What is *worldbuilding* for?

I am self-admittedly at a loss. IME, I have simply found, however, that Ron Edwards, the Forge, and all associated terminology generally engender divisive conversations. These can be, as per @Manbearcat's observation, due to differences of core gaming values, but I also think that the terminology itself has accumulated a lot of visceral connotations and negative reactions. (The terms also seem infused with presumed value-judgments of different game approaches.)

It would certainly be nice if I was familiar with academic tabletop design game theory who have likely developed their own set of jargon, but I am not. And perhaps this even points to a gap in the conversation.

Yeah, but it's just my own vain sentiment. A whim. A want. A desire to go beyond what we have as it seems that we are too attached to these terms and all their associated baggage. I can't help but shake the feeling that these terms do a massive disservice to all gamers and their preferences.

I think what does a massive disservice is that so many people are so afraid of any analysis that they have gotten themselves in a tizzy over Ron Edwards, The Forge, and GNS terminology (and anything else that has spun off from it) because that suites their purpose in derailing attempts at thoughtful analysis.

The fact that no other alternative analytical theory and terminology has arisen, anywhere, says more to me about the community than it does about the analytical technique. Now, I'm not really a huge fan of GNS as a theory, or its terminology, but like [MENTION=42582]pemerton[/MENTION], I have to have something to describe what I observe and think, and at least those are terms that we all have SOME idea what they mean, even if they're pretty flawed.

Now, Ron long ago closed The Forge (its been 6 years AFAIK since posting was disabled there), and whatever he's said since then has been much more in the form of writing games as far as I can tell. I really don't follow the guy or care that much what he's on about now, but my guess is he got tired of the stink people raised and wanted to spend his time on actual gaming. Presumably someone else will come along at some point and establish some other analytical framework. When that happens maybe I'll use it, and maybe I won't.
 

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Luckily for you, we've kept this thread alive for all that time!

OK, so you've teased this out in relation to DW and Moldvay Basic.

I think I am making a similar claim in relation not to two particular systems, but two reasonably broad but also recognisable play priorities: players exercising agency over the content of the shared fiction by way of action resolution - a whole range of games prioritise this, but 4e will do as well as any as a working example - and players learning what setting ideas and elements the GM has come up with, and enjoying the experience of learning them by way of second-person narration - I think that this is an important aspect of a lot of CoC play, a lot of post-DL D&D module play, and a fair bit of what (in this thread) has been described as the players, via their characters, "exploring" the gameworld and gathering information about it.

I think it's pretty hard for the same episode of RPGing to serve both those priorities.

I agree that it is pretty hard (I'll go with extremely) for the same episode of RPGing to serve both of those priorities. Story Now and Story Before/Sim priorities + play principles and game infrastructure (the latter two serving the first) push in different (perhaps not opposite in all ways...but certainly different) directions.

This is the "Checkers and Chess" contrast that was mentioned quite some way back, mostly by [MENTION=16814]Ovinomancer[/MENTION]. I think it's very true.

We can talk about the good and bad aspects of either game.

Once we begin to contrast them, then it becomes a bit sticky because that's where the preferences take over rather than just examining one game and its intentions. Now, we're looking at both games, and how they perform the goals of one of them.

I'm going to extend this with another example. Let me know what you think (and anyone else).

You weren't active during the lead-up to and the 5e playtest, but there were a considerable number of conversations about prospective 5e design that we had on here that were central to the discussion of play priorities. One of the absolutely most fundamental ones was this:

Balance By the Encounter vs Balance By the Adventuring Day

With the original "big tent" goal of 5e, my position on this was/is that balance by the adventuring day is easily achieved if you start with balance at the encounter level, while the inverse is absolutely untrue (they, obviously, went with the latter). But that is just a position taken with the design impetus of "big tent" in mind. So forget that for a moment, and just consider the competing play priorities of the above two paradigms.

4e's locus of the action was the conflict-charged scene. The game's ethos and infrastructure was built around it. I cannot for sure say that this was derived directly from indie predecessors such as Fate, Dogs in the Vineyard, My Life With Master, and Sorcerer, but when I read the books and ran the game, I couldn't come up with another inspiration.

This play paradigm pushes mental frameworks toward "the here and now". It emphasizes short-term tactics with a tight (and potentially punishing or rewarding) feedback loop with respect to intersecting mechanics (both player to player and players to obstacles). It engenders an experience of emergent "chunks" of story that are focused on thematic heft and that are meant to flow intimately from one to the next (again, with a tight feedback loop). GMing mental overhead is focused (and enabled to be given the balance at the scene level) pretty much exclusively on short-term feedback loops (story and mechanical).

