What is *worldbuilding* for?

prosfilaes

Adventurer
It's very little like real life. In real life I can, for instance, try and find foot prints and draw inferences from those; or try and dig up a new witness who might know something; or try and outwit a suspect through a clever interrogation.

In a RPG, though, the "world" has no independent causal power. So - in a "hidden backstory" game - if the GM hasn't authored any foot prints, there are none to draw inference from. If the GM hasn't authored any further witnesses, there are none to find. If the GM doesn't find my interrogation sufficiently clever or threatening or overbearing or whatever, then I don't outwit the suspect.

So, exactly the same as real life but with "the world" replaced by "the GM"? In real life you can try and try to find foot prints all you want, but if they aren't there, they aren't there.

I'm not saying that this is or isn't fun, but I think it's clearly not all that agentic on the part of the player. The player is not establishing the content of the shared fiction; s/he is learning it by triggering narrations on the part of the GM.

So tossing questions at someone and getting responses back is totally different agency-wise if you're tossing questions at a suspect or a GM playing a suspect? That's close to the closest an RPG can come to literal realism.
 

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Sadras

Legend
Well, I personally don't like "hidden backstory". Clearly plenty of D&D players and GMs do.

I guess, for me, the hidden backstory provides the 'mystery and adventure' I would desire as a player. If its just all part of a collaborative creative process amongst players and DM then it is far less mysterious. The challenge and enjoyment for me is to uncover the mystery AND survive the adventure.
It seems like the challenge in your adventures (and I do not mean to sound disparaging) is to 'win' on the skill challenge for the story (collaborative narrative) to be true AND survive the adventure. There is no mystery to be discovered, but the 'yes but complications' which need to be overcome. Again, do not mean to insult here.

I don't necessarily think that the hobby is better served by having less hidden backstory in RPGing, but I do think it is better served by actually recognising, in literal rather than metaphorical terms, how various techniques work and what sort of play experience they might deliver.

Agree.

I think this helps break down ungrounded misconceptions: eg that the action declaration "I search the study for the map" is different from the action declaration "I attack the orc with my sword". Of course in real life, looking for something is a very different causal process from trying to decapitate someone. But in RPGing, both action declarations expressions of desire as to the future state of the shared fiction (I found a map or I killed an orc), they can both be declared from a purely first-person RP perspective ("actor stance", to use some jargon), and it's possible to establish rules for resolving either that don't rely on hidden backstory-based adjudication.

So if, in fact, we are going to resolve them differently - the map one by referring to the GM's notes; the orc one by rolling dice - well, it's worth asking why we do it that way.

Because the one is about the survival of combat (the tactical part of the game) and the other is part of the intrigue, the location to explore, the mystery to unravel the puzzle to solve.

Because
we have hit points for combat, but don’t have social points and exploration points for the other pillars. That is not to say I'm not fond of SC mechanic.

Because
that is how the game was originally envisioned. And despite the OP which is an attempt to differentiate between old and contemporary style of D&D – it is still roleplayed very much the same rather than different.
 
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Maxperson

Morkus from Orkus
So does [MENTION=82106]AbdulAlhazred[/MENTION]. The fiction is not open in the framing and resolution of any given skill challenge; the point is that when you refer to a Level 7 Complexity 5 skill challenge, you haven't at that point established any fiction; just as if you refer to a combat with two creatures having AC 12 and 20 hp and AC 14 and 50 hp, you haven't established any fiction either.

Sure you have. You've established the fiction of, "The party will be challenged" and "there will be a fight". The complete detail of the fiction has not been filled in, but some elements of it have been by the very nature of setting those things up.
 

Maxperson

Morkus from Orkus
Agreed except for the "go home and" part: characters are rolled up in front of at least the DM, thank you, if not the other players as well.

But yes, there's a bunch of somewhat generic character archetypes (both mechanical and backstory) that can fit, or be easily made to fit, into almost any game world unless said game world has something odd about it; and one hopes the DM will have made any such oddities clear up front before char-gen begins.

