RC wrote:Honestly I never really saw the point of combining Kara-Tur, Al'Qadim and the rest of the crap into one setting. While a lot of people like ninjas and stuff, almost nobody wants to have ninjas travelling with full plate armored knights, cleric crusaders and Arabian sailors.
Mixing settings generally produces crap for storylines. Since you've got a bunch of guys from the other setting with essentially no background and no connections.
On the other hand, having only one culture in a setting in which it's fully possible to teleport across the world three times in one day seems a bit unrealistic. Everyone has a background and connections, and if they can run halfway across the world to get away, so can their 'background and connections'.
The games that I'm currently running:
Game 1:
An amnesiatic time witch from southern California hangs out with a ex-Buddhist psionic bodyguard whose life-shaping events all happened in India and China; a self-doubting technologist ex-cop pervert from the East Coast; a Sea Elf wizard from the world's evil twin (think South Pacific Islands); and a pair of gith-style elves from the world's Third Age, some 13,000 years ago (Atlantis).
Game 2:
A psionic barbarian from a magic-hating (Viking-style) dwarven city in the mountains finds his way into the nearest non-dwarven city (culturally American Frontier) and meets up with a local herbalist/druid, a gunslinger and a scientist from the distant south (Rome), a haunted soldier from an army on the other side of the continent (Turkey), and a bard from the pirate-infested coastline to the south (Arabia).
Game 3:
A griffon-riding Halfling bounty hunter that grew up in a Gnomish mountain community (he hasn't heard of Kender, or he'd claim to be one) gets trapped underground with a pirate-born ex-gogo dancer turned demon-tainted whip-wielding dominatrix, an X-games-oriented elven thrill seeker from a very Americanesque culture, and a bard who knows nothing of her past except that she's Lost Her Groove, and wants it back.
(They Fight Crime!)
The story doesn't come from the setting, the story comes from the characters, their interactions, and their decisions -- none of which need to be informed by a specific culture or idiom.