Setting premises #3: Reality plus marvellous intrusions & inventions

Back in the thread Episode 126: The friends you leave in shallow graves Our Roger posted

The variety in Our Roger’s examples illustrates the fact that this scheme of settings overlaps with a choice of genres on each side. On the realistic side (where the PCs typically originate) you can have an espionage, military, criminal investigation, academic, criminal, adventure, or family-drama frame. And on the irrealistic side you can have a gothic-horror, cosmic-horror, science fiction, or weird-story conceit. (Neither list is exhaustive.) I’m going to refer to the setting in real-world history and geography, and the natural (if sometimes not strictly realistic) background of characters before they encounter the irrealistic as the “mundane” half of the campaign premise, and the Bell-Westian¹ conceit as the “marvellous” half.

When theorists and critics discuss fantasy they often distinguish “high fantasy” as being set in a wholly fictional world that has no substantial connection to mundane geography, history, societies etc.. And fantasies connected to the mundane by a flimsy conceit that they are in the distant past (e.g. Tolkien’s Middle-earth, Howard’s Hyboria), the remote future (e.g. Vance’s Dying Earth), or on a planet distant in space (e.g. MZ Bradley’s Darkover, E.R. Eddison’s The Worm Ouroboros) may be included in that category or classified a science-fantasy. Fantasies that have settings in or characters from the mundane world are commonly divided into three categories: portal fantasy, intrusion fantasy, and wainscot fantasy. In portal fantasy characters from the mundane world go somehow to another place or plane where fantasy elements abound (e.g. The Lion, the Witch, and the Wardrobe). In intrusion fantasy fantasy thingies come somehow from another world or plane into the mundane world. Wainscot fantasy supposes that fantastic or horror elements such as wizards (e.g. Harry Potter) or vampires (e.g. Anne Rice’s “Vampire Chronicles”) have been here all along, in hiding or disguise.

Consideration of SF and cosmic horror alongside the fantasy and gothic horror will quickly discover analogues to high fantasy (in a far future where contemporary Earth culture and recorded history have faded into insignificance, in a galaxy far, far away etc.), portal fantasy (space opera and planetary romance in which the protagonists come from a recognisable Earth), intrusion fantasy (alien visits and invasions), and even (though rarely) wainscot fantasy. (In Edgar Pangborn’s wonderful A Mirror for Observers Martians have been living among us for centuries, in disguise.) It will also discover the “history of the future” settings, which develop a fictitious future setting that is clearly and relevantly derived from the mundane world but supposes that it has been changed substantially by the development of technology and the advance of time. And besides those it will also discern the “wonderful/terrible invention” subgenre, a significant addition to the gamut of wonders for Bell-Westian reality-plus.

It seems to me that the main attraction of a “reality plus” setting is that it takes maximal advantage of Ken Hite’s Dictum¹: “when you devise a fantasy setting, always start with Earth: it’s the most detailed and consistent, best-documented, and most thoroughly playtested setting of all, and it has the best maps”. Portal fantasy and portal SF (such as E.R. Burrough’s Barsoom), future-history SF, and alt-history with a radical divergence or an early divergence point have their compensating charms, but do not allow players such varied and well-rooted characters, and do not allow adventures to take place in well-detailed places and over such well-established geography. Bell-Westian “reality plus” consists substantially of marvellous intrusions, wainscot marvels, and marvellous inventions, where the marvellous can be fantasy-based, science-fictional, gothic-horror, cosmic horror or whatever irrealis you care for — even blended or ambiguous if your reality-suspenders are elastic enough.

From Our Roger’s anecdotes I gather that he tends towards plus-ups to his reality that involve him in considerable world-building behind the scenes. That is, not the sort of world-building that produces material that the players have to get over as a barrier to entry before character generation, but rather of elements that the PCs will discover through play, revealing a consistent big picture. Any “reality plus” that involves a wainscot society or big conspiracy calls for that society or conspiracy to be designed before it can be discovered. (Attempts to make those things up on the fly seldom pan out well.) But even the “marvellous inventions” subgenre calls for work sometimes: Our Roger had to devise the magic system quite carefully for his “magic is discovered during WWII” campaign.

One step away from the necessity of doing at that work is a campaign that is blessedly free from any big picture. Back in the half-forgotten days of my undergraduacy at ANU I ran two campaigns set at Walpugis University (the sort of shabby university at which Professor Challenger or Indiana Jones might have been able to get tenure); the first was set in the 1920s and involved episodic encounters with lost colonies of Classical civilisations in the Congo, revivified mummies, the Ark of the Covenant, a Frankenstein’s monster in the medical-school basement, an expedition to Maple White Land, a vampire, and other such pulp and horror staples; the second was set in the 1950s and featured sci-fi based marvellous inventions and discoveries, such as a lightning cannon, a zombifying fungus, alien artefacts in an archaeological dig, a Neanderthal on the football team, giant ichneumon wasps parasitising the undergrads etc. — all constituting dangerous irruptions disordering the world and having to be destroyed, or else irreproducible one-offs without important consequences. On TV in the 1960s to 1970s “spy-fi” genre featured serial encounters of intelligence-agent protagonists with sci-fi inventions, each a one-off innovation, none upsetting the status quo of heroic normality.

