What is *worldbuilding* for?

RedShirtNo5.1

Explorer
NotesImprovised
In response to player actionsGygaxian - read notes in response to player actions? - improvise in response to player actions
Before player actions? - read notes in order to provide framePemerton? - improvise in order to provide frame
 

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RedShirtNo5.1

Explorer
What notes?
Yeah, color me confused. I assume that when you pull out your old Greyhawk material and tell them they are in Hardby, you are reading notes to generate the framing. Maybe you disagree that they are notes because someone else authored them? Maybe you disagree because the party being in Hardby is not part of the framing? Maybe you pulled out your old Greyhawk material but didn't read it? I don't think it's the last one.
 

Not unplayable, just more likely to die and not have an even chance on the field. You needed two 15s or higher for that.

Lots of people skipped or changed a lot of things back in those days. We sure did. :)

But again, this wasn't about what people DID, it was about what works. NOTHING about characters with less than two 15s makes them anything but very marginally less survivable. Sure, if EVERYONE ELSE ALWAYS rerolls every other character then you might feel like you should too, but that doesn't mean it was ever necessary, or even particularly desirable. Again, the AVERAGE (without rerolls) of Method I is 16, 14, 13, 12, 11, 9 or something like that. I consider that a very fair and excellent character which I would choose to play.

You can play any way you like of course, but what is the point of even rolling at all if you just reroll anything that isn't already above average? This is in fact EXACTLY what led to the logic of 3e's point buy, which is the direct ancestor of 4e's point buy (both of which produce just about the same array as above). If you are just going to roll again anyway if you have slightly bad luck, then its really pointless. I'd just call it powergaming to hope you get some crazy good result. I once had a high level character that started out with two 18s and a 17, which was darn handy, but that happens once, even with Method I (which is probably what we used, I don't recall, but I think Method IV is the only other one I ever sanctioned, Method III is ridiculous).
 

Lanefan

Victoria Rules
Well, given that most of my analysis is highly derivative of Ron Edwards, Vincent Baker, Luke Crane, Christopher Kubasik, Eero Tuovinen, and probably others I'm forgetting to name (Robin Laws in some moods would be another) ...
The very fact that you've even heard of most of these people tells me you take RPG game-play theorycraft far more seriously (to the point of, dare I say, way too seriously) than probably 95+% of the rest of us. :)

It's just a hobby, done for fun...or so I thought.
 

hawkeyefan

Legend
These remarks seem oriented towards a style of play which is (in a broad sense) puzzle/mystery solving - CoC adventures can be like that, where if you don't solve the puzzle then you lose the adventure (in the sense that you can't continue) - or, alternatively, which is about playing through the pre-established story.

In an approach to RPGing in which there is no the adventure or the module, then it doesn't matter if the map is found or not. I think there are two main sub-types of such an approach. One is Gygaxian dungeoneering - if the PCs never find the map, then they don't get whatever dungeoneering opportunity it would provide, but that doesn't stop them sacking other parts of the dungeon and earning their XP.

The other is "indie"/"story now" style - where the significance of the map being hidden isn't because it is a puzzle-solving challenge, nor because it is a clue to get from A to B, but because something in the dramatic essence of the situation or the characters calls for a hidden map. If the map is discovered (eg by a successful Scavenging or Perception check) then that particular dramatic need is satisied, and things unfold one way. If the map is not discovered (eg because a player never finds his/her PC in a fictional context that allows the framing of a check to find it; or because a check is made but fails) then that dramatic need is frustrated, and the resulting complications lead to things unfolding a different way.

Well, my choice of words may have been a bit extreme in that "you can't win" or anything. But given how early modules were presented, it's odd to me to potentially exclude any of the potential action due to the presence of a secret door or something similar. I think some modules did this, and that that design choice has led some GMs to play in a manner to adhere to what's written or been determined beforehand even if it means play grinds to a halt.

I was commenting on that phenomenon and how its informed play since by some GMs. I think you took my comments and created a binary situation where none exists.

For me it will depend on the adventure.
For instance, at my table the PCs failed to solve a riddle of a planned were-terrorist attack within a city. They did not solve the cipher-poem in-time and the attacks occurred resulting in the killing of civilians, the destruction of an inn and were not able to capture/slay The Hound (the legendary mastermind leading the lycanthropes). I'm absolutely fine with that as the PCs met interesting NPCs, established a network within the city, dealt with the aftermath and obtained a few clues about the lycanthropes...etc. It also created a re-occurring villain for down the line.

I'm far less inclined to have PCs spend a session searching a manor for a map and coming out empty with nothing to show for it.

