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Judgement calls vs "railroading"
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<blockquote data-quote="Ilbranteloth" data-source="post: 7086942" data-attributes="member: 6778044"><p>I will clarify that it wasn't doubt that you specifically could or could not, and you also clarified a bit what you mean by shared-authoring. </p><p></p><p>My doubt is based on what I understand about BW/DW and the games I've seen played, including the "how to play" games on YouTube and such, that if a group of people sit down to start playing a game, and one guy says he wants to be a dwarven cleric, and the GM then tells them, "OK, you're a dwarf, so tell us more about the dwarven lands and culture. And also, you're a cleric, so you own the Gods, or at least part of the Gods, and particularly your God. Tell us about the Gods and clerics."</p><p></p><p>Then, the focus of the game is specifically on only the parts of the world that come into play and impact the PCs at that point in time. So after a few years of playing like this, in an extended campaign, potentially with players coming and going - sure, I'm skeptical that will present a world as richly detailed or as coherent as the Forgotten Realms. Sure, there are plenty of contradictions or issues with the Realms as well, particularly as the content police have waxed and waned over time. Anytime you have a shared world, you need some sort of quality and content control to help maintain it. That's one of my roles in my campaign world.</p><p></p><p>Having said that - I also acknowledge that a consistent world of that sort of breadth and depth isn't likely a goal of their games either. It's something I enjoy, not everybody does. I certainly can't argue with the idea that developing a region such as Calimshan as fully as it has been in print, when your characters will never visit the land seems like a bit of a waste of time. On the other hand, world-building is a hobby in itself. Not to mention that the cultures, people, and products of a far-away land can have an impact on the local world too. Such as the impact trade with the orient had in medieval Europe. World-building acknowledges that these sorts of things are interconnected and have an impact on the history of the local world too, and can help explain why things are the way they are here and now.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7086942, member: 6778044"] I will clarify that it wasn't doubt that you specifically could or could not, and you also clarified a bit what you mean by shared-authoring. My doubt is based on what I understand about BW/DW and the games I've seen played, including the "how to play" games on YouTube and such, that if a group of people sit down to start playing a game, and one guy says he wants to be a dwarven cleric, and the GM then tells them, "OK, you're a dwarf, so tell us more about the dwarven lands and culture. And also, you're a cleric, so you own the Gods, or at least part of the Gods, and particularly your God. Tell us about the Gods and clerics." Then, the focus of the game is specifically on only the parts of the world that come into play and impact the PCs at that point in time. So after a few years of playing like this, in an extended campaign, potentially with players coming and going - sure, I'm skeptical that will present a world as richly detailed or as coherent as the Forgotten Realms. Sure, there are plenty of contradictions or issues with the Realms as well, particularly as the content police have waxed and waned over time. Anytime you have a shared world, you need some sort of quality and content control to help maintain it. That's one of my roles in my campaign world. Having said that - I also acknowledge that a consistent world of that sort of breadth and depth isn't likely a goal of their games either. It's something I enjoy, not everybody does. I certainly can't argue with the idea that developing a region such as Calimshan as fully as it has been in print, when your characters will never visit the land seems like a bit of a waste of time. On the other hand, world-building is a hobby in itself. Not to mention that the cultures, people, and products of a far-away land can have an impact on the local world too. Such as the impact trade with the orient had in medieval Europe. World-building acknowledges that these sorts of things are interconnected and have an impact on the history of the local world too, and can help explain why things are the way they are here and now. [/QUOTE]
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