Lanefan
Victoria Rules
Fine, but AW wasn't the only game being mentioned.How many times do I, @loverdrive and others have to answer that there are NO such mechanics in AW.
Fine, but AW wasn't the only game being mentioned.How many times do I, @loverdrive and others have to answer that there are NO such mechanics in AW.
At dentist so will keep it brief. I think this is just so subjective. Some people love setting lore, some don’t. But in a GMs own setting it is mostly there to help the GM do things like stay consistent. You can do heavy of no lore. But I find both lead to material you have to keep track of. If an NPC dies for example that needs to be noted downI think this kind of illustrates a few things about my shift away from this kind of worldbuilding in my RPGing. There are other factors as well, but this summarizes a few.
First, that kind of worldbuilding is just incredibly difficult to keep straight. Here's the guy who's considered the master... and he had all kinds of contradictions. His son and another professional author had trouble reconciling some of it. And this is someone who had time to do multiple drafts and revise things prior to publishing.
Second, the vast majority of that information just doesn't make it into play. To stick with Tolkien, if the Lord of the Rings is play, and the Silmarillion is the GM's backstory... it's superfluous. I understand that this information can help guide a GM's judgments during play, but that's not a necessity, and it also means that things totally unseen to the players (and likely to remain so) are what's shaping play. I don't think that's ideal for what's supposed to be an exercies in shared creativity.
Third, The Silmarillion is terrible. I think there's a reason that his first attempt with it was rejected, and so it became a background for a more viable story in the form of LotR. There are obviously interesting ideas in The Silmarillion, but the way it's constructed and presented is just not all that interesting. How this relates to RPGs is that presentation matters... just crafting encyclopedia style histories spanning thousands of years doesn't mean it's interesting to read, let alone to shape play.
Fourth, all the effort and energy that goes into this fictional history is, in my opinion, misplaced effort. As a GM I should be creating interesting things for the players to interact with... NPCs and locations and situations and the like. Sure, some of those things may need a bit of historical context, but there's no need to lock everything in ahead of time. Doing so denies me the flexibility to incorporate the ideas of the players should a more interesting take present itself during play that I'd not thought of.
These are the lessons that I've learned considering Tolkienesque worldbuilding. The pros it has on play are minimal compared to the cons.
Retrofitted backstory as in said backstory is generated only after the thing (here, Excalibur) appears in play? OK, I'll buy that.I've run the sort of campaign you and @Bedrockgames are describing.
The reason I call it post hoc is because the actual reasons for having Excalibur, the Bronze Master etc are to manifest certain genre tropes, to establish certain interesting events, etc. And then the "simulationist" backstory is retrofitted in.
Which is very similar to the conceit of professions in reality. If someone collapses on an airplane you're gonna hear "Is there a doctor on board?" pretty fast. In almost any building there's signs to the effect of "In case of fire, exit immediately. Do not attempt to extinguish the fire yourself". If you lock yourself out of your own house (or, more commonly, car) and don't feel like smashing your way in, you're going to call a locksmith. And so on.Class based games mean that much of the time, when I want to do something as my character, I am moved or even required to reflect on the metagame conceit of classes.
As in, "the thief had better do this thing" or "I wish we had a cleric with us".
While she is technically correct, and that's the best kind of correct, real life doesn't work like that. I mean, I suppose I can sit down with 4 players and freeform roleplay for hours on end with no rules, but that kind of play isn't fulfilling and quickly devolves.I'm reiterating that the set of "natural" possibilities - things we can do in RPG without rules - can have the same contents as the set of ruled possibilities. Whether we decide to count those as possible due to rules, or simply possible, it makes the contents of E not dependent on rules. That's a basic element of @loverdrive's argument.
Mmmm. I can see how this would be the practical effect among toxic people, but it's not the practical effect among the sorts of open-minded, intellectually humble people I enjoy talking to.
In the 1990s, the GEnie network - one of the self-contained services like America Online and CompuServe - gave free memberships to members of writers’ groups like Mystery Weiters of America, Romance Writers’ Association, and the Science Fiction and Fantasy Writers’ Association. They wanted to give GEnie a unique feature, and did; it was also the first time online for many authors. So you could hang out with writers (and editors and publishers) you liked, and watch them talk (and argue) with friends and colleagues about all kinds of stuff. Nothing like it since.And much as I said before, I do think that likely many people get the impression when looking at Tolkien that his world-building was performed systematically in advance because they mistake the final product for the actual writing process, which I think likely colors how many authors and gamemasters feel world-building should be done.
I miss Glenn a lot, and I think you’re drawing lessons he’d be glad of here. But while he was much less an advocate for specific options than rec.games.frp.advocacy or the Forge, there’s a distinct element of shittalking powergamers and wishing they’d go away in the Fourfold Way.P.S. Also the practical effect of reading Blacow's taxonomy (Glenn Blacow's "Aspects of Adventure Gaming") was, for me, enlightenment about the need to communicate my GMing style and priorities clearly to prospective players, so they can decide whether or not they're interested in the game I am interested in running. I don't necessarily need to make them read the article but I should find a way to make my style very clear very quickly.
Nope. This is the point where you crossed a dangerous line with me.![]()
At dentist so will keep it brief. I think this is just so subjective. Some people love setting lore, some don’t. But in a GMs own setting it is mostly there to help the GM do things like stay consistent. You can do heavy of no lore. But I find both lead to material you have to keep track of. If an NPC dies for example that needs to be noted down
Sure but my point is that is just one thing that comes up in a campaign among many things. My experience has been whether you are doing tons of prep and world building, or very little (both of which are perfectly workable options), once the campaign gets going the real work is tracking everything that comes up (for example you need to be able to quickly recall what arrangements were made with that mercahnt's guild months ago, or what happened to this or that NPC after a given adventure....it just all adds up to a lot of note keeping).Yeah, I get that! I just think it's not necessary to do that job. When NPCs die, you can indeed jot it down. That doesn't require anything more than a list of NPCs and a strike through of that one's name. Or, it can just be remembered.
I'm not saying don't prep... I'm saying that world building at that scale starts to become another hobby, almost. It's solo time for the GM, and it may be enjoyable... but it doesn't tend to yield the best results at the table for actual play.
Again, if we view LotR as "the game" for this analogy, the readers (or viewers) never hear the name Morgoth, they don't need any context beyond what is in the books themselves (or the films). They can remain blissfully unaware of all of the stuff in The Silmarillion.