I think he's referring to point buy/array, which are common methods for character generation. If the player isn't rolling stats, I don't really see any portion of character generation that needs to be done in front of the DM.
 

S

Sunseeker

Guest
I run and play Pathfinder because that's what I have and what people are interested in running and playing. That doesn't mean it's exactly what I'm looking for, especially not stock. Maybe some of the people like the epic science fiction fantasy, but would be happy to turn the grim-dark down, maybe way down.
Pathfinder, grim-dark? But that's what I mean, Pathfinder is what generally appeals to you but you'd like some variation. This can be accomplished without writing a whole campaign for you with simply tweaks on whats going to happen at the table.

IE: my DM just ran our group through one of those "hospitals gone meat-locker". I didn't enjoy it in the slightest. But it was a very minor element of the campaign. Everyone's going to go through some elements in a game they don't like.

To start that with "reasonably speaking" is to assume what you're trying to argue. I don't want to open a preformed can of character and dump it into the game world; I want the game world to help define my character, to make him or her feel like a real character in a real world. "Poor farmer kid who dreams of being a soldier" will fit 90% of settings, but I don't want a backstory that fits 90% of settings, that I could have got out of a list of generic backstories on some website.
I think if you stop and look at your past character backstories, that if you were to remove *specific name* and *specific place* and replace them with generic terms, you'd find you had indeed written generic backstories. Doesn't mean you can't be detailed.

I mean, if I were to write a backstory for Frodo, it would be "Hobbit who has always lived at home but dreamed of running off on a great adventure." (because in part, the rest of the non-Hobbit Fellowship were adventurers before they joined up) The adventures of Frodo are what matter in his life story, not the fact that he lived in Hobbiton for most of his life doing normal Hobbit things.

I think you're conflating different things here. There are races that are hard to mesh with D&D rules that aren't hard to play, and there are human cultures that are completely alien to most of our mind sets, but system-wise, they're just humans.
No, I was talking about the world itsself. Some people's world-building is so far outside of system expectations it makes functioning in them difficult.

So it's hard to worldbuild a world for a group. That doesn't make it silly. I also wonder if it's a literal novel, or merely a large collection of reading material, and if the later, how large? I have no idea from this statement how much material you need, and how much is too much.
From what I've seen it is several full 3" 3-ring binders.
 

S

Sunseeker

Guest
Agreed except for the "go home and" part: characters are rolled up in front of at least the DM, thank you, if not the other players as well.
I got over that early into DMing. If people are going to cheat, they're gonna be cheaters no matter where they roll up their character. I review all character sheets before the first session and if I see like, 6 19s I'll tell them to reroll. But honestly, this has never happened.

But yes, there's a bunch of somewhat generic character archetypes (both mechanical and backstory) that can fit, or be easily made to fit, into almost any game world unless said game world has something odd about it; and one hopes the DM will have made any such oddities clear up front before char-gen begins.
That's my point, unless the DM is suggesting everyone make "special" characters, most level 1 characters are pretty generic and it's their adventures that make them unique. It's not like generic people don't have defining parts to their lives, but even those elements are generic. (My house was robbed which made me want to join the Town Guard and clean up this place!)

What about a campaign that'll last over a decade but during that time there'll almost certainly be slow but steady player turnover?
I would honestly advise every DM against writing this. First: most, if not all of the people you start with are unlikely to ever see the end, and if you were to apply that logic to a book or a movie, would you really want to start reading/watching it? If you knew you may never see the end?

My advice is to make no campaign longer than a year. Any campaign that is longer than a year (IRL time) can likely be broken down into smaller campaigns. Even if it ends up meaning that your campaign has 100 campaigns in it. It'll be better for it.

This is my situation, and my answer is to have in place a solidly-built world in decreasing detail the farther one gets from the core adventuring area; with such details of geography-culture-history as an average PC would know or can easily find out posted online on the game's site for any player to read (though whether they ever do or not is up to them). As the adventuring enters or hears of new areas or learns previously-unknown historical information, that gets added in.

