There are a number of really unique settings out there, but Low Life by Andy Hopp of Mutha Oith Creations (and the kickstarter for the redredged version) has to be one of the most unique that I’ve come across. I did a G+ hangout and video interview with Andy to talk about what it is like to run really unique settings and some of the challenges that can come with them. Check it out here:
What are the most unique settings or elements of settings that you’ve run? How do you get player buy-in to off the wall ideas?
Looks like I have a new game on my wishlist, as bizarre as it is. I don’t know how much I will even like the setting, but it’s so far divorced from everything else I have seen, part of me says it’s worth funding just because it’s unique. I see the point of it being a hard sell, especially as a DM trying to run such an alien setting. Any insight as to how the game actually plays, John? Being a Savage Worlds derivative, I imagine it’s pretty solid, but the world proper is both the reason I don’t want to run it and the reason I want to buy the game, if that makes any sense.
It’s a very fun setting actually and was pretty easy to play in. The disconnect from the familiar tropes of most game settings is very freeing. The game that I was in played very well. It was very narrative driven, with the system there to back up things that needed dealt with mechanically. The game we played was less combat oriented than other savage worlds I’ve played and it was very open to what the players attempted. I think a game like this (or any setting that doesn’t fit the standard tropes of a gaming genre) is going to be heavily dependent on the Game Master.