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My Review of 13th Age
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<blockquote data-quote="Balesir" data-source="post: 6167251" data-attributes="member: 27160"><p>Huh? Yeah, if you like. You clearly have a different view of what "worldbuilding" means than me.</p><p></p><p>Edit (after your edit): OK, I see a bit more about where you are coming from, but:</p><p></p><p>- the GM (I assume) has placed the bandit camp and the tomb. S/he didn't have to place either; even a range of options is a design decision. The Icons, on the other hand, are a (deliberately, I think) wide selection of "world factors" to design around and interact with. In a homebrew they will be set by the GM, and that will make them similar, for sure. But even then, I would suggest that sharing Icon creation with the players would be a very good idea.</p><p></p><p>- World building, for me, does not need to happen outside play, or be done by any individual alone. Some of my favourite moments in RPGs are when something new about the game world comes out of a synergy created by the interactions of the players. The GM isn't doing the creating (in the sense of thinking about it alone and presenting a finished "thing"), and nor are the players. Instead, what happens in play, when elements decided by player A (who may be the GM - or not) encounter elements added by player B and all players discover something about the world they hadn't known before. This is "players participating in world building". They don't have to present a finished "thing" to be added to the game; they just have to decide what game elements are going to collide and, like a high energy physics experiment, we'll see what particles fly out from the collision!</p></blockquote><p></p>
[QUOTE="Balesir, post: 6167251, member: 27160"] Huh? Yeah, if you like. You clearly have a different view of what "worldbuilding" means than me. Edit (after your edit): OK, I see a bit more about where you are coming from, but: - the GM (I assume) has placed the bandit camp and the tomb. S/he didn't have to place either; even a range of options is a design decision. The Icons, on the other hand, are a (deliberately, I think) wide selection of "world factors" to design around and interact with. In a homebrew they will be set by the GM, and that will make them similar, for sure. But even then, I would suggest that sharing Icon creation with the players would be a very good idea. - World building, for me, does not need to happen outside play, or be done by any individual alone. Some of my favourite moments in RPGs are when something new about the game world comes out of a synergy created by the interactions of the players. The GM isn't doing the creating (in the sense of thinking about it alone and presenting a finished "thing"), and nor are the players. Instead, what happens in play, when elements decided by player A (who may be the GM - or not) encounter elements added by player B and all players discover something about the world they hadn't known before. This is "players participating in world building". They don't have to present a finished "thing" to be added to the game; they just have to decide what game elements are going to collide and, like a high energy physics experiment, we'll see what particles fly out from the collision! [/QUOTE]
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