Example: for my current campaign, part of the historical write-up is a list of all the past Emperors of the (remains of the) empire in which the game began and is still largely based. Among them are Kallios I (ruled for several decades about 350 years ago) and Kallios II (a shorter reign about 170 years ago)...but it wasn't until some PCs actually met Kallios in the present day and learned he's a not-that-evil Vampire; that he'd been so since close to the end of his first reign; and that Kallios I, Kallios II and the person they're meeting now are all in fact one and the same that I put those particular little details next to his listings. :)

<side note: I'm no novel writer but I think if I ever did write any they'd center on this Kallios guy - so much story to mine around him> :)
To the rest of this, I generally agree.

Props for the line "...open a preformed can of character..." - love it!

That said, something generic is always a fine place to start; which you can then flesh out as the game goes along...and again, I posit that the future story that will arise out of the run of play is more important than the backstory anyway. :)

Lanefan
That's my point. Being generic doesn't mean you have no life, it just means the interesting moments in your characters life are made through play, not before play.
 

Ovinomancer

No flips for you!
Well, I personally don't like "hidden backstory". Clearly plenty of D&D players and GMs do.

This thread wasn't started to serve as a warning or caution. The interest was in analysis of play techniques - there's a common technique of pre-authorship, what is it for?

What I feel created some struggles early in the thread was that many answers offered to that question were metaphorical (eg "The players explore the world") and it took quite a bit of time and effort to get them rendered in more literal terms (eg "The players make moves with their PCs to trigger the GM to narrate to them a certain bit of information which is recorded, either literally or notionally, in the GM's notes").

I don't necessarily think that the hobby is better served by having less hidden backstory in RPGing, but I do think it is better served by actually recognising, in literal rather than metaphorical terms, how various techniques work and what sort of play experience they might deliver. I think this helps break down ungrounded misconceptions: eg that the action declaration "I search the study for the map" is different from the action declaration "I attack the orc with my sword". Of course in real life, looking for something is a very different causal process from trying to decapitate someone. But in RPGing, both action declarations expressions of desire as to the future state of the shared fiction (I found a map or I killed an orc), they can both be declared from a purely first-person RP perspective ("actor stance", to use some jargon), and it's possible to establish rules for resolving either that don't rely on hidden backstory-based adjudication.

So if, in fact, we are going to resolve them differently - the map one by referring to the GM's notes; the orc one by rolling dice - well, it's worth asking why we do it that way.

Whether or not they are two different things depends heavily on (i) what is pre-authored, and (ii) what the goal of play is.

If the pre-authorship is a whole lot of chests with gp in them and monsters guarding them, and the goal of play is to get lots of gp out of chests so as to earn XP, then the pre-authorship doesn't establish the narrative. White Plume Mountain is a well-known module that illustrates this.

But (to recycle some examples from upthread) if the goal of play is to find the map, and the pre-authroship is that the map is in the kitchen and not the study, then the pre-authorship does significantly establish the narrative. Likewise if the goal of play is to avoid arrest and conviction, and the pre-authorship is of the dispositions of the police, the attitudes of the magistracy towards bribes, etc: the attempt by the players to bribe their way out of trouble will succeed or fail based on that pre-authored content.

I assume that you are referring to player agency rather than the agency of the PCs. The agency of the PCs is a purely imaginary property of purely imaginary people, and can be interesting as part of the shared fiction (one of the PCs in my BW game is dominated by a dark naga, and that's an important part of the current situation) but is completely orthogonal to player agency.

When you say "the world is just the backdrop" that is a metaphor, because RPGing does not take place on a stage with a literal backdrop. If the action of the game is constrained by the pre-established fiction of Candlekeep, so that player action declarations either (i) fail, because the GM reads the book and sees (eg) that the officials of Candlekeep cannot be bribed, and/or (ii) consist to a significant degree in trying to prompt the GM to tell them stuff about Candlekeep so they can establish the parameters for feasible successful action declarations. Neither (i) nor (ii) exhibits a great deal of player agency over the content of the shared fiction.