Sure....this is the approach that I think most GMs and players woudl kind of expect. Not that they will be free from failure. Just that all situations are dynamic, and succeeding or failing is ultimately just going to lead to the next steps in the story.

Your last line is what I was talking about. Wasting play time on what is really a minor goal rather than moving things along to more worthwhile play.

I'd rather be doing the first, but I accept as a part of the game that there's going to be times when I'm doing the second.

And, if the party's just walking around the cleared dungeon waiting to roll high enough to find the secret door then we're doing it wrong. We should instead:

- map the place out and look for any "missing" areas or out-of-place dead ends, then focus our search there (ideally we did the mapping already, during our initial exploration of the place)
- bring to bear any and all divination and detection spells and-or abilities we have access to
- think back on any odd behavior by the dungeon occupants that maybe we ignored at the time - could they have actually been defending a secret door that we never bothered to look for?
- trash the place, if we haven't already - maybe the door we're looking for is simply concealed behind a tapestry or buried under the manticore's bedding straw

And if all else fails, abandon the mission and go find another one. :)

Lanefan

I realize I said "walking around waiting to roll high enough" but I honestly meant all those things you listed. Mapping, divination or detection magic, skills.....all to find a door. For me, that's not how I want to spend my time at the table, and the players I play with agree, so I don't let my game get bogged down in it. It's just not fun compared to most of the rest of the game.

I re-purpose a lot of published material, and if I encounter anything like this that will slow things down to a slog for some minor detail like a secret door, then I simply change it.....the door's not secret or whatever.
 

hawkeyefan

Legend
What disconnect?

Obviously framing a scene with a tower establishes setting. My point is that it is not pre-authored. It occurs on the spot as part of the ongoing back-and-forth between players and GM.

This relates back to a reply upthread to [MENTION=6785785]hawkeyefan[/MENTION].

One consequence of pre-authored setting is that the GM may (frequently does, I believe) use it to declare actions unsuccessful based on secret considerations of fictional positioning. (This is what the map example has mostly been about.)

Another is that the pre-authored setting reflects the GM's conception of the concerns/themes/direction of play. As I posted just upthread of this, the idea that there is no interesting difference here strikes me as no more plausible than the idea that conversing with a friend is no different from reading a script to them.

What about a third option? Where the person actually has plans with their friend and thinks ahead of time "I've got to remember to ask about the family, and work, and if he's had any chance to play D&D". And then introduces those topics that are known points of interest to the friend, and then they discuss them.

Conversations aren't always this purely spontaneous occurrence. And to be honest, when they are, they can be crappy. Everyone's bumped into someone unexpectedly and not had anything to say, and then later on realized "oh I should have mentioned X". Sometimes, preparation is good.

Same with a game.

As for the disconnect....there has clearly been some confusion, no? I don't really want to speak for [MENTION=6688277]Sadras[/MENTION], but I don't think it was hard to realize s/he meant the apparent disconnect about framing versus pre-authorship.

If I had to guess, I think perhaps this may be most relevant at the very start of play, before the GM has player action upon which to frame what follows.
 

The adventure might in fact have no function in the overall story arc at all, but instead just be a side quest or even a red herring. Doesn't mean playing it through will be any less fun in the here and now.
This is true. There are a few things about that of course. Some games are more focused on a specific story arc or maybe the players have a desire to focus mostly in a certain direction, in which case they would at best spend a brief time on a side-quest. Now, it might still be worth several encounters. It COULD be a red herring and yes it might not be dull to play through. Again, depends on exactly how focused the players are. Some games are also just not mechanically well-suited for undirected play, others are.

The Tibet scene in Indiana Jones was obviously important enough to that story that they bothered filming it and having the actors play it all through rather than just have a character relate it as exposition at some point.
Right, and it might well be important enough to play through in detail in a game too, or it might be left as a single quick prefatory SC. I doubt it would be an interlude, although I guess you could play a game like that as long as the players are comfortable with almost no mechanics, since interludes in my game are diceless.

So for a similar scene in a D&D game, I'd say play it through in detail. Don't just reduce it to a skill challenge, as that kinda cheapens the whole thing. Play out the combat, play out the role-play, play out the exploration (though in that particular scene there really isn't much) - in short, take the time!
But this is the point, time is different in a movie and an RPG. It could be different in different RPGs. There's no one-size-fits-all answer. IME the most interesting stuff is the stuff that speaks most closely to the player's concerns, so I don't usually spend a lot of focus on other stuff unless people decide it really is interesting enough for them to start incorporating it into their story arc. Movies are 2 hours or so long and have a 'rhythm' they want to keep of rising and falling action, so each scene is tailored to that need. In Raiders of the Lost Ark it so happened that the scene in question worked well as an early bit of rising tension. In an RPG it might have mostly come across as a long digression, though I suspect at least the action part would have been played out. Remember, even the movie had travel vignettes and things, there are definitely things worth leaving out of play at the table, or minimizing.