As a further step away from strenuous world-building you have campaigns of serial adventure in which “reality-plus” marvellous intrusions and inventions are included along with merely heroic adventures. This was far from unknown in adventure and pulp stories before the genres of mystery, espionage, fantasy, horror, and scientifiction established their standards, in about the 1940s. For example Sherlock Holmes has scores of adventures that are mostly in heroic reality, and then in The Adventure of the Creeping Man we get a science fiction premise. Leslie Charteris’ “The Saint” has I think over a hundred adventures in heroic realism, among which there stick out two stories about inventions of SFnal weapons and (I think) one about transmuting base metals into gold. Furthermore, I’m going to suggest that Raiders of the Lost Ark implies that Indiana Jones had a long career of adventures in heroic realism before his plus-up with the honest-to-God Ark of the Covenant, and that Kingdom of the Crystal Skull cheerfully chucked any consistency of his irrealistic premises to what winds (where, in my view, they belong).

Have any of us run or played in “reality plus” campaigns where consistency of the big picture was not a consideration? What about R+ campaigns in which “realistic” heroic adventure was intermixed with marvellous intrusions, inventions, and discovery?



¹ In my view Bell-Westian “reality plus” is a sub-category within Ken-Hitean “start with Earth” settings. The Ken-Hitean setting in general may have started with Earth and then wrought drastic changes to it, as including post-apocalyptic settings and divergence-point alternative-history. The Bell-Westian setting specifically has left everything up to the beginning of the campaign as it is, at least to the extent that characters can have well-developed background and places in the world based on substantial research.

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Are you not just describing urban fantasy?

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I don’t think so, though there is overlap. Some of what I am describing is science fiction (not fantasy at all) or horror (only considered fantasy by a definition that I would quibble with). And some of it is not urban, but set in rural and remote areas, or at sea, or in expeditions to unexplored places such as Antarctica, Maple White Land, or Darkest Africa. Lovecraft’s “At the Mountains of Madness” and Doyle’s “The Lost World” are reality plus but not urban fantasy. And urban fantasy is not in my understanding restricted to premises in which the characters grew up and are based in reality without the plus-up — it includes settings where the fantastical elements are well-established and have pervasive effects. I would call Randall Garret’s “Lord Darcy” stories “urban fantasy” but not “Reality plus”. The same for Cast a Deadly Spell.

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No you’re right - I’ve always kinda thought of Urban Fantasy as an equivalnet of Low Fantasy. So excuse me, I’m wrong :slight_smile:

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Well now I have thoughts about that. Ignore the portal side for now, because I’m talking about adventures that take place substantially in the real world. Both intrusion and wainscot have as an underlying premise that the world will carry on being recognisable to the majority of people once the story is over: the cabal of vampire wizards is still out there, or they got taken down in a way that didn’t reveal their existence to the world. The invading Thingies were suppressed by a class of Japanese schoolchildren lighting candles and chanting. There’s an obvious practicality here: you can use the setting to tell another story and still base it recognisably in the real world.

But wainscot in particular doesn’t convince me for the long term. People are just really bad at keeping secrets, particularly when they think they could get some social status from blabbing. And I know one answer is “the magic is there in what we call science and technology”, but science and technology aren’t magical black boxes to me, I understand a fair bit about how they work, and while I may have the long grey beard I’m not a… all right I am a wizard but as a result I know even more that tech and magic are different things working by different rules.

But anyway, my actual point is that I don’t find “there has always been secret weirdness” very plausible. So instead a few times I’ve run a subset of irruption: as the campaign starts, the PCs have weird powers but they probably don’t know anyone else who does because weird powers have only recently come into the world. The weird powers give them a leg up on their “reality” job, but increasingly they come up against foes who also use those powers (in part because power vs not is an overpowering advantage if you’re smart). And sooner or later that is going to get out: the Irresponsible & Right campaign ended with the world having seen footage of Soviet paratroops setting up gates to teleport tank divisions into the rear areas of the last Nazi holdouts, and the establishment of a Royal College of Magicians. That world’s 1950s are going to be wildly different from our own, but the campaign was set in the 1940s so I don’t have to worry about it.

Also you can get away with really weird and implausible stuff because it’s probably historical. (I have a similar experience with games involving biology: the source says “here’s an alien which does a weird and disgusting thing as part of its lifecycle”, and @DrBob says “yeah, there are 17 species of ant that do that and they’re the normal ones”.)

But I agree that this is a different category: if you dropped into Irresponsible & Right in 1960 you might well say “this is as weird and divergent as The Day After Ragnarok”, but the game I ran was set during the divergence, and that is the point.

Can be wainscot, but I’ve also seen settings in which everyone knows there are vampires and werewolves and stuff out there, but somehow the world is just the same anyway. (This does not coinvince me.)

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No worries.