It's true that saying "yes" increases the odds of player success to 100%. Saying no, though, reduces them to zero - so I'm not sure how telling "yes" or "no" based on pre-authorship is meant to increase agency.

In "say 'yes' or roll the dice" games, there are a collection of techniques used to sustain player agency: framing that has regard to the signals (around theme, tropes, character motivation, etc) sent by the players in the build and play of their PCs; narration of failure consequences that likewise build on those signals to contribute to new framing that continues to "go where the action is"; and of course allowing the players to get what they were going for if their checks succeed.

The reason not to say "yes" all the time is to allow for a dramatic rhythm of success and failure; it's part of what distinguishes an RPG from straight-out collaborative storytelling. The reason for the framing and consequence-narration techniques is to allow player agency to feed into the game even when action declarations are not succeeding.

The idea that there is no difference between this sort of RPGing, and the GM declaring an action unsuccessful ("No, you don't find the map" "No, there are no bribeable officials") on the basis of his/her notes, is just silly. [MENTION=6696971]Manbearcat[/MENTION] has made the general point with the reference to Calvinball; but examples closer to home will do. No one thinks it makes no difference to combat resolution that the GM decides by fiat whether or not the attack hits, rather than the player rolling the dice. Very few D&D tables treat the declaration of an attack and the making of a to hit roll as simply having the status of a suggestion to the GM; it's a move in the game. Likewise for finding maps - the difference between being able to make a move, and being able to make a suggestion to the only player who actually enjoys the power to make moves, holds just the same.

That's not an argument that finding maps and attacking orcs should be resolved the same way; but it is an argument that resolving the differently has very obvious consequences for the degree of player agency in one or the other domains of action declaration.

As far as the PvP issue is concerned, there are any number of ways to resolve that: opposed checks are one common one. But two game participants competing with one another on a more-or-less level playing field is quite different from the GM - who at least notionally is not a competitor, and who enjoys vastly more authority to establish the fiction in any relatively mainstream RPG - using his/her authority to stipulate an action as unsuccessful.

Chess vs Checkers, again.

You've chosen to focus your analysis on the endpoint declaration "I search for the map" and, in doing so, miss the larger aspects of the play that lead to that declaration. In player-facing games, that declaration is, as you note, a big deal and will definitively resolve the action of the map or introduce new challenges. But this is only because the scene framing allows this declaration -- ie, you're already in the right spot for that declaration to be effective. Any previous scenes were either not appropriate for that declaration and need to be overcome prior to being properly positioned for that declaration. This is glossed over in the narrow focus on the declaration. However, the same issue, that in the DM-facing game the proper fictional positioning needs to be achieved for the action to be resolved successfully, is focused on because the knowing of that positioning isn't open. However, it is open if looked at more broadly, the DM-facing game is open that you must overcome challenges to find the correct fictional positioning to locate the map. That multiple such locations may exist is part of that presented challenge. As such, the declaration "I search for the map" is not the same scene staking resolution that it is in more player-facing games -- it occupies a different position. In player facing games, the play is focused on achieving the fictional positioning necessary to stake finding the map as the outcome of an action declaration.

The GM controls the scene framing so that achieving this fictional positioning is difficult. However, once achieved, the player can stake the map and determine if the map is found or if additional challenge is presented prior to getting another chance. Depending on the nature of the challenges, and the results, the map may become unable to be found. This is pretty much the same as in the DM-facing game -- the objective of play is the same, to achieve the fictional positioning necessary to find the map. The DM sets pacing by placing challenges before that positioning, and too many bad outcomes from those challenges may result in the map becoming unable to be found (if the party dies, for instance).

The net difference here is how those challenges are staged and addressed. In the player-facing game, the challenges are largely random, based on the results of checks on action declarations. Success moves you quickly to the necessary positioning, failure delays your ability to achieve that positioning. But, then, the objective of play (finding the map) isn't fixed, it's also essentially random (with maybe some ability to affect the relative odds), with failure moving the objective further away again. In the DM-facing game, the challenges are fixed, and so are determinable with smart play and effective mitigation of risk. The declaration of 'I search for the map' isn't the crux of the stakes here, it's just part of the larger play.

