I'm thinking that you're letting "setting" do quite a lot of work here, and mean it to be "any information at all." So, if I say, "you're in a big fantasy city," that's setting to you? Because, I can absolutely kick a game off with just that.Of course fiction creation is more than only worldbuilding. But you can not have much of a story without a setting.
Of course fiction creation is more than only worldbuilding. But you can not have much of a story without a setting.
Of course. You have to have worldbuilding, but it can be very little to support a story.I'm thinking that you're letting "setting" do quite a lot of work here, and mean it to be "any information at all." So, if I say, "you're in a big fantasy city," that's setting to you? Because, I can absolutely kick a game off with just that.
Only because a bunch of tropes likely familiar to all the players does a ton of work for you. You aren't "not world building" when you say "big fantasy city" and leave it at that, you are just letting the players fill in the gaps with assumptions based on their preferences and experiences. That's efficient in its way, but it does pose the danger of folks internal image of the "big fantasy city" not aligning with one another's or yours. One player thinks they are in Lahnkmar and another thinks they are in Camelot and you are running an adventure someplace completely different.I'm thinking that you're letting "setting" do quite a lot of work here, and mean it to be "any information at all." So, if I say, "you're in a big fantasy city," that's setting to you? Because, I can absolutely kick a game off with just that.
…like Ankh-Morpork.One player thinks they are in Lahnkmar and another thinks they are in Camelot and you are running an adventure someplace completely different.
Hasn't been a problem, likely because this approach doesn't rely on the GM having prep to follow. Everything's established at the table, in the open.Only because a bunch of tropes likely familiar to all the players does a ton of work for you. You aren't "not world building" when you say "big fantasy city" and leave it at that, you are just letting the players fill in the gaps with assumptions based on their preferences and experiences. That's efficient in its way, but it does pose the danger of folks internal image of the "big fantasy city" not aligning with one another's or yours. One player thinks they are in Lahnkmar and another thinks they are in Camelot and you are running an adventure someplace completely different.
I didn't say it was a problem. I said it was not "not world building."Hasn't been a problem, likely because this approach doesn't rely on the GM having prep to follow. Everything's established at the table, in the open.
It is a paradox, in regular fiction it is suspense; except in an rpg players would feel wronged if a gun such as that appeared without foreshadowing, and if foreshadowed, they would try to use it.chekhov's gun is the worst thing to happen to fantasy fiction