If it does all of the things that I say it does above (and it does), then naturally, strategic agency/focus and related long-term feedback loops are going to be inhibited relative to an alternative paradigm (like AD&D, 3.x, or 5e). Its just a natural outgrowth of the paradigm. So play where players expect to express agency at a very granular level (both temporal and spatial) and where thematic heft (or protagonist-centered, conflict-charged content) is not the exclusive premise of each moment of play (or perhaps even a priority at all) is going to be somewhere between hindered and discouraged.

The "Combat As War vs Combat As Sport" threads that we engaged with never expressed their disdain of 4e in the way I did above, but that is, in effect, what the problem was. Due to 4e's ethos and infrastructure (a "conflict-charged scene" game with not_quite_exclusive_but_overwhelming focus on short term feedbacks and tactical overhead/agency) Story Now play was enabled in a few key ways shared with the games mentioned above. Simultaneously, play priorities that pushed toward "Fantasy Effing Vietnam", hex-crawling, or emulating "The Dragonlance Chronicles" sort of play that was very present during 2e's day were negatively impacted.
 

I was thinking about this thread as I was introspecting upon something related to my own play priorities:

"What is the difference between a game with a baked-in premise (say Dogs in the Vineyard or My Life With Master) vs a fully GM-authored premise and attendant game?"

For myself, as GM, I'd say its the following:

1 - Playing a game with a baked-in premise invariably comes with some form of vetting by the rest of the participants (even if just tacit) of what exactly our conversations and play are going to be focused on. This ensures a shared buy-in, therefore constraining my (unwanted) burden of responsibility or "tea-leaf-reading" as host.

2 - Games with a baked-in premise have machinery and an ethos that does the heavy lifting of ensuring that whatever is being tested/whatever questions are being answered will be front and center and resolved. Contrast with a game that has premise-neutral machinery and a premise-neutral ethos whereby the burden for the focus of play is offloaded onto the participants generally, the social contract (possibly multiples), and the game master specifically (and very heavily). Relative to the former, there are a lot of "failure points" introduced (with respect to all components of the desired gameplay experience manifesting)...or, at the very least, there is a burden of much more overhead (mental and social) introduced between START > DESIRED EXPERIENCE.
 


Lanefan

Victoria Rules
You weren't active during the lead-up to and the 5e playtest, but there were a considerable number of conversations about prospective 5e design that we had on here that were central to the discussion of play priorities. One of the absolutely most fundamental ones was this:

Balance By the Encounter vs Balance By the Adventuring Day

With the original "big tent" goal of 5e, my position on this was/is that balance by the adventuring day is easily achieved if you start with balance at the encounter level, while the inverse is absolutely untrue (they, obviously, went with the latter). But that is just a position taken with the design impetus of "big tent" in mind. So forget that for a moment, and just consider the competing play priorities of the above two paradigms.
And a third type, swept away annoyingly quickly: Balance by the Adventure, or by the Campaign.

4e's locus of the action was the conflict-charged scene. The game's ethos and infrastructure was built around it. I cannot for sure say that this was derived directly from indie predecessors such as Fate, Dogs in the Vineyard, My Life With Master, and Sorcerer, but when I read the books and ran the game, I couldn't come up with another inspiration.

This play paradigm pushes mental frameworks toward "the here and now". It emphasizes short-term tactics with a tight (and potentially punishing or rewarding) feedback loop with respect to intersecting mechanics (both player to player and players to obstacles). It engenders an experience of emergent "chunks" of story that are focused on thematic heft and that are meant to flow intimately from one to the next (again, with a tight feedback loop). GMing mental overhead is focused (and enabled to be given the balance at the scene level) pretty much exclusively on short-term feedback loops (story and mechanical).

If it does all of the things that I say it does above (and it does), then naturally, strategic agency/focus and related long-term feedback loops are going to be inhibited relative to an alternative paradigm (like AD&D, 3.x, or 5e). Its just a natural outgrowth of the paradigm. So play where players expect to express agency at a very granular level (both temporal and spatial) and where thematic heft (or protagonist-centered, conflict-charged content) is not the exclusive premise of each moment of play (or perhaps even a priority at all) is going to be somewhere between hindered and discouraged.

The "Combat As War vs Combat As Sport" threads that we engaged with never expressed their disdain of 4e in the way I did above, but that is, in effect, what the problem was. Due to 4e's ethos and infrastructure (a "conflict-charged scene" game with not_quite_exclusive_but_overwhelming focus on short term feedbacks and tactical overhead/agency) Story Now play was enabled in a few key ways shared with the games mentioned above. Simultaneously, play priorities that pushed toward "Fantasy Effing Vietnam", hex-crawling, or emulating "The Dragonlance Chronicles" sort of play that was very present during 2e's day were negatively impacted.
So, if I boil this down to its basics are you saying that 4e is sport and 1-3-5e are war?

