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What is *worldbuilding* for?
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<blockquote data-quote="1of3" data-source="post: 7322165" data-attributes="member: 48555"><p>The confusion over your choice of "world-building" is that making a dungeon would not normally be considered that. World-building is a separate activity. Like <a href="http://www.orionsarm.com" target="_blank">www.orionsarm.com</a>. That's world-building. Making up a universe that works by consistent rules, their places, societies, histories etc. But you are right, that isn't really the point. </p><p></p><p>To understand what role this world/background/setting plays, we first need a model for RPGs that fit both varieties you describe. A common base to build on.</p><p></p><p>An RPG is a game where people develop a story or narrative primarily by talking.</p><p>A rule in a game is says what the people may or should do.</p><p>Therefore in an RPG a rule says what people should talk about.</p><p></p><p>Setting then is a rule. You should talk about elements defined in the setting. You should not contradict them.</p><p></p><p>But that doesn't really answer your question. Because your question isn't really about settings or world-building or whatever. You are asking about the goal of playing. In what you call "classical" (your scare quotation marks), the players' goal is looting the dungeon as best you can without dying. </p><p></p><p>The question you imply is: What is the goal, when we do not play in the dungeon? - But frankly, that question cannot be answered, except for: Anything else. A game of Vampire focussing on intrigue, will have a very different overall goal than one focussing on personal horror. And that is only a single game. Also note, that Vampire has very specific rules on how to set up a city.</p><p></p><p>So you might ask: What tools do different games provide to set up the setting or scenario and what goals does that suggest. But we can't discuss this very well in general.</p></blockquote><p></p>
[QUOTE="1of3, post: 7322165, member: 48555"] The confusion over your choice of "world-building" is that making a dungeon would not normally be considered that. World-building is a separate activity. Like [url]www.orionsarm.com[/url]. That's world-building. Making up a universe that works by consistent rules, their places, societies, histories etc. But you are right, that isn't really the point. To understand what role this world/background/setting plays, we first need a model for RPGs that fit both varieties you describe. A common base to build on. An RPG is a game where people develop a story or narrative primarily by talking. A rule in a game is says what the people may or should do. Therefore in an RPG a rule says what people should talk about. Setting then is a rule. You should talk about elements defined in the setting. You should not contradict them. But that doesn't really answer your question. Because your question isn't really about settings or world-building or whatever. You are asking about the goal of playing. In what you call "classical" (your scare quotation marks), the players' goal is looting the dungeon as best you can without dying. The question you imply is: What is the goal, when we do not play in the dungeon? - But frankly, that question cannot be answered, except for: Anything else. A game of Vampire focussing on intrigue, will have a very different overall goal than one focussing on personal horror. And that is only a single game. Also note, that Vampire has very specific rules on how to set up a city. So you might ask: What tools do different games provide to set up the setting or scenario and what goals does that suggest. But we can't discuss this very well in general. [/QUOTE]
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