John and I were talking recently about Exalted, a game that Austin has a deep and complex relationship with, that I have never cared for or about. I was trying to hash out what my problems with it were, and we stumbled on something I think is interesting. What follows may be rambling.
Other people have talked about implied setting before, notably Ryan Macklin. The short version is that there are two ways to communicate the setting of your game to the potential players: one, stated setting, is by outright telling it to them (“The Order of the Basilisk was formed in 1132 by the archmage Rowan Farlight, to counter the forces of the warlord Grum…”) and the other, implied setting, is by hinting at it through bits of the game’s content (“Spell: the Basilisk’s Eye. When you cast this spell, anyone loyal to the warlord Grum glows with a faint aura visible only to you…”).
What I want to talk about, though, is a distinction that is related, but different: the distinction between living setting and calcified setting. ETA: by living setting, I mean setting that is amenable to addition, typically through play. By calcified setting, I mean setting that has a definite canonical form that does not admit of change.