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Recurring silly comment about Apocalypse World and similar RPGs
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<blockquote data-quote="pemerton" data-source="post: 9251028" data-attributes="member: 42582"><p>Upthread I posted this about an example of setting creation provided by another poster:</p><p>The use of setting in Prince Valiant is another example of this.</p><p></p><p>The players know about France, Italy, Dalmatia, Dacia, Constantinople and Cyprus not because, in the course of play, they have had their PCs perform actions that prompt me as GM to tell them information about these elements of the setting. They know about them because they know that we are playing a game set in a fictional version of the 7th to 8th centuries CE.</p><p></p><p>That's not to say that no event occurred in the fiction to provide the PCs with this information and the related ideas:</p><p>But the point is the player knows what all this fiction means because they already understand the setting.</p><p></p><p>The players, in choosing to have their PCs travel east on crusade, are expressing their desire to have their PCs framed into those sorts of encounters. It's pretty much the opposite of the players going left or right and as a result meeting the ogre or the treant (depending on what the GM's secret map and key say). The players want their PCs to be framed into a certain sort of situation/scenario, and the resolution of travel etc plays a coordinating role in relation to that.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9251028, member: 42582"] Upthread I posted this about an example of setting creation provided by another poster: The use of setting in Prince Valiant is another example of this. The players know about France, Italy, Dalmatia, Dacia, Constantinople and Cyprus not because, in the course of play, they have had their PCs perform actions that prompt me as GM to tell them information about these elements of the setting. They know about them because they know that we are playing a game set in a fictional version of the 7th to 8th centuries CE. That's not to say that no event occurred in the fiction to provide the PCs with this information and the related ideas: But the point is the player knows what all this fiction means because they already understand the setting. The players, in choosing to have their PCs travel east on crusade, are expressing their desire to have their PCs framed into those sorts of encounters. It's pretty much the opposite of the players going left or right and as a result meeting the ogre or the treant (depending on what the GM's secret map and key say). The players want their PCs to be framed into a certain sort of situation/scenario, and the resolution of travel etc plays a coordinating role in relation to that. [/QUOTE]
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