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Judgement calls vs "railroading"
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<blockquote data-quote="Imaro" data-source="post: 7091475" data-attributes="member: 48965"><p>Hmm, I wasn't addressing your particular method of setting creation directly in that post I was speaking to [MENTION=16586]Campbell[/MENTION] 's whose details are more nebulous to me... but I'll post my thoughts on the above statement here. </p><p></p><p>I think there can be different types of richness... to claim that a setting is quite rich due to having a multitude of authors contribute to it doesn't seem like a particularly strong argument to me since that could just as easily lead to a hodgepodge or incoherent setting. In other words I don't think having more authors inherently adds to the richness of the setting. I also wonder if there aren't different types of richness... in my games and the games I play with my normal group we feel a setting is rich and interesting when we ask a question and are able to get an objective, pre-defined answer (and yes admittedly there may be times where an answer isn't already detailed but in our playstyle the GM through his knowledge of the setting as a whole is positioned to most easily provide answers to said question)... generating said answers ourselves, through out of game or in-game methods, makes us feel the setting isn't rich or even designed but instead a thing that is ill-defined and in flux. Is this inherently bad... no, but we don't start off with investment with such a setting and said investment has to be fostered and may or may not grow as play continues. Your games strike me as much more concerned with the actions, thoughts, goals, motivations, etc. of the characters and much less with the setting outside of it facilitating those things and honestly in that type of game the setting only needs to be rich in so far as it serves that purpose. But for some games (especially exploratory games and sandbox games which I enjoy running) the setting is important as an objective thing we want to explore, learn about and care about outside of it's importance to framing our characters motivations, goals, etc. I didn't think it contentious to say a setting being decided and narrated in the moment with no secret backstory started ill-defined but I'd like to hear how you view it as being well-defined if nothing exists in the fiction for your games until it is brought into play?</p></blockquote><p></p>
[QUOTE="Imaro, post: 7091475, member: 48965"] Hmm, I wasn't addressing your particular method of setting creation directly in that post I was speaking to [MENTION=16586]Campbell[/MENTION] 's whose details are more nebulous to me... but I'll post my thoughts on the above statement here. I think there can be different types of richness... to claim that a setting is quite rich due to having a multitude of authors contribute to it doesn't seem like a particularly strong argument to me since that could just as easily lead to a hodgepodge or incoherent setting. In other words I don't think having more authors inherently adds to the richness of the setting. I also wonder if there aren't different types of richness... in my games and the games I play with my normal group we feel a setting is rich and interesting when we ask a question and are able to get an objective, pre-defined answer (and yes admittedly there may be times where an answer isn't already detailed but in our playstyle the GM through his knowledge of the setting as a whole is positioned to most easily provide answers to said question)... generating said answers ourselves, through out of game or in-game methods, makes us feel the setting isn't rich or even designed but instead a thing that is ill-defined and in flux. Is this inherently bad... no, but we don't start off with investment with such a setting and said investment has to be fostered and may or may not grow as play continues. Your games strike me as much more concerned with the actions, thoughts, goals, motivations, etc. of the characters and much less with the setting outside of it facilitating those things and honestly in that type of game the setting only needs to be rich in so far as it serves that purpose. But for some games (especially exploratory games and sandbox games which I enjoy running) the setting is important as an objective thing we want to explore, learn about and care about outside of it's importance to framing our characters motivations, goals, etc. I didn't think it contentious to say a setting being decided and narrated in the moment with no secret backstory started ill-defined but I'd like to hear how you view it as being well-defined if nothing exists in the fiction for your games until it is brought into play? [/QUOTE]
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