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<blockquote data-quote="The Crimson Binome" data-source="post: 6781003" data-attributes="member: 6775031"><p>I can see how it might be a contributing factor, but it also seems like it could be solved if your GM was better about describing the world, and/or if you spent more time learning the setting. </p><p></p><p>Part of that is just the reason why fantasy remains popular - because we've all seen enough of it that we can fill in the gaps about how the world works, without having the GM spell everything out all the time. Tropes are super useful here. For anything less standard, you really need to spend more effort to get on the same page as the GM before the game. Letting the player come up with details would certainly lessen the homework load, although it could be difficult to keep the positions separate if you're constantly switching back and forth between character-role and author-role.</p><p></p><p>Yeah, it really sounds like you just need the GM to do a better job of describing the world, and including all of the sorts of details that you would otherwise want to add. How could it be easier to reconcile your view of the world with that of everyone else at the table, rather than everyone reconciling their own view with just the GM?</p><p></p><p>I can definitely see the merit in cooperative world-building, but probably as an out-of-game thing that you do before the campaign starts. There's a lot that can go wrong if the GM is trying to have NPCs interact off-screen, but they don't know some of the societal rules that the player introduces at a later point. </p><p></p><p>And there's definitely an issue with spending Fate points for establishing a detail about the world, especially if that detail is both immensely important to your immersion <em>and</em> irrelevant toward success in whatever your goal happens to be. It really seems like you should just be able to talk over those details, without bringing some sort of meta-game currency into the equation, but I guess they needed some way to keep that in check and that's the only limiter they had.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6781003, member: 6775031"] I can see how it might be a contributing factor, but it also seems like it could be solved if your GM was better about describing the world, and/or if you spent more time learning the setting. Part of that is just the reason why fantasy remains popular - because we've all seen enough of it that we can fill in the gaps about how the world works, without having the GM spell everything out all the time. Tropes are super useful here. For anything less standard, you really need to spend more effort to get on the same page as the GM before the game. Letting the player come up with details would certainly lessen the homework load, although it could be difficult to keep the positions separate if you're constantly switching back and forth between character-role and author-role. Yeah, it really sounds like you just need the GM to do a better job of describing the world, and including all of the sorts of details that you would otherwise want to add. How could it be easier to reconcile your view of the world with that of everyone else at the table, rather than everyone reconciling their own view with just the GM? I can definitely see the merit in cooperative world-building, but probably as an out-of-game thing that you do before the campaign starts. There's a lot that can go wrong if the GM is trying to have NPCs interact off-screen, but they don't know some of the societal rules that the player introduces at a later point. And there's definitely an issue with spending Fate points for establishing a detail about the world, especially if that detail is both immensely important to your immersion [I]and[/I] irrelevant toward success in whatever your goal happens to be. It really seems like you should just be able to talk over those details, without bringing some sort of meta-game currency into the equation, but I guess they needed some way to keep that in check and that's the only limiter they had. [/QUOTE]
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