If not, what are you saying; as I think I'm missing something here (which might be obvious to others, but I don't get it). :)

Lanefan
 

Aldarc

Legend
I think what does a massive disservice is that so many people are so afraid of any analysis that they have gotten themselves in a tizzy over Ron Edwards, The Forge, and GNS terminology (and anything else that has spun off from it) because that suites their purpose in derailing attempts at thoughtful analysis.
Often in this thread I have found myself agreeing with you, but I don't think this is one of those times. Overall, people are not afraid of game analysis; they are afraid of being accused of "badwrongfun" or having a game style that the game theory deems "inferior." I am not opposed to descriptive game theory, but the problem is that a lot of the Ron Edwards/Forge/GNS discussion came across as being prescriptive and laden with value judgments about particular game styles. (Or with Ron Edwards accusing gamers in the history of roleplaying as suffering from brain damage. Sorry, but that isn't the person whose theories should be lauded and used.)

If a DM is having fun building a campaign world, then it will show in the experience the players have at the gaming table.

The same happens to be true for game design, I've found.
This sounds nice and all, but sadly correlation does not equal causation. Even then, I don't think that a GM's "fun" in worldbuilding necessarily correlates to the resultant fun for the players.
 

hawkeyefan

Legend
I'm going to extend this with another example. Let me know what you think (and anyone else).

You weren't active during the lead-up to and the 5e playtest, but there were a considerable number of conversations about prospective 5e design that we had on here that were central to the discussion of play priorities. One of the absolutely most fundamental ones was this:

Balance By the Encounter vs Balance By the Adventuring Day

With the original "big tent" goal of 5e, my position on this was/is that balance by the adventuring day is easily achieved if you start with balance at the encounter level, while the inverse is absolutely untrue (they, obviously, went with the latter). But that is just a position taken with the design impetus of "big tent" in mind. So forget that for a moment, and just consider the competing play priorities of the above two paradigms.

4e's locus of the action was the conflict-charged scene. The game's ethos and infrastructure was built around it. I cannot for sure say that this was derived directly from indie predecessors such as Fate, Dogs in the Vineyard, My Life With Master, and Sorcerer, but when I read the books and ran the game, I couldn't come up with another inspiration.

This play paradigm pushes mental frameworks toward "the here and now". It emphasizes short-term tactics with a tight (and potentially punishing or rewarding) feedback loop with respect to intersecting mechanics (both player to player and players to obstacles). It engenders an experience of emergent "chunks" of story that are focused on thematic heft and that are meant to flow intimately from one to the next (again, with a tight feedback loop). GMing mental overhead is focused (and enabled to be given the balance at the scene level) pretty much exclusively on short-term feedback loops (story and mechanical).

If it does all of the things that I say it does above (and it does), then naturally, strategic agency/focus and related long-term feedback loops are going to be inhibited relative to an alternative paradigm (like AD&D, 3.x, or 5e). Its just a natural outgrowth of the paradigm. So play where players expect to express agency at a very granular level (both temporal and spatial) and where thematic heft (or protagonist-centered, conflict-charged content) is not the exclusive premise of each moment of play (or perhaps even a priority at all) is going to be somewhere between hindered and discouraged.

The "Combat As War vs Combat As Sport" threads that we engaged with never expressed their disdain of 4e in the way I did above, but that is, in effect, what the problem was. Due to 4e's ethos and infrastructure (a "conflict-charged scene" game with not_quite_exclusive_but_overwhelming focus on short term feedbacks and tactical overhead/agency) Story Now play was enabled in a few key ways shared with the games mentioned above. Simultaneously, play priorities that pushed toward "Fantasy Effing Vietnam", hex-crawling, or emulating "The Dragonlance Chronicles" sort of play that was very present during 2e's day were negatively impacted.

I see your point about how 4E's design favored a more immediate need within the game, and how that may correlate with more Story Now style games. This wasn't my take away from 4E, but I can see it in retrospect.

Certainly such design choices will impact how a game functions, and what kind of style to which it may lend itself. I think this is at the core of this discussion (or intended discussion!).

I don't know if the two paradigms are so opposed as to be mutually exclusive, though. However, as you mentioned, I wasn't active during that period, so I didn't see a lot of those conversations, and so I can't say for certain. But what I mean is that if both paradigms are attempting to balance the game, even though they use different methods, I don't know if they must be strongly opposed. I think you agree at least partially because of your statement about balancing encounters would lead to a balanced adventuring day.

