hawkeyefan
Legend
OK, so just to clear some ground - my purpose in starting the thread isn't to work out what "worldbuilding" really means. It's to ask about what a certain technique/method in RPGing might be for. And I think you realise that, so the purpose of this paragraph is just to establish that we're both on that cleared ground.
Now, the technique/method I'm interested in is the following - the description may be rough, but hopefully gets at something recognisable: the GM, in advance of play, establishes certain elements of the shared fiction - "the world" or "the setting". These details may be high level and fairly abstract ("Here's the pantheon"). They may be low level and rather gritty ("Here's a map of your inn room"). These details may or may not be shared with the players in advance of play, but that's a matter for GM discretion as governed by certain conventions (eg if we assume that none of the PCs is blind or in the dark, then there's a convention that the GM will show the players at least a rough map of the area the PCs are in, or describe it them if words are being used rather than pictures).
Okay, thanks for clarifying. I think what you're describing is pretty common, sure. I don't think that it is inherently bad, and at least in my case, it's not something the GM does alone; my group tends to determine a lot of these details together.
I think what you're describing falls into the category of worldbuilding, but there are many other things that also fall into that category which don't fit the description.
These details can be used to constrain or even veto player choices at PC generation. (That hasn't been discussed much in this thread, but is frequently discussed on these boards.) And, as has been discussed at some length in this thread, these details may be used by the GM to establish elements of fictional positioning, in the context of action resolution, which are secret from the players. The result of this is that a player can declare an action for his/her PC and have it fail not because of a bad roll (this thread has mostly been focused on dice-based action resolution) but because the framing for the declaration - unbeknownst to the player - has already been established by the GM to be such that the action can't succeed.
The recurring example of the last point is the GM's prior determination that the map is in the kitchen (hidden in the bread bins) and not in the study, and hence that an action declaration by a player "I search the study for the map" cannot succeed, in virtue of the GM establishing in advance the content of (that aspedct of) the shared fiction.
I don't like limiting player choice in character generation. Not unless there is a really compelling reason. And most of the reasons typically offered in such discussions here I would not call compelling. I think the GM should work with the players to try and incorporate whatever ideas they're trying to bring to the table. I see your point how a GM can use his authorship of the setting details to limit player choice, but I don't think it need be so.
As for the example, I don't know if I entirely agree with your assessment. I understand it, and I can see why you may not like it, but the choice of words you choose to describe it seems off to me. In that scenario, the PC searching the study has not failed. He has successfully searched the study and determined that the map is not there. I don't see this as the Gm preventing the player's success in the way that you seem to.
I do agree this is a case of the GM's authorship taking priority over the player's attempt to establish world details....but I don't think that is a problem in this case. As I mentioned above, I can see it being a problem in other areas, but details such as the location of an item being searched for seem to me to be safely in the hands of the GM.
As a GM I'm far more interested in a player contributing to the shared fiction through character actions and relationships and desires, and how all those things can impact worldbulding, rather than in a player trying to author a solution to a problem they are facing.
A further consequence of the sort of worldbuiling I've just been describing, which is important to me but has received much less attention in this thread than the above point, follows on from the idea of constraints on PC build. When the game begins from this sort of worldbuilding, the focus of play is established by the GM. The "big picture" of the campaign is established by the GM. The local, nitty-gritty moving parts of the ingame situation are established by the GM.
So here you mean things like the GM deciding this is going to be a court intrigue based game in a D&D style setting meaning that the player who wanted to be a barbarian is kind of SOL, right? I pretty much agree....I think that any such constraints are probably best established by the group beforehand. Or at the very least, the GM can share his intentions with the players and get their buy in.
A further thing is that the second and third consequences can feed into one another. So the established but secret elements of backstory which determine - in ways unbeknownst to the players, because while they may know there is secret backstory there they don't know what it is (because it's secret) - whether or not action declarations succeed or fail. So the play of the game, via action declarations, is apt to lead to outcomes that reflect the GM's establishment (in advance) of the key setting elements.
This can be the case, sure. The GM can guide things towards the outcomes he wants. Or less severely, he can nudge a bit here and there. Again, I don't think this needs to be the case. And at times, I don't think it's bad when it does happen.
Anyway, that is the sort of worldbuilding I have in mind. I think it's very common. I have played games where it occurs. I read posts about such games nearly every day on ENworld. It's inherent to any AP campaign that it have more-or-less the above character. @Lanefan has given multiple examples (both imagined and actual play) which illustrate RPGing in the above fashion.
Sure, it is common. I've played in games like it quite a bit. Most of the games I've played in have had at least some element of it. My current game that I DM certainly does. The difference is that I don't think I as the GM wield my secret knowledge like a club to bash the players with. I establish elements of the games that I think will be compelling. I don't do it simply to thwart my players and any ideas that they may have.
In the Traveller game I referred to, we started with PC gen tables: I had written up tables that mostly reflected the original ones in Book 1 and Supplement 4, but with an additional line - Special Duty - borrowed from the MegaTraveller tables; and changing a couple of skill entries on the skill roll tables to incorporate (some of) the skills introduced in Books 4, 5, 6 and 7.
And we had a patron encounter table. And world generation tables. And I had a piece of paper with stats for 4 worlds written down (Lyto-7, Byron, Enlil and Ruskin) - their existence as elements of the shared fiction was not established (and in the case of Ruskin still hasn't been - it's there if I need a comfortable, mid-tech world with a bucolic lifestyle and strong immigration restrictions, but so far I haven't).
