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Let's Talk About RPG Worldbuilding
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<blockquote data-quote="Ovinomancer" data-source="post: 8330892" data-attributes="member: 16814"><p>I disagree. Worldbuilding is not a catchall for fiction creation, it's a specific activity used to create a setting absent the characters. I don't need to know a thing about the PCs to engage in worldbuilding -- look throughout this thread for statements that it's the player's job to align their PCs with the setting. I can, however, create fiction quite easily while engaged in play, and that can, at the end of the day, result in a vibrant world the characters interacted with. However, the difference here is that the fiction is created to engage the characters, which is not how worldbuilding operates.</p><p></p><p>Look to how FATE works, with collaborative setting that hinges on the characters, for one options. Another is to start with a genre or set of tropes, make characters, and the start play with those characters in a tropy opening scene and then build out from there <em>in play</em>. This requires a system that aides this kind of play, so, yeah, you'd probably get bad results using 5e, for example (which has a strong implied setting and also a complete lack of any system to engage characters in this manner).</p><p></p><p>And the myth that you can't have a coherent, consistent, and deep game if you don't do worldbuilding ahead of time is just that -- a myth. One that largely rests on the shoulders of trying to do so with systems that fight such play (like D&D) and in play cultures that treat this as bad play and lean on examples of poor execution to prove their point -- as if prep never delivers terrible game experiences.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8330892, member: 16814"] I disagree. Worldbuilding is not a catchall for fiction creation, it's a specific activity used to create a setting absent the characters. I don't need to know a thing about the PCs to engage in worldbuilding -- look throughout this thread for statements that it's the player's job to align their PCs with the setting. I can, however, create fiction quite easily while engaged in play, and that can, at the end of the day, result in a vibrant world the characters interacted with. However, the difference here is that the fiction is created to engage the characters, which is not how worldbuilding operates. Look to how FATE works, with collaborative setting that hinges on the characters, for one options. Another is to start with a genre or set of tropes, make characters, and the start play with those characters in a tropy opening scene and then build out from there [I]in play[/I]. This requires a system that aides this kind of play, so, yeah, you'd probably get bad results using 5e, for example (which has a strong implied setting and also a complete lack of any system to engage characters in this manner). And the myth that you can't have a coherent, consistent, and deep game if you don't do worldbuilding ahead of time is just that -- a myth. One that largely rests on the shoulders of trying to do so with systems that fight such play (like D&D) and in play cultures that treat this as bad play and lean on examples of poor execution to prove their point -- as if prep never delivers terrible game experiences. [/QUOTE]
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