I’m reminded of comments on I think it was the first edition of Victoriana back in the USENET days (@JGD may remember more and may indeed have said some of them): in this setting you have elves and dwarves and magicians and stuff, and these things have been known for centuries; and you have miraculous steam technology; and somehow you have a Victorian England where human society is exactly the same as the one we know.

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My most-resented example of that sort of thing was Castle Falkenstein, in which not only were there dwarves and elves and so on with prominent roles, but the Rhine Valley was a gulf of the sea extensive enough to give Bavaria a sea-coast, and yet European history had worked out just the same to ca. 1870. Excuse me! How did Caesar bridge the Rhine, or Domitian organise the province of Germania Inferior? Where was the kingdom of the Franks? Who sailed up the Medway and burned the English fleet? Where did William III come from? How did Napoleon invade Prussia and how did Blücher’s troops get to Waterloo? And who was doing atrocities in the Belgian Congo?

My friends and I were dong a rotating-GM thing, and every time it was my turn in the chair my chief villain was a particular unseelie Fairy king, back time after time with fiendish plots to raise the Rhine.

But anyway, Castle Frankenstein doesn’t meet Our Roger’s criteria for “reality plus”: its world is not recognisably ours, but is clearly an alternative world.

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There is a certain amount of that you can ‘handwave’ to some extent, because the answer is just because A didn’t do something (because of whatever changes you’ve made to the world), it is entirely likely that B did it instead. So to use your example, Caesar didn’t bridge the Rhine but he got around some other way and history more or less happened the same way, at least similar enough that without a book or a setting giving a complex history or socioeconomic lesson, it appears the same.

But I agree that you can only push that argument so far before you start to think ‘oh come on!’

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Yeah, but in this case whoever does it has to get around through, what, (modern day) Austria and Czechia, and everything north is going to be on a longer supply line and cost more and other conquests are going to look more attractive to Rome.

I think a lot of this relies on “it’s cool, don’t think about it too hard”, which can be OK in a book but in a game I don’t get to tell the players that. I want them to think about the setting and find the fiddly corners.

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Thanks for the thread. It made me realize that almost all the campaigns I have run somewhat successfully in my GM-ing days (way back when) were set in some reality plus setting. Because it turns out it is far easier to describe a setting that is as detailed as reality and if one only has to manage the small number of changes to the setting and keep them consistent.

I may be in the GM chair again before too long, as I hope our re-formed group will soon tire of Deadlands (I so dislike the game’s mechanics) and our current GM might hand the baton to me at that point.

So this is food for thought because I have a bunch of untried/exciting systems at home and most of them are not reality plus. But it seems it might be a wise choice for me in particular to go down that route again because I did best with such worlds in the past.

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My pleasure!

I used to run a lot of material with elaborate world-building. It was pretty successful and rather fun — I enjoy world-building and have put a lot of work into it. But for quite some time now I have found it difficult to recruit players, and now realise that reading and learning a setting brief is a barrier to entry that is costing me more prospective players than I can afford. So I’m dirching the elaborate world-building and going back to Reality Plus. I’ve found it much easier to recruit players for, and have had success in running, James Bong 007 set in the classic Fleming era, but I’m not fond of its conventions and find it rather limited, so I’m making a move towards Indiana Jones.

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Isn’t this just PCs chilling out, then getting the munchies?

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Another approach to this that seemed to be nodded toward in the later Falkenstein book about the faeries is that the world was constructed to be the way it is when play begins and that figuring out what’s going on with that can be part of the game.

I adored Falkenstein when it came out and I’ve never managed to run it and one of the most disappointing parts of it as I’ve stared at it over time is that it is badly concealed portal fantasy and it kind of wants to be played by having folks from our world go into it chasing Tom Ollam.

Portal fantasy with a puzzle world could use inconsistencies like that but rarely does.

I didn’t get that impression and just saw the guy from our Earth to be a POV character and bridge between our modern world and sensibilities to that of Falkenstein. But I’m not saying you’re wrong.

The great thing about portal fantasy is that it puts exploration and discovery front and center. The GM can expose the players to the cultures and geography of the world gradually without expecting them to understand these things before even making a character. Players can then play natives if the need a replacement PC and/or for the second campaign in the same world.

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If a world has a puzzle, then as a player I want the game to be at least in contact with the puzzle. This is a minor irk of Blades in the Dark for me: guys the sun has gone out, don’t you think that might be slightly more important than “my gang is cooler than your gang”? No? Just me then.

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But you can’t do anything about the sun, so you focus where you can have some agency.

(Come to think of it, this could explain a lot of inexplicable sociopolitical behavior.)

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Yay, you can be the richest deep-frozen corpse.

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In 2024 and the first half of 2025, I ran “Cold War Pulp” which was intended to be “reality plus” with a wide range of different kinds of weirdness emerging into the world. My intention was that this should not be terribly consistent, to make it easier to run. I found that I’m better at consistency than I am at having a wide range of causes for adventures that are reasonably concordant and feel like parts of the same story.

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I asked “Where does the food come from” and was told not to bother about it. That’s a problem when the characters are economically motivated criminals. I might suspect that the game author has never found themselves on a tight budget or in financial difficulties.

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