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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7323009" data-attributes="member: 29398"><p>[MENTION=6696971]Manbearcat[/MENTION] does the same thing here, a few posts later:</p><p></p><p>Lots here in these two short paragraphs. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Worldbuilding does not become degenerate (though I'll ask what you mean by 'degenerate' while I'm here) under either of your clauses a) or b) above. In fact, it can be (and maybe should be) somewhat neutrally done as far in isolation of these things as possible...unless, of course, you want the entirety of the game world to revolve around the PCs and what they think or do; a rather ludicrous proposition if one wants to maintain any kind of realism and-or believability.</p><p></p><p>Your clause c) is valid to this extent: once the puck drops the DM has to be aware that her game world and elements within it are at risk from what the PCs might do to them through their actions.</p><p></p><p>As for your second paragraph...where to begin?</p><p></p><p>Part of the joy of the game for me as a player during the early-mid parts of a campaign is exploring a new game world to find what's in it. I don't want to be building it because a) as a player I expect that to have already been done by the DM, and b) because it's not my place as a player to be building the DM's world. I also somewhat expect the DM will have some stories and-or plots and-or serious twists in mind to run in this world of hers; I'll go along with these until-unless something else in the game world or story catches my/the table's interest, at which point we'll go there instead and the DM will have to react.</p><p></p><p>What I will be doing along the way is two things: a) probably killing off a series of poor unfortunate PCs that get stuck with having me as their player, and b) giving the most entertaining and (I hope) interesting personalities and characterizations I can to the few of my PCs that survive. Because that's part of my job as a player: to create characters that can use the stage (i.e. game world/setting) I've been given...and while I'm at it, chew its scenery to the bone. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>You somewhat derisively call this "passive setting/metaplot tourism"; to which I should probably take some slight offense as to me it's simply how the game is played, end of story. The DM makes the world and entertains us with it, we the players make the characters and entertain the DM with those.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7323009, member: 29398"] [MENTION=6696971]Manbearcat[/MENTION] does the same thing here, a few posts later: Lots here in these two short paragraphs. :) Worldbuilding does not become degenerate (though I'll ask what you mean by 'degenerate' while I'm here) under either of your clauses a) or b) above. In fact, it can be (and maybe should be) somewhat neutrally done as far in isolation of these things as possible...unless, of course, you want the entirety of the game world to revolve around the PCs and what they think or do; a rather ludicrous proposition if one wants to maintain any kind of realism and-or believability. Your clause c) is valid to this extent: once the puck drops the DM has to be aware that her game world and elements within it are at risk from what the PCs might do to them through their actions. As for your second paragraph...where to begin? Part of the joy of the game for me as a player during the early-mid parts of a campaign is exploring a new game world to find what's in it. I don't want to be building it because a) as a player I expect that to have already been done by the DM, and b) because it's not my place as a player to be building the DM's world. I also somewhat expect the DM will have some stories and-or plots and-or serious twists in mind to run in this world of hers; I'll go along with these until-unless something else in the game world or story catches my/the table's interest, at which point we'll go there instead and the DM will have to react. What I will be doing along the way is two things: a) probably killing off a series of poor unfortunate PCs that get stuck with having me as their player, and b) giving the most entertaining and (I hope) interesting personalities and characterizations I can to the few of my PCs that survive. Because that's part of my job as a player: to create characters that can use the stage (i.e. game world/setting) I've been given...and while I'm at it, chew its scenery to the bone. :) You somewhat derisively call this "passive setting/metaplot tourism"; to which I should probably take some slight offense as to me it's simply how the game is played, end of story. The DM makes the world and entertains us with it, we the players make the characters and entertain the DM with those. Lanefan [/QUOTE]
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