The agency assigned to that declaration doesn't mean that player-facing games have more agency, it means that the agency is more confined to that declaration -- ie, that the agency that players have is more tightly bound to such stake-risking declarations. In DM-facing games, that declaration doesn't contain the same amount of agency, because the agency the players have is more diffused through how they approach the challenge of finding the map. Player-facing games have big declarations that can dramatically affect the play and fewer to no moves that aren't impacting play in significant ways. So the agency assigned to those big moves is conversely much larger and apparent within those moves. So declarations like 'I search for the map' do have much more agency involved than a similar statement in DM-facing games. This is because DM-facing games spread the agency around through many more, less individually important moves. Which room you search, for instance, isn't a move in player-facing games, because the scene set of the GM determines the available moves -- it either allows for the finding of a map or must be navigated to get to the scene where finding the map is a valid move. If the scene allows it, it's always a valid move, but you don't ever have the move where you pick which room to search. So, in looking at relative agency, you need to sum the total of the decisions made in GM-facing games rather than compare the "search for the map" move as equivalent moves that should contain the same agency. They aren't, but that doesn't mean one play-style has more agency than the other. Chess and checkers.

Can DM-facing games be easily abused to further restrict player agency? Sure. Calvinball as a concept (@manbearcat) is useful to describe this, but it's an abuse, not a mode of play. (For those not following, Calvinball is a game where the rules are made up on the fly so as to confound the other players and advance yourself. Also a reference to Calvin and Hobbes.) Player-facing games can become degenerate, too, although the use of Calvinball tropes are not something that's possible without serious distortion of the play concepts. The degeneracy in player-facing games are weak DMs that don't push consequences or frame useful challenges, player vs player sniping (intentional play to disrupt other players' goals), and player lock-in, where a player can dominate player to determine of other players. These aren't unique to player-facing games, but I find it distasteful to harp on DM-facing games with degenerate play examples of the kind you can easily claim do not exist in player-facing games (like Calvinball). That's cherry-picking flaws in play so that one looks worse than the other.

As for finding a map and killing an orc being functionally similar moves, I pointed out earlier the flaws in this thinking - it's chess vs checkers again and assuming that since such things are similar in your chosen playstyle that this is a universal truth -- it's not. Knight takes pawn is functionally similar to Knight moves without taking in chess, but both are different from jumping a piece in checkers vs moving a piece in checkers. Please, don't return to the 'fiction doesn't exist' argument -- I left off of that because it passed by, but it's still an incoherent argument when you're using fiction to inform the act of authoring new fiction (like trope and positioning restrictions, both things that exist in the fiction and are used to constrain writing new fiction). If you want to get metaphysical about the existence of fiction, we can, but it will be boring, and my entry question is "How can Mickey Mouse be a pop-culture icon if he doesn't exist?" That should, at least, inform me as to which mode of thinking on the anti-realist side of the argument you follow and allow useful counterpoints.
 

Lanefan

Victoria Rules
I got over that early into DMing. If people are going to cheat, they're gonna be cheaters no matter where they roll up their character. I review all character sheets before the first session and if I see like, 6 19s I'll tell them to reroll. But honestly, this has never happened.
I've had a few players over the years who, while not going so blatant as the all-19s route, would consistently generate stats that trend considerably higher than the norm when left to their own devices. Hence, a blanket rule - often enforced by the players as much as by me.

I would honestly advise every DM against writing this.
Sorry 'bout this: I've been ignoring that advice with every campaign I've ever done. :)

When I design a campaign my internal goal is that it'll last for the rest of my life provided people remain interested in playing it, and so I only have to do all this work once. What I've found is that about ten to twelve years seems to be how long they last, in part due to the levels etc. getting high enough that the system collapses and in part because I've run out of ideas.

