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Judgement calls vs "railroading"
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<blockquote data-quote="pemerton" data-source="post: 7077380" data-attributes="member: 42582"><p>[MENTION=29398]Lanefan[/MENTION] - I've given you the entirety of the lore on Hardby. The elisions are comments about other things (you'll see that the lore is spread over 3 pages, none of which has "Hardby" as a heading - the info is in the sections on Greyhawk City and on the Wild Coast.</p><p></p><p>As I think I already posted twice:</p><p></p><p style="margin-left: 20px">The tower was introduced in the first session, because one of the players had an Instinct "If I fall, cast Falconskin". I therefore wanted a high place. I'd also been recently re-reading Tower of the Elephant.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The owner of the tower - the head of the cabal - was introduced into the fiction by the mage player, attempting a Circles check in the first session.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The cathedral was introduced into the fiction in response to the player making contact with a friendly cleric (via a Circles check).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The catacombs were introduced in play, via the interaction between narration of the mummy (whom the mage PC was investigating) and the PCs attempt to flee the city by making contact with a friendly noble.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The GH boxed set gives us a map, some names for locations on the map, and some basic background (eg the ancient Suel) which support swords-and-sorcery tropes.</p><p></p><p>The fictional backdrop can be created in play. it doesn't need to be pre-authored.</p><p></p><p>This is related to techniques of resolution: eg when characters are racing one another through the city, we don't plot out paths on a city map (there is no city map). We make opposed checks; when the PCs are trying to make their way through the catacombs, there is no map we look at, and no "getting lost" roll - rather, we make a Catacombs-wise roll (the last of these that was made failed; hence the two PCs got lost in the catacombs while the assassin, whom they had drugged, regained consciousness and was able to beat them to the tower).</p><p></p><p> [MENTION=6696971]Manbearcat[/MENTION] talked upthread about world creation in Dungeonworld. It is not identical to what I've described - eg [-]BW[/-]DW has the concept of "Fronts" and doesn't (I don't think) have the concept of "Circles checks". But it similarly works with a low degree of detail at the start, filled out via play.</p><p></p><p>And in <a href="http://www.enworld.org/forum/showthread.php?530990-Into-the-North-Cortex-Plus-Heroic-Fantasy-actual-play" target="_blank">this Cortex Fantasy game</a>, which has run now for two sessions, the starting setting was <em>vikings</em>. That's it. All the details were established in play. It wasn't lacking in colour.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7077380, member: 42582"] [MENTION=29398]Lanefan[/MENTION] - I've given you the entirety of the lore on Hardby. The elisions are comments about other things (you'll see that the lore is spread over 3 pages, none of which has "Hardby" as a heading - the info is in the sections on Greyhawk City and on the Wild Coast. As I think I already posted twice: [indent]The tower was introduced in the first session, because one of the players had an Instinct "If I fall, cast Falconskin". I therefore wanted a high place. I'd also been recently re-reading Tower of the Elephant. The owner of the tower - the head of the cabal - was introduced into the fiction by the mage player, attempting a Circles check in the first session. The cathedral was introduced into the fiction in response to the player making contact with a friendly cleric (via a Circles check). The catacombs were introduced in play, via the interaction between narration of the mummy (whom the mage PC was investigating) and the PCs attempt to flee the city by making contact with a friendly noble. The GH boxed set gives us a map, some names for locations on the map, and some basic background (eg the ancient Suel) which support swords-and-sorcery tropes.[/indent] The fictional backdrop can be created in play. it doesn't need to be pre-authored. This is related to techniques of resolution: eg when characters are racing one another through the city, we don't plot out paths on a city map (there is no city map). We make opposed checks; when the PCs are trying to make their way through the catacombs, there is no map we look at, and no "getting lost" roll - rather, we make a Catacombs-wise roll (the last of these that was made failed; hence the two PCs got lost in the catacombs while the assassin, whom they had drugged, regained consciousness and was able to beat them to the tower). [MENTION=6696971]Manbearcat[/MENTION] talked upthread about world creation in Dungeonworld. It is not identical to what I've described - eg [-]BW[/-]DW has the concept of "Fronts" and doesn't (I don't think) have the concept of "Circles checks". But it similarly works with a low degree of detail at the start, filled out via play. And in [url=http://www.enworld.org/forum/showthread.php?530990-Into-the-North-Cortex-Plus-Heroic-Fantasy-actual-play]this Cortex Fantasy game[/url], which has run now for two sessions, the starting setting was [I]vikings[/I]. That's it. All the details were established in play. It wasn't lacking in colour. [/QUOTE]
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