cpalmer wrote: In any case, the features of what we take for
granted as "fantasy" (the questing hero, the monster, dragons,
vampires, etc.) are so universal that to posit a concept like
"non-conventional fantasy settings" kind of begs the question of
what non-conventional fantasy could even be.
I agree with that. Fantasy is a set of genre conventions, and if
you break them all, you just aren't in the genre. Truly
non-conventional 'fantasy' would probably be a very fresh and
exciting, but it wouldn't be fantasy as such. But I'm not looking
for games with settings that do non-conventional fantasy in that
radical sense. I'm looking for games that do fantasy with
non-conventional settings.
Why? Well, as you say there is a glut of conventional
pseudo-European/pseudo Tolkien derivative settings around, and I'm
not inclined to pick up another one. But I wouldn't mind looking at
a few fresh and creative designs, in case I find the next
Earthsea or the next Bushido.
Besides that, there is this: conventional fantasy brings with it
a huge train of default assumptions, and it is very difficult to
disengage them one by one. Everybody knows that a fantasy king is
an absolute ruler with untrammelled legislative, executive, and
judicial power, that his government subsists on taxes, and that he
will be succeeded, as a matter of law, by his eldest son. They know
these things even though none of them was in fact true of mediaeval
European kings. Conventional fantasy has filled people's minds with
preconceived notions about kings and lords and knights and disarmed
peasants an jesters with bells on their hats. And as soon as people
see the picture on the cover they fill the entire setting with a
thick custard of clichés. And once that has happened
it makes it very hard to get them to believe that details are
different in this setting, or to remember them, or not to feel and
irritating frisson of cognitive dissonance each time their
characters deal with the fact that the king expects his successor
to be elected by the Curia, and is scheming to improve his son's
chances. Or whatever.
In 1989 I decided to try short-circuiting the default fantasy
assumptions by establishing a few very conspicuous signposts that
would never let the players think for a moment that they were in
Fantasyland. I designed a setting for my campaign in a tropical
archipelago on a world where there are no plains, and therefore no
horses. I made the prevailing racial type like Malays. I replaced
elves and dwarves with merfolk and flyers. I put in Greek costume,
luxurious public baths, a diet based on rice. Placed military
supremacy in the hands of bourgeois infantry. The players actually
found out what powers a wanax and an episkopos had in
teh setting, instead of assuming that they knew what a count and a
sherriff are. And they didn't get the feeling that I was doing
something that felt wrong for undefinable reasons when the main
political factions turned out to be contending of the issue of
whether the position of hegemon ought to be hereditary or
elective.
It worked very well, and I am still using the setting.
-Brett