The nearest recent experience I would compare it to is running a one-off AD&D session where the players rolled up 2nd level PCs and then I used the Appendix A random dungeon generation system to generate a dungeon as they went along.
In both cases, there are tecniques used to establish a setting. In the AD&D case, rolling on the tables tells us what the starting room looks like (there are six to choose from); how long the corridoors are; etc. There are charts for working out whether a room is empty or not, and if it's inhabited, by what. In the Traveller case, I rolled a starting world and the players and I worked out a sketch of it based on the rolls. Instead of the room occupants charts in Appendix A, Traveller has a patron chart, which established this scout in need of assistance as a part of the setting.
I'd say that these are techniques to help establish a setting. A small but important distinction, I think. Because the setting is largely decided when you picked a game. Traveller has many elements already determined. Same with AD&D and the random dungeon. Sure, there are big pieces missing that you fill in, and you prefer to fill them in as you go based on how the play has gone...but the bones are already there.
Because the player of the noble had already established that he'd won a yacht gambling, but had been hopsitalised as a result - which is how he had met the ex-Navy medic - it made sense that the scout would be needing the PCs' help because her old crew had lost their ship gambling! And because one of the PCs - generated on the diplomat table - was clearly a spy (skill in carousing, interrogation, streetwise, gambling, recruiting, forgery, wheeled vehicles), it made sense that the mission should have a clandestine element to it (although what that was was not established until the player of the spy had his PC seduce the scout, and succeeded in an interrogation roll, which then obliged me to make up some more backstory about the secret element of the job she was offering).
In that example, the setting is not a constraint on PC gen - it follows from it. It is not a constraint on action declaration success - it is generated in response to it. Where details are filled out as part of framing and establishing the situation, the players are contributing together with the GM, and it is this interaction of ideas that generates a setting for the (imaginary) action to occur within.
I'm all for character generation determining major elements of the game. I think the setting should help shape the characters, and then the characters should help shape the action.
I do have a good deal of secret history in my campaign. And yes, the PCs do come across bits of lore here and there that is slowly revealing he big picture. But I don't use this story to force them down specific paths. I generally don't use discovering the secret history the goal of their actions....they generally determine what they're doing and why, and then they learn some crazy things along the way. The players add just as much to the world as I do.
For instance, one player came up with an idea for a Fighter character. This was our first delve into 5E, so he kept the character simple. As we played, he slowly began to develop a history for the character. He had been in a mercenary company prior to joining the party. He'd left because the mercenary company had started to take on contracts that he found to be loathsome. He had befriended one of the other PCs with a military background when they had fought on the same side of a conflict.
So, totally separate of my pre-conceived GM backstory, the player introduced the idea of this mercenary company. I ran with that and it's become a major part of our campaign. I altered many of my ideas to fit with the idea of this mercenary company. There are similar elements in the campaign from nearly all my players (one player is pretty much along for the ride and is fine with that). It's very collaborative in that sense.
Do my ideas sometimes trump the players? Perhaps a bit. But I would say their ideas trump mine more often. It's pretty give and take.
Another, small but illustrative example: when the PCs stopped off at the world of Lyto-7 on their jump route from the starting world - Ardour-3 - to Byron, the ship owner decided to buy some cargo with the hope that he could sell it on at a profit on Byron. We rolled on the trading tables to determine values etc. But that left the question of what the cargo actually was. The world gen system had determined that the population of Lyto-7 was only a double-digit nubmer of people, and it had no government or law level, but a reasonably high tech level - so clearly it was a research station of some sort. That was my framing. The system had also decreed that the hydrographics of the world were 60%. The player therefore decided the cargo was ambergris (or something similar) collected as a byproduct of the research work being undertaken. Thta's only a modest bit of setting, but again it was not any sort of constraint on action declaration or resolution. Rather, working through those processes, in conjunction with the world gen results, yielded the setting via inputs from both GM and player.
Whether or not you want to call that "worldbuilding", it bears very little resemblance to the phenomenon I have described above. They both establish a setting, a shared fiction, which provides context for play. But the methods of doing that, and the consequences, are almost completely different.
Are they? It sounds to me like you used the setting elements that already existed to establish new elements. Planet A is rich in Z, so it makes sense that Z can be found there. A already existed, Z was a common sense call.
When you comment on the worst version of GM backstory boiling down to the Gm reading a story to the players...is that all that different from the GM reading the results of rolls on random tables to the players?
I know that's now what you're doing...I expect there is a lot more to it than that, even beyond what you've described. But maybe there is also more to what the GM has done with his secret worldbuilding? Maybe it's not him just reading his story and feeling proud when his players say wow that's cool?
So if you are asserting "RPGing needs setting" then I agree. If you are asserting "RPGing needs situation, and situation brings setting with it" then I agree. But if you are asserting "Because RPGing needs situation to get going, the GM must author some setting in advance, thereby unilaterally establishing some elements of the shared fiction", well then I disagree.
I don't see how some elements of the shared fiction are not established before hand. I feel it is fundamentally required.
But I do get your contention with the playstyle in general, especially given how you have described it. I think perhaps we agree much more than it may seem. If I had to boil it down to one major difference, I suppose it would be that I don't think the GM having written anything down beforehand means he cannot be flexible, and that his game cannot be collaborative.