I don't think this is your intention, but when you describe this it comes across as though you just want to blast through the campaign and get on to the next one.
No, but endless weeks of shopping and chit chat aren't really my main style. I think if you look at the techniques of the really talented GMs you'll see that they all spend relatively little time on this kind of thing, and mostly get at the action of the game, the meat of it. Now, depending on the game, that might be combat, spying, or something completely different.

When pemerton describes a skill challenge from one of his games he makes it sound very complex and involved and time-consuming, but my reading of the 4e DMG along with some adventure modules gives me the impression that a skill challenge would normally be pretty fast at the table - a goal is set, the players state how they're approaching it and what they're doing, the dice are rolled (and then adjusted or rerolled based on how the players make use of the mechanical benefits of their PCs), and the DM tells them how they did. If you're saying you could boil the main action of a whole adventure down to several skill challenges that also means you could easily do the whole adventure in one session; though likely skipping over a huge amount of interesting detail in the process.
Well, I wouldn't generalize TOO much on the length of an SC. You can do short ones, or long ones, but I think a complexity five 4e SC is likely to take a while. It requires a setup, at least a dozen checks, each with a transition of the narrative significant enough to warrant using a different skill (at least potentially), an equal number of decision points, etc. Consider a 5x5 by 5 round combat (the nominal 4e combat) requires something like an hour and will have probably about 30 attack rolls and maybe 5 saves. So a complex SC should take 30-45 minutes, though some might be shorter and a few longer.

I would think an adventure spans at least a level usually, and in 4e that's probably around 7 or so encounters, maybe 2 sessions. If it was all SCs it would probably be at least 4 to 6 hours of encounter play. None of this counts outright exploration. HoML considers exploration either part of an SC or possible an interlude.

Quite the opposite to my stance, which is that if I can take something relatively trivial such as finding a map or crossing a desert and make a decent playable adventure out of it, I will.

So - the ongoing story has somehow determined there's a map needs finding in a mansion? OK, that mansion's about to become a full adventure site; and out comes Tegal Manor... :)

In other words I'm looking for interesting and fun ways to keep the campaign going longer, not to make it shorter.

I find that I'd rather get the thing moving. I don't want to hurriedly end it, but I don't need a given campaign to run for many years or something. If it did then it would probably consist of a number of largely disconnected story arcs, like mini-campaigns. I can come up with new material pretty easily, I don't feel like I need to milk what I have. In fact I've got YEARS, maybe DECADES worth of ideas and locations stored up in my notes, my brain, etc. I could fire off a new campaign a week if I had the time and energy.
 

Ovinomancer

No flips for you!
What about a third option? Where the person actually has plans with their friend and thinks ahead of time "I've got to remember to ask about the family, and work, and if he's had any chance to play D&D". And then introduces those topics that are known points of interest to the friend, and then they discuss them.

Conversations aren't always this purely spontaneous occurrence. And to be honest, when they are, they can be crappy. Everyone's bumped into someone unexpectedly and not had anything to say, and then later on realized "oh I should have mentioned X". Sometimes, preparation is good.

Same with a game.

As for the disconnect....there has clearly been some confusion, no? I don't really want to speak for [MENTION=6688277]Sadras[/MENTION], but I don't think it was hard to realize s/he meant the apparent disconnect about framing versus pre-authorship.

If I had to guess, I think perhaps this may be most relevant at the very start of play, before the GM has player action upon which to frame what follows.

Not had a lot of time to respond lately, and I'd like to get back to a few posts, but, for now:

I think another part of the continued disconnect is that [MENTION=42582]pemerton[/MENTION] isn't really adverse to pre-authored material so long as it's presented as framing and not as part of action resolution. Prepping an encounter map or a villain (his naga and the elf in the desert come to mind) are perfectly fine, so long as their introduction is open and such things are not used to negate action declarations. He's not ever been clear on this, though, so I might misunderstand him once again.