First: most, if not all of the people you start with are unlikely to ever see the end, and if you were to apply that logic to a book or a movie, would you really want to start reading/watching it? If you knew you may never see the end?
You mean, like the printed-book version of Song of Ice and Fire?

My advice is to make no campaign longer than a year. Any campaign that is longer than a year (IRL time) can likely be broken down into smaller campaigns. Even if it ends up meaning that your campaign has 100 campaigns in it. It'll be better for it.
A year is barely time to get nicely underway with a level or two under your belt. :) (hint: for a long campaign, slow level advancement down to a crawl)

That said, if a campaign has 100 campaigns in it it's still just one campaign. We have different parties we rotate through that sometimes meet and interact; I'll bake in some what-amount-to APs - these might be the mini-campaigns you're thinking of - but there's always an underlying continuity to the whole thing.

That's my point. Being generic doesn't mean you have no life, it just means the interesting moments in your characters life are made through play, not before play.
On this I think we completely agree.

Lan-"current campaign hits ten years next month"-efan
 

prosfilaes

Adventurer
Pathfinder, grim-dark? But that's what I mean, Pathfinder is what generally appeals to you but you'd like some variation. This can be accomplished without writing a whole campaign for you with simply tweaks on whats going to happen at the table.

No, WH40K is grim-dark. If you told me we were doing Pathfinder, but with differences on the level of Monte Cook's Arcana Unearthed, I'd be thrilled. The whole Tolkien-pastiche/Greyhawk/FR thing is getting tired for me; "our gnomes are eight feet tall and launched the last dwarf into spaaaace" would get me to clear my schedule in a heartbeat to play.

From what I've seen it is several full 3" 3-ring binders.

I see there's a problem, but it looks like the DM never even really tried to produce a player-managable form of the world, or at least failed. The fact they have so much material, likely not meant for player eyes, seems neither here nor there.
 

S

Sunseeker

Guest
I've had a few players over the years who, while not going so blatant as the all-19s route, would consistently generate stats that trend considerably higher than the norm when left to their own devices. Hence, a blanket rule - often enforced by the players as much as by me.
Sure I mean whatever works.

I'm more on the end that, if you need to push your stats up, I'll just push up the stats of the bad guys. Sure, it's an arms race, but I'm not terribly worried about it. I just tack on a couple points across the board and things balance themselves out. Also, I like higher stats because I means I can take the kid gloves off. I always enjoy that. The players usually enjoy harder fights too.

Sorry 'bout this: I've been ignoring that advice with every campaign I've ever done. :)

When I design a campaign my internal goal is that it'll last for the rest of my life provided people remain interested in playing it, and so I only have to do all this work once. What I've found is that about ten to twelve years seems to be how long they last, in part due to the levels etc. getting high enough that the system collapses and in part because I've run out of ideas.
Lol, I apply the former concept to world-building. I want to build one REALLY AWESOME world, and then use it as the staging grounds for lots of campaigns. I figure, if it's a big enough world there will be enough things going on at any given time, I could run two campaigns on either side of the globe and neither would know about the other.

You mean, like the printed-book version of Song of Ice and Fire?
Maybe, but I couldn't come up with a good comparison. Books and movies will always be there to watch later. Campaigns may not. I find it disheartening to invest in something knowing I'm very likely never to see the end of it.

A year is barely time to get nicely underway with a level or two under your belt. :) (hint: for a long campaign, slow level advancement down to a crawl)

That said, if a campaign has 100 campaigns in it it's still just one campaign. We have different parties we rotate through that sometimes meet and interact; I'll bake in some what-amount-to APs - these might be the mini-campaigns you're thinking of - but there's always an underlying continuity to the whole thing.

Lan-"current campaign hits ten years next month"-efan

To the bolded at least: but that's where it moves from campaign building to world-building.
You've got (IMO)
Quests>Adventures (a series of several, but not many quests)>Campaigns (a series of several adventures, maybe many)>Worlds (a place where many campaigns exist). I mean we could simplify it all down to "A game world is really just one big quest." and it'a technically true, ​but not good for the context of this discussion,
 

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