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General Tabletop Discussion
*TTRPGs General
"Oddities" in fantasy settings - the case against "consistency"
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<blockquote data-quote="hawkeyefan" data-source="post: 9253351" data-attributes="member: 6785785"><p>Who's talking about "at our leisure"? I'm talking about before play begins... when the setting and the characters are being created. </p><p></p><p></p><p></p><p>I literally am asking you to share your experience. I said that perhaps I'm wrong, and you're a guru of collaborative world building. If so, please elaborate. </p><p></p><p></p><p></p><p>Those posts don't shed much light on what we're talking about. One appears to be about a spotlight-hungry player and the second is about a player who was interested in a setting element. </p><p></p><p>I'm asking you what is your experience with collaborative world building? What games have you played that involve it? How did they promote it? How did it work? How did it not? </p><p></p><p>You're not answering these questions. Those examples don't address these questions. </p><p></p><p></p><p></p><p>I think the amount you can work on world building on your own is a bit overstated. While true, I think that the primary way to learn if you've built an interesting/dynamic setting for an RPG is to see it in play. </p><p></p><p></p><p></p><p>I'm not ignoring it at all. Yes, people will gravitate toward different games or styles for a variety of reasons. </p><p></p><p></p><p></p><p>There are many reasons. Setting aside things like brand recognition, market presence, and popularity... I've commented on some of them myself. Personal preference is of course a significant one. So is inertia and familiarity. So is comfort. So is fear. </p><p></p><p>Another big one is false impressions based on underinformed assumptions made by others. The idea that a given style is difficult, hard to learn, or not viable.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9253351, member: 6785785"] Who's talking about "at our leisure"? I'm talking about before play begins... when the setting and the characters are being created. I literally am asking you to share your experience. I said that perhaps I'm wrong, and you're a guru of collaborative world building. If so, please elaborate. Those posts don't shed much light on what we're talking about. One appears to be about a spotlight-hungry player and the second is about a player who was interested in a setting element. I'm asking you what is your experience with collaborative world building? What games have you played that involve it? How did they promote it? How did it work? How did it not? You're not answering these questions. Those examples don't address these questions. I think the amount you can work on world building on your own is a bit overstated. While true, I think that the primary way to learn if you've built an interesting/dynamic setting for an RPG is to see it in play. I'm not ignoring it at all. Yes, people will gravitate toward different games or styles for a variety of reasons. There are many reasons. Setting aside things like brand recognition, market presence, and popularity... I've commented on some of them myself. Personal preference is of course a significant one. So is inertia and familiarity. So is comfort. So is fear. Another big one is false impressions based on underinformed assumptions made by others. The idea that a given style is difficult, hard to learn, or not viable. [/QUOTE]
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"Oddities" in fantasy settings - the case against "consistency"
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