. 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. Mage:

The Ascension) 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 interactions with the world, religion is usually 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").

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. 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 postapocalyptic 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.

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), Tibet (historical Tibet), and Fantasy Imperium (historical Europe). The roleplaying game Ars Magica is one such 'historical' game, set in what its source materials call 'Mythic Europe': while history is generally accepted to unfold as depicted in real-world historical accounts, Ars Magica presents a detailed background for its setting, tying the existence of magic, wizards and the Faerie realms into a historical context while allowing for 'fantasy' elements to come into play.

Horror
Horror settings take their inspiration from horror literature. Horror roleplaying 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 Vampire: the Masquerade. 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 6

Ghostwalk. The D&D Heroes of Horror sourcebook also provides ways to


emphasize horror elements within a more typical fantasy milieu.

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.

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.

Role of setting
Setting is a key role in plot, as in man vs. nature or man vs. society stories. In some stories the setting becomes a character itself. In such roles setting may be considered a plot device or literary device. The term "setting" is often used to refer to the social milieu in which the events of a novel occur. Novelist and novel-writing instructor Donna Levin has described how this social milieu shapes the characters values. For example, the average citizen of Berkeley in the 1960s had very different attitudes towards authority, money, and pre-marital sex than those of the Antebellum South

Uses of setting
The setting may be nothing more than the backdrop for what occurs; however, it may be directly linked to mood or meaning.

It can create an atmosphere that affects our response to the work.

It may have a direct effect on a character's motivation. An external force may enter the setting and change it, causing conflict for the characters.

The setting itself may be an antagonist. Two settings may come into conflict with each other, causing conflict in the characters who must live in them and perhaps have to choose between them.

Reading for setting


Sometimes the setting is clearly described by the narrator. However, some works will require you to search for clues, especially with regard to the nonphysical environment.

Learn about the author and the time and place of writing. Note suggestive details. Note unique uses of language and, perhaps, hidden references to the historical or cultural environment.

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