So is it a question of the more top down approach not being tenable? Could encounter balance be achieved by first seeking adventuring day balance?
 

hawkeyefan

Legend
I was thinking about this thread as I was introspecting upon something related to my own play priorities:

"What is the difference between a game with a baked-in premise (say Dogs in the Vineyard or My Life With Master) vs a fully GM-authored premise and attendant game?"

For myself, as GM, I'd say its the following:

1 - Playing a game with a baked-in premise invariably comes with some form of vetting by the rest of the participants (even if just tacit) of what exactly our conversations and play are going to be focused on. This ensures a shared buy-in, therefore constraining my (unwanted) burden of responsibility or "tea-leaf-reading" as host.

2 - Games with a baked-in premise have machinery and an ethos that does the heavy lifting of ensuring that whatever is being tested/whatever questions are being answered will be front and center and resolved. Contrast with a game that has premise-neutral machinery and a premise-neutral ethos whereby the burden for the focus of play is offloaded onto the participants generally, the social contract (possibly multiples), and the game master specifically (and very heavily). Relative to the former, there are a lot of "failure points" introduced (with respect to all components of the desired gameplay experience manifesting)...or, at the very least, there is a burden of much more overhead (mental and social) introduced between START > DESIRED EXPERIENCE.

There are clear advantages to a game where there is a specific premise assumed and all the rules are designed around delivering that premise. Something like Blades in the Dark seems so strong (I've not yet played, but I'm really looking forward to it) because the elements of the game are designed to deliver the experience of a group of scoundrels trying to establish themselves. Rep and Scores and Turf and Heat and all the other game elements are tightly designed around the core concept.

By contrast, there are advantages to having a more general system that is designed to deliver more of a variety of experiences. I think in such a system, depending on what the players/GM want, there may be a lot of effort needed on their part to design a more specific experience.
 

Ovinomancer

No flips for you!
I see your point about how 4E's design favored a more immediate need within the game, and how that may correlate with more Story Now style games. This wasn't my take away from 4E, but I can see it in retrospect.

Certainly such design choices will impact how a game functions, and what kind of style to which it may lend itself. I think this is at the core of this discussion (or intended discussion!).

I don't know if the two paradigms are so opposed as to be mutually exclusive, though. However, as you mentioned, I wasn't active during that period, so I didn't see a lot of those conversations, and so I can't say for certain. But what I mean is that if both paradigms are attempting to balance the game, even though they use different methods, I don't know if they must be strongly opposed. I think you agree at least partially because of your statement about balancing encounters would lead to a balanced adventuring day.

So is it a question of the more top down approach not being tenable? Could encounter balance be achieved by first seeking adventuring day balance?
Day balance is 5e wizard spells -- a pc gets so many, refreshed daily. This is not encounter balanced because that oc can burn them all in one encounter and have none left for future encounters.

Encounter balance creators effects that are limited in use to the encounter. 5e warlocks are more encounter balanced - they have resources that mostly refresh pin a per encounter basis and were limited to only a few uses per encounter.

These things can coexist, but the recurring discussions on encounter/adventuring day pacing that balances short rest vs long rest recoveries shows that mixing the two has issues that result from different pressures on play. 1 encounter pet day is as balanced as 8 for the warlock (with short rests), but not fir the wizard.

This is exactly the point that [MENTION=6696971]Manbearcat[/MENTION] is making: the different incentives and pressures on the game between encounter balancing and day balancing are often at odds.
 

Day balance is 5e wizard spells -- a pc gets so many, refreshed daily. This is not encounter balanced because that oc can burn them all in one encounter and have none left for future encounters.

Encounter balance creators effects that are limited in use to the encounter. 5e warlocks are more encounter balanced - they have resources that mostly refresh pin a per encounter basis and were limited to only a few uses per encounter.

These things can coexist, but the recurring discussions on encounter/adventuring day pacing that balances short rest vs long rest recoveries shows that mixing the two has issues that result from different pressures on play. 1 encounter pet day is as balanced as 8 for the warlock (with short rests), but not fir the wizard.

This is exactly the point that [MENTION=6696971]Manbearcat[/MENTION] is making: the different incentives and pressures on the game between encounter balancing and day balancing are often at odds.

They have to appeal to the widest possible base. The problem with a highly specialized system that caters to thing X, when it is going to be played at a table of 5 people who probably all have varying tastes, is it becomes very niche. 4E was an effective niche product, but a lot of people left the game when it came out. I don't play 5E, but it is pretty obvious they've managed to get a lot of people back in, broaden the base a bit, etc by taking a more compromised approach. It isn't going to satisfy people at the extreme ends of preferences. But it is the kind of approach that is called for in a mainstream product.
 

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