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What is *worldbuilding* for?
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<blockquote data-quote="innerdude" data-source="post: 7323346" data-attributes="member: 85870"><p>I was going to comment on exactly this. </p><p></p><p>Be careful, [MENTION=42582]pemerton[/MENTION] , not to mistake "world building" as "just the stuff I, the GM, have to make up in my head." One of the powerful effects of using known settings is that you can sidestep so much of the need to explain to players just what the world is and what lives within it contextually. They already know.</p><p></p><p>Many settings use real-world cultural analogues for this reason exactly---if I want the players to be immersed in a place that's highly compatible with 18th century France, I'm going to say, "picture 18th century France," and the players immediately <em>get it</em>. It's powdered wigs and fighting with rapiers and muskets, with orchestral string music playing at the royal ball. I don't have to "worldbuild" any of that context/milieu, it's already there. </p><p></p><p>In my experience, the best RPGs I've played in have leveraged this heavily, because as [MENTION=16814]Ovinomancer[/MENTION] mentions, doing this creates instantly accessible cues for the players without the GM having to do a ton of work. It's much easier for players to "plug in" to the world and its basic expectations.</p></blockquote><p></p>
[QUOTE="innerdude, post: 7323346, member: 85870"] I was going to comment on exactly this. Be careful, [MENTION=42582]pemerton[/MENTION] , not to mistake "world building" as "just the stuff I, the GM, have to make up in my head." One of the powerful effects of using known settings is that you can sidestep so much of the need to explain to players just what the world is and what lives within it contextually. They already know. Many settings use real-world cultural analogues for this reason exactly---if I want the players to be immersed in a place that's highly compatible with 18th century France, I'm going to say, "picture 18th century France," and the players immediately [I]get it[/I]. It's powdered wigs and fighting with rapiers and muskets, with orchestral string music playing at the royal ball. I don't have to "worldbuild" any of that context/milieu, it's already there. In my experience, the best RPGs I've played in have leveraged this heavily, because as [MENTION=16814]Ovinomancer[/MENTION] mentions, doing this creates instantly accessible cues for the players without the GM having to do a ton of work. It's much easier for players to "plug in" to the world and its basic expectations. [/QUOTE]
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