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My Review of 13th Age
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<blockquote data-quote="Balesir" data-source="post: 6167798" data-attributes="member: 27160"><p>Sure you can explore around something that has already been "discovered", but the fact of you exploring presupposes some expectation that you will discover something new that might be connected with the thing you are exploring around, doesn't it? I mean, the exchange</p><p></p><p>"What are you doing?"</p><p>"Exploring."</p><p>"Oh - are you expecting to find something new and exciting?"</p><p>"Nope. Just the same stuff I saw before."</p><p></p><p>Doesn't seem to make much sense, to me.</p><p></p><p>You're probably right, here - I was just projecting the way <em>I</em> would use the system if I were playing the game - and the way I <em>hope</em> the players will use the system when I run the game - as the intention of the designers.</p><p></p><p>You could certainly just create unconnected flavour as your OUT and Icon-neutral ties for your backgrounds. I would just interpret that as the player not wanting to commit to connections with the game world; a shying-away from engagement and involvement, essentially. Possibly that could be unfair, but it would be my feeling about the choices at a gut level.</p><p></p><p>And here you seem to make my argument for me in simpler, cleaner terms than I have managed.</p><p></p><p>Player chooses Icons for favourite hooks and situations to be involved in game play --> those hooks and situations being stochastically triggered in game play. If characters can choose - albeit in an indirect way - what fiction elements will (randomly) crop up in the adventures played, are they not having influence on the build of the campaign?</p><p></p><p>Maybe it's a difference of view about what the "game world" is. For me, it really only includes what is used in play. If the map has a place called the "Isle of Brass", but the characters never go there, and it's never mentioned in play, then as far as I'm concerned the "Isle of Brass" never really existed in that game world. Unless it enters the Shared Imagined Space, it's just vapourware. If it was brought up as a potential place to visit, but the visit never happened, then the Isle exists but has no real detail. This is the sense of "influence over world building" you metioned before.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6167798, member: 27160"] Sure you can explore around something that has already been "discovered", but the fact of you exploring presupposes some expectation that you will discover something new that might be connected with the thing you are exploring around, doesn't it? I mean, the exchange "What are you doing?" "Exploring." "Oh - are you expecting to find something new and exciting?" "Nope. Just the same stuff I saw before." Doesn't seem to make much sense, to me. You're probably right, here - I was just projecting the way [I]I[/I] would use the system if I were playing the game - and the way I [I]hope[/I] the players will use the system when I run the game - as the intention of the designers. You could certainly just create unconnected flavour as your OUT and Icon-neutral ties for your backgrounds. I would just interpret that as the player not wanting to commit to connections with the game world; a shying-away from engagement and involvement, essentially. Possibly that could be unfair, but it would be my feeling about the choices at a gut level. And here you seem to make my argument for me in simpler, cleaner terms than I have managed. Player chooses Icons for favourite hooks and situations to be involved in game play --> those hooks and situations being stochastically triggered in game play. If characters can choose - albeit in an indirect way - what fiction elements will (randomly) crop up in the adventures played, are they not having influence on the build of the campaign? Maybe it's a difference of view about what the "game world" is. For me, it really only includes what is used in play. If the map has a place called the "Isle of Brass", but the characters never go there, and it's never mentioned in play, then as far as I'm concerned the "Isle of Brass" never really existed in that game world. Unless it enters the Shared Imagined Space, it's just vapourware. If it was brought up as a potential place to visit, but the visit never happened, then the Isle exists but has no real detail. This is the sense of "influence over world building" you metioned before. [/QUOTE]
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