To your main point, I'm much better at running a game that engages player actions with at least a framework to rely on. A few notes about main points usually suffices. I can usually predict what my players will do (within reasonable boundaries) so I can aim my prep at making sure I have a backbone of possibilities to model my resolutions on. Quite often I go very far "off script" due to play, but I find I'm much better at doing so if I have a framework in place than if I'm just winging it altogether. Providing consequences that hang together and have coherent impacts are easier for me if I have put some thought into the general shape of things beforehand.
[MENTION=42582]pemerton[/MENTION] seems to espouse a gaming philosophy that is much in line with the concepts of improv acting: don't negate another's input, build on it. "Yes, and" is the touchstone. [MENTION=42582]pemerton[/MENTION]'s approach differs really only in the use of mechanics to adjudicate some actions, those that touch directly on the stated focuses of the characters, but, even then, the "Yes, and" holds some water as the action is always validated, it's always employed, with the results adding to that action rather than moving away from it.

And, much as with improv, this isn't something everyone likes or is good at. Many actors use improv as a technique to improve their craft, but then go on to primarily do scripted parts. This is because scripted parts do a better job of being coherent and impactful on average. Not to say improv can't do this, it certainly can, often in surprising ways, but scripts are usually better for this impact. It's a bit different in RPGs, as all RPGs have improv traits, but [MENTION=42582]pemerton[/MENTION] advocates a style that skews much more heavily towards that end of the spectrum. I think the problem with most of the threads that this comes up in is that [MENTION=42582]pemerton[/MENTION] looks at everything from the lens of improv being better at getting to what he likes and that means that he has trouble looking at games with more scripting (prep, worldbuilding, secret backstory, whatever) and figuring out what people get from that. This is apparent in his responses, especially those that drift towards blanket statements that everyone can play his way and that players will come around to liking it if they try it. That's not so, just as not all actors like improv, or can even do it well. There's a reason improv theaters aren't the majority, and it's not the inherent superiority of improv.

I guess the wrap up is that players can be both actors in the game and the audience for the game. And how the story unfolds can appeal to different players according to where players fall in those camps. Some players love being the actor, being the focal point of the story and having everything engage them and nothing that constrains that engagement. Other players are more situated on the audience side -- yes they act, but they're mostly there to be entertained, to be part of an entertaining story, and they're not nearly as interested in acting on that story as having the story act on them (as audience members do). Neither is better or worse. Both can be fun. But it's important to realize the difference as it answers the OP question of what worldbuilding (prep, secret backstory, scripting, whatever) is for -- it's to engage a player type that is different from the type of player [MENTION=42582]pemerton[/MENTION] is.
 

The question I tease earlier is: why does it matter when the GM does so rather than anyone else?

Unless you're playing with telepaths who can also see your notes, players don't know the source of a piece of the setting. If they see a giant fey tree filled with sprites at the edge of their vision, they have no way of knowing if that tree exists because they failed a travel check, if it's a random encounter from a table, if it's a planned encounter prepared by the GM, or if it's a scripted encounter part of the pre-published module. The different illusionary. And irrelevant to the players so long as they have a choice with how to interact with the tree. That's what matters: the freedom for players to choose how their character interacts with the elements of the adventure.
The source of the world details has zero impact on session itself.
I completely disagree with this! The whole tenor and content of a pre-authored setting and adventures is different. First of all the framing is decidedly controlled by the author and isn't particularly adaptive to the wishes and needs of the players at the table (unless they helped author it, which I've actually done with a group twice, but even then much of the same issue arises). GM force is likely as there's a high investment in the material, etc.

In fact I would say that these are almost two diametrically opposed types of game.

After reading several of your threads over the years, I don't think anybody looks at RPGing just like you do...

Depends on how much we split hairs. I certainly understand, appreciate, and largely utilize many of the same techniques, as [MENTION=42582]pemerton[/MENTION]. I think I look at it in a similar way, and I think there are at least 2 and maybe more other posters who do as well if I'm not mistaken. Given that an entire branch of the RPG tree seems dedicated to games that cater to our needs, I'm not that worried that we're ALL THAT out there.
 

RedShirtNo5.1

Explorer
I think another part of the continued disconnect is that [MENTION=42582]pemerton[/MENTION] isn't really adverse to pre-authored material so long as it's presented as framing and not as part of action resolution. Prepping an encounter map or a villain (his naga and the elf in the desert come to mind) are perfectly fine, so long as their introduction is open and such things are not used to negate action declarations. He's not ever been clear on this, though, so I might misunderstand him once again.
I think Pemerton's reply to me is a categorical denial that he uses pre-authored material for framing.

Maybe he takes the position that any content generated in response to player input isn't pre-authored? Like if the player says "my character has a grudge against dragons" and the GM then goes and stats out Carlyxiarus, the white wyrm, and maps out a lair and creates some minions that could interact with the party and eventually lead to the dragon. I would certainly call that pre-authored GM material, but maybe Pemerton wouldn't.
 

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