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<blockquote data-quote="fusangite" data-source="post: 2439332" data-attributes="member: 7240"><p>Well, I'm not sure I can anatomize it. All I can say is that creation is an intense, enjoyable and rewarding cognitive process; and it provides fulfilment for me as a GM regardless of what the players choose to do with it.I'm not at all good at writing narrative fiction. Also, I need to random elements players and dice provide; I conceptualize these worlds in such an ordered way that I'm kind of a randomness/free will vampire. I can't bring one of these things to life by myself.Sadly no. I mean to but then I don't get around it it.And yet other parts I can see piercing through the metatext like the four ages of Middle Earth corresponding to the four ages of the Holy Roman Empire as described in the 865 <em>Vision of Charlemagne</em>. I think a great world is one that contains both types of creative process.I still occasionally take a break and make that kind of world. It is a fulfilling experience; and I do like sociological and historical verisimilitude when I can pull it off.That's the spirit!Don't get me wrong: I do plenty of that too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But people are so unused to symbolic communication in RPGs it only looks like a sledgehammer clue to you.Ever considered doing a Beowulf plot? I think it would be perfect for D&D: first the earth monster, then the water monster, then the fire monster. All the scenes work well too. But that's the risk with strapping metatext to plot rather than setting: it is way more likely to produce railroading.I find getting players into genuinely distinct non-modern cultures is really tough. Many insist on importing certain modern ideas wherever they go. It's one of the areas where I consistently have to struggle as a GM. In what ways are these cultures different? And how do you convey these differences to your players in a way they genuinely take in?</p></blockquote><p></p>
[QUOTE="fusangite, post: 2439332, member: 7240"] Well, I'm not sure I can anatomize it. All I can say is that creation is an intense, enjoyable and rewarding cognitive process; and it provides fulfilment for me as a GM regardless of what the players choose to do with it.I'm not at all good at writing narrative fiction. Also, I need to random elements players and dice provide; I conceptualize these worlds in such an ordered way that I'm kind of a randomness/free will vampire. I can't bring one of these things to life by myself.Sadly no. I mean to but then I don't get around it it.And yet other parts I can see piercing through the metatext like the four ages of Middle Earth corresponding to the four ages of the Holy Roman Empire as described in the 865 [i]Vision of Charlemagne[/i]. I think a great world is one that contains both types of creative process.I still occasionally take a break and make that kind of world. It is a fulfilling experience; and I do like sociological and historical verisimilitude when I can pull it off.That's the spirit!Don't get me wrong: I do plenty of that too. :) But people are so unused to symbolic communication in RPGs it only looks like a sledgehammer clue to you.Ever considered doing a Beowulf plot? I think it would be perfect for D&D: first the earth monster, then the water monster, then the fire monster. All the scenes work well too. But that's the risk with strapping metatext to plot rather than setting: it is way more likely to produce railroading.I find getting players into genuinely distinct non-modern cultures is really tough. Many insist on importing certain modern ideas wherever they go. It's one of the areas where I consistently have to struggle as a GM. In what ways are these cultures different? And how do you convey these differences to your players in a way they genuinely take in? [/QUOTE]
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